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On March 01 2011 05:14 Ballistixz wrote:Show nested quote +On March 01 2011 04:08 TimeSpiral wrote:On March 01 2011 03:54 Ballistixz wrote:This is a perfect example of a balance problem. The bunker is a prett essential defensive structure in many scenarios, but it is also used offensively. So, it is really hard to balance it for both functions.
(1) With the 30 second build time you could barely get a bunker up if you scouted a rush, or needed to block an all-in counter attack.
(2) 30 second build time was pretty tough to hold in some bunker rush scenarios.
(3) At 40 seconds an on-call defensive bunker is now impossible on every map. If you don't preemptively build the bunker you don't have one. End of story.
(4) This will make offensive bunkers much less useful in early game.
Bunker mechanics are almost as broken as Force Field - almost. since terrans have the option of building PFs at there most vulnerable expansions they hardly have need for bunkers mid and late game. also terrans have a little ability called "salvage" so its pretty much a no brainer to put bunkers down early at ur expansion even if a rush isnt coming. you get 100% of your money back in a refund.... 40 second build time is good for how powerful a bunker truly is for how low of a cost it is. and on top of that low cost its 100% refundable. ya 40 seconds is nothing. I'm actually concerned about this. It's arguable, but the Infestor is probably the most powerful spellcaster in the game, and Fungal Growth is one of the main reasons for this. The Stun Duration nerf is absolutely needed, but a 30% increase in damage to armored might be a little out of line.
I think this is probably because of one game unit: The Stalker.
QUESTION: That has to mean it deals the damage 100% faster, right? That's a HUUUUUGE buff. no its not such a huge buff as u think.... DO NOT let the 30% increase to armored units fool u. if u used infestors on PTR then u would know that the knew fungal is almost useless. stalkers and blink stalkers can dodge fungal SO EASILY that its almost a joke to use it against them if the toss player is even half decent. a biobal of stimmed marines/marauders can also dodge it if the terran player has good control. u might catch a few marines/units but the terran can still split units to lessen dmg. so to get a successfull fungal off u have to catch the army by surprise. however if u do catch them and u have enough fungals then the dps would be very good. so its not a huuge buff and the 4 second reduction in duration is a obvious nerf since fungal was mainly used to stop units rather then deal damage. imo this change to fungal was to make infestors more of a damage caster for zerg similar to defilier and plauge in BW. if u have enough infestors and can actually catch a army then it can be pretty insane dps for zerg. but again, catching a army with the new fungal is the problem... RE: BunkerI'm only really concerned about early-game and mid-game transition scenarios, really. Nobody is building a PF until base number three. The bunker is "powerful" because it is the only static defensive building in the game that requires active supply to attack ground units. The refund is nice, of course, but you still spend the money and it is gone until you salvage. So in early game bunkers significantly delay your BO. I prefer unit based defense in early game, which means I cannot tech. I just don't trust nor do I like relying on bunkers. Protoss lols at bunkers, but they are good versus Zerg. RE: FungalDo you honestly think Fungal was fine the way it was? Some sort of nerf was absolutely necessary imo. As I said, I'm concerned about this change. I'm not sure if it was the right one. Reducing stun is a step in the right direction. I really dislike the manipulation spells in this game. They just seem really hard to balance for both offensive and defensive purposes. fungal honestly didnt need a nerf. if a terran seen highly oriented infestor play, like infestor bling for example, a terran can easily incoprate ghosts into his army mix and negate infestors entirely. its also not all that great against mech. as for toss, well they got range 9 colls to pick off infestors easily. as for bunkers, if u dont prefer defense then thats ur fault if u get owned by a rush, not balance issue.
To say that negating spellcasters entirely is "easy" is a little absurd. It's actually quite difficult to infiltrate the enemy territory and preemptively EMP spellcasters. Of course it can be done, I'm just saying it is not easy. Zerg sees Ghosts and hits the "R" button on their Infestors. EMP does not affect burrowed units.
