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On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army....
What kind of amazing micro magically gets by a forcefield?
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On March 08 2011 08:24 DoubleReed wrote:Show nested quote +On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield?
1. Select MM 2. Load Medievacs 3. Move Medievacs past forcefields 4. Unload
Do I win anything?
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On March 08 2011 08:21 WhiteDog wrote:Show nested quote +On March 08 2011 07:56 dump wrote:On March 08 2011 06:59 WhiteDog wrote:On March 08 2011 06:51 dump wrote:On March 08 2011 06:33 WhiteDog wrote:On March 08 2011 05:43 dump wrote:On March 07 2011 21:49 WhiteDog wrote:In fact the 3 stalker defense against 4 gate wouldn't work, nor would 3 gate robo -- which will just force 4 gate even more.
Reducing the maximum number of force fields makes it useless other than for holding the ramp. That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door). Why does seemingly every other person here have anger management issues? I can hardly parse that run-on sentence though, so I don't know what else to say really. On March 08 2011 05:04 WhiteDog wrote: I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate. Not sure why you like to speak with so much authority when you don't even get your facts straight... the reason they nerfed zealots is because proxy gates were too good, not because 4 gate was too good. Mineral count is already a bottleneck for a proper 4 gate, so it doesn't matter that zealots build faster. Think that's dumb and clueless? Read Blizzard's blog: http://us.battle.net/sc2/en/blog/692221 Hey hey, it has nothing to do with anger management issues: you are basically answering to me without even reading the discussion... I was not saying : nerf protoss to the ground. I know that at the moment protoss is too force field dependant, maybe you think this is actually a good way to design a race, but I don't think such a strong spell should be spammed like hell and give protoss total control over the battle field mid late game while being an absolute necessity to protoss early game defense. Everybody agree that Gateway units should be better in mid late game, but you can't buff them without delaying warp gate or 4gate will be even stronger (and I don't think that's what most of you want as PvP is already a big shit). I've been reading and participating in the discussion since about page 80. I never suggested that you said nerf protoss "into the ground", I said I don't agree with limiting the number of force fields you can use or moving warp gate into twilight council. Also, although warping to a proxy pylon does add an edge, simply delaying warp gate doesn't change the fundamental problem. Instead of having 4 gateways people will just use 5. That's only a 150 mineral investment anyway. I'm up for a sentry nerf if something else is buffed in its place. The reason is that the races are currently more or less balanced, especially in the early game, so just nerfing sentry or warp gate will result in protoss losing more games than the other races. The problem is that protoss has to use clutch force fields to survive the 7 minute push, unless they 4 gate. After that it's the drudgery of the colossus death ball -- and if you've been reading my comments throughout the thread, I've said more than 3 times that I'm absolutely sick of it. I understand your point, my problem is that Colossi are only killable by corruptors. You just have to overproduce corruptor to kill colossi, you can't kill them with good flank or micro and that is only because of Force Field. That's what tickle me. I hate this idea that you have to produce 10-15 corruptors to kill 2-3 colossi and that huge investment (1500-1000 gas to kill 900-600 colossi) will be useless if the protoss is good enough to lure you into thinking he is going colossi and actually switch to templar. Force Field gives too much to protoss endgame while being an absolute necessity early game, and other race are still winning many time because protoss players forget to reinvest into 5-6 sentries when they lost their initial sentries. Delaying warp gate = open more possibilities in terms of tech choice to counter the warp gate rush. So it will actually make a lot of differences. We've gone from storm to sentry to colossus and now to corruptors. You're parroting Artosis/IdrA's video, aren't you? I remember IdrA using nearly the exact same words. People win to force field because they find open areas to engage in, or they keep the pressure on so that by the time they get shoved back to their base the sentries are out of energy. You can seldom kill a 200/200 colossus death ball with a 200/200 roach/hydra ball even if protoss doesn't use sentries. You need either the 300 food army or you need to exploit protoss' lack of mobility. If anything should be nerfed, it's colossus. Again, sentries should only be nerfed if some other options are presented. I was talking about FF, i NEVER whined or said anything about storm. I'm actually sad they removed kadarin amulette. IdrA is indeed qqing about colossi, I am not, I'm talking about FF being too good to protect colossi. "People win to force field because they find open areas to engage in" but when you have 6 force field with enough mana, even an open areas IS NOT ENOUGH, because the protoss can spam FF so much.
