Why not remove the whole protoss race altogether!!!!! Blizzard ...you have really disappointed me...
Patch 1.3 on PTR - Page 78
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Faraday
United States553 Posts
Why not remove the whole protoss race altogether!!!!! Blizzard ...you have really disappointed me... | ||
Dauntless
Norway548 Posts
On February 26 2011 20:20 Appendix wrote: Patch 1.4 ° Infestor - Infestor no longer has any spells - Infestors are now shiny yellow - Infestor can now produce up to 8 scarabs - Infestor now belongs to Protoss - Infestor is now called Reaver + Show Spoiler + ![]() Would be like the only unit that really counters marines.. =) | ||
Seam
United States1093 Posts
On February 26 2011 20:27 sqrt wrote: Interesting, didn't think you would be able to just walk away from it, but oh well. He actually did walk away from the first one. It's so slow >< | ||
DwmC_Foefen
Belgium2186 Posts
Does it resemble BW more? Especially the "by category" looks usefull. Any thoughts on this? | ||
Pwnographics
New Zealand1097 Posts
On February 26 2011 20:28 Zaros wrote: if the amulet doesnt come back im switching to terran ![]() Watch a bit of oGsMC to get yourself back into the protoss mood. | ||
7h30n
Croatia120 Posts
On February 26 2011 20:30 Dauntless wrote: + Show Spoiler + ![]() Would be like the only unit that really counters marines.. =) Just when I thought I need to incorporate Infestors in my play! :D | ||
dump
Japan514 Posts
On February 26 2011 20:01 Somnolence wrote: I think it is more important for all races to become equally capable of winning before whining about lack of choices. Diversity can be added latter. These changes are fine. If I quit playing SC2 it'll be because it's boring, not because I have a 60% chance of losing against a particular race. | ||
Nayl
Canada413 Posts
On February 26 2011 20:25 Lurk wrote: You cannot directly compare terran and zerg econ as both are fundamentally different. For example, i cannot produce 7 scvs simultaneously. All i'm saying is that if i build a bunker, i'm going to have 125 minerals less than if i didn't build a bunker. I can later salvage the bunker but i'll still have 25 minerals less than if i didn't build a bunker at all. It's the same with mules and scans. People like to argue that scans are "free" since they only cost energy - but i will still have 270 minerals less than if i didn't scan - cause of the lose mule. If that isn't "cost" to you than name it something else. Fact is that it's reducing the resources i would otherwise have. As the races different econ mechanics are not directly comparable, the only valid method is to compare the if- with the if-not- scenario like i did above. Edit: And yes, zerg buildings cost not only their minerals + 50 (from the drone) but also an increasing amount of minerals in lost mining time that accumulates over time. That's why you need to be careful as zerg not to suffocate your econ by building too many buildings at the same time. It's not "infinite" though but rather like "building cost" + 50 minerals + ~42 minerals per minute. what. Let's completely ignore the benefits you gain from building a bunker. or any zerg buildings. or anything in the game! You build a bunker, which prevents your workers from getting killed. Suddenly your bunker benefited you tons of more resource than its cost. Terran is opting to build the bunker because of these kind of benefits, and if you are really going to add lost mining time, you have to factor in all these things. Again, its just dumb to add all these in to each buildings cost, there is no end to it. | ||
Forumite
Sweden3280 Posts
They made the +25e upgrades because they wanted warped-in templars to have 75e for a storm, there´s no point to those if they take it away from the one unit where it makes a difference. I want to see some build time changes, reduced build time for Carrier and Mothership, so you don´t need 100% chronoboost just to get them to the time a Battlecruiser finishes. | ||
vvJustice
30 Posts
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sqrt
1210 Posts
On February 26 2011 20:30 Seam wrote: He actually did walk away from the first one. It's so slow >< And from several others, the clump of Stalkers didn't have a problem dodging that thing. Fortunetly unstim marines can't dodge it, they are too slow, unfortunetly stim marines can (their speed is 3.37, while the Stalker is 2.9). | ||
Conventer
Poland72 Posts
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Seranetho
France91 Posts
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fjjotizz
Sweden153 Posts
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Willes
Germany199 Posts
this whining here is ridicilous, srsly | ||
Marcury
Canada141 Posts
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hifriend
China7935 Posts
Really hope this doesn't go through. The gateway +2/+2 mix with storm and immortals was such an interesting pvt style and even if it does well right now terrans haven't had time to figure it out 100%. It's so fucking rare to see a terran use emp properly vs a unit comp that's largely dependant on energy (as if the fact that 1000's of potential damage on shields wasn't enough to justify getting ghosts out and using them). | ||
vvJustice
30 Posts
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Zaros
United Kingdom3692 Posts
On February 26 2011 20:39 Willes wrote: amulet removing was a good move, protoss lategame is really strong enough, now P players can, like Z with infestors, try to defend open attackwindows while waiting for energy on casters... this whining here is ridicilous, srsly Its not ridiculous, protoss only has one option now vs bio and that is collosus, now once the terran gets enough vikings the collosus will die very fast and it will be gateway units vs bio, which is such a slaughter the bio will easily clean up. After and while that is happening what can protoss do? Build high templar to have about 2-3 storms ready and have to wait 45 second every time they warp in a templar just to have it EMPed by a ghost? What else is an option? Transition into carriers? oh wait they have vikings thats not going to work. How about more collosus? Well just as you lose your entire army of collosus it will take too long to recover them even if you took out the bio ball with your first engagement. I'm just going to state that it doesnt look good for protoss in the mid-lategame anymore. | ||
shaaw
Spain97 Posts
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