Infestor play is actually insane versus Mech. I was in a practice match with my brother, I had like 8 Siege Tanks and 15+ Thors and he used mass Nueral Parasite. My army got OBLITERATED. Infestors can effectively counter Barracks and Factory units. They are also arguably amazing in air superiority battles.
I explained my feelings on bunkers perfectly well. But I will reiterate for your benefit: I prefer unit based defense as opposed to relying on bunkers. Bunkers are too vulnerable to Protoss units. They are reasonably good against Zerg though.
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On March 01 2011 05:06 willoc wrote:Show nested quote +On March 01 2011 05:01 Apolo wrote:On March 01 2011 04:57 LegendaryZ wrote:On March 01 2011 04:38 willoc wrote:
Agreed. I can't believe how many QQs are going around here. The only thing I thought blizz missed in this patch was something to do with ZvP colossus. Either a corrupter buff or a colossus nerf.
You want them to nerf the HT AND the Collosus? o.O Some selfish people going around here. They want easier wins, not a better more balanced game, otherwise they wouldn't say barbarities like that. How would a corrupter buff help me out when i play T? Sorry, am I still talking in "barbarities"? I'm sure your snide remarks and lack of explanations help your point.
It might actually make them useful for protecting your Brood Lords from being killed off by those insufferable Vikings. LOL (Seriously, I hate Vikings...)
Just out of curiosity, what kind of Corruptor buff were you thinking and why do you feel that it's still needed when Protoss have one of their major tech trees nerfed? Would the reduced effectiveness of HT's in additional to the removal of the Archon toilet threat not affect ZvP balance a good deal already? While the issue of the Colossus ball of death would still exist, I would think it would leave Protoss bases much more vulnerable to harassment due to the lack of mobility of the Colossus and the inability to warp in instant storms like they currently can. Being forced to defend with pre-built HT's alone would change the game quite a bit...
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On March 01 2011 05:23 TimeSpiral wrote: Zerg sees Ghosts and hits the "R" button on their Infestors. EMP does not affect burrowed units.
Are you sure about that? Pretty sure EMP affects burrowed infestors.
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On March 01 2011 05:17 willoc wrote:Show nested quote +On March 01 2011 05:14 Grummler wrote:On March 01 2011 04:51 Kyadytim wrote: Compared to the Photon Cannon (150 minerals, can't move, can't be salvaged) and the Spine Crawler (100 minerals + drone, can move, can't be salvaged), the Bunker (100 minerals + SCV time, can't move, can be salvaged) punishes the player the least for putting up defensive structures that turn out to not be necessary. Bunker (100 minerals + SCV time, can't move, can be salvaged, doesnt shoot) 4 Marines ( 200 minerals) Not to mention 4 supply.
This kind of commen about bunkers irks me to no end. it DOES NOT cost 4 fucking supply. YOU WILL HAVE MARINES LYING AROUND NO MATTER WHAT YOU DO. so putting them in a bunker will not cost u supply and u can unload them at any time u want to push. i srsly hate bs comments like that. so unless your not making marines, a bunker will always be usefull and handy.
if you have some marines lying around waiting for a timing push, WHY NOT put them in bunkers incase a all in rush comes or something? so no it does not cost any kind of food. it keeps ur units safe that might have otherwise been vulnerable.
