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On December 04 2010 20:41 DiZasteR wrote:Show nested quote +On December 04 2010 20:31 Sewi wrote:On December 04 2010 20:03 decaf wrote:LMFAO at FG We can't fg medivacs anymore  (and obviously any other air unit) Since ZvZ should turn into Mass Mutas I want my scourges back! • Fixed an issue where Larva could produce units by holding down hotkeys. You gotta be kidding, that was considered an issue ??? If I want to produce 40 Roaches I gotta press 'R' 40 times now? - LOL Ofc. If toss wants to build 40 zealots, they have to click "w" , "z", "click" 40 times! If Terran wants to build 40 marines they have to click "a" 40 times. I dont see why this problem is zerg specific in any way Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second?
The change is for all races, not just Zerg, the whole "hold key down to do multiple commands" is gone now. Why do zerg players think its just a change to zerg?? This makes Zerg players look like they are just trolling and QQing about everything
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On December 04 2010 20:41 DiZasteR wrote: Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second?
How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.
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haha so toss has now air and ground dominance in pvz , atleast terran can still compete in air .... atleast i hope so
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How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S. And how hard is it to understand that a ling doesnt equal a rine or a stalker??
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On December 04 2010 20:47 decaf wrote:Show nested quote +How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S. And how hard is it to understand that a ling doesnt equal a rine or a stalker??
Exactly, that is why when you press "Z" you actually get 2 Zerglings!
2 FOR THE PRICE OF 1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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On December 04 2010 20:47 decaf wrote:Show nested quote +How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S. And how hard is it to understand that a ling doesnt equal a rine or a stalker??
It doesn't, that's why you get two.
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On December 04 2010 10:46 Phaded wrote: -- The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.
this means every game will end in a tie (please not it says OR destroy any structure for three minutes consecutive)
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On December 04 2010 20:45 Dente wrote:Show nested quote +On December 04 2010 20:41 DiZasteR wrote: Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second? How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.
This exactly!!!
On December 04 2010 20:43 decaf wrote:Show nested quote +On December 04 2010 20:31 Sewi wrote:On December 04 2010 20:03 decaf wrote:LMFAO at FG We can't fg medivacs anymore  (and obviously any other air unit) Since ZvZ should turn into Mass Mutas I want my scourges back! • Fixed an issue where Larva could produce units by holding down hotkeys. You gotta be kidding, that was considered an issue ??? If I want to produce 40 Roaches I gotta press 'R' 40 times now? - LOL Ofc. If toss wants to build 40 zealots, they have to click "w" , "z", "click" 40 times! If Terran wants to build 40 marines they have to click "a" 40 times. I dont see why this problem is zerg specific in any way Cause you ever build that many rines/zealots at a time, mhm.. Zerg is meant to lose huge amounts of armies and rebuild them quickly. They just removed the 'quickly'.
Dont tell me it is too hard to spam click a few times to build the amount of units. I guess it is mostly non BW players who are mad about it because building units, especially with Zerg, is so much easier anyways in SC2.
Ans seriously, when do you build 40 roaches at once? Throwing your army away and then want it to be replaced in a few seconds to get from 120 supply to 200 with one click? you must be trolling if that is what you want... If your macro is anywhere near decent, you wont have larva, money and supply to build 40 roaches at once.
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Does blizzard think about the health of our fingers? When I dronepump, I dont massively press D multieple times when I can hold down the button. It saves our fingers. And I am casual, cant even think what the pros will do with this sickening move.
One thing is to 1-9 a move, another is to press the same button million times over.
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The hold down hotkey change is to nerf zerg late game macro alittle i think, yes it affects all races but i think zerg the most as they need to most units. And zerg save up larva to be able to use it all at once and this will be a little punishment for it,
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On December 04 2010 20:45 Dente wrote:Show nested quote +On December 04 2010 20:41 DiZasteR wrote: Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second? How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.
10 lings = 5x Z.
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On December 04 2010 20:31 HwangjaeTerran wrote: What was wrong with Fungal on air units?
If you want to deal with air units you have corruptors. With the FG you were doing fine without corruptors, that's whats wrong.
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I think one of the reasons for the pressing buttons instead of holding down, is probably a way of slowing down the crazy remassing (with or without tech switch) of zerg units after loosing a battle. Holding down would be almost instantaneous massing of the units, while pressing, it will probably take a few precious seconds. Otherwise why didn't they also made it so that we have to press when morphing banelings instead of holding down? And i suppose holding down still applies to queuing faster in barracks, gateways, etc?
if that's not the case, i really don't see a point. It's not really convenient and a pretty boring thing to do in a game. All things considered, it'd be better if they found another solution for that, be it so that holding down a key, the larva can only transform into units every 0.1s, so 10 larva per second, or something else.
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On December 04 2010 20:47 decaf wrote:Show nested quote +How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit 10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S. And how hard is it to understand that a ling doesnt equal a rine or a stalker??
Your ultralisk is build out of the same building as your zerglings, while a terran and a protoss need to make several production facilities to produce such a big unit. To make 10 ultras at once you need 1 hatchery with 10 larvae. To make 10 thors at once you need 10 factories. Stop compairing please.
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On December 04 2010 20:45 zomgad wrote: haha so toss has now air and ground dominance in pvz , atleast terran can still compete in air .... atleast i hope so
Terran own the skies if they build 2 ravens vZ on the test server.
Literally makes their air force untouchable.
Have fun with raven/banshee!
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On December 04 2010 20:49 papaz wrote:Show nested quote +On December 04 2010 20:31 HwangjaeTerran wrote: What was wrong with Fungal on air units?
If you want to deal with air units you have corruptors. With the FG you were doing fine without corruptors, that's whats wrong.
I don't need to deal with them because I don't play zerg. And what is wrong with not needing a unit?
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Can ANYBODY PLEASE, make screenshots of the game running at EXTREME GRAPHICS with all settings at max in good resolution?
PLease I wanna see if they made new cool graphics and stuff...
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The problem is unlike phoenixes and arguably unlike vikings, corruptors are nearly useless once the opponent has no air. Buff corruption or greater spire build time and that would maybe be an option.
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If your macro is anywhere near decent, you wont have larva, money and supply to build 40 roaches at once. Ever heard about about the word 'maxed' ? - Prolly not.
Show nested quote +And how hard is it to understand that a ling doesnt equal a rine or a stalker?? It doesn't, that's why you get two. I wasn't particularly talking about lings. You cannot compare Z production to P and T. All zerg untis are very constineffective and come in large numbers.
If you want to deal with air units you have corruptors. With the FG you were doing fine without corruptors, that's whats wrong. Corruptors are anti massiv and not anti air!
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Like most people, I think the fungal growth nerf is overkill. And I play Terran. (On the other hand, I must admit it doesn't make much sense that a fungus could immobilize a flying unit mid-air... either a flying unit can still move, or it crashes.)
Wouldn't it be a good compromise if fungal growth acted as an Ensnare spell against air? I.e.: doesn't prevent air units from moving, but decreases their speed by 50% or something like that. I much less care for the "poison" effect of the spell. It could remain the same or be halved. Still, I don't think it should be totally removed.
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