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A Bit of Simple Khaydarin Amulet Math - Page 4

Forum Index > SC2 General
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Dr. Nick
Profile Joined August 2010
Australia36 Posts
February 26 2011 09:31 GMT
#61
On February 26 2011 16:23 iruehl wrote:
i think this change is bad for protoss, in late game toss need something to prevent the dropship harass.


Yeah k, but give Terran something to prevent insta-storm on mineral lines from a proxy pylon.

Oh wait, they just did.
mikejer
Profile Joined April 2010
United States34 Posts
February 26 2011 09:37 GMT
#62
Archons would be far more useful against Terran if they were simply given the Massive modifier. Right now Concussive Shell makes Archons completely worthless in the match-up. The Archons are lucky to even get 1 shot off before dying. :/
Remember, always be yourself. Unless you suck.
Elwar
Profile Joined August 2010
953 Posts
Last Edited: 2011-02-26 09:41:39
February 26 2011 09:41 GMT
#63
On February 26 2011 18:31 Dr. Nick wrote:
Yeah k, but give Terran something to prevent insta-storm on mineral lines from a proxy pylon.

Oh wait, they just did.

Terran has this wonderful thing called a sensor tower. I know most players don't realise it exists, but it would detect any pylon or any warp prism is a massive radius. Kind of hard to get the ultra-slow HTs anywhere near mineral lines if the terran is paying attention. Much harder than say, blue-flame hellions.
ElvisWayCool
Profile Joined March 2010
United States437 Posts
February 26 2011 09:44 GMT
#64
it looks like u said a lot of words but really made a simple point

an upgrade that gives u bonus energy when u make a unit only helps when u make it, not any time after. its the same with ghosts and infesters.

it normally isnt that bad, but since that was terran biggest complaint (imo) about late game toss, i think its a pretty big nerf

and since when does nerfing one unit mean buffing another lol? no archon buff. hydra buff.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
Last Edited: 2011-02-26 09:48:58
February 26 2011 09:44 GMT
#65
I'm going to be amazed if this actually makes it in. If it does, you'll almost never see anything other than a colossus ball in any protoss game that goes past 7 minutes. You get some templar sniped, emp'd, etc, and you're without a power unit for another 40 seconds. One EMP basically kills the efficacy of the army composition involving templar if it takes that long to get another temp with storm. It makes me sad that blizzard even thought this was a good idea. They're just limiting the options of an already option starved race.

*sigh*
"If you're not angry, you're not paying attention"
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 26 2011 09:48 GMT
#66
I've been saying it for a while, I'll say it again.

I think they should have changed it so

Psi Storm costs 150/150 from 200/200
Khadarian Amulet costs 100/100 from 150/150
Kahdarian Amulet gives +15 energy (from +25).

Would make it still a very useful upgrade, but it would eliminate the "oh, I see him right about to drop, imma warp in a unit instead of having to be prepared."
dthree
Profile Joined March 2010
Australia150 Posts
February 26 2011 09:52 GMT
#67
I think more important than the time it saves is the fact that it makes HT useful INSTANTLY, you never like to have to spend resources on a unit then have it sit idly until its ready for use.
Elwar
Profile Joined August 2010
953 Posts
February 26 2011 09:52 GMT
#68
On February 26 2011 18:48 FabledIntegral wrote:
Would make it still a very useful upgrade, but it would eliminate the "oh, I see him right about to drop, imma warp in a unit instead of having to be prepared."

