To kill an entire mineral line takes around 3 storms doesn't it?
Patch 1.3 on PTR - Page 123
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Fa1nT
United States3423 Posts
To kill an entire mineral line takes around 3 storms doesn't it? | ||
NikonTC
United Kingdom418 Posts
On February 28 2011 05:58 Fa1nT wrote: One storm is only wide enough to kill like 3 mineral patches, which is 9 workers. (6-7 for zerg) To kill an entire mineral line takes around 3 storms doesn't it? two storms takes out almost all of a mineral line. aim between the patches and the CC/hatch, not on the mineral patches themselves | ||
uSnAmplified
United States1029 Posts
On February 28 2011 05:45 Rawr wrote: ' David Kim is a master league player with a rating of around 3500. http://us.battle.net/sc2/en/profile/715900/1/dayvie/ladder/29749#current-rank You think i didn't know that? 3500 all in machine, soooo good /sarcasm | ||
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Whitewing
United States7483 Posts
On February 28 2011 05:55 Thermia wrote: Frankly, if a HT gets warped in behind your mineral like straight up you probably deserve to lose those workers. Ghosts, at least, are still useful if they can't emp right away (sniping is tolerable for countering casters, as well as cloaking/nukes). Infestors on the other hand are basically completely useless without enough energy to FG/NP, and the FG changes only exacerbate this. And it's not like high templar are better at killing workers than say.... hellions. Or cloak banshees. Really, the issue most people seem to have is with the warp gate mechanic, not with the high templar themselves being able to storm the moment they are ready. Frankly, storm isn't even that great: marines/marauders stim kite out of storms all the bloody time while getting medivac healed and laugh, and storm is a great deal weaker than it was in brood war (plus archons are worse too). It's decent and definitely useful, but not worth nerfing like this, especially since the only result will be to force less high templar play and more colossus play. 'cause every player in the game wants MORE colossus, less high templar, right? | ||
timwac
Scotland93 Posts
It's so annoying spawning into the game with your mouse at some random position on the screen and having to place it in the centre before starting :D makes this patch 1.5x more worth the impending doom of the high templar in my play ![]() | ||
SpinmovE
Canada119 Posts
On February 28 2011 06:16 Whitewing wrote: And it's not like high templar are better at killing workers than say.... hellions. Or cloak banshees. Really, the issue most people seem to have is with the warp gate mechanic, not with the high templar themselves being able to storm the moment they are ready. Frankly, storm isn't even that great: marines/marauders stim kite out of storms all the bloody time while getting medivac healed and laugh, and storm is a great deal weaker than it was in brood war (plus archons are worse too). It's decent and definitely useful, but not worth nerfing like this, especially since the only result will be to force less high templar play and more colossus play. 'cause every player in the game wants MORE colossus, less high templar, right? I whole heartedly agree with this. I can't help but feel that if the Warp Gate mechanic was never introduced protoss would be a much more enjoyable race to play. At the very least PvP wouldn't be as stupid as it is, and people wouldn't be complaining about HT warp ins. I suppose the idea behind warp gates was interesting, but I really don't see that it adds anything to the game other then more problems. | ||
PrinceXizor
United States17713 Posts
On February 28 2011 06:25 SpinmovE wrote: I whole heartedly agree with this. I can't help but feel that if the Warp Gate mechanic was never introduced protoss would be a much more enjoyable race to play. At the very least PvP wouldn't be as stupid as it is, and people wouldn't be complaining about HT warp ins. I suppose the idea behind warp gates was interesting, but I really don't see that it adds anything to the game other then more problems. I think it'd be super interesting if warp gates would work in a big range of a nexus instead of pylon power. like nexus would have a 20-25 range bubble, and warp prisms have their current range in which they can warp in units, and not pylons alone, this prevents PVP from becoming an aggressors advantage(unless you proxy nexus i guess), and still allows P to warp in to defend bases as well as somewhat cut down on transit time, and harass via warp prism. | ||
ki11z0ne
United States427 Posts
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mholden02
387 Posts
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Reborn8u
United States1761 Posts
FF and warp gates add a lot to protoss multitasking and although they are powerful the trade of is having units that can't win in a straight fight, at cost. Without extremely expensive and easily countered tier 3 units, toss falls apart to tier 1-2 in the mid game, and even the early game at times. I got into top 16 grandmasters on the ptr by cannon rushing and 4 gating. I'm beginning to think that protoss is better off playing cheese, and all ins, rather than a macro game. There are just to many windows to be exploited vs protoss in long games. | ||
TERRANLOL
United States626 Posts
On February 28 2011 06:57 ki11z0ne wrote: so HT are now useless... colossi are going to be even MORE of a problem Why would you even write such an exhaggerated, useless statement? | ||
Apolo
Portugal1259 Posts