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On March 01 2011 05:28 Ballistixz wrote:Show nested quote +On March 01 2011 05:17 willoc wrote:On March 01 2011 05:14 Grummler wrote:On March 01 2011 04:51 Kyadytim wrote: Compared to the Photon Cannon (150 minerals, can't move, can't be salvaged) and the Spine Crawler (100 minerals + drone, can move, can't be salvaged), the Bunker (100 minerals + SCV time, can't move, can be salvaged) punishes the player the least for putting up defensive structures that turn out to not be necessary. Bunker (100 minerals + SCV time, can't move, can be salvaged, doesnt shoot) 4 Marines ( 200 minerals) Not to mention 4 supply. This kind of commen about bunkers irks me to no end. it DOES NOT cost 4 fucking supply. YOU WILL HAVE MARINES LYING AROUND NO MATTER WHAT YOU DO. so putting them in a bunker will not cost u supply and u can unload them at any time u want to push. i srsly hate bs comments like that. so unless your not making marines, a bunker will always be usefull and handy. if you have some marines lying around waiting for a timing push, WHY NOT put them in bunkers incase a all in rush comes or something? so no it does not cost any kind of food. it keeps ur units safe that might have otherwise been vulnerable.
I believe the point was that bunkers do not shoot by themselves. Having 2 stalkers and then building a cannon increases your dps in one area. Having 4 marines and then building a bunker does not. Please read all the quotes first.
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On March 01 2011 05:26 LegendaryZ wrote:Show nested quote +On March 01 2011 05:06 willoc wrote:On March 01 2011 05:01 Apolo wrote:On March 01 2011 04:57 LegendaryZ wrote:On March 01 2011 04:38 willoc wrote:
Agreed. I can't believe how many QQs are going around here. The only thing I thought blizz missed in this patch was something to do with ZvP colossus. Either a corrupter buff or a colossus nerf.
You want them to nerf the HT AND the Collosus? o.O Some selfish people going around here. They want easier wins, not a better more balanced game, otherwise they wouldn't say barbarities like that. How would a corrupter buff help me out when i play T? Sorry, am I still talking in "barbarities"? I'm sure your snide remarks and lack of explanations help your point. It might actually make them useful for protecting your Brood Lords from being killed off by those insufferable Vikings. LOL (Seriously, I hate Vikings...) Just out of curiosity, what kind of Corruptor buff were you thinking and why do you feel that it's still needed when Protoss have one of their major tech trees nerfed? Would the reduced effectiveness of HT's in additional to the removal of the Archon toilet threat not affect ZvP balance a good deal already? While the issue of the Colossus ball of death would still exist, I would think it would leave Protoss bases much more vulnerable to harassment due to the lack of mobility of the Colossus and the inability to warp in instant storms like they currently can. Being forced to defend with pre-built HT's alone would change the game quite a bit...
It's a bit hard to say what the nerf/buff would need to be. I'm now thinking that Blizz addressed this via the fungal growth change.
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On March 01 2011 05:30 willoc wrote:Show nested quote +On March 01 2011 05:28 Ballistixz wrote:On March 01 2011 05:17 willoc wrote:On March 01 2011 05:14 Grummler wrote:On March 01 2011 04:51 Kyadytim wrote: Compared to the Photon Cannon (150 minerals, can't move, can't be salvaged) and the Spine Crawler (100 minerals + drone, can move, can't be salvaged), the Bunker (100 minerals + SCV time, can't move, can be salvaged) punishes the player the least for putting up defensive structures that turn out to not be necessary. Bunker (100 minerals + SCV time, can't move, can be salvaged, doesnt shoot) 4 Marines ( 200 minerals) Not to mention 4 supply. This kind of commen about bunkers irks me to no end. it DOES NOT cost 4 fucking supply. YOU WILL HAVE MARINES LYING AROUND NO MATTER WHAT YOU DO. so putting them in a bunker will not cost u supply and u can unload them at any time u want to push. i srsly hate bs comments like that. so unless your not making marines, a bunker will always be usefull and handy. if you have some marines lying around waiting for a timing push, WHY NOT put them in bunkers incase a all in rush comes or something? so no it does not cost any kind of food. it keeps ur units safe that might have otherwise been vulnerable. I believe the point was that bunkers do not shoot by themselves. Having 2 stalkers and then building a cannon increases your dps in one area. Having 4 marines and then building a bunker does not. Please read all the quotes first. Yeah, but to even build a Cannon, you would need a Forge first which is a pretty considerable early game investment in terms of build order timing. A Bunker is something that's pretty much available with any sensible build and can be thrown up on the fly either offensively or defensively to greatly bolster the survivability of your existing army. Not to mention that it can be repaired by SCV's to make it more formidable on both sides and salvaged so long as it's not destroyed, which means that even one thrown up in reaction to some sort of impending threat will often represent a small delay to your build order, which is honestly a small price to pay for actually surviving.
