Forcefield just stops the cheap tier 2 units that die to colossi anyway.
Abilities that nullify micro - Good or bad? - Page 8
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Yuffie
132 Posts
Forcefield just stops the cheap tier 2 units that die to colossi anyway. | ||
Grumbels
Netherlands7028 Posts
On March 19 2011 21:51 Cabinet Sanchez wrote: It would be nice if there was a way out of concussive and forcefield. I wouldn't be upset if FF had a slightly smaller radius (but still somehow blocked a ramp) and also if it had a shorter duration but only a tiny decrease. Less than 10% ideally Cuntcussive shells should have a cooldown, be more expensive, take longer to research or come with less damage with the shot (a combination of these is fine) I would love to see even more micro and specifically more per unit micro. I also wouldn't have a major complaint with the queen being able to cast a spell on the forcefield to drop it, that feels a little evil and cheap as a tactic. Maybe spawn larvas goo dissolves it or something. FWIW I play P, not T or Z Nice language. And how can you make forcefields smaller without making them pointless? | ||
H0i
Netherlands484 Posts
On March 19 2011 21:57 Urbanspaceman wrote: What about Ultralisks, Broodloards or Drops ? Forcefield just stops the cheap tier 2 units that die to colossi anyway. If you had watched the finals you'd seen that the attack comes to early for this. Massive queens will make it impossible to lift them. I think queens should be able to be lifted. | ||
Bactrian
Australia176 Posts
As I'm sure other people have said, you can burrow and drop under/over forcefields, and spread units out to minimise fungals. And you can still micro units hit by concussive, it's just harder. | ||
Senx
Sweden5901 Posts
And that to me, is poor game design. In SC:BW there was queen slow, and that was actually a spell so thats a bit more fair as you don't run around with 20 queens like 20 sentries or 20 marauders - because its a high tech niche unit. Arbiters had crystalize that made units freeze BUT cannot be attacked - this is good design, make everything good have a drawback. The unit is expensive and high tech so the impact of the spell is far less than a early game unit like the marauder and sentry. | ||
Cabinet Sanchez
Australia1097 Posts
On March 19 2011 21:58 Grumbels wrote: Nice language. And how can you make forcefields smaller without making them pointless? Oh sorry that was a complete mistake, you have to believe me, all Z and P players love coming up against those shells, honest! My sincerest apologies. | ||
Cabinet Sanchez
Australia1097 Posts
On March 19 2011 22:02 Senx wrote: Very much agree, atleast on fungal, shells and forcefields, abilities that actually remove gameplay and removes micro from the opponent when used - you can't actually do anything once it happens -- you're just watching yourself get detroyed without you being able to DO anything. And that to me, is poor game design. Agreed and I know the rocks will start getting thrown but that's why I loved Warcraft 3 having so many ways to nullify a spell. Collapsing FF for example is far too difficult for most races. | ||
Synk
United States297 Posts
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Toadvine
Poland2234 Posts
It's also why most battles are so one-sided. Normally, the weaker side could engage, stall for a bit, and then retreat, but it just too costly in SC2. | ||
Wochtulka
Czech Republic66 Posts
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sleepyguy
United States272 Posts
1. What if FF duration was lowered from 15 to 10 seconds? 15 seconds seems way too long. orand 2. Have FF become a channeled ability that drains energy (for example 15 energy per second) and the sentry can't attack while channeling or/and 3. Make FF an aoe ability that surronds said sentry at it's current position? Sort of like a static field that makes the sentry immune to damage, but also takes the sentry out of the battle for the duration? This way they are still viable defensively as the sentry must be in position, say ramp, to turn on or cast it's FF. Offensively the sentry would be need to get in position before opponents notice and opponents would have to snipe or retreat accordingly, making it more of a micro race? Very new to RTS and sc2 in general, would love some feedback | ||
Neivler
Norway911 Posts
Many of the new features in the game, just has not been through thoroughly enough. | ||
iChau
United States1210 Posts
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mumming
Faroe Islands256 Posts
