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On December 22 2015 02:33 EatingBomber wrote:Show nested quote +On December 22 2015 02:25 DinoMight wrote:On December 22 2015 02:11 Big J wrote: I think zerglings have been incredibly strong since 2011-12. Their problem has never been a lack of strength, but that they are rooted so deep into zerg gameplay that the other races automatically pre-empt them very heavily, which then triggers zerg players to not use them as much in the lategame. (every further expansion being a PF or protected by cannons and only taken once you can defend them against lings) I can't say I'm against the crackling buff, but I'm against the crackling buff without a nerf to how much they control the map. I think that is what many players that want the BW crackling back forget, the BW crackling wasn't dominating the map as hard as the SC2 zergling. It was matched better with speed-zealots and speed-vultures and slower to begin with I think. So yeah, I think the current crackling is too strong. Holy shit, this SO MUCH. Literally everything in the game has to be balanced around the speed and strength of the Zergling. Ramps, map design, expand timings, etc. BW Zergling was not nearly this fast and you couldn't produce them in these insane amounts (like 80 at a time...). Lol, beyond their ability to slaughter defenceless workers and seize map control without opposition, I doubt they are that good. They are only frustrating in the sense that one needs to be very meticulous when playing against them. Besides, in HotS almost no Zerg used them extensively in standard play. Most used Roach-Hydralisk buildss, with an eye towards pre-nerf SH. Also, Zerglings aren't the same as Oracles - it is possible to deal with Zerglings at almost every stage of the game with almost any build, Zerglings are a certainty in any vZ matchup, and last of all, Zerglings rarely deal game-ending damage even if they get into your base, unless a massive mistake is made, such as every single unit being out of position. EDIT: added new content
Lol.
You've obviously not seen Naniwa drop out of several tournaments from accidentally letting some lings into his base...and this is when he was at his prime.
Adepts and Pylon overcharge have made this less problematic but nonetheless every base must be build to wall out Zerglings by default otherwise you're inviting trouble.
Every build must revolve around either relinquishing map control to the Zerg (for P). Every expansion needs to have a cannon walled in around some Gateways even if you have perfect map vision.
The Zergling's impact is felt throughout the game, at all stages.
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On December 22 2015 03:34 DinoMight wrote:Show nested quote +On December 22 2015 02:33 EatingBomber wrote:On December 22 2015 02:25 DinoMight wrote:On December 22 2015 02:11 Big J wrote: I think zerglings have been incredibly strong since 2011-12. Their problem has never been a lack of strength, but that they are rooted so deep into zerg gameplay that the other races automatically pre-empt them very heavily, which then triggers zerg players to not use them as much in the lategame. (every further expansion being a PF or protected by cannons and only taken once you can defend them against lings) I can't say I'm against the crackling buff, but I'm against the crackling buff without a nerf to how much they control the map. I think that is what many players that want the BW crackling back forget, the BW crackling wasn't dominating the map as hard as the SC2 zergling. It was matched better with speed-zealots and speed-vultures and slower to begin with I think. So yeah, I think the current crackling is too strong. Holy shit, this SO MUCH. Literally everything in the game has to be balanced around the speed and strength of the Zergling. Ramps, map design, expand timings, etc. BW Zergling was not nearly this fast and you couldn't produce them in these insane amounts (like 80 at a time...). Lol, beyond their ability to slaughter defenceless workers and seize map control without opposition, I doubt they are that good. They are only frustrating in the sense that one needs to be very meticulous when playing against them. Besides, in HotS almost no Zerg used them extensively in standard play. Most used Roach-Hydralisk buildss, with an eye towards pre-nerf SH. Also, Zerglings aren't the same as Oracles - it is possible to deal with Zerglings at almost every stage of the game with almost any build, Zerglings are a certainty in any vZ matchup, and last of all, Zerglings rarely deal game-ending damage even if they get into your base, unless a massive mistake is made, such as every single unit being out of position. EDIT: added new content Lol. You've obviously not seen Naniwa drop out of several tournaments from accidentally letting some lings into his base...and this is when he was at his prime. Adepts and Pylon overcharge have made this less problematic but nonetheless every base must be build to wall out Zerglings by default otherwise you're inviting trouble. Every build must revolve around either relinquishing map control to the Zerg (for P). Every expansion needs to have a cannon walled in around some Gateways even if you have perfect map vision. The Zergling's impact is felt throughout the game, at all stages.