The reason other races tend to cry foul in response to the bunker is because its versatility and relatively low cost in relation to the other options. While it would be a mistake to say that Bunkers can be thrown up haphazardly, overall, it's definitely less consequential to your build than investment in Cannons or Spine Crawlers, which you're pretty much stuck with once you build.
I'm definitely not the best player in the world, but I can definitely tell you that in my playing Bunkers have always felt like a more sensible investment than Crawlers or Cannons. Maybe this may not be true in the higher levels, but most commentary I've heard seems to indicate that this is also true there.
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On March 01 2011 05:27 Johnny_Vegas wrote:Show nested quote +On March 01 2011 05:23 TimeSpiral wrote: Zerg sees Ghosts and hits the "R" button on their Infestors. EMP does not affect burrowed units.
Are you sure about that? Pretty sure EMP affects burrowed infestors.
Yes, I'm sure about that. If you scan, or have a raven then it should work. I make this remark because both Fungal Growth and Storm work on cloaked and burrowed units, but EMP only works on cloaked units in this regard.
To be safe, can someone test this for me? I'm at work.
On March 01 2011 05:28 Ballistixz wrote:Show nested quote +On March 01 2011 05:17 willoc wrote:On March 01 2011 05:14 Grummler wrote:On March 01 2011 04:51 Kyadytim wrote: Compared to the Photon Cannon (150 minerals, can't move, can't be salvaged) and the Spine Crawler (100 minerals + drone, can move, can't be salvaged), the Bunker (100 minerals + SCV time, can't move, can be salvaged) punishes the player the least for putting up defensive structures that turn out to not be necessary. Bunker (100 minerals + SCV time, can't move, can be salvaged, doesnt shoot) 4 Marines ( 200 minerals) Not to mention 4 supply. This kind of commen about bunkers irks me to no end. it DOES NOT cost 4 fucking supply. YOU WILL HAVE MARINES LYING AROUND NO MATTER WHAT YOU DO. so putting them in a bunker will not cost u supply and u can unload them at any time u want to push. i srsly hate bs comments like that. so unless your not making marines, a bunker will always be usefull and handy. if you have some marines lying around waiting for a timing push, WHY NOT put them in bunkers incase a all in rush comes or something? so no it does not cost any kind of food. it keeps ur units safe that might have otherwise been vulnerable.
If you want your bunkers to shoot projectiles that damage enemy units then yes, they do in fact require active supply. No matter what type of argument you try and make that will never change that point, and that is the point.
You can also load Marauders, Reapers, and Ghosts into bunkers. Not that it affects the argument, but it is not just "Marines" as you so bitterly focused on in your raging rebuttal.
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On March 01 2011 05:43 TimeSpiral wrote: If you want your bunkers to shoot projectiles that damage enemy units then yes, they do in fact require active supply. No matter what type of argument you try and make that will never change that point, and that is the point.
You can also load Marauders, Reapers, and Ghosts into bunkers. Not that it affects the argument, but it is not just "Marines" as you so bitterly focused on in your raging rebuttal.
I'm going to assume that his point was that the point made about a bunker costing 4 Marines and active supply is actually misleading because the supply and mineral investment in the troops to fill the Bunker would have been made already regardless of whether or not the Bunker was actually constructed which means that it's not an investment directly associated with the Bunker itself. Marines are obviously the point of issue here because the argument revolving the Bunker is primarily an early-game argument and Marines are really the only unit that would consistently be using it. Reapers pretty much don't exist in the game anymore thanks to an earlier nerf that made it just about pointless and Marauders tend to come well after most Bunker complaints and Ghosts well beyond the relevance of the Bunker in your average game.