Maybe they should do something about drops been so hard to prepare for without overcommitting. MMM requires a disproportionate response of gateway units. HTs have been central for protoss defending while on multiple bases. Without them you will be massively cost-ineffective defending a small drop.
funkybovinator
Profile Joined May 2010
United States23 Posts
February 26 2011 09:54 GMT
#69
The way I look at it is that, it takes 40 or 50 seconds from the time a player decides to buy a ghost or an infestor (respectively) to the time it can be used. This is about the same as the time it takes for the HT to generate 25 mana points. So isn't warpgates already a +25 energy upgrade in this regard? Another person suggested using prisms to protect the HT, so couldn't you just warp them in and hide/move them in the prism until they are useful?
thesauceishot
Profile Joined July 2010
Canada333 Posts
February 26 2011 09:55 GMT
#70
On February 26 2011 18:41 Elwar wrote:
Show nested quote +
On February 26 2011 18:31 Dr. Nick wrote:
Yeah k, but give Terran something to prevent insta-storm on mineral lines from a proxy pylon.

Oh wait, they just did.

Terran has this wonderful thing called a sensor tower. I know most players don't realise it exists, but it would detect any pylon or any warp prism is a massive radius. Kind of hard to get the ultra-slow HTs anywhere near mineral lines if the terran is paying attention. Much harder than say, blue-flame hellions.

ROFL, owned.
Avaloch
Profile Joined August 2010
241 Posts
February 26 2011 09:55 GMT
#71
On February 26 2011 18:52 Elwar wrote:
Show nested quote +
On February 26 2011 18:48 FabledIntegral wrote:
Would make it still a very useful upgrade, but it would eliminate the "oh, I see him right about to drop, imma warp in a unit instead of having to be prepared."

Maybe they should do something about drops been so hard to prepare for without overcommitting. MMM requires a disproportionate response of gateway units. HTs have been central for protoss defending while on multiple bases. Without them you will be massively cost-ineffective defending a small drop.

I think that this upgrade is essential to allow Protoss to deal with multi-prong attacks from any race. Considering how immobile the Protoss army is, I think it's only fair that they have this upgrade.
Logginurkeyz
Profile Joined September 2010
United States375 Posts
February 26 2011 09:57 GMT
#72
This doesn't sound as bad as I initially read it to be- as I was thinking about drop harass...
Although, it still doesn't completely negate using HT's to deal with drop harass, as they will still warp in with enough energy for a feedback... Essentially meaning you could warp in some zealots and an HT- insta-feedback the medivac to prevent the drop from escaping (assuming the medivac has enough energy to die to feedback). So rather than just storming a drop- it costs you 50 minerals and 150 gas to remove a medivac and force the terran into saccing that bit of supply- assuming you clean it up by warping in other gateway units.
Jemag... Jemag... you're like an alcoholic telling me why you drink... you have your reasons, but it's still bad... <3 iNcontroL
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 26 2011 09:58 GMT
#73
On February 26 2011 18:52 Elwar wrote:
Show nested quote +
On February 26 2011 18:48 FabledIntegral wrote:
Would make it still a very useful upgrade, but it would eliminate the "oh, I see him right about to drop, imma warp in a unit instead of having to be prepared."

Maybe they should do something about drops been so hard to prepare for without overcommitting. MMM requires a disproportionate response of gateway units. HTs have been central for protoss defending while on multiple bases. Without them you will be massively cost-ineffective defending a small drop.


Because, you know, it's not like P didn't utterly trash T lategame, right? HT were the reason it was so friggin' imba, and warpin storms were the reason.
Elwar
Profile Joined August 2010
953 Posts
February 26 2011 10:00 GMT
#74
On February 26 2011 18:58 FabledIntegral wrote:
Because, you know, it's not like P didn't utterly trash T lategame, right? HT were the reason it was so friggin' imba, and warpin storms were the reason.

You just completely ignored the content of my post (and your first one) to go on a rant. Wierd.
Dr. Nick
Profile Joined August 2010
Australia36 Posts
February 26 2011 10:02 GMT
#75
On February 26 2011 18:41 Elwar wrote:
Show nested quote +
On February 26 2011 18:31 Dr. Nick wrote:
Yeah k, but give Terran something to prevent insta-storm on mineral lines from a proxy pylon.

Oh wait, they just did.