On February 28 2011 04:11 Almin wrote: Let me go warp in an HT behind your mineral line and kill 20 workers with one storm. Do it then. Oh and you will never kill 20 workers unless i have 5 + workers per mineral patch, good luck trying to kill 20 workers with a storm. At most you kill 6 or 7 if i'm not looking and don't move them, in which case i lose 0 of them. BF helions on the other hand can wipe out all single probes, and that's 20+, and generally do kill many of them, certainly more scary than any storm drop i've seen. Also, by the time you payed 200 min for a warp prism, sacrificed some colossus, got the templar archives and both upgrades, you'l also get a nice surprise when you see you have no main army since you payed so much for that drop. Even if you do it late late game, where that isn't an issue, what i said at the start still maintains. Besides, i just put one of the vikings i already have that i made to counter the colossus, and no more warp prisms will come. Still think thats why it is being nerfed? Think again. On February 28 2011 04:11 Almin wrote:Protoss can reinforce with HT's immediately, but infestors/ghosts cannot, so I don't see any logical reason for Protoss QQ. No, they can't. There's a thing called cooldown, and unless the protoss guy is just chilling he'll have to w8 for the cooldown of previously made units to finish. What a bunch of weak arguments floating around here. Seriously, people arguing aggainst HT, there is only one good reason that i can think of why HT should be nerfed and thats not drop storms, or defense of HT aggainst drops, but mainly how it deals with bio army. But at that case i think Blizzard went the wrong way and instead of buffing mech, or nerfing protoss way of dealing with mech, they go and nerf bio's counter. probably that's the kind of units they want to see, which i find sad since they are so much boring to watch and play than mech. Not to mention how HT is much more fun than colossus, though that's just my personal opinion. | ||
Cabinet Sanchez
Australia1097 Posts
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Amber[LighT]
United States5078 Posts
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Techno
1900 Posts
On February 27 2011 18:15 RaiZ wrote: They seriously need to rewrite their engine code lolwut, they need to take it back and do it again? Anyone not using HT because of this.... well it's there loss. I reiterate: It still takes longer to build a ghost than it does to have a HT get storm. | ||
Zalias
Lithuania79 Posts
On February 28 2011 06:58 Reborn8u wrote: I'm beginning to come to the conclusion that force field and warp gates have caused protoss to get nerfed, over and over. Production isn't that much faster with warp gates rather than regular gates, it's just the power of warping them in anywhere. However, if you compare stalkers zealots and immortals to ling roach hydra or marine maruader tank, they seem very weak IMO. I actually hope they just get rid of the stupid warpgates, and sentries and give toss strong, cost effective tier 1 and 2 units. FF and warp gates add a lot to protoss multitasking and although they are powerful the trade of is having units that can't win in a straight fight, at cost. Without extremely expensive and easily countered tier 3 units, toss falls apart to tier 1-2 in the mid game, and even the early game at times. I got into top 16 grandmasters on the ptr by cannon rushing and 4 gating. I'm beginning to think that protoss is better off playing cheese, and all ins, rather than a macro game. There are just to many windows to be exploited vs protoss in long games. Lol what? Terrans doesn't have tiers Protoss doesn't have tiers Zergas has tiers. I don't know how you can even try to call those in tiers, since you need "8-9mins" or even less to reach what you call "t3". And you are totally wrong, ZvP after this still, is believed to be favored for toss... | ||
Snowbear
Korea (South)1925 Posts
On February 28 2011 07:06 Cabinet Sanchez wrote: Instead of making stim take longer to research why not just decrease how ridiculously good it is? Make them fire less fast and walk less fast. As it is currently, it's insane. This isn't really going to solve peoples problems with stim. Because this would destroy terran lategame in tvp. Terran CAN'T compete with toss lategame. Tanks suck, thors suck, bc's suck. We have no lategame army so we have to rely on good dropplay, ghostplay, MMM control and vikings. Please don't come with the argument "terran should use thors and bc's". You don't see it in the GSL and you won't see it anytime soon. Terrans will only win with mech when protoss makes mistakes (for example not expanding like a zerg or 4gate failing, see jinro vs mc). It's not like the best terrans are too lazy to try anything else... | ||
arb
Noobville17920 Posts
On February 28 2011 04:12 LoLAdriankat wrote: Yes and no. Storms didn't stack in terms of damage, but if you had 4 HTs selected and casted storm, all of them would cast at the same time on the same spot. No they didnt stack, casting them all in one spot was a sign of improper magic boxing or just bad players overall i believe they work like fungals do now, as in the first one does its damage then the second one(if still going on after the first expires) does its damage also | ||
PieShopPwner
United States75 Posts
Also isnt a little silly that terrans are complaining that there tier 1 units die too quick to tier 3? Toss has nothing cost effective until tier 3. Dont tell me 4 gate is cost effective because its not, it is an all in meant to get more units than you have out and do quick damage before your eco and unit producing can really kick in and really as long as the terran doesn any recon they can see it coming a mile away and make bunkers and repair. Also as for terran late game, have you seen any of pain users late game vs toss, banshee + thors + marines is SO strong, throw in a couple ghost and scans to take out obs and you got a pretty unstoppable force. Thors are amazing against toss, and please dont say immortals counters thors because any decent terran will get strike cannon or have a ghost and pretty much make immortals useless. | ||
AXygnus
Portugal1008 Posts
On February 28 2011 06:19 timwac wrote: OMG like --> "The game cursor now remains visible while loading maps." It's so annoying spawning into the game with your mouse at some random position on the screen and having to place it in the centre before starting :D makes this patch 1.5x more worth the impending doom of the high templar in my play ![]() Oh god, I didn't even notice this, but this helps a lot, since I usually alt-tab during loading screens >_> | ||
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