well reaver would be in place of collosus likely.
and scourge would fit in very well to zerg.
Forum Index > SC2 General |
PrinceXizor
United States17713 Posts
March 03 2011 22:03 GMT
#3101
On March 04 2011 06:42 The KY wrote: Show nested quote + On March 04 2011 06:12 PrinceXizor wrote: On March 04 2011 06:10 Kal_rA wrote: On March 04 2011 00:46 wristuzi wrote: On March 04 2011 00:18 flodeskum wrote: On March 03 2011 23:37 TimeSpiral wrote: So, if Blink stalkers can all of the sudden dodge Fungal Growth, wouldn't it be equally possible to dodge EMP? an emp looks like the ghost is throwing an empty coke bottle at you What a hilarious analogy XD For those of y'all who are too lazy to youtube it yourselves ![]() Fungal Growth Missile Speed Video looks like the reaver is back :D (in zerg form haha) - the auto homing and damage and range. T_T i actually do want protoss to have the reaver (as a zerg player). also want zerg to have scourge. Why? Can't see a place for them really. well reaver would be in place of collosus likely. and scourge would fit in very well to zerg. | ||
idonthinksobro
3138 Posts
March 03 2011 22:14 GMT
#3102
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PrinceXizor
United States17713 Posts
March 03 2011 22:19 GMT
#3103
On March 04 2011 07:14 idonthinksobro wrote: can someone post a replay or link to a youtube video that shows one of these new chargelots? they look the same just they get a full hit off before having to chase. IE charge is a cooldown for a guaranteed hit now instead of just movement. | ||
idonthinksobro
3138 Posts
March 03 2011 22:23 GMT
#3104
On March 04 2011 07:19 PrinceXizor wrote: Show nested quote + On March 04 2011 07:14 idonthinksobro wrote: can someone post a replay or link to a youtube video that shows one of these new chargelots? they look the same just they get a full hit off before having to chase. IE charge is a cooldown for a guaranteed hit now instead of just movement. yeah but lets say you have 20 zealots - that means everyone charging in hits at least 1 unit? i cant really imagine that zealots always hit, this will kinda shut down lots of massling strats against protoss... | ||
TimeSpiral
United States1010 Posts
March 03 2011 22:38 GMT
#3105
On March 04 2011 07:19 PrinceXizor wrote: Show nested quote + On March 04 2011 07:14 idonthinksobro wrote: can someone post a replay or link to a youtube video that shows one of these new chargelots? they look the same just they get a full hit off before having to chase. IE charge is a cooldown for a guaranteed hit now instead of just movement. ... I hope this is not how the mechanic works. | ||
PrinceXizor
United States17713 Posts
March 03 2011 22:47 GMT
#3106
On March 04 2011 07:23 idonthinksobro wrote: Show nested quote + On March 04 2011 07:19 PrinceXizor wrote: On March 04 2011 07:14 idonthinksobro wrote: can someone post a replay or link to a youtube video that shows one of these new chargelots? they look the same just they get a full hit off before having to chase. IE charge is a cooldown for a guaranteed hit now instead of just movement. yeah but lets say you have 20 zealots - that means everyone charging in hits at least 1 unit? i cant really imagine that zealots always hit, this will kinda shut down lots of massling strats against protoss... charge targets an individual unit. so if 20 zealots charge unit and the unit dies then the charge ends for however many weren't needed to kill (or if there wasn't room for the zealot near the unit for the duration of charge) | ||
Existor
Russian Federation4295 Posts
March 03 2011 22:50 GMT
#3107
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PrinceXizor
United States17713 Posts
March 03 2011 22:51 GMT
#3108
On March 04 2011 07:50 Existor wrote: So, zealots now like broodlings, that deal 100% some damage with charge ending at the target ? i guess if you want to word it that way. but instead of dealing broodlord damage + broodling attack they just deal zealot attack. | ||
kuroshiro
United Kingdom378 Posts
March 03 2011 22:57 GMT
#3109
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Raid
United States398 Posts
March 03 2011 23:02 GMT
#3110
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PrinceXizor
United States17713 Posts
March 03 2011 23:05 GMT
#3111