Maybe Protoss and Terran need to put units in base, you know like Zerg do when Protoss warp prism and terran use medivac? 
Zergling very larvae-inefficient. With new system not so great. Also big big big nerf next patch to zerglings !
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sorry posted two timed wrong button quote ! didn't want to sorry !
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On December 22 2015 03:31 A_needle_jog wrote:Show nested quote +On December 22 2015 03:19 Bohemond wrote:On December 21 2015 20:29 HellHound wrote:On December 21 2015 19:44 A_needle_jog wrote:It basically means that you are the creator of your own luck  That saying is popular everywhere :D Too bad most people deny it as loud as they can. Considering it is blatantly untrue, it seems pretty reasonable to deny it. Sorry don't understand 
People don't create their own luck. Every person ever born into this world knows people don't create their own luck. So it seems pretty reasonable to deny the statement that people create their own luck.
IQ is mostly innate, height is a combination of genes and nutrition at certain ages. I knew a guy who died recently at 18 from cancer. Was that his fault? Damn, I should go tell his mother that her son died young because he just didn't create enough luck for himself. Maybe I'll shoot an email to the parents of one of Ted Bundy's victims and enlighten them about this luck their daughter didn't create enough of.
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On December 22 2015 03:40 Bohemond wrote:Show nested quote +On December 22 2015 03:31 A_needle_jog wrote:On December 22 2015 03:19 Bohemond wrote:On December 21 2015 20:29 HellHound wrote:On December 21 2015 19:44 A_needle_jog wrote:It basically means that you are the creator of your own luck  That saying is popular everywhere :D Too bad most people deny it as loud as they can. Considering it is blatantly untrue, it seems pretty reasonable to deny it. Sorry don't understand  People don't create their own luck. Every person ever born into this world knows people don't create their own luck. So it seems pretty reasonable to deny the statement that people create their own luck. IQ is mostly innate, height is a combination of genes and nutrition at certain ages. I knew a guy who died recently at 18 from cancer. Was that his fault? Damn, I should go tell his mother that her son died young because he just didn't create enough luck for himself. Maybe I'll shoot an email to the parents of one of Ted Bundy's victims and enlighten them about this luck their daughter didn't create enough of.
sorry. now I feel bad for cancer guy and victims
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On December 22 2015 03:40 A_needle_jog wrote:Show nested quote +On December 22 2015 03:34 DinoMight wrote:On December 22 2015 02:33 EatingBomber wrote:On December 22 2015 02:25 DinoMight wrote:On December 22 2015 02:11 Big J wrote: I think zerglings have been incredibly strong since 2011-12. Their problem has never been a lack of strength, but that they are rooted so deep into zerg gameplay that the other races automatically pre-empt them very heavily, which then triggers zerg players to not use them as much in the lategame. (every further expansion being a PF or protected by cannons and only taken once you can defend them against lings) I can't say I'm against the crackling buff, but I'm against the crackling buff without a nerf to how much they control the map. I think that is what many players that want the BW crackling back forget, the BW crackling wasn't dominating the map as hard as the SC2 zergling. It was matched better with speed-zealots and speed-vultures and slower to begin with I think. So yeah, I think the current crackling is too strong. Holy shit, this SO MUCH. Literally everything in the game has to be balanced around the speed and strength of the Zergling. Ramps, map design, expand timings, etc. BW Zergling was not nearly this fast and you couldn't produce them in these insane amounts (like 80 at a time...). Lol, beyond their ability to slaughter defenceless workers and seize map control without opposition, I doubt they are that good. They are only frustrating in the sense that one needs to be very meticulous when playing against them. Besides, in HotS almost no Zerg used them extensively in standard play. Most used Roach-Hydralisk buildss, with an eye towards pre-nerf SH. Also, Zerglings aren't the same as Oracles - it is possible to deal with Zerglings at almost every stage of the game with almost any build, Zerglings are a certainty in any vZ matchup, and last of all, Zerglings rarely deal game-ending damage even if they get into your base, unless a massive mistake is made, such as every single unit being out of position. EDIT: added new content Lol. You've obviously not seen Naniwa drop out of several tournaments from accidentally letting some lings into his base...and this is when he was at his prime. Adepts and Pylon overcharge have made this less problematic but nonetheless every base must be build to wall out Zerglings by default otherwise you're inviting trouble. Every build must revolve around either relinquishing map control to the Zerg (for P). Every expansion needs to have a cannon walled in around some Gateways even if you have perfect map vision. The Zergling's impact is felt throughout the game, at all stages. Maybe Protoss and Terran need to put units in base, you know like Zerg do when Protoss warp prism and terran use medivac?  Zergling very larvae-inefficient. With new system not so great. Also big big big nerf next patch to zerglings !
