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On May 04 2012 02:43 Big J wrote:Show nested quote +On May 04 2012 02:42 KiLLJoy216 wrote:On May 04 2012 02:41 aksfjh wrote:On May 04 2012 02:36 KiLLJoy216 wrote:On May 04 2012 02:31 aksfjh wrote:On May 04 2012 02:24 KiLLJoy216 wrote:On May 04 2012 02:18 S_SienZ wrote:On May 04 2012 02:15 KiLLJoy216 wrote:On May 04 2012 02:09 aksfjh wrote:On May 04 2012 01:59 KiLLJoy216 wrote: [quote] I'll just state the most obvious flaw in your statement. Protoss can't figure out if the Terran went CC until he moves it out, by which time they will be really ahead because we will have to put down our Nexus while theirs is alreacy completed. And we can't go Nexus first because Terran could be doing some cheese or aggressive build. You're not looking hard enough at Terran builds if you really think that's true. You can tell a lot about gas timing and expansion timing with an initial scout probe and stalker, as long as you know what to look for. After that point, you can tailor your build to their expected strat, while taking precautions to cover any wonky inefficient strats. What world do you live on? That may be true at GM level, but below that timings mean nothing. You can't expect every Terran to play perfectly, and hit all the timings. And because they don't hit these timings it messes up what we think they are doing. Essentially timings of gas and buildings mean nothing at the lower level because they don't play nearly as perfect as the Pro players. If it's at the level where timings don't matter, scouting doesn't matter much either. A tightly executed build will simply win outright. No, scouting does matter because you can see what he his making. If you only look at timings you can only ASSUME what he is doing. Scouting gives you basically 100% guarantee what he is doing, timings only suggest it. Then download a maphack. This game is built around doing things your opponent doesn't know (and can't know) 100%. If you know that your opponent is doing X timing attack, then you can prepare for it 100%. What you're asking for is the ability to defend every attack or aggressive move and get to the endgame for your money army comp to roll over your opponent's army. You mean like Terran scan ability? lol. I just need something to help me scout early game to see if they are going 1 rax CC or 1-1-1 or whatever the build may be. If I play defensive every game and he happens to do 1 rax CC I will be completely behind. This really isn't a coaching thread, but if they do 1 rax CC, you should know by the timings of gas and 2nd depot, which you can see with your scout probe. If they don't do that but show the signs of it, you should be able to hold off any aggression with a 1 gate expand because of how crappy the aggression will be. Now you are just talking out your ass. What if they wall in? How am I supposed to see gas timings when I can't even get a probe in. He just said that. You either get a probe in and see the gas or no gas, or you won't get a probe in due to an early second depot, that is only possible if he doesn't go for either gas or Orbital. And really, don't complain about early scouting, there is always the option to just send the worker earlier and you will always see what you need. Oh really? Even on a 4 location spwan map? Interesting, you must have more experience than me.
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On May 04 2012 01:37 Shiori wrote:Show nested quote +On May 04 2012 01:32 SirPsychoMantis wrote:On May 04 2012 01:08 Shiori wrote: For the last time: the problem with the Queen energy buff has less to do with the amount of Creep Tumors (although this will be a huge problem at pro level play where players are on top of their spread) and more to do with the fact that you get free Transfuses upon being built, which makes Stargate and Banshee openers horrible. I agree with the stargate openers, those transfuses will be really good at repelling them. (I hate playing against stargate openers, so hopefully the change goes through  ) But, I severely disagree with the tumors. At the pro level, every terran is on top of killing creep early game. The extra few tumors you get will be grouped up around the front of your base, so worst case scenario the terran has to use an extra scan to clear out the creep. So because you hate playing against Stargate openers, even though they're completely balanced, they should be removed from the game just so that Zerg can spread Creep earlier against a strategy whose sole purpose is to deny Creep by taking map control. Wow. You don't sound biased at all.
I feel that you don't understand the meaning of winky face.
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I don't understand why wouldn't we speak about that 50-50 upgrade in the spawning pool for +25 energy. It seems like a good idea. I'll try to make the map tonight.
