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On September 16 2011 06:06 Roblin wrote:Show nested quote +On September 16 2011 05:52 happyness wrote:On September 16 2011 05:39 BeeNu wrote:On September 16 2011 05:36 Heavenly wrote:On September 16 2011 05:32 happyness wrote:On September 16 2011 05:22 DuneBug wrote: Bad change.
I'd ask all the protoss players... would you rather be able to make templar or infestors? I'd like to see their answers. If feedback was not smartcast I'd have more sympathy for the protoss.
I doubt this will have too great of an effect on balance (IE zergs wont start uber-losing) , I just don't like when stuff gets nerfed. Wait....... Feedback is smartcast!?!!?! You can click on the minimap to cast it against the closest unit with energy, what does that have to do with anything? A good player will still manually target infestors to get ones with full energy and it makes little difference anyway whether you click the minimap or click the infestor. Helps with trying to select ghosts in an army when they're bunched up with a bunch of other infantry and almost impossible to click. I'm pretty sure that isn't true, you can't just click wherever on the minimap, you actually have to click on the specific little point on the minimap that is a unit with energy for it to do anything just like using Injection on Hatcheries. The reason Protoss don't do minimap feedback is because it takes too long to specifically click on the tiny little dots and you can't even tell which ones are the casters. Ya I was going to say... if you dont click on a specific unit with energy you get the *ERRR* sound. I was thinking by smart cast it meant auto cast LOL. Im pretty sure day9 said in a daily or cast once that if you select all your HT and spam click feedback on the minimap in the vicinity of the enemy army it will automaticly feedback basicly every caster in the enemy army, I have not confirmed this though. he said it when a protoss mass-feedbacked a bunch of infestors and based on his voice he insinuated it wasn't hard to do.
On a small map it might work a bit, but you really do need to click with pixel precision on the unit you want to feedback (on the mini-map). I don't recommend the technique to anyone.
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Still an unacceptable change, colossus have 9 range, NP was 9. Put colossus on a different hotkey than 1 and place it in the back of the army, gg, "NP problem" solved.
And it will still buff mech TvZ nerf, 7 range NP vs 13 range tank, gl hf.
I fail to understand where's the necessity for a nerf, i really do.
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On September 16 2011 06:05 aWildRATTATA wrote: I haven't really posted alot on these forums, but alas.
If they nerf NP, they may as well nerf that ridiculous unit called the colossus, it simply has no strategic weaknesses aside from having to build AA to defend it. It has a ton of health, does a ton of damage, has great mobility due to cliffwalking, is usually safe because of its range, and requires little APM. Getting a magic number of 3-4 colossus isnt hard at all. As far as counters go, Neuralling a colossus is op because all of a sudden a protoss army lacks range to snipe the infestor, lacks the DPS, and you're indeed stuck with a useless corearmy of stalkers and maybe a few sentries.
I'm only plat, but i see this as a fundamental flaw in the race/game.
While erg and terran can play a multitude of styles which your opponent must react to accordingly till one of them slowly loses footing, a protoss simply disregards everything and does nothing less than an all-in to secure a third base. Unless the protoss manages to destroy the third of the opponent by the means of a 2-base timing, the game is pretty much over, because protoss is always stuck with a lumbering slowass army.
Every race has different design. I.e Zerg has fastest and smallest units. Terran is medium, could be faster with stim, while Protoss is big and slow, but strong.
I'll take it as you're Platinum, you don't experienced much styles and your opponents rather slow APM and reaction. So don't talk too much shit when you don't know much about it.
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On September 16 2011 05:57 windsupernova wrote:Show nested quote +On September 16 2011 05:49 MandoRelease wrote: So while zerg gets a double nerf on the infestor, terran's ghost gets nothing. Blizzard is acting a big strange. Ghost is as much an issue as the infestor.
I'm not really disagreeing with the nerf (nor am i agreeing), we'll see how things will go after the patch, but it'd be great if blizzard stoped looking away when it comes to Terran. Major changes are almost always for the other races, while Terran gets minor change everytime. Be more drastic with Terran, even if it means reverting back to the previous state, like with the other races. 5s is nothing. Yeah man, nerfing Siege Tanks, Medevac speed, Stim timming, Supply before barracks, Nitro pack at Factory level, Reapers at 50s build time, BC AtG nerf were all minor changes. Stop pretending as if Blizzard favours one race over the other.
