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On August 23 2011 08:46 H0i wrote: Because it is way too strong... It really should be a research and it should be weaker as well, instead of nullifying all protoss spells and 50% stalker+sentry health and 33% zealot health. yes emp is better than storm and you dont even research it. crazy..
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On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter?
So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback?
Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc).
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On August 23 2011 06:29 tallbus1 wrote: There's a pretty simple solution this. Reduce warpgate research time by 40 seconds. Reduce warpgate cooldown by 1 second. Balance Protoss early game.
PvP says hello.
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On August 23 2011 08:53 mousepad wrote:Show nested quote +On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc).
Because... you know... feedback isn't a purely situational ability at all...
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Something I have always hated as a zurg player is how the hatchery and larva are always south. Example - If you are on the north position with the mineral field north of your hatchery, your drones must navigate around your base which is a further distance than a terran or protoss which sends the probe or scv out of any magical hole in the nexus/cc. Granted if the zurg is in the South position with mineral fields south of the hatchery the distance will be smaller. But still, kinda BS. Maybe make the larva stay inside of the hatchery? Any ideas?
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On August 23 2011 08:57 babjengi wrote:Show nested quote +On August 23 2011 08:53 mousepad wrote:On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc). Because... you know... feedback isn't a purely situational ability at all...
Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only.
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Haha I was obviously kidding Protoss would be undeniably broken, but both of those buffs would be good to a lesser extent.
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On August 23 2011 08:57 branflakes14 wrote:Show nested quote +On August 23 2011 06:29 tallbus1 wrote: There's a pretty simple solution this. Reduce warpgate research time by 40 seconds. Reduce warpgate cooldown by 1 second. Balance Protoss early game. PvP says hello. Let's just do 20 or 30 seconds.
Now to be honest, first of all nerfing protoss significantly in PvZ and PvT just because PvP had many 4gates in it is very silly. Secondly it would have been easy to fix the PvP 4gate problem by buffing immortal, lowering their build time a lot. Also without that, PvP was already changing away from 4gate and the nerf didn't really change anything to PvP.
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How do you lose to a 4gate? Bunker Repair? Dare I suggest 2 or 3 of your nearly free bunkers?(The ones that make other toss pressure/kill moves pretty tame?)
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4gate was almost totally dead even before the last warpgate nerf. People learned how to defend it ages ago. Although Losira forgot haha.
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On August 16 2011 07:10 Mrvoodoochild1 wrote: blue flame hellion is too good imo against terran and zerg, a teir one unit that only cost 100 minerals should not be able to clear out an entire worker line in seconds, and there is no other counter part seen in the game currently. Bangling drops comes to mind, but zerg has to reseach ov speed, drop, and melee weapons +2 in order to have the same effect as two blue hellions. Hellions should cost gas or blue flame research should require an armory.
I understand your argument, but BFH is NOT a tier one unit, the fact that it requires an upgrade and a factory. Also, BFH is easy enough to defend against that is no "too good". If they are rushing you with them, it is fairly easy to scout and build the correct units for counter. And if they are dropping them, then again, it isn't the most impossible thing to scout/be ready for. p.s. the only way two BFH clear a line in "seconds" is if you attempt to flee with your workers
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On August 23 2011 09:04 mousepad wrote:Show nested quote +On August 23 2011 08:57 babjengi wrote:On August 23 2011 08:53 mousepad wrote:On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc). Because... you know... feedback isn't a purely situational ability at all... Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only.
Protoss already has an AOE unit in the colossus that is very good. And the fact that feedback is the counter to all the other abilities you were talking about didn't come to mind? P.S. Zerg's caster is the only one that doesn't have a relevant ability against other casters. If Infestors spawned only being able to spit infested terran then the casters would be imba
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On August 23 2011 08:53 mousepad wrote:Show nested quote +On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc). nothing you said there makes any sense at all but ok its cool. you can have your emp who cares einstein
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On August 23 2011 09:25 SPQRGaius wrote:Show nested quote +On August 23 2011 09:04 mousepad wrote:On August 23 2011 08:57 babjengi wrote:On August 23 2011 08:53 mousepad wrote:On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc). Because... you know... feedback isn't a purely situational ability at all... Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only. Protoss already has an AOE unit in the colossus that is very good. And the fact that feedback is the counter to all the other abilities you were talking about didn't come to mind? P.S. Zerg's caster is the only one that doesn't have a relevant ability against other casters. If Infestors spawned only being able to spit infested terran then the casters would be imba EMP has 3 more range than feedback, and removes 100 shields and is AoE and removes energy. It basically counters the entire protoss race for a low amount of money and it takes minimal time to reach.