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If early creep spread is such an issue, why not just give Zerg a creep tumor at spawn instead of additional Queen energy?
Maybe that idea is terrible, but destroying a tech path with the Queen energy upgrade seems much worse.
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On May 03 2012 08:56 pdd wrote: Queen starting energy to 50 might be a little too imbalanced. I wonder what Seal can do with that shit. There's going to be so much creep tumors I think. I like the idea though. As someone else said, reducing it to 35 might be a good idea, so there's the opportunity for an earlier creep tumor, but it delays your 2nd inject a little bit.
And thank god they mentioned TvP balance this time around. I would agree with him, an instant creeptumor would be too strong and shut down too effectively any kind of rush.
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On May 04 2012 02:21 KiLLJoy216 wrote:Show nested quote +On May 04 2012 02:15 one-one-one wrote:On May 04 2012 01:59 KiLLJoy216 wrote:On May 04 2012 01:24 one-one-one wrote:On May 04 2012 00:59 aintthatfunny wrote:On May 04 2012 00:28 one-one-one wrote:On May 03 2012 23:51 kcdc wrote: Really Blizzard? Zerg is the one with weak early game scouting? You know there's a race with no early flying, cliff-walking or even fast units, right? You troll. Protoss has the stalker, which is a fast unit. In PvT you can pretty much always find out if the terran is taking an expansion by poking the front. If you don't feel safe, put down a robo and chronoboost your observer. No one forces you to play super greedy builds that skips out early observers. No you can't. He can make a bunker on top of his ramp with inbase CC, forcing you to make a fast robo, skip sentries in favor of stalker incase of hellion rine pushes etc. cut probes AND make 4/5 gateways. No, how come people just spit out things that are wrong. If he has inbase CC he will soon lift it out. If you scout a bunker you will have enough map control to be able to poke his natural a bit later. If he is 1 baseing you can usually find out what he is up to with a fast robo. There are some quick hellion drops and stuff, but keep in mind that he might as well proxy stuff. Starcraft is a game of incomplete information. You are not going to see exactly what your opponent is doing every game, you will have to rely on game sense which is gained by playing a lot of games where you don't have the mindset: "if my opponent does x I HAVE to do x and y and z", because it is most likely not true. As a constructive tip I recomend you to go watch some BW vods with english commentary and you will sometimes see players with insanely good game sense managing to figure out and counter proxy- and cheese-builds. There are also some Day[9] dailies I would recommend. The first one is about "pinning your opponent on a build" http://blip.tv/file/5219824The second one is about eliminating assumptions http://blip.tv/day9tv/day-9-daily-400-p1-special-episode-eliminating-assumptions-5888689 I'll just state the most obvious flaw in your statement. Protoss can't figure out if the Terran went CC until he moves it out, by which time they will be really ahead because we will have to put down our Nexus while theirs is alreacy completed. And we can't go Nexus first because Terran could be doing some cheese or aggressive build. There was nothing flawed in my post. You clearly did not understand it. And your post is full of flaws. Number 1: You are not supposed to know every game if your opponent is expanding or not. This information can be acquired in several ways, but it is also possible for your opponent to try to deny this information. I can't believe I'm telling you this. Even terran can not always figure out if protoss is expanding, sure we can scan, but what if you just expanded somewhere else. You try to reduce strategies to some kind of flowchart with the implicit assumption that all necessary information can always be acquired. Starcraft is a game of incomplete information!!! Number 2: Is that why people go Nexus first all the time in master league? It is really common on big maps... LOL ! Ok so I am not supposed to know what the Terran is doing early game? Just wow.... So you are saying this game should stay a coin-flip ? I don't see your logic. Also, you can look for Protoss hidden expantions with a marine or scv checking all the expos. Protoss go Nexus first on big maps because Terran goes CC first as well.
sigh ... someone please help me explain this to him. isn't complete and utter ignorance frowned upon here at TL.net ?