I am not doing that. Eventually all race will be balanced, i'm pretty confident about that. The way to get there seems different depending on the race though. You're not paying attention to what I wrote. I'd like Blizzard to work on balance like with the infestor i.e. huge buff first, then nerf accordingly. So for the ghost, huge nerf first, then buff accordingly. Not little nerf after little nerf.
Also come on, most of the change you listed were small, and the others were because the game was broken.
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On September 16 2011 06:09 R3N wrote:Show nested quote +On September 16 2011 05:58 Cloud9157 wrote:On September 16 2011 05:56 R3N wrote:On September 16 2011 05:50 Cloud9157 wrote:On September 16 2011 05:47 R3N wrote:On September 16 2011 05:44 Cloud9157 wrote:On September 16 2011 05:43 R3N wrote:On September 16 2011 05:37 Cloud9157 wrote: Zergs are seriously hilarious.
Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it? Protoss are seriously hilarious. Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game? But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources... My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful. But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor). Are we done yet? Wtf? I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward). I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors. My point is you get more Infestors than I get HTs, since I'm actually spending gas on more than 1 unit. HT = Infestor in gas cost. Any Stalker/Sentry is an additional 50/100 gas respectively. 2 base vs 3 base. 4 geysers for me, 6 for you. You get more gas than me. This'll lead a completely pointless theory crafting but you started. First of all what the heck do you mean with stalker/sentry is an additional gas?? You can't stay on lings forever, not when there are too many archons/HT's (but it works in midgame I admit) so you have to switch to roaches which are at best a soft-counter to archons in midgame, and become increasingly bad as upgrades and armies getting bigger. So maybe you I can use more gas for infestors midgame but the game isn't balanced in just the midgame and my actual army is worse than yours. Remember your stalker/archon ball requires TWO or even three equivalent zerg armies so I end up using more gas than you (increasingly) anyways.
Then you are playing the game incorrectly and have no idea of how to fungal and engage properly. Roaches are not a soft counter to archons in the midgame, they're great against archons + if they're fungaled they can't even reach roaches them (and can be neural parasited still). By the time protoss has enough archons/HTs you will easily be able to mass roaches, which are also half the gas of stalkers. If you have less infestors than your opponent has archons or ht you are doing it wrong.
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On September 16 2011 06:03 Jacob666 wrote: I find all this all quite funny as i go infestor ling/bane against toss, i never in any games get NP and i usually win (low masters). To see so many protoss players hating on NP makes me laugh as the ability as a whole is completely useless already and a waste of money to research it when it only makes your infestors extreamly vulnerable while they are using it, i have never seen a good protoss player let a collosus be kept neural parasited for more then 1-2 seconds.
Maybe you should tell this to all the zerg who think this is going to break the game because apparently they didn't get the memo.
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On September 16 2011 06:01 Heavenly wrote:Show nested quote +On September 16 2011 05:56 R3N wrote:On September 16 2011 05:50 Cloud9157 wrote:On September 16 2011 05:47 R3N wrote:On September 16 2011 05:44 Cloud9157 wrote:On September 16 2011 05:43 R3N wrote:On September 16 2011 05:37 Cloud9157 wrote: Zergs are seriously hilarious.
Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it? Protoss are seriously hilarious. Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game? But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources... My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful. But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor). Are we done yet? Wtf? I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward). I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors. Uh, that's not what he said? He said that you have more resources which makes it easier to get more infestors. They're not cheaper but if you're on three bases worth of gas to my two bases worth of gas you can get more gas units than I can. And man, it is becoming annoying hearing all the whining about deathballs still. There have been so many high level games of zergs destroying "deathballs" easily, of zerg beating protoss while on equal bases, etc. Watch replays, compare positioning, tech, upgrades, and army value, and you'll understand why you lost the game opposed to "DEATHBALL IS STRONG".
...... As I said, I'm zerg and not protoss. My units aren't ½ as efficient as yours. That's why I get access to more bases faster than you can. Zerg can't win any half-decent ZvP on equal bases.
One might think people figure that out by now....
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On September 16 2011 06:08 grudgeStar wrote: Yeah, well, ZvT would be completely broken without NP. What would you do against mass Thor? The only thing you could do is make an army purely made for basetrades, like muta/ling/roach or something.
