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Khaydarin amulet analysis - Page 44

Forum Index > SC2 General
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Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable.
IIDynamicII
Profile Joined November 2010
14 Posts
March 07 2011 16:54 GMT
#861
How you ever can complain that we coud harras your mineralline , when terran has blue flam helions that are annihilating to minerallines + you can get them much earlyer in the game. How you ever can come across with suche an argument!?

90% winratio maybe vs you? Somtimes i meet Terrans that have take the time to figure out how ghots worke and the matchup is pretty balanced. Many Terrans has to learn play decent with ghots and the problem is fixed .Its simply a skill question.

User was warned for this post
BlueStar
Profile Blog Joined August 2005
Bulgaria1168 Posts
March 07 2011 16:55 GMT
#862
do u realise that 4 HTs can do nothing to 5 marauders + 2 medivacs (and lil micro not just 1a as the most terrans want to), and after 15 sec the marauders to be as good as new?!

Do u realise if this nerf is implented the protoss army will just die in one attack + good emp? And the terran army can hold millions of attacks by HTs with just good micro.

Do u realise how ridiculous this match up will be?

And if u want to see and learn how does good terran play against mass storming watch the day9 daily posted some pages ago.
Leader of the Bulgarian National SCBW/SC2 team and team pSi.SCBW/SC2
chickenhawk
Profile Joined February 2011
Portugal339 Posts
March 07 2011 17:01 GMT
#863
Ever seen someone warp in 2 HTs and kill an entire mineral line where they have high ground? I think that is the reason Amulet is being taken out. You could literally warp in 2 HTs and WIPE an entire mineral line in about 5 seconds. For instance, Pylon in the back passage ways on Xel-Naga=Free mineral line wipe, etc.


Guess what, kill the dam thing and there will be no storms. If protos needs to build defense pylons to prevent drops, terrrans must also learn to prevent a protos to build pylons where he shouldn't.
esre
Profile Blog Joined September 2010
Ireland109 Posts
March 07 2011 17:09 GMT
#864
On March 08 2011 01:37 aaronlolol wrote:
Ever seen someone warp in 2 HTs and kill an entire mineral line where they have high ground? I think that is the reason Amulet is being taken out. You could literally warp in 2 HTs and WIPE an entire mineral line in about 5 seconds. For instance, Pylon in the back passage ways on Xel-Naga=Free mineral line wipe, etc.



You ever see 4 blue flame hellions arrive at the same expansion ?
Removing Amulet is not the answer.
"Personality should be irrelevant. This is a computer game tournament, not a dating show. -Idra"
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-07 17:20:31
March 07 2011 17:19 GMT
#865
On March 08 2011 01:37 aaronlolol wrote:
Ever seen someone warp in 2 HTs and kill an entire mineral line where they have high ground? I think that is the reason Amulet is being taken out. You could literally warp in 2 HTs and WIPE an entire mineral line in about 5 seconds. For instance, Pylon in the back passage ways on Xel-Naga=Free mineral line wipe, etc.


how is that an argument? so Protoss finally has some Lategame Harass Option.
Know you know how Protoss feels when he has to prevent Hellion/Marine drops like 6mins into the game.
Whats the Solution for P in that Situation? Scout better, prevent harass.

Why should this be different for the other both races?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
March 07 2011 17:20 GMT
#866
On March 08 2011 00:30 freetgy wrote:
Show nested quote +
On March 08 2011 00:25 DusTerr wrote:
feedback is the solution to using HT defensively vs drops w/o KA.


cause medivacs always will have enough energy so a feedback kills them right?


cause it nullifies the medivacs and thus making em easy to kill


life of lively to live to life of full life thx to shield battery
IIDynamicII
Profile Joined November 2010
14 Posts
March 07 2011 17:24 GMT
#867
On March 08 2011 02:20 BeMannerDuPenner wrote:
Show nested quote +
On March 08 2011 00:30 freetgy wrote:
On March 08 2011 00:25 DusTerr wrote:
feedback is the solution to using HT defensively vs drops w/o KA.


cause medivacs always will have enough energy so a feedback kills them right?


cause it nullifies the medivacs and thus making em easy to kill






Yes shure becuase Toss tier 1 units are > Terran Tier 1 units we can handel Terran dropes so well??????
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-07 17:30:40
March 07 2011 17:25 GMT
#868
On March 08 2011 02:20 BeMannerDuPenner wrote:
Show nested quote +
On March 08 2011 00:30 freetgy wrote:
On March 08 2011 00:25 DusTerr wrote:
feedback is the solution to using HT defensively vs drops w/o KA.


cause medivacs always will have enough energy so a feedback kills them right?


cause it nullifies the medivacs and thus making em easy to kill


that might work for 1 Medivac but usually Terran comes with 1-2 Medivacs what about Marauders?
You fail to realize that Stimmed Bio outruns Gateway Units, Protoss biggest damage dealer Zealot is nullified, and even if they have charge, that is a one time thing with cooldown.

you know how much Supply P needs to deflect 8 Marauders? allmost double the supply to not lose costinefficient.
Hope for enough Warpgates to be ready to warpin enough units?