I will just follow the advice you give in your profile Quote.
edit: sorry, English is not my native language ^^
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On May 04 2012 02:50 Raygun wrote: If early creep spread is such an issue, why not just give Zerg a creep tumor at spawn instead of additional Queen energy?
Maybe that idea is terrible, but destroying a tech path with the Queen energy upgrade seems much worse.
Why would it destroy a tech path oO
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On May 04 2012 02:51 one-one-one wrote:Show nested quote +On May 04 2012 02:21 KiLLJoy216 wrote:On May 04 2012 02:15 one-one-one wrote:On May 04 2012 01:59 KiLLJoy216 wrote:On May 04 2012 01:24 one-one-one wrote:On May 04 2012 00:59 aintthatfunny wrote:On May 04 2012 00:28 one-one-one wrote:On May 03 2012 23:51 kcdc wrote: Really Blizzard? Zerg is the one with weak early game scouting? You know there's a race with no early flying, cliff-walking or even fast units, right? You troll. Protoss has the stalker, which is a fast unit. In PvT you can pretty much always find out if the terran is taking an expansion by poking the front. If you don't feel safe, put down a robo and chronoboost your observer. No one forces you to play super greedy builds that skips out early observers. No you can't. He can make a bunker on top of his ramp with inbase CC, forcing you to make a fast robo, skip sentries in favor of stalker incase of hellion rine pushes etc. cut probes AND make 4/5 gateways. No, how come people just spit out things that are wrong. If he has inbase CC he will soon lift it out. If you scout a bunker you will have enough map control to be able to poke his natural a bit later. If he is 1 baseing you can usually find out what he is up to with a fast robo. There are some quick hellion drops and stuff, but keep in mind that he might as well proxy stuff. Starcraft is a game of incomplete information. You are not going to see exactly what your opponent is doing every game, you will have to rely on game sense which is gained by playing a lot of games where you don't have the mindset: "if my opponent does x I HAVE to do x and y and z", because it is most likely not true. As a constructive tip I recomend you to go watch some BW vods with english commentary and you will sometimes see players with insanely good game sense managing to figure out and counter proxy- and cheese-builds. There are also some Day[9] dailies I would recommend. The first one is about "pinning your opponent on a build" http://blip.tv/file/5219824The second one is about eliminating assumptions http://blip.tv/day9tv/day-9-daily-400-p1-special-episode-eliminating-assumptions-5888689 I'll just state the most obvious flaw in your statement. Protoss can't figure out if the Terran went CC until he moves it out, by which time they will be really ahead because we will have to put down our Nexus while theirs is alreacy completed. And we can't go Nexus first because Terran could be doing some cheese or aggressive build. There was nothing flawed in my post. You clearly did not understand it. And your post is full of flaws. Number 1: You are not supposed to know every game if your opponent is expanding or not. This information can be acquired in several ways, but it is also possible for your opponent to try to deny this information. I can't believe I'm telling you this. Even terran can not always figure out if protoss is expanding, sure we can scan, but what if you just expanded somewhere else. You try to reduce strategies to some kind of flowchart with the implicit assumption that all necessary information can always be acquired. Starcraft is a game of incomplete information!!! Number 2: Is that why people go Nexus first all the time in master league? It is really common on big maps... LOL ! Ok so I am not supposed to know what the Terran is doing early game? Just wow.... So you are saying this game should stay a coin-flip ? I don't see your logic. Also, you can look for Protoss hidden expantions with a marine or scv checking all the expos. Protoss go Nexus first on big maps because Terran goes CC first as well. sigh ... someone please help me explain this to him. isn't complete and utter ignorance frowned upon here at TL.net ? me myself will just follow the advice you give in your profile Quote. Yes you must be really smart saying "me myself" one right after the other in the same sentence. I was just looking for an answer to scouting vs Terran early game. I'll take it to strategy forums, sorry to bother you.
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Too many people here (who probably are not very good at the game) who are all to quick to speak in absolutes.
"can't change this because then you CAN"T do THAT"
This is the same group of people that got up in arms over roaches getting a +1 increase to range.
In reality i'm guessing most of you have not even tested the changes......
