What has changed from there that these spells are giving problems? My guess would be the clumping, smartfire, and smartcast.
A fundamental issue about forcefield - Page 31
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Arighttomorals
20 Posts
What has changed from there that these spells are giving problems? My guess would be the clumping, smartfire, and smartcast. | ||
blade55555
United States17423 Posts
On November 29 2012 18:19 Arighttomorals wrote: Do you guys remember that plague took 250hp, and hit protoss armor instead of shields., and queen had ensnare which slowed units to 50% speed? you could stick a protoss army , sap their health, then wait, then hit. What has changed from there that these spells are giving problems? My guess would be the clumping, smartfire, and smartcast. Ok but did a player ever mass 15+ defilers just to plague every game? No, did someone mass 15+ queens every game just to ensnare? No. Every game zergs get mass infestor and protoss gets sentries so they can force field. There is a huge difference between the bw related spells and the sc2 ones, the sc2 ones are used 99.999% of the games and are massed, there aren't just a few but normally 6-7+ minimum. | ||
Elroi
Sweden5585 Posts
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Arighttomorals
20 Posts
On November 29 2012 18:21 blade55555 wrote: Ok but did a player ever mass 15+ defilers just to plague every game? No, did someone mass 15+ queens every game just to ensnare? No. Every game zergs get mass infestor and protoss gets sentries so they can force field. There is a huge difference between the bw related spells and the sc2 ones, the sc2 ones are used 99.999% of the games and are massed, there aren't just a few but normally 6-7+ minimum. defilers could consume any zerg unit for emnergy, basically meaning zerglings = infinite energy, so you only need 1 or 2 defilers. As far as tjhe massing goes, I think it's stupid too. You know what prevented massing in SC1 was the relational value of minerals and gas, and how hard it was to get. One geyser per base was standard. money maps gave 2 geyers per base. Why they picked up a nonstandard map design to base SC2 around, I will never know. | ||
finaldash
Israel27 Posts
-To bad we cant see a vedio showing what they working on for multi player units, spells & other ideas -I want to go to Blizzard and test with them the changes Well it will take time to find what we are looking for to change & add till then we wil just see | ||
arie3000
153 Posts
On November 28 2012 16:18 convention wrote: I think the only new meta it would spark is that terran just mass marines early and attacks every single game. If you can't hold a ramp against marines then they will win every game. Give them a bit or armour? That way they can be broken, but only by marauders and roaches, and not by marines. If that fails, nerf marines - everyone happy ![]() | ||
chaos021
United States258 Posts
On November 29 2012 18:19 Arighttomorals wrote: Do you guys remember that plague took 250hp, and hit protoss armor instead of shields., and queen had ensnare which slowed units to 50% speed? you could stick a protoss army , sap their health, then wait, then hit. What has changed from there that these spells are giving problems? My guess would be the clumping, smartfire, and smartcast. So, 1. The abilities you mentioned required control of 2 different units instead of 1. 2. Ensnare was a slow. Not a stun. 3. Neither of those brood war units could just drop an army where ever you choose while being burrowed. | ||
ghrur
United States3786 Posts
On November 29 2012 18:19 Arighttomorals wrote: Do you guys remember that plague took 250hp, and hit protoss armor instead of shields., and queen had ensnare which slowed units to 50% speed? you could stick a protoss army , sap their health, then wait, then hit. What has changed from there that these spells are giving problems? My guess would be the clumping, smartfire, and smartcast. It was 300 hp, not 250. Plague can't kill. 2 units instead of 1. Slow instead of stick in place. Defiler can't make an army. Queen can't make an army. There's nothing alike between 2 different spells on 2 different units with MUCH different affects and... fungal. | ||
-Celestial-
United Kingdom3867 Posts
On November 29 2012 21:09 arie3000 wrote: Give them a bit or armour? That way they can be broken, but only by marauders and roaches, and not by marines. If that fails, nerf marines - everyone happy ![]() ...you do realise how strong roaches can be when you're not rushing Immortals for an all-in? And that its only possible to hold certain roach-backed pressures and all-ins (especially against FFE) by liberal use of extra cannons and forcefields? Not to mention how painful concussive Marauders are early game vs Protoss already. If they're not armoured, Terran wins every game with a Marine-based all-in. If they ARE armoured then Zerg and Terran win every game with Roach and Marauder all-ins. Marines aren't the only problem here, and Protoss is hugely reliant on forcefields in the earlygame. | ||
UPro-BW
81 Posts
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Weird
United States832 Posts
On November 30 2012 22:08 UPro-BW wrote: solution: remove protoss from the game Not far enough! Remove zerg from game as well, give terran the reaver and lurker! Problems solved. You're welcome. | ||
hpTheGreat
United States173 Posts
people that actually have a brain already know this. they will never touch forcefield. That will trigger the ultimate shit-domino effect. they'd have to redesign almost the entire game. | ||
GosuNinja
United States127 Posts
On November 28 2012 10:57 BigBossX wrote: And I'm saying the 3 races SHOULDN'T BE DIFFERENT IN THAT WAY. How hard is that to understand? how many times do I have to say it? " protoss can micro more then zerg i dont realy find a valid point." It IS a valid point. "not just 3 basicly the same races with only different units. i kinda like this." Except it should be this way. Not terran has to hit a mid game timing or lose. Not that protoss has to micro perfectly or lose. And most definitely not that zerg has to HOPE protoss doesn't micro perfectly or lose. I cannot beleive i have to actually spell this out for you, everyone understands your point.. the 3 races shouldnt be different in that way, the original guy KNEW that they were different in that way and he LIKES IT THAT WAY. You failed to understand what he was saying due to your lack of reading comprehension. The fact you didnt understand after my last post leads me to beleive you are either really young or just very, very dumb. | ||
scsnow
Slovenia515 Posts
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Parcelleus
Australia1662 Posts
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UnholyRai
720 Posts
I agree this is an awful mechanic. | ||
-Celestial-
United Kingdom3867 Posts
On December 07 2012 01:07 UnholyRai wrote: why can't they buff gateway units and just remove the forcefield? Do that. Proxy gateways and 4-gate suddenly got a lot stronger. Works both ways. *shrug* | ||
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