![[image loading]](http://i.imgur.com/zSA3B.jpg)
Patch 1.2.0 on PTR - Page 117
Forum Index > SC2 General |
mythosmc
United States4 Posts
![]() | ||
Piski
Finland3461 Posts
On December 05 2010 09:31 Qikz wrote: It doesn't really force muta. I can't think of a single TvZ I've ever played where the zerg doesn't go mutas. I haven't even seen a GSL/MLG game where the zerg doesn't go mutas. Well maybe you should check them again because there were :o Personally I prefer mutas but I liked the option to do something else | ||
me_viet
Australia1350 Posts
On December 05 2010 08:57 positron. wrote: Yea sure. Spreading mutas means don't focus fire. Just fly over and hit s. I am sure that take lots of micro. Don't even compare that to spreading marines against bling. There are about 200000 ppl who can spread mutas and about 200 who can spread marines well enough for it to be effective. Lol what you on about, spreading marines is easy. I have the worse micro and also a Z player and I managed to do it within a few games as T. Admittedly i'm no Foxer, but so long as your rines are standing in clumps of (2-3 even 4 breaks even) the banes becomes inefficient. You just have to know when you should bother spreading, and when the marines are as good as dead and go back to base and macro instead of wasting apm. | ||
nitesoul
Canada71 Posts
| ||
Elefanto
Switzerland3584 Posts
Oh boi oh boi, to the infestor vs air thingy. Tell me now honestly, when did you last saw an infestor @ PvZ? Even if there were many phoenix, most of the zergs build 2 spores per hatch and an additional queen. In an actual battle involving corrupters / hydras, they(phoenix) plain out suck (mc vs july last example lol.) And in ZvT, be honest, how many infestors did we so preventing drops in the past? Gsl1 Fd?`Lol It was nearly always mutas, how many infestors did you see anyway in ZvT? I didn't see much, leenock did, but it failed hard lol. | ||
anderkas
United States86 Posts
And eww at the map. Looks like jungle basin. | ||
ReasoN-
Germany145 Posts
In the first post you see a screenshot with the csutomkeyfeature. What do you can change in the option "global" ? | ||
BleaK_
Norway593 Posts
Anyone noticed this? | ||
Stijn
Netherlands363 Posts
On December 05 2010 09:52 anderkas wrote: Cool. I don't know about the pylon thing, since it doesn't stop barrack wall-ins, which accomplishes much of the same thing. And eww at the map. Looks like jungle basin. You'll always be able to wall off, or the whole area around the ramp bottom would have to be unbuildable. And even then you could probably build stuff around that. It's good that at least it's a bit more expensive now, and costs as much for Protoss as for Terran (300 minerals) | ||
pezit
Sweden302 Posts
On December 05 2010 05:40 Dente wrote: Send 1 DT. *scan*. Send the second DT. Oh shit... Terran player: build one turret at the entrance of your base, safe! Protoss player: build cannons spread out all over the base because banshees can enter from every single direction. See the difference there? Then add to that the scan if you want to push out, the fact that DT's is a semi all-in with it's terrible tech path, while the banshee transitions smoth as silk to viking or medivac or raven or a motherf'ing BC if you're feeling like a boss. Banshees can also kite, they escape easier when spotted.... I can keep going on why these units are so far apart it's not even funny. Sorry for going OT i might get banned or whatever but i'm so tired of this comparison, it's just so unfair to protoss to tell them to "try new things" while being completely ignorant of their problems. | ||
Lonyo
United Kingdom3884 Posts
It seems like they don't like the way the game is going in many ways at the moment, and want to fix that rather than balance the game broadly around what we have at the moment. | ||
ClanRH.TV
United States462 Posts
| ||
pure.Wasted
Canada4701 Posts
On December 05 2010 09:57 pezit wrote: Terran player: build one turret at the entrance of your base, safe! Protoss player: build cannons spread out all over the base because banshees can enter from every single direction. See the difference there? Then add to that the scan if you want to push out, the fact that DT's is a semi all-in with it's terrible tech path, while the banshee transitions smoth as silk to viking or medivac or raven or a motherf'ing BC if you're feeling like a boss. Banshees can also kite, they escape easier when spotted.... I can keep going on why these units are so far apart it's not even funny. Sorry for going OT i might get banned or whatever but i'm so tired of this comparison, it's just so unfair to protoss to tell them to "try new things" while being completely ignorant of their problems. Cause it's not like Dark Templar can be carried in Warp Prisms, or warped-in with them, amirite? I do agree DTs are awkwardly positioned in the tech tree, but 'entering the base' isn't really any different. | ||
anderkas
United States86 Posts
On December 05 2010 09:56 Stijn wrote: You'll always be able to wall off, or the whole area around the ramp bottom would have to be unbuildable. And even then you could probably build stuff around that. It's good that at least it's a bit more expensive now, and costs as much for Protoss as for Terran (300 minerals) I was assuming that it would work a lot like a spine crawlers, where small units can always sneak in between. Just saw the fg thing. That's stupid. Especially at high level this will be horrible for stopping drops, banshees, and other air play as zerg, which is already pretty questionable. | ||
TheBird
United States6 Posts
i keep getting this ![]() restarting the game didn't do anything not too big a deal, just weird | ||
H0i
Netherlands484 Posts
On December 05 2010 09:33 pure.Wasted wrote: Want a Protoss's feedback on this... my impression of Observer issues was that the issue was never the cost, but rather finding the time to squeeze them in between the much-needed first Immo, and the whole slew of Colossus you'll be pumping out after that. Sure, you'll find time for one, but eventually it'll die and you'll need a replacement. Does 25 gas reduction really change anything? It changes something but it does not change the fact that you need to get a robo bay always, just to get detection. A better thing would be the current change to the observer, and an observatory for 100/50 available after cyber core. This means not going robo but getting observers is cheaper, and going robo and observers a bit more expensive but it pays off because you can use the robo to make immortals/colossi instead of observers. | ||
yzw1988
United States10 Posts
| ||
ClanRH.TV
United States462 Posts
On December 05 2010 09:44 Elefanto wrote: Maybe they wanted to stop this stupid muta massing garbage shit in ZvP where you're completly screwed if he gets map control, gets expansions and his critical fucking muta ball of doom while your running like a chicken from one base to the other to deny harass? Oh boi oh boi, to the infestor vs air thingy. Tell me now honestly, when did you last saw an infestor @ PvZ? Even if there were many phoenix, most of the zergs build 2 spores per hatch and an additional queen. In an actual battle involving corrupters / hydras, they(phoenix) plain out suck (mc vs july last example lol.) And in ZvT, be honest, how many infestors did we so preventing drops in the past? Gsl1 Fd?`Lol It was nearly always mutas, how many infestors did you see anyway in ZvT? I didn't see much, leenock did, but it failed hard lol. Clearly you don't play Starcraft 2....Anytime a Protoss would get pheonix and a zerg had muta's you would see infestor. The last part of your statement is unreadable btw. | ||
Silidons
United States2813 Posts
On December 05 2010 09:28 blade55555 wrote: Yeah but now it leaves zerg with only going Muta which is retarded. Forces muta every game zvt now otherwise terran drop ships will just dominate a zerg. don't act like you didn't go muta every game | ||
ReasoN-
Germany145 Posts
help plz ![]() | ||
| ||