The problem is the speed of the Zergling. The Zergling is faster than anything else.. this is why it has time to come back if you see a drop coming.
You can see Zerglings coming and still not have time to react because they're so fast.
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On December 22 2015 03:51 DinoMight wrote:Show nested quote +On December 22 2015 03:40 A_needle_jog wrote:On December 22 2015 03:34 DinoMight wrote:On December 22 2015 02:33 EatingBomber wrote:On December 22 2015 02:25 DinoMight wrote:On December 22 2015 02:11 Big J wrote: I think zerglings have been incredibly strong since 2011-12. Their problem has never been a lack of strength, but that they are rooted so deep into zerg gameplay that the other races automatically pre-empt them very heavily, which then triggers zerg players to not use them as much in the lategame. (every further expansion being a PF or protected by cannons and only taken once you can defend them against lings) I can't say I'm against the crackling buff, but I'm against the crackling buff without a nerf to how much they control the map. I think that is what many players that want the BW crackling back forget, the BW crackling wasn't dominating the map as hard as the SC2 zergling. It was matched better with speed-zealots and speed-vultures and slower to begin with I think. So yeah, I think the current crackling is too strong. Holy shit, this SO MUCH. Literally everything in the game has to be balanced around the speed and strength of the Zergling. Ramps, map design, expand timings, etc. BW Zergling was not nearly this fast and you couldn't produce them in these insane amounts (like 80 at a time...). Lol, beyond their ability to slaughter defenceless workers and seize map control without opposition, I doubt they are that good. They are only frustrating in the sense that one needs to be very meticulous when playing against them. Besides, in HotS almost no Zerg used them extensively in standard play. Most used Roach-Hydralisk buildss, with an eye towards pre-nerf SH. Also, Zerglings aren't the same as Oracles - it is possible to deal with Zerglings at almost every stage of the game with almost any build, Zerglings are a certainty in any vZ matchup, and last of all, Zerglings rarely deal game-ending damage even if they get into your base, unless a massive mistake is made, such as every single unit being out of position. EDIT: added new content Lol. You've obviously not seen Naniwa drop out of several tournaments from accidentally letting some lings into his base...and this is when he was at his prime. Adepts and Pylon overcharge have made this less problematic but nonetheless every base must be build to wall out Zerglings by default otherwise you're inviting trouble. Every build must revolve around either relinquishing map control to the Zerg (for P). Every expansion needs to have a cannon walled in around some Gateways even if you have perfect map vision. The Zergling's impact is felt throughout the game, at all stages. Maybe Protoss and Terran need to put units in base, you know like Zerg do when Protoss warp prism and terran use medivac?  Zergling very larvae-inefficient. With new system not so great. Also big big big nerf next patch to zerglings ! The problem is the speed of the Zergling. The Zergling is faster than anything else.. this is why it has time to come back if you see a drop coming. You can see Zerglings coming and still not have time to react because they're so fast.
But zerg buildings low hp You can kill all zerg buildings very fast. If you play zerg and terran drop a couple of marines and marauders you know what I mean  They kill swarming pool spire and hive in like 10 seconds with stimpack.