zealots so great when they come up close. forcefields allow that sentry's... u know it HT's best spell unit in the game after sentry and work so well with sentry's and kills all other spell casters if microed archons just so strong + a splash unit blinkstalkers annihilate drops + very microable dt's your dead without spotters immortals annihilate zergs only unit that can take down forcefields collosi such a long rance splash unit warp in, yeah make your units anywhere phoenix very microable and totally own zergs most microable unit the hydralisk + all these units have very great synergy zerg infestors stop a chunk for 8 secs soon to be reduces to 8, veeery fragile zerglings in late game only usefull for fast reinforcing and counterattacking can do nothing behind a forcefield roach short range so almost useless behind ff, but can burrow under forcefields, but most of the time theyre just too slow underground to make it viable. hydra, good on creep but nullified by splash and forcefields ultra easily killed with microing any unit but collosi and sentry mutalisk zergs most microable unit but can only take out an army supported my less microable units curropters... broodlords hard to get to good for a minute but easily killed by blink/air very slow banelings decent for drops in this matchup anyone up for a microwar? | ||
iChau
United States1210 Posts
On March 19 2011 22:20 mumming wrote: Forcefields are one of the things that destroy the game. When skill ceiling is reached at this state of the game, zerg won't be able to touch protoss... soooo many microable units for protoss. zealots so great when they come up close. forcefields allow that sentry's... u know it HT's best spell unit in the game after sentry and work so well with sentry's and kills all other spell casters if microed archons just so strong + a splash unit blinkstalkers annihilate drops + very microable dt's your dead without spotters immortals annihilate zergs only unit that can take down forcefields collosi such a long rance splash unit warp in, yeah make your units anywhere phoenix very microable and totally own zergs most microable unit the hydralisk + all these units have very great synergy zerg infestors stop a chunk for 8 secs soon to be reduces to 8, veeery fragile zerglings in late game only usefull for fast reinforcing and counterattacking can do nothing behind a forcefield roach short range so almost useless behind ff, but can burrow under forcefields, but most of the time theyre just too slow underground to make it viable. hydra, good on creep but nullified by splash and forcefields ultra easily killed with microing any unit but collosi and sentry mutalisk zergs most microable unit but can only take out an army supported my less microable units curropters... broodlords hard to get to good for a minute but easily killed by blink/air very slow banelings decent for drops in this matchup anyone up for a microwar? You just made protoss units sound like a boss while making zerg units look like crap. a) That's not fair. b) You must QQ a lot. Put zealots/stalkers together. Now put that against a ~40 food bio ball. Great synergy my ass. Even with sentries, you can barely survive. Why? Sentries cost 100 gas. I HOPE it does something. Dt's you're dead without spotters. Cloaked banshees you're dead without spotters. HERP DERP. Ghosts can EMP and make toss units useless and casters useless just as well as HT's can, so don't talk about that. I bet the rest of your post is just garbage, so I won't continue to prove you wrong. | ||
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jhNz
Germany2762 Posts
but i already thought about making the ffs a bit smaller. don't know how that would work out though. | ||
iChau
United States1210 Posts
On March 19 2011 22:28 jhNz wrote: i think it requires a lot of skill to use forcefields properly without blocking your own units away from the enemy. it's not as easy as it may look when some pros do it. but i already thought about making the ffs a bit smaller. don't know how that would work out though. That would be really different because you then have to use 2 forcefields per small ramp (a couple of hexes makes a different), and all-ins would be that much more powerful. Unlike other races, protoss can't stop all-ins with pure "fighting" (cough) units, so that's why we rely on sentries and the versatile cannon. Well, unless we're on 2 bases with a lot of upgrades. | ||
decaf
Austria1797 Posts
On March 19 2011 22:28 jhNz wrote: i think it requires a lot of skill to use forcefields properly without blocking your own units away from the enemy. it's not as easy as it may look when some pros do it. but i already thought about making the ffs a bit smaller. don't know how that would work out though. You wouldn't be possible to FF the ramp anymore. | ||
mumming
Faroe Islands256 Posts
im both zerg and protoss yeah if you get a chunk of zerg food close on to the protoss you will prolly win, but with enough skill from the protoss' side, that shouldnt happen edit: we are talking zerg vs protoss and we are talking about microability + ht's have more range than ghost and feedback is instant. | ||
ChaseR
Norway1004 Posts
In BW abilities is what made the game dynamic, Dark Archon's vs Z where insane as maelstrom could stun entire armies and Archon splash + storm could then clean up everything without the opposing player being able to do diddly squat. | ||
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