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I didn't found it on the thread, can someone add the new icons for top 8 of each league on OP plz?
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I'm actually really curious now to know what Zerg players on the PTR are feeling in ZvP with these new changes in effect...
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Also, for future patch, blizzard should really consider fixing injecting larva mechanics. The fact of the matter is, if you dont inject simultaneously, you lose the game. [Its like playing with 2 rax the entire game] The consequences are so harsh compare the other races. Protoss can forget about chrono, and dump it all on their upgrade. Not effecting any game there. Protoss can pump out units like there is no tomorow using warpgate technology. Same with Terran, they can dump mules onces they have secured a gold mineral. And still not have any major effect on their unit production.
On the other hand, zerg misses larva inject, its very critical and may lead to a loss very quickly. Confucious says zerg is dependent on how frequent you inject. And the reality is, even pros still struggle to inject larva simultaneously after the cool down is over, in the midst of intense micro actions that will take place in the later stages of the game.
Here are my solutions:
Hatchery has an option to Load and Un-Load Queens Only. When Queen is Loaded inside the hatchery, a simple press of 'V' after clicking hatchery, will inject larva to hatcheries. If there are more than 1 hatchery binded to a key, then you must press 'V' accordingly.
When queen is Un-loaded from the hatchery, they can lay creep tumors but cannot inject larva unless they are loaded to the hatchery.
To be more speicfic, the queen may not attack after unloading from the hatchery for 5 seconds, and will have a slowed movement speed. [But this is a great way for your queen to hide from banshee harass, but by no means, there will be no micro potential for the queen to kill banshee from popping in and out of the hatchery, just a way to evacuate]
This will only work with Queen. Tell me what you guys think. Right now Larva inject is far too important to manually do it, even at the pro levels, think about casual players? who forget to inject. That is again... playing with 2 rax for the entire game. as all the production happens in hatcheries.
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Why yes, bunkers also take some combination of Marines and Marauders to fire, which can be unloaded and used to attack at any time. However, those aren't units you should be producing in a panic to help hold an attack. You should be producing them anyway, and have some already available. You also shouldn't just be leaving units camped in bunkers the entire game. The point I was making was that Protoss and Zerg both require more time to put up defensive structures than Terran currently does, and those resources are permanently sunk into defensive structures, although the Zerg player can change where they are defending. So, while Terran players might be able to put up Bunkers when they see their opponent move out, Protoss and Zerg both have to sink resources into defenses because they anticipate an attack coming, not because they just saw it move out.
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Canada13379 Posts
On March 01 2011 06:02 ZergForHire wrote: Also, for future patch, blizzard should really consider fixing injecting larva mechanics. The fact of the matter is, if you dont inject simultaneously, you lose the game. [Its like playing with 2 rax the entire game] The consequences are so harsh compare the other races. Protoss can forget about chrono, and dump it all on their upgrade. Not effecting any game there. Protoss can pump out units like there is no tomorow using warpgate technology. Same with Terran, they can dump mules onces they have secured a gold mineral. And still not have any major effect on their unit production.
On the other hand, zerg misses larva inject, its very critical and may lead to a loss very quickly. Confucious says zerg is dependent on how frequent you inject. And the reality is, even pros still struggle to inject larva simultaneously after the cool down is over, in the midst of intense micro actions that will take place in the later stages of the game.
Here are my solutions:
Hatchery has an option to Load and Un-Load Queens Only. When Queen is Loaded inside the hatchery, a simple press of 'V' after clicking hatchery, will inject larva to hatcheries. If there are more than 1 hatchery binded to a key, then you must press 'V' accordingly.
When queen is Un-loaded from the hatchery, they can lay creep tumors but cannot inject larva unless they are loaded to the hatchery.