To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.
Explain to me how feedback really counters ghosts, infestors and all those other abilities? Hint: it doesn't if players actually micro.
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On August 23 2011 00:27 Antares777 wrote:Show nested quote +On August 22 2011 23:58 Myrddraal wrote: I have a few balance suggestions to get Protoss back into the game PvT, possibly help with PvZ and also make playing or watching Protoss generally more interesting. I am not saying all of these should be done or if they would certainly improve the situation, just that they are possibilities that could be explored.
1. Remove the Templar Archives, and allow hts to be built after the Twilight Council. Storm would be upgraded in the Council. - This would mean Toss could get the hts out earlier, hopefully in time for 1-1-1 allowing the Toss to feedback raven, banshees and possibly storm the marines - May require significant change to storm damage (then if storm is weaker maybe make hts cheaper/faster) - With HT's more accessable I think this would also allow Protoss to vary their compositions significantly (including compositions involving archons) as Protoss army comp always seems so similar and stale (or else they just don't quite work, ie Naniwa vs TSLHeart; zealot archon was interesting but with a few emps and good kiting they just evaporated)
2. Either make charge cheaper (is charge really worth twice as much as stim? as well as needing a cyber core and a twilight council as opposed to a tech lab) Or split up Zealot speed and charge, put speed in the cyber core and charge in the council, even make charge require speed if need be. - Would make zealots more useful and give the Protoss more options early on
3. Increase Stalkers rate of fire, reduce attack animation time and remove their bonus to armoured (In such a way that their dps to armoured is similar or slightly higher while their damage to light is increased) . I think this could help in a few ways. - Increase the skill caps for Protoss players by allowing them to get more out of their stalkers via kiting - Increase the reward for blink stalkers as a harassment unit against workers - Give stalkers in low numbers a fighting chance against banshees - Increase stalker effectiveness against large amounts of marines, hence reduce the need for aoe against large numbers of marines
4. Switch the raven abilities Hunter Seeker Missile and Point Defense Drone, meaning that pdd must be upgraded. - Would make the 1-1-1 builds involving a Raven take a little bit longer and cost a little bit more, but would not severely affect other matchups because arguably pdd is better and the only other time Ravens are generally used is in TvT and not usually until two mech Terrans have decided to transition to air
1. I like your first point, that would make Protoss more dynamic and allow new unit composition. However, I do not think that storm should be able to be researched at the Twilight Council, unless it is weakened or modified in some way. Even then, it still may be too early for Protoss to have storm. I think that storm should deal damage instantaneously upon casting. The reason that the Colossus is superior to the High Templar is that it's damage is instantaneous and the Marines cannot simply walk away from it. Storm, in my opinion, would be more effective if it dealt damage immediately, but dealt less damage, like 50% less damage to compensate for the instantaneous damage. 2. Splitting up Zealot speed and charge in my honest opinion is a bad idea. I could see the cost of it getting decreased to 150/150. In PvZ, this would make the Zerg seriously consider Banelings, which isn't a bad thing and would add more dynamic to the match up. 3. I disagree 100%. Stalkers should not be modified, that would change the game too much. 4. Hmm... I've never thought of anything like that, and I'm not so sure about removing the upgrade for the HSM though. I'm not against it though. Banshees seem far superior to a missile that can be outrun extremely easy. The Banshee seems superior for worker harass, unless there is anti-air nearby, then a missile could force all of the drones away from mining for a while (noob), or at worst one drone away from mining (pro). Making the PDD an upgrade to delay the timing push is brilliant. It doesn't even have to cost much, like 50/50. It's the time it takes to research that will hurt the build.
Do you guys not understand how an early HT timing push against Zerg would be extremely hard to beat? The zerg unit that can be reliably expected to defeat this push (the infestor) Would come out far too late. SO in order to make a build easier for you, you would make an incredibly powerful build for yourselves against zerg. Also, the original stalker suggestion is ridiculous, the stalker would be far too good of a harass unit, as in 4-5 would absolutely destroy a mineral line with their improved kiting. Plus researching blink would allow them to easily get away from any engagement.