It hurt so much. Pain in my chest
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On December 22 2015 03:34 DinoMight wrote:Show nested quote +On December 22 2015 02:33 EatingBomber wrote:On December 22 2015 02:25 DinoMight wrote:On December 22 2015 02:11 Big J wrote: I think zerglings have been incredibly strong since 2011-12. Their problem has never been a lack of strength, but that they are rooted so deep into zerg gameplay that the other races automatically pre-empt them very heavily, which then triggers zerg players to not use them as much in the lategame. (every further expansion being a PF or protected by cannons and only taken once you can defend them against lings) I can't say I'm against the crackling buff, but I'm against the crackling buff without a nerf to how much they control the map. I think that is what many players that want the BW crackling back forget, the BW crackling wasn't dominating the map as hard as the SC2 zergling. It was matched better with speed-zealots and speed-vultures and slower to begin with I think. So yeah, I think the current crackling is too strong. Holy shit, this SO MUCH. Literally everything in the game has to be balanced around the speed and strength of the Zergling. Ramps, map design, expand timings, etc. BW Zergling was not nearly this fast and you couldn't produce them in these insane amounts (like 80 at a time...). Lol, beyond their ability to slaughter defenceless workers and seize map control without opposition, I doubt they are that good. They are only frustrating in the sense that one needs to be very meticulous when playing against them. Besides, in HotS almost no Zerg used them extensively in standard play. Most used Roach-Hydralisk buildss, with an eye towards pre-nerf SH. Also, Zerglings aren't the same as Oracles - it is possible to deal with Zerglings at almost every stage of the game with almost any build, Zerglings are a certainty in any vZ matchup, and last of all, Zerglings rarely deal game-ending damage even if they get into your base, unless a massive mistake is made, such as every single unit being out of position. EDIT: added new content Lol. You've obviously not seen Naniwa drop out of several tournaments from accidentally letting some lings into his base...and this is when he was at his prime. Adepts and Pylon overcharge have made this less problematic but nonetheless every base must be build to wall out Zerglings by default otherwise you're inviting trouble. Every build must revolve around either relinquishing map control to the Zerg (for P). Every expansion needs to have a cannon walled in around some Gateways even if you have perfect map vision. The Zergling's impact is felt throughout the game, at all stages.
The time when Naniwa was at his prime was a time before the KeSPA elite transferred to SC2; the general skill level was not high. Yes, it takes more skill to have units in the correct position throughout the entire game or to save Warp Gate charges to prepare for such an attack, but now Protoss players have learnt how to do exactly that, and utilise building walls to keep Zerglings out. Besides, in a dynamic game Protoss has multiple opportunities to press Zerg on multiple fronts and thus make it extremely difficult for Zerg to spare larvae/resources on harassment that may not succeed. Warp prisms warping in Zealots in the gaps between minerals means Zerg has to send more than melee units to drive them out, etc. Both sides have ways to harass that require more skill to defend than execute, so I don't see the problem with Zergling harass
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On December 20 2015 17:40 WrathSCII wrote:Show nested quote +On December 20 2015 17:35 parkufarku wrote: Siege tanks do not need a buff. They are very potent in certain terrain, and strong if used correctly. Not all units have to universally useful in every scenario. True, but Siege Tanks should be universally useful in every scenario.
why do you say that? Terrans already have a useful T1 unit that can shoot air & ranged that's pretty much universally useful. Now you guys want Terran T2 and T3+ units to be universally useful in every scenario? Might as well just remove Zerg and Protoss race then
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Since I don't have a better topic to post it, lets do it here:
When I see lategame TvZ (streams, but similar stuff in my own games), and not the situations where both sides are already starving, the way I generally see the Zerg losing is where they simply can't take any good engagement, because for example the Terran always retreats back to his simcity where ultras aren't exactly at their peak performance.
At the same time, really often there is literally no defense in the Terrans base. Nothing is stopping the Zerg from making a Nydus (not talking about low-econ situations, so Nydus should be cheap enough to do it), and sending through 1-2 ultras, 20 cracklings and 2 queens to start creep spread. Is there a reason I am missing Zergs dont do this? Since to me it seems that would improve their performance even more (both vs Terran and Toss).
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Just a little question: how is the meta of PvZ looking? When I was looking at Rogue vs classic, it felt like Zerg is now the one with a deathball with viper/b-lord/lurker. Is there any way to counter it directly?
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On December 24 2015 07:56 swissman777 wrote: Just a little question: how is the meta of PvZ looking? When I was looking at Rogue vs classic, it felt like Zerg is now the one with a deathball with viper/b-lord/lurker. Is there any way to counter it directly?
Archon, Chargelots, Immortal, High templar
send in archons and chargelots to destroy lurkers and storm/feedback on the viper/infestor/rest 
When both players have 200 supply then the protoss army wins easily, because most of the time the zerg has 20 supply army less because of queens (2 dead supply per useless queen) and more drones.