To be more speicfic, the queen may not attack after unloading from the hatchery for 5 seconds, and will have a slowed movement speed. [But this is a great way for your queen to hide from banshee harass, but by no means, there will be no micro potential for the queen to kill banshee from popping in and out of the hatchery, just a way to evacuate]
This will only work with Queen. Tell me what you guys think. Right now Larva inject is far too important to manually do it, even at the pro levels, think about casual players? who forget to inject. That is again... playing with 2 rax for the entire game. as all the production happens in hatcheries.
all that loading/unloading does is remove a click or two from the macro mechanic of injecting. at that point you might as well just click hatchery hotkey hit queen hotkey and click tp spawn larva. If you forget to do the loaded queen click "v" thing then you are in the same boat.
For protoss, if you dont warp in right when the cooldown is available that is limiting the number of units you can have. I can have 4 zealots and if I miss warping in units for 30 seconds, I miss out on 4 zealots. The 30 seconds i dont warp will never come back and instead of 12 zealots i'll only have 8.
Terran if not queing units will likewise miss out on production time if they don't build units. If they queue they lose money in the short run and their macro suffers because of it.
In the end, lost production time is the same for Zerg, Protoss and Terran. The mechanic of production however is different. No race can remax without spending more money on production other than Zerg. So consider that a benefit of the queen mechanic as well.
just work on your timings is all you really need to do no need to change the game to make it easier due to the shortcomings of players.
EDIT: yay 800 posts :D im glad about this and have really been enjoying my time here on TL. Maybe i will start contributing more to the community as a whole when i get better at this game
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On March 01 2011 06:12 Kyadytim wrote: Why yes, bunkers also take some combination of Marines and Marauders to fire, which can be unloaded and used to attack at any time. However, those aren't units you should be producing in a panic to help hold an attack. You should be producing them anyway, and have some already available. You also shouldn't just be leaving units camped in bunkers the entire game. The point I was making was that Protoss and Zerg both require more time to put up defensive structures than Terran currently does, and those resources are permanently sunk into defensive structures, although the Zerg player can change where they are defending. So, while Terran players might be able to put up Bunkers when they see their opponent move out, Protoss and Zerg both have to sink resources into defenses because they anticipate an attack coming, not because they just saw it move out.
I dont care what terran has. If they have ability to put up defense up so fast, then other races should have their own distinctive characteristics. Dont compare "Oh they have this but dont have this", rather say "Oh they have this, ... hmm then we should have that"
Not all races have X, but what we need is Y and Z as other characteristics for each race. Protoss has a killer AOE, (Colosuss, Storm) how come zerg has none ? im not sure if you count infestor, because pros dont use it for a good reason. and me being a casual player dont really want to kill myself try to spend 50 supplies making infestor just to fungal. which is impossible and surely not cost effective.
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On March 01 2011 06:15 ZeromuS wrote:Show nested quote +On March 01 2011 06:02 ZergForHire wrote: Also, for future patch, blizzard should really consider fixing injecting larva mechanics. The fact of the matter is, if you dont inject simultaneously, you lose the game. [Its like playing with 2 rax the entire game] The consequences are so harsh compare the other races. Protoss can forget about chrono, and dump it all on their upgrade. Not effecting any game there. Protoss can pump out units like there is no tomorow using warpgate technology. Same with Terran, they can dump mules onces they have secured a gold mineral. And still not have any major effect on their unit production.
On the other hand, zerg misses larva inject, its very critical and may lead to a loss very quickly. Confucious says zerg is dependent on how frequent you inject. And the reality is, even pros still struggle to inject larva simultaneously after the cool down is over, in the midst of intense micro actions that will take place in the later stages of the game.
Here are my solutions:
Hatchery has an option to Load and Un-Load Queens Only. When Queen is Loaded inside the hatchery, a simple press of 'V' after clicking hatchery, will inject larva to hatcheries. If there are more than 1 hatchery binded to a key, then you must press 'V' accordingly.