I don't know what value there is in repeating myself, but protoss doesn't need force fields to protect colossi. Sure it helps, but sentries run out of energy sooner or later. Protoss death ball in the late game can hold on without any force fields.
Besides, if protoss can spam sentries, then with about the same budget, zerg can get an ultra or two. It's late game, after all.
And again, limiting the number of force fields that can be used doesn't help the fact that protoss has to clutch force field and turtle all the time in early-mid game. It's still boring old turtle toss.
Again I've said this tons of times, but protoss' being balanced is dependent on colossi being in the army at all times. Nerf colossi and we'll start seeing other ways of playing, albeit weaker until they start buffing something else.
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On March 08 2011 08:24 DoubleReed wrote:Show nested quote +On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield?
I'm not thinking micro to get around it but more along the lines of forcing the Protoss ball to break itself... Maybe Broodlords can help achieve that.. The Corruptors fly in to kill colossi, broodlords from a distance shoot at the ground. The main ground army of Zerg doesnt have to attack but if it does and FF are used, then the Broodlords would still be rendering the deathball down.
Possible outcome is Stalkers blink to the broodlords. Wouldnt that be a good thing since the Deathball is broken and u can run ur main army in the now lonely stalkers? and FFs cant do much to stop ur Zerg ground force of killing the stalkers? All u'll have to do is push the Broodlords back a bit.
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On March 08 2011 08:27 Striding Strider wrote:Show nested quote +On March 08 2011 08:24 DoubleReed wrote:On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield? 1. Select MM 2. Load Medievacs 3. Move Medievacs past forcefields 4. Unload Do I win anything?
Making it a nice convenient stack of units that can easily be focus fired by stalker, sentry, phoenix, void ray, feedback etc. all which often accompany sentries PvT.
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On March 08 2011 08:27 Striding Strider wrote:Show nested quote +On March 08 2011 08:24 DoubleReed wrote:On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield? 1. Select MM 2. Load Medievacs 3. Move Medievacs past forcefields 4. Unload Do I win anything? The stalkers would focus down the medivac instantly.
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On March 08 2011 07:28 bluesoup wrote:Show nested quote +On March 08 2011 07:23 red_b wrote:On March 08 2011 07:07 bluesoup wrote: Blizzard is being very cautious and are taking the issues one-by-one... S They are not careful when it comes to protecting terran bio play. They just nerfed the stim timing... Again, taking the issues one-by-one and see how it goes...
The problem was never the timing, the problem is just how much it does for the units.
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On March 08 2011 08:27 Striding Strider wrote:Show nested quote +On March 08 2011 08:24 DoubleReed wrote:On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield? 1. Select MM 2. Load Medievacs 3. Move Medievacs past forcefields 4. Unload Do I win anything? Close but not quite.
Load medivacs with trapped units retreat a little Repeat as necessary
Attacking a big protoss deathball with sentries head on is just as stupid as attacking a terran with a cluster of sieged.tanks head on.
Just like with terran... you force something to happen. Force the ff and run, he doesn't have unlimited energy... and when they run out they are pretty weak units.
What I have an issue with is that terran now have no real threat from high templar so they can produce a lot more Vikings with less worry of a tech switch that would make their vikings bad. What can protoss to against viking marine marauder?
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On March 08 2011 14:34 TheRabidDeer wrote: What I have an issue with is that terran now have no real threat from high templar so they can produce a lot more Vikings with less worry of a tech switch that would make their vikings bad. What can protoss to against viking marine marauder?
In what way are HT not a "real threat" anymore? Are you saying that HTs are of no value unless they can be warped in and immediately Storm?
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On March 08 2011 14:40 NicolBolas wrote:Show nested quote +On March 08 2011 14:34 TheRabidDeer wrote: What I have an issue with is that terran now have no real threat from high templar so they can produce a lot more Vikings with less worry of a tech switch that would make their vikings bad. What can protoss to against viking marine marauder? In what way are HT not a "real threat" anymore? Are you saying that HTs are of no value unless they can be warped in and immediately Storm? They aren't of no value but they are worth significantly less for their high cost. Each high templar with storm is basically a 40+ sec build time (i consider te warpgate cooldown on par with a build time because it is a simple production cycle) with 30 seconds of being vulnerable before they are of much use. This on top of the fact that it is a late tier 3 unit. Basically... if terran beats the initial templar defense or attack they have a huge window of opportunity to run in and crush the protoss because they no longer have any possible unit to defend a big bioball.