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On May 04 2012 02:46 KiLLJoy216 wrote:Show nested quote +On May 04 2012 02:43 Big J wrote:On May 04 2012 02:42 KiLLJoy216 wrote:On May 04 2012 02:41 aksfjh wrote:On May 04 2012 02:36 KiLLJoy216 wrote:On May 04 2012 02:31 aksfjh wrote:On May 04 2012 02:24 KiLLJoy216 wrote:On May 04 2012 02:18 S_SienZ wrote:On May 04 2012 02:15 KiLLJoy216 wrote:On May 04 2012 02:09 aksfjh wrote: [quote] You're not looking hard enough at Terran builds if you really think that's true. You can tell a lot about gas timing and expansion timing with an initial scout probe and stalker, as long as you know what to look for. After that point, you can tailor your build to their expected strat, while taking precautions to cover any wonky inefficient strats. What world do you live on? That may be true at GM level, but below that timings mean nothing. You can't expect every Terran to play perfectly, and hit all the timings. And because they don't hit these timings it messes up what we think they are doing. Essentially timings of gas and buildings mean nothing at the lower level because they don't play nearly as perfect as the Pro players. If it's at the level where timings don't matter, scouting doesn't matter much either. A tightly executed build will simply win outright. No, scouting does matter because you can see what he his making. If you only look at timings you can only ASSUME what he is doing. Scouting gives you basically 100% guarantee what he is doing, timings only suggest it. Then download a maphack. This game is built around doing things your opponent doesn't know (and can't know) 100%. If you know that your opponent is doing X timing attack, then you can prepare for it 100%. What you're asking for is the ability to defend every attack or aggressive move and get to the endgame for your money army comp to roll over your opponent's army. You mean like Terran scan ability? lol. I just need something to help me scout early game to see if they are going 1 rax CC or 1-1-1 or whatever the build may be. If I play defensive every game and he happens to do 1 rax CC I will be completely behind. This really isn't a coaching thread, but if they do 1 rax CC, you should know by the timings of gas and 2nd depot, which you can see with your scout probe. If they don't do that but show the signs of it, you should be able to hold off any aggression with a 1 gate expand because of how crappy the aggression will be. Now you are just talking out your ass. What if they wall in? How am I supposed to see gas timings when I can't even get a probe in. He just said that. You either get a probe in and see the gas or no gas, or you won't get a probe in due to an early second depot, that is only possible if he doesn't go for either gas or Orbital. And really, don't complain about early scouting, there is always the option to just send the worker earlier and you will always see what you need. Oh really? Even on a 4 location spwan map? Interesting, you must have more experience than me.
yes you can, send a second scout. That's what Protoss did against Zerg when they started to FFE and it is basically still standard for 4player maps, because you need to know if he has gas or not and if he has, whether he keeps on mining from it or not. It won't screw your economy too much in PvT either.
Or you can just do it like the pros, take mapcontrol with stalkers (you just got to know the concussive shell timing in a marauder expand) and poke and judge upon poking the front. Gives you enough information until the robo finishes, you might lose a few probes to a cloaked banshee, but you won't get behind if you do this properly.