When queen is Un-loaded from the hatchery, they can lay creep tumors but cannot inject larva unless they are loaded to the hatchery.
To be more speicfic, the queen may not attack after unloading from the hatchery for 5 seconds, and will have a slowed movement speed. [But this is a great way for your queen to hide from banshee harass, but by no means, there will be no micro potential for the queen to kill banshee from popping in and out of the hatchery, just a way to evacuate]
This will only work with Queen. Tell me what you guys think. Right now Larva inject is far too important to manually do it, even at the pro levels, think about casual players? who forget to inject. That is again... playing with 2 rax for the entire game. as all the production happens in hatcheries.
all that loading/unloading does is remove a click or two from the macro mechanic of injecting. at that point you might as well just click hatchery hotkey hit queen hotkey and click tp spawn larva. If you forget to do the loaded queen click "v" thing then you are in the same boat. For protoss, if you dont warp in right when the cooldown is available that is limiting the number of units you can have. I can have 4 zealots and if I miss warping in units for 30 seconds, I miss out on 4 zealots. The 30 seconds i dont warp will never come back and instead of 12 zealots i'll only have 8. Terran if not queing units will likewise miss out on production time if they don't build units. If they queue they lose money in the short run and their macro suffers because of it. In the end, lost production time is the same for Zerg, Protoss and Terran. The mechanic of production however is different. No race can remax without spending more money on production other than Zerg. So consider that a benefit of the queen mechanic as well. just work on your timings is all you really need to do no need to change the game to make it easier due to the shortcomings of players. EDIT: yay 800 posts :D im glad about this and have really been enjoying my time here on TL. Maybe i will start contributing more to the community as a whole when i get better at this game 
I think you missed my point: Here is the broken down step for my new mechanic proposition.
We assume with.... Most widely used hotkey for zergs: Queen binded: 5 6 7 8 All hatches at :4 --------------------------------------------------------
Old Method of injecting 4 hatcheries. 55->v->click 66->v->click 77->v->click 88->v->click Total : 16 actions Time it takes: Slow ~ Fast
My new way of injecting 4 hatcheries 4 -> vvvv Total :5 Actions Time it takes: Very fast
Now imagine trying to inject 4 hatcheries using the OLD METHOD at around 10 minute mark where things start to get really micro intensive, gets almost impossible to stay on top. My solution is legitimate for zergs in that, its just simple as pressing W and clicking as it is the case for protoss. Nothing fancy.
And you mentioned remaxing your army. This only happens if you are at a point where if you have atleast 5 bases fully injecting larva at every interval. Not to mention that at this point, you probably have won the game either way. [ Im talking about the game leading up to 10 ~ 15 mark, where army is crucial for zerg as we only have 2 ~ 3 hatch to work with]
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ARCHONS.
This is a perfect opportunity to buff them! I'm not saying they are bad, but they aren't exactly worth their cost when they are getting owned by conc shell with a tiny splash.
Since storm is taking a nerf, give the Archon a chance to shine!
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Old Method of injecting 4 hatcheries. 55->v->click 66->v->click 77->v->click 88->v->click Total : 16 actions Time it takes: Slow ~ Fast Did you know you can spawn larvae via the minimap? I assign all my queens to the same hotkey, then for each hatchery I click on v then on the hatchery with the minimap. The queens automaticly go for the hatchery closest to them and you don't have to scroll away from where you're currently watching. It's super easy and fast if you get the hang of it.
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On March 01 2011 06:32 QTIP. wrote: ARCHONS.
This is a perfect opportunity to buff them! I'm not saying they are bad, but they aren't exactly worth their cost when they are getting owned by conc shell with a tiny splash.
Since storm is taking a nerf, give the Archon a chance to shine!
Oh yes, I so approve of this post =D
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Have anyone checked on the PTR if removal of the amulet really is a nerf?
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