Contaminate his Factories to slow down his Thor production while attacking with a maxed army before he gets a scary number of Thors?
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On September 16 2011 06:12 Heavenly wrote:Show nested quote +On September 16 2011 06:09 R3N wrote:On September 16 2011 05:58 Cloud9157 wrote:On September 16 2011 05:56 R3N wrote:On September 16 2011 05:50 Cloud9157 wrote:On September 16 2011 05:47 R3N wrote:On September 16 2011 05:44 Cloud9157 wrote:On September 16 2011 05:43 R3N wrote:On September 16 2011 05:37 Cloud9157 wrote: Zergs are seriously hilarious.
Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it? Protoss are seriously hilarious. Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game? But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources... My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful. But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor). Are we done yet? Wtf? I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward). I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors. My point is you get more Infestors than I get HTs, since I'm actually spending gas on more than 1 unit. HT = Infestor in gas cost. Any Stalker/Sentry is an additional 50/100 gas respectively. 2 base vs 3 base. 4 geysers for me, 6 for you. You get more gas than me. This'll lead a completely pointless theory crafting but you started. First of all what the heck do you mean with stalker/sentry is an additional gas?? You can't stay on lings forever, not when there are too many archons/HT's (but it works in midgame I admit) so you have to switch to roaches which are at best a soft-counter to archons in midgame, and become increasingly bad as upgrades and armies getting bigger. So maybe you I can use more gas for infestors midgame but the game isn't balanced in just the midgame and my actual army is worse than yours. Remember your stalker/archon ball requires TWO or even three equivalent zerg armies so I end up using more gas than you (increasingly) anyways. Then you are playing the game incorrectly and have no idea of how to fungal and engage properly. Roaches are not a soft counter to archons in the midgame, they're great against archons + if they're fungaled they can't even reach roaches them (and can be neural parasited still). By the time protoss has enough archons/HTs you will easily be able to mass roaches, which are also half the gas of stalkers. If you have less infestors than your opponent has archons or ht you are doing it wrong.
Roaches are half bad compared tot a stalker, by the time I have mass roach, you have mass stalkers.
Once again you fail to understand zerg units aren't as efficient as 'toss and lose any engagement in equal numbers, provided you have any clue how to play.
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This is coming from a high EU masters zerg.
This is almost just as bad as the previous nerf, the only differance is that NP might be usefull with mass archon/zealot. Other than that it will have NO use att alll, even when NP had range 9 they could still get sniped by blink stalkers or by collosi with a little micro. Now when NP got just 1 more range than immortal/stalkers and same range as thors they will die ONE second after they get within range, if the enemy even TRIES to micro the infestors will INSTANTLY die.
I see no reason at all now to actually research NP vs anything so they might aswell remove it, id rather fungal vs zealot/archon anyway.
I see no viable counter vs collosi now and toss can comfortably turtle to a deathball again, and no i dont count corrupter as a counter since its a horrible unit, and will most likley get removed in Hots.
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On September 16 2011 06:13 R3N wrote:Show nested quote +On September 16 2011 06:01 Heavenly wrote:On September 16 2011 05:56 R3N wrote:On September 16 2011 05:50 Cloud9157 wrote:On September 16 2011 05:47 R3N wrote:On September 16 2011 05:44 Cloud9157 wrote:On September 16 2011 05:43 R3N wrote:On September 16 2011 05:37 Cloud9157 wrote: Zergs are seriously hilarious.
Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it? Protoss are seriously hilarious. Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game? But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources... My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful. But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor). Are we done yet? Wtf? I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward). I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors. Uh, that's not what he said? He said that you have more resources which makes it easier to get more infestors. They're not cheaper but if you're on three bases worth of gas to my two bases worth of gas you can get more gas units than I can. And man, it is becoming annoying hearing all the whining about deathballs still. There have been so many high level games of zergs destroying "deathballs" easily, of zerg beating protoss while on equal bases, etc. Watch replays, compare positioning, tech, upgrades, and army value, and you'll understand why you lost the game opposed to "DEATHBALL IS STRONG". ...... As I said, I'm zerg and not protoss. My units aren't ½ as efficient as yours. That's why I get access to more bases faster than you can. Zerg can't win any half-decent ZvP on equal bases. One might think people figure that out by now....