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On May 04 2012 03:00 Big J wrote:Show nested quote +On May 04 2012 02:46 KiLLJoy216 wrote:On May 04 2012 02:43 Big J wrote:On May 04 2012 02:42 KiLLJoy216 wrote:On May 04 2012 02:41 aksfjh wrote:On May 04 2012 02:36 KiLLJoy216 wrote:On May 04 2012 02:31 aksfjh wrote:On May 04 2012 02:24 KiLLJoy216 wrote:On May 04 2012 02:18 S_SienZ wrote:On May 04 2012 02:15 KiLLJoy216 wrote: [quote] What world do you live on? That may be true at GM level, but below that timings mean nothing. You can't expect every Terran to play perfectly, and hit all the timings. And because they don't hit these timings it messes up what we think they are doing. Essentially timings of gas and buildings mean nothing at the lower level because they don't play nearly as perfect as the Pro players. If it's at the level where timings don't matter, scouting doesn't matter much either. A tightly executed build will simply win outright. No, scouting does matter because you can see what he his making. If you only look at timings you can only ASSUME what he is doing. Scouting gives you basically 100% guarantee what he is doing, timings only suggest it. Then download a maphack. This game is built around doing things your opponent doesn't know (and can't know) 100%. If you know that your opponent is doing X timing attack, then you can prepare for it 100%. What you're asking for is the ability to defend every attack or aggressive move and get to the endgame for your money army comp to roll over your opponent's army. You mean like Terran scan ability? lol. I just need something to help me scout early game to see if they are going 1 rax CC or 1-1-1 or whatever the build may be. If I play defensive every game and he happens to do 1 rax CC I will be completely behind. This really isn't a coaching thread, but if they do 1 rax CC, you should know by the timings of gas and 2nd depot, which you can see with your scout probe. If they don't do that but show the signs of it, you should be able to hold off any aggression with a 1 gate expand because of how crappy the aggression will be. Now you are just talking out your ass. What if they wall in? How am I supposed to see gas timings when I can't even get a probe in. He just said that. You either get a probe in and see the gas or no gas, or you won't get a probe in due to an early second depot, that is only possible if he doesn't go for either gas or Orbital. And really, don't complain about early scouting, there is always the option to just send the worker earlier and you will always see what you need. Oh really? Even on a 4 location spwan map? Interesting, you must have more experience than me. yes you can, send a second scout. That's what Protoss did against Zerg when they started to FFE and it is basically still standard for 4player maps, because you need to know if he has gas or not and if he has, whether he keeps on mining from it or not. It won't screw your economy too much in PvT either. Or you can just do it like the pros, take mapcontrol with stalkers (you just got to know the concussive shell timing in a marauder expand) and poke and judge upon poking the front. Gives you enough information until the robo finishes, you might lose a few probes to a cloaked banshee, but you won't get behind if you do this properly. I guess I'll try that than, sending 2 probes, even though that puts me behind but its better than playing in the dark I suppose. Thank you.
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On May 03 2012 18:08 Giku wrote:Show nested quote +On May 03 2012 18:06 cydial wrote:On May 03 2012 10:04 bakedace wrote: Instead of giving the queen extra energy..
Maybe the overlord could drop creep without lair upgrade.
- This would allow faster creep spread, while not effecting larva count. Player will have to move overlords in place properly (leap frogging), and will leave some overlords vulnerable. Pros and cons. - This may also give zergs more options for early game cheese with spines and proxy buildings.
We need more ideas instead of just saying we hate it! I completely agree with this suggestion. Having a queen start with 50 energy is overkill. That's ridiculous, having a zerg poop creep over your wall-in (expo) would make cheesing way too easy for Zerg
What situation would this ever work?
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On May 04 2012 01:37 DuraLot wrote: Hm, the queen energy will make zergs be able to drone more in the beginning because of the extra energy thus the need for 1 less queen a cycle later.
Strictly speaking, no. Zerg is larva limited at the start, that's y gasless opening allow you to go fast 2 extra queens at the start.
Although, zerg can choose to invest into gas earlier while still having a comparable economy. While this will allow zergs to go more aggressive in ZvT, i'm sure this will break zvp completely. Earlier speed means much safer droning or you can choose to invest into upgrades fast. Imagine 12 mins +2range roaches with slightly better creep spread for faster reinforcements.
I guess the simplest tweak one can do is just to change queen's energy to around 37.5 or so. This will allow slightly more creep to be spread when building extra queens or sacrificing half an inject, without influencing the economy aspect of zerg.
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On May 04 2012 03:03 cydial wrote:Show nested quote +On May 03 2012 18:08 Giku wrote:On May 03 2012 18:06 cydial wrote:On May 03 2012 10:04 bakedace wrote: Instead of giving the queen extra energy..
Maybe the overlord could drop creep without lair upgrade.
- This would allow faster creep spread, while not effecting larva count. Player will have to move overlords in place properly (leap frogging), and will leave some overlords vulnerable. Pros and cons. - This may also give zergs more options for early game cheese with spines and proxy buildings.
