On February 26 2011 19:39 mTw|NarutO wrote: Because you can't warp in Ghosts anywhere on the map neither does EMP kill units. Thats why its unchanged.
True, true - but 2 good EMP's effectively divides the size of your entire army by 2 in a millisecond.
Having your army at 50 % hp is not the same as having only 50 % of your army. The dps remains unchanged. While EMP is instant and deals more effective "damage" than storm, there is nothing for the terran to gain from subsequent EMPs. Storm is still effective after the first wave has hit, emp is not.
Also, i can't warp in ghosts at my expansions with 75 energy. And even if i could, i couldn't kill units with them, only "half" them. Just look at how many games are won by good storms and then look how many games are won by good emps - that alone should give you a clue.
Note that i'm not arguing that emp is bad - it's ridiculously strong - but it's hardly comparable to storm. Both spells have to be used completely differently and please stop to try to compare them to one another.
On February 26 2011 19:45 iPlaY.NettleS wrote: I don't understand the removal of +25 templar energy or the removal of losses in the profile view.
This game is going backwards , blizzard needs to stop messing with the basics like supply before barracks and concentrate on the real issues.
The game continues to have options removed without anything being added.
High Templar with +25 energy was not expanding on options. Quite simply, HT use with the advent of warp in and 25 bonus energy made the unit incredibly one dimensional. I remember in Brood War when Protoss had to, you know, manage their High Templar carefully.
Why manage your HT when you can just make Collosus? That's why people are complaining--it means the only viable tech path is Collosus, and that was pretty much the only thing people were using anyway.
What's the point of nerfing something that was severely underused? Collosus is the real problem. It's like if every Zerg went Muta/Ling every match up because it was always the best choice, so they decided to nerf Hydras.
Anyone found a fix for the patch installing looping pm me please (since the thread is too large to scour individually, but I did see the same thing mentioned).
if they now change the warpins so rushdistance affects P early game we have a great foundation to evolve from.
ignoring balance, changing the amulet is one of the overall best changes they did for gameplay. no matter how you look at it, beeing able to storm on demand anywhere on the map is just not a good mechanic. if P suddenly has problems lategame (which i doubt atm) then sure change stuff again. but it is good for the game.
-------------------------------------------------------------------------------- - An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires. --------------------------------------------------------------------------------
This is making the game easier once again and I don't think that's a good thing for competition. Someone withbetter macro should be rewarded and now everyone knows when to inject larva etc.
The difference is that 100% of the toss concentration can be applied to this specific situation. We'll have to see how it'll work out in the battlefield, with the pros fighting.
My gut feeling is it could be a tiny bit faster. But that is completely without any experience with the new FG.
i was going to post this video just now. hahah i agree that fungal seems better now, but the new projectile thing makes me cry. look at 00:12, i thought that it will hit one stalker at least!!
That really is disgraceful , it must be intentional though because why would they change the numbers if those units were not changed at all in this patch?
Absolutely bizarre changes , completely not necessary.
On February 26 2011 20:05 DarKcS wrote: Anyone found a fix for the patch installing looping pm me please (since the thread is too large to scour individually, but I did see the same thing mentioned).
You have to update SCII non-PTR first. I did it the wrong way, so I had to delete my "test folder" and re-install the PTR update after downloading the new patch for the real version. works great now.
That video is pointless. Why exactly people make random youtube videos then try claim facts from them is beyond me. Play a game then show us the results of that game. Not some isolated incidents.
On February 26 2011 19:45 iPlaY.NettleS wrote: I don't understand the removal of +25 templar energy or the removal of losses in the profile view.
This game is going backwards , blizzard needs to stop messing with the basics like supply before barracks and concentrate on the real issues.
The game continues to have options removed without anything being added.
High Templar with +25 energy was not expanding on options. Quite simply, HT use with the advent of warp in and 25 bonus energy made the unit incredibly one dimensional. I remember in Brood War when Protoss had to, you know, manage their High Templar carefully.
Why manage your HT when you can just make Collosus? That's why people are complaining--it means the only viable tech path is Collosus, and that was pretty much the only thing people were using anyway.
What's the point of nerfing something that was severely underused? Collosus is the real problem. It's like if ever Zerg went Muta/Ling every match up, so they decided to nerf Hydras.
Fair point. Personally I've felt the Collosus has been a one dimensional unit as well, and has made games rather boring to watch. PvP especially is just awful when it becomes Collosus vs. Collosus fests.
In addition, all other Robotics units see very little use besides the very, very rare warp prism play, making an observer here and there, and perhaps strategic use of Immortals on occasion (but the circumstances where Immortal > Collosus are few and far between.) I don't know what, but I feel something has to change about Collosus, but simply nerfing it without compensating Protoss in other areas might be detrimental to balance.
In real in-game situations I think it's easier to hit stalkers, because there's usually much more going on. But the missile speed could be a bit faster. Though pure infestor vs pure stalker could actually be like this.
I wanted to see how much dmg fungal actually does vs stalkers now though, cause I imagine it's quite a lot higher than before. 46 dmg each fungal, was it? Requires 4 fungals to kill a stalker I guess. Can anyone confirm?