Other than that extensive DT and Warp Prism play to counter immobile lurkers
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On December 24 2015 08:00 A_needle_jog wrote:Show nested quote +On December 24 2015 07:56 swissman777 wrote: Just a little question: how is the meta of PvZ looking? When I was looking at Rogue vs classic, it felt like Zerg is now the one with a deathball with viper/b-lord/lurker. Is there any way to counter it directly? Archon, Chargelots, Immortal, High templar send in archons and chargelots to destroy lurkers and storm/feedback on the viper/infestor/rest  When both players have 200 supply then the protoss army wins easily, because most of the time the zerg has 20 supply army less because of queens (2 dead supply per useless queen) and more drones. Other than that extensive DT and Warp Prism play to counter immobile lurkers
What about the b-lords?
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On December 24 2015 08:10 swissman777 wrote:Show nested quote +On December 24 2015 08:00 A_needle_jog wrote:On December 24 2015 07:56 swissman777 wrote: Just a little question: how is the meta of PvZ looking? When I was looking at Rogue vs classic, it felt like Zerg is now the one with a deathball with viper/b-lord/lurker. Is there any way to counter it directly? Archon, Chargelots, Immortal, High templar send in archons and chargelots to destroy lurkers and storm/feedback on the viper/infestor/rest  When both players have 200 supply then the protoss army wins easily, because most of the time the zerg has 20 supply army less because of queens (2 dead supply per useless queen) and more drones. Other than that extensive DT and Warp Prism play to counter immobile lurkers What about the b-lords?
storm/blink stalkers/tempests.
Remember zerg units have super low HP. A broodlord only has 225, while a tempest has like 450 or something. Not that hard to kill
It is really hard to get to Lurker + Broodlords + Viper. That is basically like the super late game when you let Zerg get 6 base with 12 gas. Lurker Den takes ages, Hive takes ages, Greater Spire takes ages. By that time you can even be on 200/200 3/3 carrier and with the huge viper nerf next patch this is absolutely no problem.
Your 200/200 archon chargelot HT or blink stalker push should be too fast for B Lords anyways.
I can't even remember when the last time was I got to Blords in ZvP before I died
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On December 24 2015 08:16 A_needle_jog wrote:Show nested quote +On December 24 2015 08:10 swissman777 wrote:On December 24 2015 08:00 A_needle_jog wrote:On December 24 2015 07:56 swissman777 wrote: Just a little question: how is the meta of PvZ looking? When I was looking at Rogue vs classic, it felt like Zerg is now the one with a deathball with viper/b-lord/lurker. Is there any way to counter it directly? Archon, Chargelots, Immortal, High templar send in archons and chargelots to destroy lurkers and storm/feedback on the viper/infestor/rest  When both players have 200 supply then the protoss army wins easily, because most of the time the zerg has 20 supply army less because of queens (2 dead supply per useless queen) and more drones. Other than that extensive DT and Warp Prism play to counter immobile lurkers What about the b-lords? storm/blink stalkers/tempests. Remember zerg units have super low HP. A broodlord only has 225, while a tempest has like 450 or something. Not that hard to kill It is really hard to get to Lurker + Broodlords + Viper. That is basically like the super late game when you let Zerg get 6 base with 12 gas. Lurker Den takes ages, Hive takes ages, Greater Spire takes ages. By that time you can even be on 200/200 3/3 carrier and with the huge viper nerf next patch this is absolutely no problem. Your 200/200 archon chargelot HT or blink stalker push should be too fast for B Lords anyways. I can't even remember when the last time was I got to Blords in ZvP before I died 
Cool, thanks!
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On December 22 2015 03:51 DinoMight wrote: The problem is the speed of the Zergling. The Zergling is faster than anything else.. this is why it has time to come back if you see a drop coming.
You can see Zerglings coming and still not have time to react because they're so fast.
Actually, the problem is Zerglings can slaughter workers even while combat units are shooting at them. Run into the minerals and hold position. Even if overcharge goes up the lings still slaughter all the probes. Contrast this to, say, a Medivac drop or Adepts, which cannot efficiently kill workers if they're being fired at by anything. Sure you can shift right-click through them but this prevents stutter stepping towards the fleeing workers to keep DPS on them.
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On December 25 2015 18:18 Xequecal wrote:Show nested quote +On December 22 2015 03:51 DinoMight wrote: The problem is the speed of the Zergling. The Zergling is faster than anything else.. this is why it has time to come back if you see a drop coming.