Here, I'll make ridiculous unfounded statements too: Protoss units are not cost-effective versus zerg. If you prove your statement I'll prove mine.
You're also going on a completely different tangent of the original statement that you'll have more infestors than templar.
On September 16 2011 06:15 R3N wrote:Show nested quote +On September 16 2011 06:12 Heavenly wrote:On September 16 2011 06:09 R3N wrote:On September 16 2011 05:58 Cloud9157 wrote:On September 16 2011 05:56 R3N wrote:On September 16 2011 05:50 Cloud9157 wrote:On September 16 2011 05:47 R3N wrote:On September 16 2011 05:44 Cloud9157 wrote:On September 16 2011 05:43 R3N wrote:On September 16 2011 05:37 Cloud9157 wrote: Zergs are seriously hilarious.
Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it? Protoss are seriously hilarious. Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game? But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources... My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful. But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor). Are we done yet? Wtf? I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward). I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors. My point is you get more Infestors than I get HTs, since I'm actually spending gas on more than 1 unit. HT = Infestor in gas cost. Any Stalker/Sentry is an additional 50/100 gas respectively. 2 base vs 3 base. 4 geysers for me, 6 for you. You get more gas than me. This'll lead a completely pointless theory crafting but you started. First of all what the heck do you mean with stalker/sentry is an additional gas?? You can't stay on lings forever, not when there are too many archons/HT's (but it works in midgame I admit) so you have to switch to roaches which are at best a soft-counter to archons in midgame, and become increasingly bad as upgrades and armies getting bigger. So maybe you I can use more gas for infestors midgame but the game isn't balanced in just the midgame and my actual army is worse than yours. Remember your stalker/archon ball requires TWO or even three equivalent zerg armies so I end up using more gas than you (increasingly) anyways. Then you are playing the game incorrectly and have no idea of how to fungal and engage properly. Roaches are not a soft counter to archons in the midgame, they're great against archons + if they're fungaled they can't even reach roaches them (and can be neural parasited still). By the time protoss has enough archons/HTs you will easily be able to mass roaches, which are also half the gas of stalkers. If you have less infestors than your opponent has archons or ht you are doing it wrong. Roaches are half bad compared tot a stalker, by the time I have mass roach, you have mass stalkers. Once again you fail to understand zerg units aren't as efficient as 'toss and lose any engagement in equal numbers, provided you have any clue how to play.
Learn to play the game properly. Stalkers are twice the cost of roaches and a 2/2 roach beats a 2/2 stalker one on one. The only reason that stalkers are good versus roaches is because of blink, which fungal shuts down, and the range advantage in major engagements. You will also have more roaches than stalkers and if roaches are in fact "half bad" compared to a stalker, that's because they're half the price. So the unit is in fact cost efficient, while zerg has more econ.
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Contaminate his Factories to slow down his Thor production while attacking with a maxed army before he gets a scary number of Thors?
Attacking a walled of terran with a wall of tank with mass roaches, there's no chance you'll deal any damage, not at all Also the "Dont let him get maxed" isnt a valid argument, especially when facing T
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I like it. It will make it harder to just fungal everything and then np and still get away with all the infestors.
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On September 16 2011 04:09 Elean wrote:Show nested quote +On September 16 2011 03:46 Alejandrisha wrote: Looks like they don't want infestors np'ing colosi or tanks, but rather immortals and thors to try and take out the longer range units. Also a big buff in HT vs infestor wars that were pretty tough. You still can't rush to ht to fight 2 base infestor because you won't have storm AND enough ht to deal with the infested terrans but the HT will be a lot stronger in the later stages of the game against infestors. Well, in the loading tips on blizzard maps, it is clearly said to use NP against tanks & colossus... Ya and in the articles of confederation there was no executive or judicial branches of government.
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On September 16 2011 06:10 Yaotzin wrote:Show nested quote +On September 16 2011 06:05 aWildRATTATA wrote: I haven't really posted alot on these forums, but alas.
If they nerf NP, they may as well nerf that ridiculous unit called the colossus, it simply has no strategic weaknesses aside from having to build AA to defend it. It has a ton of health, does a ton of damage, has great mobility due to cliffwalking, is usually safe because of its range, and requires little APM. Getting a magic number of 3-4 colossus isnt hard at all. As far as counters go, Neuralling a colossus is op because all of a sudden a protoss army lacks range to snipe the infestor, lacks the DPS, and you're indeed stuck with a useless corearmy of stalkers and maybe a few sentries.
