Because of that, I don't think these notes are legit. Although as a zerg player I would love that overlord change oh so much.
Unconfirmed Patch 1.1 Notes - Page 30
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btlyger
United States470 Posts
Because of that, I don't think these notes are legit. Although as a zerg player I would love that overlord change oh so much. | ||
Ghazwan
Netherlands444 Posts
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Kolvacs
Canada1203 Posts
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TheGrimace
United States929 Posts
I re-read the carrier change a few times, had to really think if I was going crazy or not. They definitely always came with 4 pre-built. Also, increasing the cost wouldn't make a lot of sense, they are already really slow to come out, and if CB was nerfed they'd be slower. Not to mention they are rarely seen. | ||
lololol
5198 Posts
On September 16 2010 23:01 Karthane wrote: Especially when you are a Zerg against a terran who tanks drops on LT right? Having a queen being able to see up cliffs would fix SO MUCH on a lot of the maps that terran can easily abuse That has never been the problem with drops. Placing an overlord close to the cliff would be the same "fix" as this one and guess what... ovie sight doesn't magically "fix" drops. | ||
kickinhead
Switzerland2069 Posts
On September 16 2010 23:03 Ghazwan wrote: What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion. that's exactly the point. | ||
Cantankerous
114 Posts
On September 16 2010 22:51 EchOne wrote: These notes are not real and will not be implemented. Hypothetically, if the changes actually did warrant discussion: Creating a cooldown for CB and MULE is not an idea I agree with. All it does is limit options. The only purpose I see is to force players to mechanically use the ability every time it's off cooldown, like clockwork. That's pointless though, since when players choose to use the ability at all times possible, doing so is trivially easy. But, is that not exactly how the zerg mechanic works? While you should never compare apples and oranges I do think it's unreasonable to claim terrans should not be subjected to having to pay attention to their macro (which is still considerably more lenient than zerg, I might add). As for protoss, this would negatively affect one base gateway play - I don't think it would be unreasonable to slightly increase the effect of a chrono boost, since you wouldn't be able to spam it on all gateways for a sudden surge of production. The Overlord changes seem rather drastic. They basically ensure uncontested scouting of any region lacking enemy air-to-air, and almost unstoppable connectivity between bases. I like how Overlord scouting and creep spreading work as some of Zerg's key strengths at the moment, but I'm unsure if they should be strengthened. At the very least, I prefer Creep Tumors to ubiquitous Overlord creep spreading, since tying this passive ground control to buildings allows it to be contested. I'm undecided on this. I do think zerg needs scouting options early-ish game, but this is a big change. However, spreading overlords does always open you up to some extreme harassment from an opponent with a mobile anti-air force. The only way you'll get good coverage of the map is by spreading them evenly everywhere, which is a huge risk. It could mean that phoenix heavy builds would become popular to punish this - or that a small force of 3-4 phoenixes/vikings could be built alongside your normal composition to stab at scouting overlords and retreat before you are intercepted. | ||
Ghazwan
Netherlands444 Posts
And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'. | ||
TheAngelofDeath
United States2033 Posts
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Cofo
United States1388 Posts
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Leeto
United States1320 Posts
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ch4ppi
Germany802 Posts
Especially when you are a Zerg against a terran who tanks drops on LT right? Having a queen being able to see up cliffs would fix SO MUCH on a lot of the maps that terran can easily abuse As much as I appreciate Zerg love, but this is dumb... Overlords still provide good vision on cliffs, thats not the problem, the problem is that we dont have any early range units | ||
junemermaid
United States981 Posts
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Kolvacs
Canada1203 Posts
On September 16 2010 23:10 1337o wrote: The carrier "change" makes it hard to believe that it's legit. Haven't they always started with 4 prebuilt? Apparently not. | ||
Cantankerous
114 Posts
On September 16 2010 23:09 Ghazwan wrote: And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'. well it does mean a few things - if you're already creep tumoring using your first or second cast it means that the second one will be 5-6 seconds sooner, which is just a nice change. This also means that you'll get a free tumor every 5 casts of inject larvae - and more creep tumors with fewer queens is a very nice change. It's small, so nothing gamechanging, just slightly easier to handle ![]() | ||
Daedie
Belgium160 Posts
The cooldown on the nexus I'm not so fond of. It's not the kind of ability that you just want to throw out every time you have the energy for it. And imagine how long that first zealot is going to take to build. | ||
MrShank
Canada144 Posts
- Ground Units of type Psionic now have vision in the air plane. i dont get it? | ||
kickinhead
Switzerland2069 Posts
On September 16 2010 23:09 Ghazwan wrote: And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'. First of all, noone said it's a HUGE change. Secondly, good Zerg-players don't have plenty of Energy (not mana - this isn't WC3 or WoW) on their queens, that's the point of good macro; not missing injects and therefore not having any spare energy. Lastly, having an additional or earlier creep-tumor EARLY in the game actually makes quite a difference... | ||
Thall
Switzerland214 Posts
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Odies
Denmark275 Posts
I think it means templars can cast storms on ledges without vision and stuff like that | ||
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