You can see Zerglings coming and still not have time to react because they're so fast.
Actually, the problem is Zerglings can slaughter workers even while combat units are shooting at them. Run into the minerals and hold position. Even if overcharge goes up the lings still slaughter all the probes. Contrast this to, say, a Medivac drop or Adepts, which cannot efficiently kill workers if they're being fired at by anything. Sure you can shift right-click through them but this prevents stutter stepping towards the fleeing workers to keep DPS on them. Adepts and marines are awesome at killing workers. 8-lings in your mineral line is not that bad compared to 8 -adepts/marines. Even if you are fired upon you can still focus on workers if you want.
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The only statistic that really matters is GSL/SSL stats no?
DH & HSC was a bunch of foreigners, crazy skill mismatches.
Seems P>=Z>>>>T , PvT seems specially broken, ZvT seems pretty balanced actually.
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On December 25 2015 18:23 RaFox17 wrote:Show nested quote +On December 25 2015 18:18 Xequecal wrote:On December 22 2015 03:51 DinoMight wrote: The problem is the speed of the Zergling. The Zergling is faster than anything else.. this is why it has time to come back if you see a drop coming.
You can see Zerglings coming and still not have time to react because they're so fast.
Actually, the problem is Zerglings can slaughter workers even while combat units are shooting at them. Run into the minerals and hold position. Even if overcharge goes up the lings still slaughter all the probes. Contrast this to, say, a Medivac drop or Adepts, which cannot efficiently kill workers if they're being fired at by anything. Sure you can shift right-click through them but this prevents stutter stepping towards the fleeing workers to keep DPS on them. Adepts and marines are awesome at killing workers. 8-lings in your mineral line is not that bad compared to 8 -adepts/marines. Even if you are fired upon you can still focus on workers if you want.
8 Adepts costs five times as much as 8 lings, of course that's better. 24 Zerglings will kill probes way faster than 8 Adepts. Yes, you can focus on workers if you want but if you do that with 8 Adepts you will overkill every worker four times over. Adepts are actually not so bad because since they have 4 range only if you stutter step them through a worker line many of them will not be in range to attack the units shooting at them and thus will default to hitting a worker instead.
This is actually the main reason overcharge is so stupid against Terran drops, when a pylon overcharge goes up the Terran can not stutter step his drop towards the fleeing probes and have his units auto-acquire and kill like two probes every second, they will all just shoot at the pylon instead. Even pros can not stutter micro bio while simultaneously telling it to shoot at specific targets, it's way too much APM.
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On December 25 2015 18:45 Xequecal wrote:Show nested quote +On December 25 2015 18:23 RaFox17 wrote:On December 25 2015 18:18 Xequecal wrote:On December 22 2015 03:51 DinoMight wrote: The problem is the speed of the Zergling. The Zergling is faster than anything else.. this is why it has time to come back if you see a drop coming.
You can see Zerglings coming and still not have time to react because they're so fast.
Actually, the problem is Zerglings can slaughter workers even while combat units are shooting at them. Run into the minerals and hold position. Even if overcharge goes up the lings still slaughter all the probes. Contrast this to, say, a Medivac drop or Adepts, which cannot efficiently kill workers if they're being fired at by anything. Sure you can shift right-click through them but this prevents stutter stepping towards the fleeing workers to keep DPS on them. Adepts and marines are awesome at killing workers. 8-lings in your mineral line is not that bad compared to 8 -adepts/marines. Even if you are fired upon you can still focus on workers if you want. 8 Adepts costs five times as much as 8 lings, of course that's better. 24 Zerglings will kill probes way faster than 8 Adepts. Yes, you can focus on workers if you want but if you do that with 8 Adepts you will overkill every worker four times over. Adepts are actually not so bad because since they have 4 range only if you stutter step them through a worker line many of them will not be in range to attack the units shooting at them and thus will default to hitting a worker instead. This is actually the main reason overcharge is so stupid against Terran drops, when a pylon overcharge goes up the Terran can not stutter step his drop towards the fleeing probes and have his units auto-acquire and kill like two probes every second, they will all just shoot at the pylon instead. Even pros can not stutter micro bio while simultaneously telling it to shoot at specific targets, it's way too much APM. You would massivly overkill if you try to focus fire with a drop :D Otherwise focusing while stuttering forward isn't hard micro at all lol
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