While the Terran risks like nothing cause he can always backoff and fly away without any casualties if he is smart. Thus making it almost always free damage.

Storm isn't what kills drops, Storms forces Bio to move thus giving them less time to do damage until reinforcements arrive. If you are a bad player and let your dropped units stay in Storm and die it is your fault.

You guys talk, like you never have seen 2 Drops Ships just coming in sniping a nexus and then backoff with allmost no losses...
Flik
Profile Joined February 2011
Canada256 Posts
Last Edited: 2011-03-07 17:44:24
March 07 2011 17:43 GMT
#869
Everyone keeps mentioning that for the game to be balanced Tier 1 units have to be balanced. Well everyone knows that stimmed racks units will be gateway units in a straight up fight, but not if the protoss has the right unit composition and good forcefield placement. It's usually a pretty even engagement if the army sizes are similar before the fight.

And whats all the hate on drop ships? Havent you ever warped some zealots or DTs into a terrans base? Had some bane rain on your min line? Its all the same thing, if your opponent is utilizing these tactics you have to defend them regardless of race.

Anyway Im all for the nerf. I dont know how many times Ive taken out a toss deathball and then pushed into their main only to have my weakened army stormed to oblivion by a mass HT warp.

superxmikey
Profile Joined October 2010
United States28 Posts
March 07 2011 17:51 GMT
#870
On March 08 2011 02:43 Flik wrote:
Everyone keeps mentioning that for the game to be balanced Tier 1 units have to be balanced. Well everyone knows that stimmed racks units will be gateway units in a straight up fight, but not if the protoss has the right unit composition and good forcefield placement. It's usually a pretty even engagement if the army sizes are similar before the fight.

And whats all the hate on drop ships? Havent you ever warped some zealots or DTs into a terrans base? Had some bane rain on your min line? Its all the same thing, if your opponent is utilizing these tactics you have to defend them regardless of race.

Anyway Im all for the nerf. I dont know how many times Ive taken out a toss deathball and then pushed into their main only to have my weakened army stormed to oblivion by a mass HT warp.



Because losing your tier 1 unit to tier 3 unit with 2 researches is IMBA.... right.
Hane
Profile Joined November 2010
France210 Posts
Last Edited: 2011-03-07 17:57:16
March 07 2011 17:56 GMT
#871
On March 08 2011 02:43 Flik wrote:
I dont know how many times Ive taken out a toss deathball and then pushed into their main only to have my weakened army stormed to oblivion by a mass HT warp.


I dont know how many times Ive taken out a terran ball and then pushed into their expo to have my weakened army removed by a PF+20 vcs.

Fixed.
plz blizz don't remove ht form this game
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
March 07 2011 17:56 GMT
#872
My question is why do the other casters (infestor/ghost) still get their +25 energy upgrade? They don't have to research their combat spell, either.

I'm really not sure what blizzards definition of balance is, but as a Random player i'm sad that every time I roll toss its gonna either be 4gate or colos now. No more creative play =(
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
IIDynamicII
Profile Joined November 2010
14 Posts
Last Edited: 2011-03-07 18:24:23
March 07 2011 18:16 GMT
#873
On March 08 2011 02:43 Flik wrote:
Everyone keeps mentioning that for the game to be balanced Tier 1 units have to be balanced. Well everyone knows that stimmed racks units will be gateway units in a straight up fight, but not if the protoss has the right unit composition and good forcefield placement. It's usually a pretty even engagement if the army sizes are similar before the fight.

And whats all the hate on drop ships? Havent you ever warped some zealots or DTs into a terrans base? Had some bane rain on your min line? Its all the same thing, if your opponent is utilizing these tactics you have to defend them regardless of race.

Anyway Im all for the nerf. I dont know how many times Ive taken out a toss deathball and then pushed into their main only to have my weakened army stormed to oblivion by a mass HT warp.




.......
do i need to explain you the difference between a warpprism drope and a stimedmarine medivac or maruader drope?!

which drope will have the bigger value what you think?

Nobody keept mentoning that we need balance tier 1 units you just miss the context of this post.
Someone said feedback on medis neutralise dropes what is a bad valuation becuase of the reson that toss wont fight off a drope costeffektiv with his tier 1 Units because they are weaker. You wont kill a medi with feedback if it has not enough energy.

