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Active: 1779 users

Abilities that nullify micro - Good or bad? - Page 26

Forum Index > SC2 General
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Krohm
Profile Blog Joined May 2007
Canada1857 Posts
April 15 2011 23:47 GMT
#501
As the OP stated the worst thing about forcefield is Protoss NEEDS it to survive early game. I've experimented and tried tons of other builds to survive early Terran pressure and you just come out too far behind if you do manage to fight it off.

I do think forcefield is too powerful as well. I won't list the reasons why because we all know about them. I would like to mention how bullshit they are against Zerg though just for the sake of it.
Not bad for a cat toy.
Valroth
Profile Joined January 2011
New Zealand28 Posts
April 16 2011 00:10 GMT
#502
I think forcefields should not be able to be placed on top of units, they should require empty space.
AKspartan
Profile Joined January 2011
United States126 Posts
April 16 2011 02:34 GMT
#503
Would you say that fungal growth, neural parasite, and concussive shells are also bad for the game?

I wonder what effect making FF much shorter in duration but cheaper in energy would have.
Cellophane
Profile Blog Joined July 2010
United States27 Posts
April 20 2011 09:58 GMT
#504
i'm sure i'm not the first person to notice this, but brood war wasn't exactly devoid of spells that stopped micro. what about lockdown? or stasis field? stasis field shuts down units for 40 seconds. lockdown shuts down units for 60 seconds. sure they couldn't be attacked, but the point was the whole divide-and-conquer aspect - you could get rid of part of your opponents army until you killed whatever was left, then kill the part that you temporarily removed. sounds a bit like the strategy with force fields, huh? except force fields are just walls that last for 15 seconds, while fungal lasts for 4, and concussive shells lasts for a whopping 1.5. i'll admit that the sc2 spells are lower tier, but look at the spells themselves. i'd rather be able to guarantee that my opponents units are gonna be out of the battle for 40 seconds than have to micro correctly to cut my opponents army in half (for 15 seconds).
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
April 20 2011 10:17 GMT
#505
On April 20 2011 18:58 Cellophane wrote:
i'd rather be able to guarantee that my opponents units are gonna be out of the battle for 40 seconds than have to micro correctly to cut my opponents army in half (for 15 seconds).

force fields are really easy to do, im a zerg and my force fields were perfect when i tried out protoss the first time

you dont have to micro correctly, you just have to spend 0,5 seconds of doing something different than 1a and you automatically win the battle
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-04-20 10:24:02
April 20 2011 10:20 GMT
#506
On April 20 2011 18:58 Cellophane wrote:
i'm sure i'm not the first person to notice this, but brood war wasn't exactly devoid of spells that stopped micro. what about lockdown? or stasis field? stasis field shuts down units for 40 seconds. lockdown shuts down units for 60 seconds. sure they couldn't be attacked, but the point was the whole divide-and-conquer aspect - you could get rid of part of your opponents army until you killed whatever was left, then kill the part that you temporarily removed. sounds a bit like the strategy with force fields, huh? except force fields are just walls that last for 15 seconds, while fungal lasts for 4, and concussive shells lasts for a whopping 1.5. i'll admit that the sc2 spells are lower tier, but look at the spells themselves. i'd rather be able to guarantee that my opponents units are gonna be out of the battle for 40 seconds than have to micro correctly to cut my opponents army in half (for 15 seconds).

Stasis was late game and expensive to do. It was also quite easy to deal with with units like scourge (not that it was a problem vs zerg in the first place) and science vessel. Lockdown could be cured (in TvT), but aside from that, ghosts were rather rare units to be used anyway as far as I remember. You also didn't mention ensnare, which was hard to aim, on a unit that was weak/expensive, and maybe didn't slow enough.

Not only all that stuff, but the abilities in starcraft 2 took a lot more skill to use. There was no smart casting for stuff like stasis so you couldn't just hold down a key and click away — that is pretty big.


I'm not against forcefield overall, I am just terribly against them the way that they are now. They need to be channeled (I don't think this is the best solution) and/or a destructible/targetable unit with health. Nothing seriously wrong with concussive shells or fungal growth I'd say.
On April 16 2011 11:34 AKspartan wrote:
neural parasite

Neural parasite doesn't belong on that list because it can be countered by killing the infestor, which isn't hard considering they have only 90 health and can't move or burrow while doing it.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
andrewwiggin
Profile Joined September 2010
Australia435 Posts
April 20 2011 10:21 GMT
#507
On April 20 2011 18:58 Cellophane wrote:
i'm sure i'm not the first person to notice this, but brood war wasn't exactly devoid of spells that stopped micro. what about lockdown? or stasis field? stasis field shuts down units for 40 seconds. lockdown shuts down units for 60 seconds. sure they couldn't be attacked, but the point was the whole divide-and-conquer aspect - you could get rid of part of your opponents army until you killed whatever was left, then kill the part that you temporarily removed. sounds a bit like the strategy with force fields, huh? except force fields are just walls that last for 15 seconds, while fungal lasts for 4, and concussive shells lasts for a whopping 1.5. i'll admit that the sc2 spells are lower tier, but look at the spells themselves. i'd rather be able to guarantee that my opponents units are gonna be out of the battle for 40 seconds than have to micro correctly to cut my opponents army in half (for 15 seconds).


this.

abilities that negate micro aren't anything new people... -_-
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
April 20 2011 12:12 GMT
#508
On April 20 2011 18:58 Cellophane wrote:
i'm sure i'm not the first person to notice this, but brood war wasn't exactly devoid of spells that stopped micro. what about lockdown? or stasis field? stasis field shuts down units for 40 seconds. lockdown shuts down units for 60 seconds. sure they couldn't be attacked, but the point was the whole divide-and-conquer aspect - you could get rid of part of your opponents army until you killed whatever was left, then kill the part that you temporarily removed. sounds a bit like the strategy with force fields, huh? except force fields are just walls that last for 15 seconds, while fungal lasts for 4, and concussive shells lasts for a whopping 1.5. i'll admit that the sc2 spells are lower tier, but look at the spells themselves. i'd rather be able to guarantee that my opponents units are gonna be out of the battle for 40 seconds than have to micro correctly to cut my opponents army in half (for 15 seconds).


I wouldn't count lockdown on this, since it is MUCH harder to use it on BW than use FF on SC2.

beside that, i agree with pretty much everything that you said.
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