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On August 23 2011 09:32 H0i wrote:Show nested quote +On August 23 2011 09:25 SPQRGaius wrote:On August 23 2011 09:04 mousepad wrote:On August 23 2011 08:57 babjengi wrote:On August 23 2011 08:53 mousepad wrote:On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc). Because... you know... feedback isn't a purely situational ability at all... Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only. Protoss already has an AOE unit in the colossus that is very good. And the fact that feedback is the counter to all the other abilities you were talking about didn't come to mind? P.S. Zerg's caster is the only one that doesn't have a relevant ability against other casters. If Infestors spawned only being able to spit infested terran then the casters would be imba EMP has 3 more range than feedback, and removes 100 shields and is AoE and removes energy. It basically counters the entire protoss race for a low amount of money and it takes minimal time to reach. To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away. Explain to me how feedback really counters ghosts, infestors and all those other abilities? Hint: it doesn't if players actually micro.
So you are precluding the possibility of your own micro and positioning? Any infestors that are caught out of line by HTs are instantly all destroyed.
EMP has one more range than feedback...
And you just completely ignored the whole colossus thing? The fact that you have the colossus is why HTs don't need to spawn with storm. And wasn't the point of this thread to discuss balance without whining or insulting other races?
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On August 23 2011 09:32 H0i wrote:
To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.
Actually having 1 or 2 HT at the front of the pack should be obviously standard.
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On August 23 2011 09:41 SPQRGaius wrote:Show nested quote +On August 23 2011 09:32 H0i wrote:On August 23 2011 09:25 SPQRGaius wrote:On August 23 2011 09:04 mousepad wrote:On August 23 2011 08:57 babjengi wrote:On August 23 2011 08:53 mousepad wrote:On August 23 2011 08:44 rdr wrote: can someone explain why emp isn't researched like storm is and fungal to for that matter? So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback? Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc). Because... you know... feedback isn't a purely situational ability at all... Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only. Protoss already has an AOE unit in the colossus that is very good. And the fact that feedback is the counter to all the other abilities you were talking about didn't come to mind? P.S. Zerg's caster is the only one that doesn't have a relevant ability against other casters. If Infestors spawned only being able to spit infested terran then the casters would be imba EMP has 3 more range than feedback, and removes 100 shields and is AoE and removes energy. It basically counters the entire protoss race for a low amount of money and it takes minimal time to reach. To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away. Explain to me how feedback really counters ghosts, infestors and all those other abilities? Hint: it doesn't if players actually micro. So you are precluding the possibility of your own micro and positioning? Any infestors that are caught out of line by HTs are instantly all destroyed. EMP has one more range than feedback... And you just completely ignored the whole colossus thing? The fact that you have the colossus is why HTs don't need to spawn with storm. And wasn't the point of this thread to discuss balance without whining or insulting other races? EMP has 3 more range than feedback. 1 normal range and it's AoE has a radius of 2, giving it 3 more range effectively.
Colossus or Ht should be a choice. It shouldn't be "get colossus and then get Ht". That would be like forcing zerg to get mutas before they can make infestors. Besides that colossus and ht are completely different tech paths. Right now you just can't really open ht because you need to storm and KA is gone, it's not even there in a slightly nerfed form but just totally gone.
On August 23 2011 09:41 Techno wrote:Show nested quote +On August 23 2011 09:32 H0i wrote:
To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.
Actually having 1 or 2 HT at the front of the pack should be obviously standard.
Sure but you could also attack those with lings or hit a fungal, etc. They also won't be able to take down every infestor, at this point it's just a micro battle and ht is not a hard counter to infestors, more like a contender, so there you proved my point.
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All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.
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On August 23 2011 09:52 SPQRGaius wrote: All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army. This argument keeps popping up but that's not what it's about. A few ghosts will effectively remove 50% of the protoss army's health (33% for zealots), and it will remove all energy, which protoss is very focused on, in the form of force field and storm.
The bioball is very very strong against protoss and removing all shields and energy for a cheap price means an easy steamroll for the bioball. That's what the problem with emp is. You can't even dodge it, it's just instantly all shields gone and 100 energy, and it has enormous range and AoE radius.
If you're a terran start using it more and you'll see how strong it really is. 1 or 2 EMPs midgame, which are impossible to dodge will win you the entire game, after landing them all you have to do is stim 1a.
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