I mean infestors fg is really good too and its on a t2 unit (and it maintains its upgrade). They can potentially burrow-move to stay safe and it has more hp. Im not gonna say that infestors didn't need the buff but the nerf to high templar was unnecessary.
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By the way I think I'm more disappointed about the archon toilet nerf than about the amulet.
Archon toilet only affected one in a few hundred games, and it was entertaining as hell. Apparently entertainment means nothing to Blizzard.
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On March 08 2011 05:20 Sm3agol wrote:Show nested quote +On March 08 2011 04:55 mads wrote:On March 08 2011 04:49 Dalavita wrote: Ok, tested it with another player. medivac, 2 marauders, 4 marines against 4 chargelots one stalker, the chargelots and stalkers won. 8 marines + medivac, chargelots+stalker won.
Test it yourself or dont evolve, gl. You're a total troll. Vids/replays or it never happened (or you didnt micro). He probably just a moved them into each other.
Kiting marine+marauders with stim vs a-clicked chargelots and a micro'd stalker.
Again, try it out for yourself.
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On March 08 2011 18:31 Dalavita wrote:Show nested quote +On March 08 2011 05:20 Sm3agol wrote:On March 08 2011 04:55 mads wrote:On March 08 2011 04:49 Dalavita wrote: Ok, tested it with another player. medivac, 2 marauders, 4 marines against 4 chargelots one stalker, the chargelots and stalkers won. 8 marines + medivac, chargelots+stalker won.
Test it yourself or dont evolve, gl. You're a total troll. Vids/replays or it never happened (or you didnt micro). He probably just a moved them into each other. Kiting marine+marauders with stim vs a-clicked chargelots and a micro'd stalker. Again, try it out for yourself.
Anyone who is doubting him go test for yourself, 1 blink stalker & 4 chargelots beat any size drop from one medivac. I don't know what the original point of the test was, because if it's late game, there's going to be much larger drops than that, probably more like three drop ships, and if we're talking early game where a drop like that is likely, then you're not going to have speedlots or blink stalkers unless you opening citadel or very quick citadel, and in that case I doubt he would drop you as much as he would want to just attack your front and kill you.
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On March 08 2011 14:40 NicolBolas wrote:Show nested quote +On March 08 2011 14:34 TheRabidDeer wrote: What I have an issue with is that terran now have no real threat from high templar so they can produce a lot more Vikings with less worry of a tech switch that would make their vikings bad. What can protoss to against viking marine marauder? In what way are HT not a "real threat" anymore? Are you saying that HTs are of no value unless they can be warped in and immediately Storm?
Uh yeah.. If you have to warp in the unit and wait 30 seconds (which by the way is a really friggin long time) to get enough energy for one storm, it's simply not a threat, and will probably fall into the shadows of the past, much like the reaper.
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On March 08 2011 08:27 Striding Strider wrote:Show nested quote +On March 08 2011 08:24 DoubleReed wrote:On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield? 1. Select MM 2. Load Medievacs 3. Move Medievacs past forcefields 4. Unload Do I win anything?
lol, yea try that, and watch all your units die as they drop from medivacs 1 at a time. Good luck with that. And that's if they DON'T kill you while you're in the medivac.
That solution might even be worse than not doing anything at all as you at least deal some damage if you don't do anything!
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Can someone clarify something for me? When they say chargelots now are guaranteed to hit a retreating target at least once, do they literally mean one hit of 8 damage or both hits of one attack resulting in 16 damage?
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On March 09 2011 04:32 Stanlot wrote: Can someone clarify something for me? When they say chargelots now are guaranteed to hit a retreating target at least once, do they literally mean one hit of 8 damage or both hits of one attack resulting in 16 damage?
I'm also unclear as to exactly how this will function. The guaranteed hit is almost certainly both attacks, but here are the scenarios I'm wondering about ...