The problem with colossi is, basically, that they force you into a deathball style of play. This is because colossi, obviously, require many support units. Aside from timing pushes, the deathball style is really, really bad. It gets picked apart by small, mobile armies doing multipronged attacks and drops - because these armies work fine in small numbers whereas a colossi based army does not. Well, you're wrong. If you were right professional players would take advantage of this unit, instead of making it only when absolutely necessary. It has been the bread and butter unit for all protoss matchups AFAIK. Now with the ghosts denying forcefields and NP rediscovered, protoss has no dependable composition and has no real composition that has any stenght on any front.
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On September 16 2011 06:05 aWildRATTATA wrote: I haven't really posted alot on these forums, but alas.
If they nerf NP, they may as well nerf that ridiculous unit called the colossus, it simply has no strategic weaknesses aside from having to build AA to defend it. It has a ton of health, does a ton of damage, has great mobility due to cliffwalking, is usually safe because of its range, and requires little APM. Getting a magic number of 3-4 colossus isnt hard at all. As far as counters go, Neuralling a colossus is op because all of a sudden a protoss army lacks range to snipe the infestor, lacks the DPS, and you're indeed stuck with a useless corearmy of stalkers and maybe a few sentries.
As a protoss player, I agree that the colossus is a pretty dumb and poorly designed unit. It's health isn't the problem, but more that it is mobile AND has huge dps. Unfortunately, toss is balanced around the colossus (and ht's). Without ht's or colo toss sucks hard.
But that's the way the game is. If they nerf the colossus they would have to compensate toss big time, so I don't think it's going to happen.
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i like this change, you have to position your infestors instead of just a-move-neural with your whole army the way you can now
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On September 16 2011 06:15 Rizell wrote: This is coming from a high EU masters zerg.
This is almost just as bad as the previous nerf, the only differance is that NP might be usefull with mass archon/zealot. Other than that it will have NO use att alll, even when NP had range 9 they could still get sniped by blink stalkers or by collosi. Now when NP got just 1 more range than immortal/stalkers and same range as thors they will die ONE second after they get within range, if the enemy even TRIES to micro the infestors will INSTANTLY die.
I see no reason at all now to actually research NP vs anything so they might aswell remove it, id rather fungal vs zealot/archon anyway.
I see no viable counter vs collosi now and toss can comfortably turtle to a deathball again, and no i dont count corrupter as a counter since its a horrible unit, and will most likley get removed in Hots.
The irony is that a change to Fungal Growth is what apparently ended the "Deathball", and now a nerf to an ability that wasn't even a factor in the first place is what's ushering in the second coming of it. And yes I know Fungal is being nerfed slightly, but the change is so small as to not alter the ability's potency.
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I am just friggin gold player (more enjoying watching SC2 then playing) but I have to ask one thing: Why the hell do all of you think, you are better in keeping balance then Blizzard is?
I mean, SC1 is perfectly balanced game (yeah, it took a long time), WoW is the best balanced MMORPG by far (well, in PvP Warrhammer is better, but in PvE it has the best balance between classes and WoW never was really a PvP game). Also they have A TON of statistical data (more then anyone, of course) and they have data that no one else has.
The thing is, they are not basing their ballance at some subjective feelings or whatever, they are basing it on statistics. And statistics almost never lie. And I don't mean just basic winning percentage, if it works anything like in WoW, they literally have statistics of everything everyone has done in every game. And they have employees, whose full time job is to analyze those statistics/data.
So let me ask one more time. Why do YOU think, you know better then Blizzard?
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On September 16 2011 06:17 Protosnake wrote:Show nested quote + Contaminate his Factories to slow down his Thor production while attacking with a maxed army before he gets a scary number of Thors?
Attacking a walled of terran with a wall of tank with mass roaches, there's no chance you'll deal any damage, not at all Also the "Dont let him get maxed" isnt a valid argument, especially when facing T
Mutalisks are good.
Do you ever harass with mutas? If you are going infestors just throw away expendable lings and blings to kill the terrans army while keeping your infestors alive while they fungal/parasite.
doing a 16 ling drop in the terrans main has such little risk with such a huge reward also.
Use tactics sometimes. They don't all have to be special.
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