Why did you push into his main with weak units size when you shoud knew he can storm you, why i dont pusch in terrans base when i knew there are tanks or 6 rex bulding maruaders ? Maybe you must ask yourself what you doing wrong and stop blame balance ?
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 07 2011 18:36 GMT
#874
On March 08 2011 01:55 BlueStar wrote:
do u realise that 4 HTs can do nothing to 5 marauders + 2 medivacs (and lil micro not just 1a as the most terrans want to), and after 15 sec the marauders to be as good as new?!

how ?
feedback both medivacs, gg xD

lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-03-07 18:39:36
March 07 2011 18:37 GMT
#875
On March 05 2011 03:24 Demarini wrote:
The biggest problem that people have in understanding the situation, is that it's not "instant storms". You do realize that any decent Toss will never have warpgates on CD, right? I would trade my warpgate anyday for Terran drops, wall-offs, T-1 dps, cheese, stim, static defense, detection, and MULES.


Well, you're in luck, because it's entirely possible to do that trade right now.
All it takes is a one click on the button named "Terran" in the multiplayer tab and your dream will be reality.
I'll call Nada.
thesums
Profile Joined December 2010
Taiwan257 Posts
March 07 2011 19:56 GMT
#876
maybe they need to revert back to the old control group/hotkey system; you need to actually group each templar separately instead of just having them all in one group and holding T and spam clicks. This makes it actually "skillful" putting many storms and FFs. I mean right now commentators say "nice storms/FF" but to be honest doing that is very easy....
camilocraft
Profile Joined September 2010
Colombia33 Posts
Last Edited: 2011-03-07 20:39:46
March 07 2011 19:59 GMT
#877
On March 07 2011 21:43 MrCon wrote:
People are confusing things here imo. It's not a storm nerf, it's not even a templar nerf by itself. The nerfed thing is the ability to instawarpstorm, and THAT was imbalanced.
Look any TvP right now, as soon as amulet is done, the P wins 90% of the time.
Because amulet means no more drop, no more harass, no more nothing. Storm by itself is powerful, but not too powerful. But the ability to 5 seconds storm any place in the map is too powerful.


Well, I like this change, it's really needed.



Glad somebody explains things easy...
if the problem are "instant storms" i propouse this:

change the warptime from 5s to 10s
change the CD from warpgates accordily
change that units warped to just take 50% damage, i think must of u people forget that u could actually kill the HT before he can do anything

put that into the PTR and make the possible gatewate unit buffs needed

thoughts?

Edit: Yeah i know the math from the opener will said that this would do nothing but like the thread progress is clear that his math doesn't balance anything
Nothing for now. Thanks Anyway
BlueStar
Profile Blog Joined August 2005
Bulgaria1168 Posts
Last Edited: 2011-03-07 20:01:51
March 07 2011 20:00 GMT
#878
thesums - have u played BW?
doing anything in SC2 is ez
Leader of the Bulgarian National SCBW/SC2 team and team pSi.SCBW/SC2
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-03-07 20:37:31
March 07 2011 20:36 GMT
#879
On March 08 2011 04:59 camilocraft wrote:
Show nested quote +
On March 07 2011 21:43 MrCon wrote:
People are confusing things here imo. It's not a storm nerf, it's not even a templar nerf by itself. The nerfed thing is the ability to instawarpstorm, and THAT was imbalanced.
Look any TvP right now, as soon as amulet is done, the P wins 90% of the time.
Because amulet means no more drop, no more harass, no more nothing. Storm by itself is powerful, but not too powerful. But the ability to 5 seconds storm any place in the map is too powerful.


Well, I like this change, it's really needed.



Glad somebody explains things easy...
if the problem are "instant storms" i propouse this:

change the warptime from 5s to 10s
change the CD from warpgates accordily
change the fact that units warped in just take 50% damage, i think must of u people forget that u could actually kill the HT before he can do anything

put that into the PTR and make the possible gatewate unit buffs needed

thoughts?

Edit: Yeah i know the math from the opener will said that this would do nothing but like the thread progress is clear that his math doesn't balance anything


Warpgate CD and warp in time are completely separate.
"the fact"? You just made it up, it has always been 100%.
I'll call Nada.
Chill
Profile Blog Joined January 2005
Calgary25990 Posts
March 07 2011 21:48 GMT
#880
I don't mind the change. I would even like to see it as an upgrade that increases the regeneration rate of energy, as opposed to the starting energy. That would make templar more recyclable, but would also force them to have to be warped in a short time before combat.

Regardless, I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here is completely unacceptable.
Moderator
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