SCENARIO 1. Marauder is about to engage and sees a Zealot 2. Charge has a range of 5 (don't know exactly, so let's say five for this example). 3. The Marauder walks into range of the Zealot and triggers 'Charge.' 4. The Marauder stims, shoots a concussive shell, and runs. 5. The Zealot never makes it within melee range. 6. Does the Zealot get a free hit here?
OR ... 1. Marauder is about to engage and sees a Zealot 2. Charge has a range of 5 (don't know exactly, so let's say five for this example). 3. The Marauder walks into range of the Zealot and triggers 'Charge.' 4. The Zealots charges to melee range and attacks one time. 5. The Marauder stims, shoots a concussive shell, and runs. 6. The Marauder is three tiles away before the Zealot's attack cools down. 7. The Zealot is no longer in range to attack, and charge is still on CD. 8. Does the Zealot get an additional free hit here?
Does anyone have a video of this new mechanic or know the answer to either scenario?
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On March 08 2011 08:27 Striding Strider wrote:Show nested quote +On March 08 2011 08:24 DoubleReed wrote:On March 08 2011 06:42 Kindred wrote: It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army.... What kind of amazing micro magically gets by a forcefield? 1. Select MM 2. Load Medievacs 3. Move Medievacs past forcefields 4. Unload Do I win anything?
If the Protoss is smart enough to:
1. right click on medivac
The answer is no.
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On March 09 2011 04:57 TimeSpiral wrote:Show nested quote +On March 09 2011 04:32 Stanlot wrote: Can someone clarify something for me? When they say chargelots now are guaranteed to hit a retreating target at least once, do they literally mean one hit of 8 damage or both hits of one attack resulting in 16 damage? I'm also unclear as to exactly how this will function. The guaranteed hit is almost certainly both attacks, but here are the scenarios I'm wondering about ... SCENARIO1. Marauder is about to engage and sees a Zealot 2. Charge has a range of 5 (don't know exactly, so let's say five for this example). 3. The Marauder walks into range of the Zealot and triggers 'Charge.' 4. The Marauder stims, shoots a concussive shell, and runs. 5. The Zealot never makes it within melee range. 6. Does the Zealot get a free hit here? OR ...1. Marauder is about to engage and sees a Zealot 2. Charge has a range of 5 (don't know exactly, so let's say five for this example). 3. The Marauder walks into range of the Zealot and triggers 'Charge.' 4. The Zealots charges to melee range and attacks one time. 5. The Marauder stims, shoots a concussive shell, and runs. 6. The Marauder is three tiles away before the Zealot's attack cools down. 7. The Zealot is no longer in range to attack, and charge is still on CD. 8. Does the Zealot get an additional free hit here? Does anyone have a video of this new mechanic or know the answer to either scenario?
Im pretty sure that conc does not affect the zealot until charge is done. So it will get its free hit then be slowed.
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On March 09 2011 04:57 TimeSpiral wrote:Show nested quote +On March 09 2011 04:32 Stanlot wrote: Can someone clarify something for me? When they say chargelots now are guaranteed to hit a retreating target at least once, do they literally mean one hit of 8 damage or both hits of one attack resulting in 16 damage? I'm also unclear as to exactly how this will function. The guaranteed hit is almost certainly both attacks, but here are the scenarios I'm wondering about ... SCENARIO1. Marauder is about to engage and sees a Zealot 2. Charge has a range of 5 (don't know exactly, so let's say five for this example). 3. The Marauder walks into range of the Zealot and triggers 'Charge.' 4. The Marauder stims, shoots a concussive shell, and runs. 5. The Zealot never makes it within melee range. 6. Does the Zealot get a free hit here? OR ...1. Marauder is about to engage and sees a Zealot 2. Charge has a range of 5 (don't know exactly, so let's say five for this example). 3. The Marauder walks into range of the Zealot and triggers 'Charge.' 4. The Zealots charges to melee range and attacks one time. 5. The Marauder stims, shoots a concussive shell, and runs. 6. The Marauder is three tiles away before the Zealot's attack cools down. 7. The Zealot is no longer in range to attack, and charge is still on CD. 8. Does the Zealot get an additional free hit here? Does anyone have a video of this new mechanic or know the answer to either scenario?
I'm fairly certain the reason charge does not inflict a guaranteed hit right now is because the marauder leaves melee range before the attack. Now, it will guarantee the Zealot will swing upon touching its target, essentially causing the effective attack CD after a charge to be set to zero.
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