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PTR Patch 2.0 is up - Page 8

Forum Index > SC2 General
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vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2010-12-14 07:14:15
December 14 2010 07:13 GMT
#141
On December 14 2010 02:43 ccou wrote:
Show nested quote +
On December 11 2010 06:41 Jarmam wrote:
On December 11 2010 05:53 junemermaid wrote:
On December 11 2010 05:30 Ummbeefy wrote:
No FG change is cool but now toss builds a structure simply for upgrades or...carriers?

Wow, if I want +2 air upgrades I need a building that only allows me to create carriers and improve the carrier effectiveness?

This feels very limited. Toss tech patterns already seem confining. This solidifies the you're one tech, stay there mentality.


You mean like the fusion core?

Yeah. It's fine. It also unlocks the mothership.


The structure that costs 150/150 and isnt an extension of a rugged tech path like the Protoss 3-way tech path - and which does *not* unlock the +2 air upgrades, cuz they're available from the start?

But yay for Mothership, that changes everything.


I mainly played protoss back in BW. I tell you what, back in those days, you had to build an observatory to get observers. Protoss was fine back then and it's fine now with splintered tech, that's just the race.


But SC2 is a game of hard counters. BW is not. Therefor, adding too many different tech routes makes it so that you have to guess what your opponent is going for and just go for the coinflip.

On top of that, SC2 lacks the defender's advantage that BW has.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
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