Terran has this wonderful thing called a sensor tower. I know most players don't realise it exists, but it would detect any pylon or any warp prism is a massive radius. Kind of hard to get the ultra-slow HTs anywhere near mineral lines if the terran is paying attention. Much harder than say, blue-flame hellions.


Yet any half-decent Protoss would abuse the fact that you have the tower by faking aggression / forcing Terran to focus on one area of the map.
Elwar
Profile Joined August 2010
953 Posts
February 26 2011 10:13 GMT
#76
On February 26 2011 19:02 Dr. Nick wrote:
Yet any half-decent Protoss would abuse the fact that you have the tower by faking aggression / forcing Terran to focus on one area of the map.

To what end? Is this why terrans are not using sensor towers? *Too much* information?
If protoss is posturing somewhere and you see blips elsewhere, you wouldn't just ignore them would you? I just can't fathom how protoss can turn this to their advantage. How is it better to simply have no idea whats going on than some general idea as to what volume of enemy units is in what area near your base, even if the enemies just there to show up on your minimap...
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-02-26 10:19:58
February 26 2011 10:19 GMT
#77
On February 26 2011 18:58 FabledIntegral wrote:
Show nested quote +
On February 26 2011 18:52 Elwar wrote:
On February 26 2011 18:48 FabledIntegral wrote:
Would make it still a very useful upgrade, but it would eliminate the "oh, I see him right about to drop, imma warp in a unit instead of having to be prepared."

Maybe they should do something about drops been so hard to prepare for without overcommitting. MMM requires a disproportionate response of gateway units. HTs have been central for protoss defending while on multiple bases. Without them you will be massively cost-ineffective defending a small drop.


Because, you know, it's not like P didn't utterly trash T bio lategame, right? HT were the reason it was so friggin' imba, and staying on T1 tech was the reason.

Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2011-02-26 10:26:14
February 26 2011 10:22 GMT
#78
I use HTs as opposed to Cols except in PvP, so basically every game vs. T and Z. Although I usually have enough energy for storm on my HTs for battles without the amulet, when the game gets to the real late game, the amulet becomes basically necessary to remain a cost-efficient army vs. T or Z. If you spend your storms and the enemy can still push, you'll simply die if you can't warp in more to hold them off, in the late game.

Edit: I don't understand this talk about warping in an HT to take care of a drop. That doesn't seem very realistic to be quite frank. Usually it's stalkers that handle a drop, and maybe a feedback on the medivac.

If you're unprepared for a drop, and try to stop it with a storm, nothing is going to stop the terran from simply moving out of the storm, and basically take 0 damage, since he has a medivac right there healing. And since you weren't prepared, you don't have any other combat units around to finish off the injured units.

Honestly not a realistic argument.
Cripp
Profile Joined January 2011
Germany165 Posts
February 26 2011 10:25 GMT
#79
So i think, HT's are now almost completely useless. You will always see Gateway units + Colossi, which is easily countered bei MMM + Vikings. Colossi were already crap imo and now i think, with this change, Protoss is like dead.
Maskedsatyr
Profile Joined September 2010
Singapore1245 Posts
February 26 2011 10:27 GMT
#80
How are toss going to deal with drops in late game now? 2 dropships worth of units will be able to own almost any amount of warped in units without HTs. Its going to be impossible to defend multipronged attacks on 4-5 bases unless you expect us to camp a colo at each outlaying base.

In addition the speed of the HTs make it impossible to really attack now even if you win an engagement unless you completely crush it as terran reinforcements are usually enough to kill gateway armies without support. The only way HTs are going to be viable now is through warp prisms I imagine, warping them in at a corner and ferrying them around. This might be the evolution but I don't really see it happening with vikings having such range.

HTs definitely needed a nerf but I feel this is too big of a nerf, makes HTs completely useless.
"Don't believe in you who believes in me, don't believe in me who believes in you, believe in you...who believes in yourself!"
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