On March 04 2011 07:57 kuroshiro wrote: Is a shelled chargelot faster than stimmed 'rauder/rines? If they're not then that sounds terrible, unless you can manually cancel the charge and retreat. I'm pretty sure charging lots are immune to slows. though shelled chargelot (not charging) is much slower than stimmed marauders. also you can cancel charge at any time by clicking away, you even keep the charge speed for a little bit of the retreat | ||
DarthXX
Australia998 Posts
March 03 2011 23:07 GMT
#3112
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mousepad
United States136 Posts
March 03 2011 23:53 GMT
#3113
On March 04 2011 08:07 DarthXX wrote: I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest ![]() Timing off the video it takes about .75 second at max range. Its not terrible, but its no EMP projectile. | ||
tarath
United States377 Posts
March 03 2011 23:58 GMT
#3114
On March 04 2011 08:05 PrinceXizor wrote: Show nested quote + On March 04 2011 07:57 kuroshiro wrote: Is a shelled chargelot faster than stimmed 'rauder/rines? If they're not then that sounds terrible, unless you can manually cancel the charge and retreat. I'm pretty sure charging lots are immune to slows. though shelled chargelot (not charging) is much slower than stimmed marauders. I think this is not at all true, but I could be wrong. Marauders can kite chargelots no problem in 1.2. | ||
DarthXX
Australia998 Posts
March 03 2011 23:58 GMT
#3115
On March 04 2011 08:53 mousepad wrote: Show nested quote + On March 04 2011 08:07 DarthXX wrote: I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest ![]() http://www.youtube.com/watch?v=peczyb3csD8 Timing off the video it takes about .75 second at max range. Its not terrible, but its no EMP projectile. Damn that's kinda slow, gonna be nearly impossible to hit moving Mutas or Phoenix, unless they like fly right over ur infestors | ||
DirtYLOu
575 Posts
March 04 2011 00:00 GMT
#3116
On March 04 2011 08:53 mousepad wrote: Show nested quote + On March 04 2011 08:07 DarthXX wrote: I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest ![]() http://www.youtube.com/watch?v=peczyb3csD8 Timing off the video it takes about .75 second at max range. Its not terrible, but its no EMP projectile. We need more spells like that... so actually u can dodge it( actuall skill ) ... I love it, but still i dont know if its a nerf or a buff for zerg. Still, Good call from Blizzard. | ||
PrinceXizor
United States17713 Posts
March 04 2011 00:34 GMT
#3117
On March 04 2011 09:00 DirtYLOu wrote: Show nested quote + On March 04 2011 08:53 mousepad wrote: On March 04 2011 08:07 DarthXX wrote: I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest ![]() http://www.youtube.com/watch?v=peczyb3csD8 Timing off the video it takes about .75 second at max range. Its not terrible, but its no EMP projectile. We need more spells like that... so actually u can dodge it( actuall skill ) ... I love it, but still i dont know if its a nerf or a buff for zerg. Still, Good call from Blizzard. projectile instead of instant: very slight nerf. 4 second reduction in snare: very major nerf. all around nerf. | ||
dAPhREAk
Nauru12397 Posts
March 04 2011 00:40 GMT
#3118
On March 04 2011 09:34 PrinceXizor wrote: Show nested quote + On March 04 2011 09:00 DirtYLOu wrote: On March 04 2011 08:53 mousepad wrote: On March 04 2011 08:07 DarthXX wrote: I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest ![]() http://www.youtube.com/watch?v=peczyb3csD8 Timing off the video it takes about .75 second at max range. Its not terrible, but its no EMP projectile. We need more spells like that... so actually u can dodge it( actuall skill ) ... I love it, but still i dont know if its a nerf or a buff for zerg. Still, Good call from Blizzard. projectile instead of instant: very slight nerf. 4 second reduction in snare: very major nerf. all around nerf. if the time is reduced, but the damage isn't, it creates a higher dps right? isn't that a buff? although the units aren't snared as long, they will lose their life a lot faster. in short batttles, i would prefer a higher dps than a long ensnare time in some instances. for example, when i am fungalng for damage and engaging with melee units. | ||
Morphs
Netherlands645 Posts
March 04 2011 00:44 GMT
#3119
projectile instead of instant: very slight nerf. 4 second reduction in snare: very major nerf. Please be complete: Doubling fungal DPS: major buff +30% damage vs armored: buff Overall: a change, but unknown if better or worse | ||
Joedaddy
United States1948 Posts
March 04 2011 01:08 GMT
#3120
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