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Arc Shield PvP Rush - Page 6

Forum Index > SC2 General
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Nazeron
Profile Joined September 2010
Canada1046 Posts
October 23 2011 00:53 GMT
#101
the protoss units seem like they need a lot more work put into them because its seems like they all are super strong, but i think Dustin Browder was even saying the protoss units had a lot more work to be done.
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Vaelom
Profile Blog Joined December 2010
Korea (South)154 Posts
October 23 2011 00:53 GMT
#102
I laughed a bit after reading it. but it seems pretty lame to have it early in the game perhaps after cyber is done or something. should be changed imo ;D!
There is a reason why i keep score, winning is everything, losing isn't.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
October 23 2011 00:54 GMT
#103
Ingenious idea... Just dont let people use arc shield until after 2 mins into the game.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
MCMXVI
Profile Joined August 2010
Norway1193 Posts
October 23 2011 00:54 GMT
#104
On October 23 2011 09:47 Champi wrote:
yeah thats stupid. make arc shield only useable on buildings within a certain radius of your nexus. ez fixed

On that note, make mules drop-able only at a certain radius from the CC the energy comes from.
In capitalist America, bank robs YOU!
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 23 2011 00:56 GMT
#105
they'll block it on extractors, you'll find tons of more stuff like this since its only alpha, they added the stuff and not thought about blocking it on anything etc etc ... If you remember the first presentation of sc2.
1 Gateway could warpin as long as you had ressources etc.
FlyingSheeps
Profile Blog Joined April 2011
Canada204 Posts
October 23 2011 00:57 GMT
#106
have some upgrade for the Nexus that requires blank
tsarnicky
Profile Joined May 2011
104 Posts
October 23 2011 01:00 GMT
#107
just give arc shield a cast range around nexus = no prob
good macro... all is good... perfect -oGsMC
Unfurl
Profile Blog Joined July 2010
United States272 Posts
Last Edited: 2011-10-23 01:04:13
October 23 2011 01:00 GMT
#108
Granted that this is almost impossible to prevent a probe from laying an assimilator down unless u Start one of your own assimilators first to avoid it... It's a problem.. You would need to dedicate and unneccesary amount of workers to stop this before it finished building. Also I can see major problms in already annoying piling blocks in ZvP becoming even more annoying and "auto-win" for protoss.

How to fix:
1) to cast arc-shield, the targeted building must be within a certain radius of the nexus
Or
2) Must be within a certain radius of a pylon but cannot be a pylon itself.

The first option of the 2 seems more logical, I like the idea of "offensive arc shield" I think it gives the game some flavor and crowd appeal, but it would be too strong early game, unless they delayed the research of it but that would eliminate the use of it against cheese rushes.
[MLG]GCA
Profile Blog Joined December 2010
United States90 Posts
October 23 2011 01:04 GMT
#109
On October 23 2011 07:13 ChineseWife wrote:
does it really 2-shot probes or is the OP exaggerating quite a bit? JP said that artosis did a pylon arc shield rush in his mineral line and only one of his scvs lost around 5 hp before the pylon was taken down...


Yes, it really was 2-shotting my Probes. I'm pretty sure it does exactly 20 damage per shot to light units.
RifleCow
Profile Joined February 2008
Canada637 Posts
October 23 2011 01:05 GMT
#110
The whole idea of arc shield is pretty stupid. I don't really get what utility they are going for with the introduction of this spell. Defense against early pool, easier fast expand requiring no forge? Seems to break the early game or make for a useless spell.
hohoho
GigaFlop
Profile Blog Joined October 2010
United States1146 Posts
October 23 2011 01:06 GMT
#111
I think this could be fixed by allowing it to be cast only on buildings powered by a pylon. That way, at the least, it would take a pylon + 150 minerals to use this someplace.
(╯°□°)╯︵ ┻━┻ "Shift-Q oftentimes makes a capital Q" - Day[9] || iNcontrol - Alligator from heaven = ^
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
October 23 2011 01:09 GMT
#112
haha thats genius ! never thought of that :o
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
October 23 2011 01:09 GMT
#113
Ugh, cannon rushes seem like they would be even more powerful. proxy 2 gate would be just as horrible as well.

I hope Blizzard does some kind of nerf to it to only change the buildings that are within a certain radius of the Nexus. I feel like that would be a little bit more balanced. We'll see come beta testing and what Blizzard decides to change based on our feedback.
Chameleons Cast No Shadows
powerofwar
Profile Joined July 2011
United States22 Posts
Last Edited: 2011-10-23 01:13:57
October 23 2011 01:13 GMT
#114
They could have the arc shield just work on the nexus. Or just when mutas are on the field.
와앙방롱
makk
Profile Joined June 2011
United Kingdom132 Posts
October 23 2011 01:15 GMT
#115
Requiring the shield to be powered by a pylon would fix the assimilator rush at least
Ruyguy
Profile Blog Joined January 2011
Canada988 Posts
October 23 2011 01:16 GMT
#116
haha creative by that person. I wonder what the conversation was after the game.
JediGamer
Profile Joined August 2010
United States656 Posts
October 23 2011 01:16 GMT
#117
This is crazy imo.. This makes PvZ and PvT into a situation where they can be extremely greedy at the start, like 1 Zealot into 100 chrono boosted phoenixes.. Hope its balanced or I'm just missing something.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-10-23 01:21:11
October 23 2011 01:18 GMT
#118
sounds disappointing =/ im surprised someone would spend a game like that (cheese... unless the winner stays in?)

but one thing that is a relief is that if they haven't even thought of things like this, it means really a lot of things can change from what they's shown so far, meaning the questionable units like the oracle may be fixed (vs them being very sure of their work and too late in development to remove/change the new things in time for HotS)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Allred
Profile Joined November 2010
United States352 Posts
October 23 2011 01:24 GMT
#119
ok, here is the idea that i thought of that has not been mentioned.. possibly making the arc shield do as much damage as you have teched to. for instance, if all you have is a gateway it does say 1 damage per shot etc. (basically enough to damage workers but not actually kill any), once the cyber core is done is gets strong enough it can kill a few lings/ workers/ damage zealots (probably not kill a zealot as a zealot is much tougher than a zergling) once the robo / stargate /twighlight council is up and running it gets to do more damage and possible small area of effect...

the idea being it could be a viable ability throughout the game and not just to stop early pools... possibly upgrades needed to make it more viable or smething...

it shouldn't be so powerfull that you are like oh **** i am being all inned and the roaches and lings are 5 seconds outside of my base, well i am glad i am protoss and i can stop any attack any time ( Templar pre amulet haha) but instead should be in such a way that you are like, oh i am being all ined, well i will save a little energy and and should be able to hold with fewer losses

i guess blizzard still has a lot of balancing to do
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
October 23 2011 01:26 GMT
#120
Given that it is designed to stop drops, runbys and other forms of harass, it doesn't really need to be unlocked that early on when Protoss is on 1 base and units are concentrated. I would prefer it to be unlocked at Forge, since then it also helps those macro FFE'ing plays. Range limits and such aren't bad ideas but I reckon that would be a little complex of a mechanic for Blizzzard's taste.

I welcome the addition of a new Nexus ability, it sort of echoes the choice Terrans need to make between using Mules immediately for mega dollars, or save scans for potential cloaked units.
Starleague Forever. RIP KT Violet~
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