We need more ideas instead of just saying we hate it! I completely agree with this suggestion. Having a queen start with 50 energy is overkill. That's ridiculous, having a zerg poop creep over your wall-in (expo) would make cheesing way too easy for Zerg What situation would this ever work? Situations where you don't have a stalker and you are trying to wall off  One overlord prevents you from puting down the gateway and zerglings get inside your base.
And you could actually spine crawler push against protoss. Pure glory 
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On May 04 2012 02:05 Mr Showtime wrote: This is the kind of balance testing I like to see. I hate when the get in the mindset of directly fixing something that's imbalanced. For example, if hellions are a little too good early TvZ, the solution doesn't have to be "nerf hellions." There are other ways to fix the issues that actually do fix them. Direct nerfs usually result in other problems. (i.e. the Ghost in TvZ. Once too good, now useless)
yeah ghosts are sooo useless -.- give queens extra energy and make Phoenix useless as if it wasn't a dead techtree already
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On May 04 2012 03:00 Big J wrote:Show nested quote +On May 04 2012 02:46 KiLLJoy216 wrote:On May 04 2012 02:43 Big J wrote:On May 04 2012 02:42 KiLLJoy216 wrote:On May 04 2012 02:41 aksfjh wrote:On May 04 2012 02:36 KiLLJoy216 wrote:On May 04 2012 02:31 aksfjh wrote:On May 04 2012 02:24 KiLLJoy216 wrote:On May 04 2012 02:18 S_SienZ wrote:On May 04 2012 02:15 KiLLJoy216 wrote: [quote] What world do you live on? That may be true at GM level, but below that timings mean nothing. You can't expect every Terran to play perfectly, and hit all the timings. And because they don't hit these timings it messes up what we think they are doing. Essentially timings of gas and buildings mean nothing at the lower level because they don't play nearly as perfect as the Pro players. If it's at the level where timings don't matter, scouting doesn't matter much either. A tightly executed build will simply win outright. No, scouting does matter because you can see what he his making. If you only look at timings you can only ASSUME what he is doing. Scouting gives you basically 100% guarantee what he is doing, timings only suggest it. Then download a maphack. This game is built around doing things your opponent doesn't know (and can't know) 100%. If you know that your opponent is doing X timing attack, then you can prepare for it 100%. What you're asking for is the ability to defend every attack or aggressive move and get to the endgame for your money army comp to roll over your opponent's army. You mean like Terran scan ability? lol. I just need something to help me scout early game to see if they are going 1 rax CC or 1-1-1 or whatever the build may be. If I play defensive every game and he happens to do 1 rax CC I will be completely behind. This really isn't a coaching thread, but if they do 1 rax CC, you should know by the timings of gas and 2nd depot, which you can see with your scout probe. If they don't do that but show the signs of it, you should be able to hold off any aggression with a 1 gate expand because of how crappy the aggression will be. Now you are just talking out your ass. What if they wall in? How am I supposed to see gas timings when I can't even get a probe in. He just said that. You either get a probe in and see the gas or no gas, or you won't get a probe in due to an early second depot, that is only possible if he doesn't go for either gas or Orbital. And really, don't complain about early scouting, there is always the option to just send the worker earlier and you will always see what you need. Oh really? Even on a 4 location spwan map? Interesting, you must have more experience than me. yes you can, send a second scout. That's what Protoss did against Zerg when they started to FFE and it is basically still standard for 4player maps, because you need to know if he has gas or not and if he has, whether he keeps on mining from it or not. It won't screw your economy too much in PvT either. Or you can just do it like the pros, take mapcontrol with stalkers (you just got to know the concussive shell timing in a marauder expand) and poke and judge upon poking the front. Gives you enough information until the robo finishes, you might lose a few probes to a cloaked banshee, but you won't get behind if you do this properly. With the obs change, you won't lose probes any more.
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Hellions aren't imbalanced in t v z, Zergs just need to learn how to play outside of the mindset "I'm going to mass drones or die trying". Every time blizz makes "balance patches" this game loses more credibility as an actual sport. Just my opinion of course.
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Even as a Z, I don't like the queen change. There's a reason we have our 4 queen gasless opening lol. I love the ovi change though, :D
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On May 04 2012 03:15 aksfjh wrote:Show nested quote +On May 04 2012 03:00 Big J wrote:On May 04 2012 02:46 KiLLJoy216 wrote:On May 04 2012 02:43 Big J wrote:On May 04 2012 02:42 KiLLJoy216 wrote:On May 04 2012 02:41 aksfjh wrote:On May 04 2012 02:36 KiLLJoy216 wrote:On May 04 2012 02:31 aksfjh wrote:On May 04 2012 02:24 KiLLJoy216 wrote:On May 04 2012 02:18 S_SienZ wrote: [quote] If it's at the level where timings don't matter, scouting doesn't matter much either.
A tightly executed build will simply win outright.
No, scouting does matter because you can see what he his making. If you only look at timings you can only ASSUME what he is doing. Scouting gives you basically 100% guarantee what he is doing, timings only suggest it. Then download a maphack. This game is built around doing things your opponent doesn't know (and can't know) 100%. If you know that your opponent is doing X timing attack, then you can prepare for it 100%. What you're asking for is the ability to defend every attack or aggressive move and get to the endgame for your money army comp to roll over your opponent's army. You mean like Terran scan ability? lol. I just need something to help me scout early game to see if they are going 1 rax CC or 1-1-1 or whatever the build may be. If I play defensive every game and he happens to do 1 rax CC I will be completely behind. This really isn't a coaching thread, but if they do 1 rax CC, you should know by the timings of gas and 2nd depot, which you can see with your scout probe. If they don't do that but show the signs of it, you should be able to hold off any aggression with a 1 gate expand because of how crappy the aggression will be. Now you are just talking out your ass. What if they wall in? How am I supposed to see gas timings when I can't even get a probe in. He just said that. You either get a probe in and see the gas or no gas, or you won't get a probe in due to an early second depot, that is only possible if he doesn't go for either gas or Orbital. And really, don't complain about early scouting, there is always the option to just send the worker earlier and you will always see what you need. Oh really? Even on a 4 location spwan map? Interesting, you must have more experience than me. yes you can, send a second scout. That's what Protoss did against Zerg when they started to FFE and it is basically still standard for 4player maps, because you need to know if he has gas or not and if he has, whether he keeps on mining from it or not. It won't screw your economy too much in PvT either. Or you can just do it like the pros, take mapcontrol with stalkers (you just got to know the concussive shell timing in a marauder expand) and poke and judge upon poking the front. Gives you enough information until the robo finishes, you might lose a few probes to a cloaked banshee, but you won't get behind if you do this properly. With the obs change, you won't lose probes any more.
Hm, I don't think so. The current timing of banshees is usually when the obs is already out but on the way to the opponents base. So Protoss would not lose probes already, if they just kept it at home. Weirdly, this buff could increase the damage done by banshees, if Protoss goes for only one observer and has to turn it around 10sec further towards the Terran territory. (though I think 2obs should be standard anyway, unless you really need immortals). And I think one of the biggest restrictions is gas for obs early, which won't change. It's rather that in the mid and lategame, P will be able to have an extra observer, while still having the same army count. But that's all just theorycrafting
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I tested it a bit yesterday, the overlord speed buff I think is perfect. It gives zerg a little better scouting potential early on without them being so fast denying scouting is impossible.
As far as the queen energy goes, I'm a bit on the fence. Will it give all zergs amazing creep spread, no I doubt very much it will. As that requires attention by the player, and your average player still won't do it. Additionally scanning / observers / ravens /overseers will still make quick work of creep tumors.
One thing about the queen energy I think people 'may' be missing is that it will allow queens to have transfuse energy sooner which can work to bolster zergs early game defense a tick. Making queens more readily available to both spread creep and drop a transfuse on another queen or static defense. I think this is a good thing, but it'd remain to be seen if it's to powerful or not via testing.
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