IMO spore crawler +bio buff wont change anything. The only thing I can see changing the meta game is if the infestor got the insta fungal back.
Blizzard's Potential Balance Test Map Changes - Page 37
Forum Index > SC2 General |
Killscreen
188 Posts
IMO spore crawler +bio buff wont change anything. The only thing I can see changing the meta game is if the infestor got the insta fungal back. | ||
![]()
Olli
Austria24417 Posts
Now take oracles. You have to commit to an early stargate (150 gas) + the oracle (150 gas) and run the risk of getting shut down by a single turret in each mineral line. Do you want that stargate? No, you don't. The only thing it does for you is oracles unless you go into phoenix afterwards (which have the exact same problem). Now, do you want rax, factory, starport? Yes, you do. Even the armory is useful later on. | ||
NervO
Netherlands511 Posts
| ||
rEalGuapo
Germany832 Posts
It will be stronger in PvP, depending on how fast they will make it. If it is able to outrun a Phoenix Oracle opening will be seen every single game, if not nothing changes. The problem is not that it is too slow, the problem it's a hit or miss unit. If you manage to deny scouting in PvT (Scan so . . .) you can win with it. If Terran knows what's coming, 3 Turrets will take care of it and the counter attack will just kill you. In PvZ this will help outmove Queens a little but other than that Oracles vs. a Zerg going for Mutas will still be an auto-loss. . . BUT maybe this will make it a more viable lategame unit, to keep track of armies via Envision. Kind of a lategame scout with the potential to deal a lot of damage if the opponent forgot to put up some static D. | ||
Deadreckoning
Germany19 Posts
| ||
Uni1987
Netherlands642 Posts
On April 24 2013 18:38 Veriol wrote: How is +bio on spores solve muta zvz? This change just heavily implies that they have NO IDEA. Problem with zvz is you cant take safely third because infestors wont stop mutas (like they did in wol). Therefore muta player always have uncontested third and can just roll over you with anything I think that ZvZ is still developing. I've been going infestors lately and have a winrate of 63% vZ. Its not just the infestors that cut it, just creep towards your third and already have 3 spores ready to root. Often I even vomit creep with an overlord before I start my 3rd and root 3 spores. The won't roll over it, since I have 8 infestor burrowed there so at that moment I am actually wishing he tries to take it out :p | ||
Big J
Austria16289 Posts
On April 24 2013 18:38 Veriol wrote: How is +bio on spores solve muta zvz? This change just heavily implies that they have NO IDEA. Problem with zvz is you cant take safely third because infestors wont stop mutas (like they did in wol). Therefore muta player always have uncontested third and can just roll over you with anything In WoL ZvZ you couldn't safely take your third either before infestors againts mutas. That's why so many Zergs opened mutas. Basically the ZvZ (macro-)metagame in WoL at the end was one of the following: -) Zerg1 goes mutas and early third, Zerg2 goes upgrades, roaches and infestors and later third. -) Zerg1 and Zerg2 go upgrades, roaches and early third and then either infestors or hydras. (rarely you'd get muta vs muta, as just like in HotS, muta vs muta openings favor the player that already has an advantage. So a player who took some damage, or overmade gasunits - banelings and roaches - early on simply wouldn't try to go muta) The thing was, that you could go 2base vs 3base for a short amount of time, as long as you were better set up in terms of upgrades and technology - two things that right now don't matter past building a spire. | ||
hzflank
United Kingdom2991 Posts
On April 24 2013 18:21 Terrasmith wrote: So if I build spores against marine drops and they end up countering hellbat drops, it shouldn't count? The terran built static defense, it succeeded in preventing an attack. Maybe zergs should build spines and spores more often. Missile turrets do a lot more damage to medivacs than spores do. A spore will help a lot against a hellbat drop, but even when you add the queens damage in it will still kill the medivac slower than a turret would. The spore is also more expensive than the turret, although does not require the engi bay. Even after you kill the medivac you still need to actually kill the hellbats before you can send your workers back to the mineral line. Even if the hellbats do not kill a single unit then the defender will probably lose 150 minerals and a little gas from having his workers idle. Overlord drop requires lair tech and has a really long research time. Hellbat drops can start several minutes before baneling drops can. Imagine if the baneling drops were starting from the 8 minute mark. You can also run workers away from baneling drops. You can only run workers from hellbats if the terran is not microing them or if boost is on cooldown. | ||
Klyberess
Sweden345 Posts
| ||
TeeTS
Germany2762 Posts
On April 24 2013 19:19 Klyberess wrote: Blizzard looked at the game and went "we need more cheese"? Wtf. #2 !!! This is so stupid by Blizzard, if they really plan to implement these changes. xX | ||
Quateras
Germany867 Posts
I can't seem to find a reason for them not to. It would certainly help them in ZvZ, ZvP with the skytoss and ZvT should be fine too,no? Feels weird, but I'd just like to see more hydras, i miss them from BW :D | ||
![]()
Olli
Austria24417 Posts
On April 24 2013 19:43 Quateras wrote: I wonder why Blizzard feels so reluctant to buff the hydra range AA or DMG output. I can't seem to find a reason for them not to. It would certainly help them in ZvZ, ZvP with the skytoss and ZvT should be fine too,no? Feels weird, but I'd just like to see more hydras, i miss them from BW :D Hydra DPS is pretty good man, they just die insanely fast. | ||
blackbrrd
Norway477 Posts
On April 24 2013 19:43 Quateras wrote: I wonder why Blizzard feels so reluctant to buff the hydra range AA or DMG output. I can't seem to find a reason for them not to. It would certainly help them in ZvZ, ZvP with the skytoss and ZvT should be fine too,no? Feels weird, but I'd just like to see more hydras, i miss them from BW :D Because of the other matchups - for instance against Protoss where they are very strong already? | ||
Decendos
Germany1338 Posts
On April 24 2013 19:43 Quateras wrote: I wonder why Blizzard feels so reluctant to buff the hydra range AA or DMG output. I can't seem to find a reason for them not to. It would certainly help them in ZvZ, ZvP with the skytoss and ZvT should be fine too,no? Feels weird, but I'd just like to see more hydras, i miss them from BW :D yeah Z has been waiting for HOTS so that blizz fixes hydras...and they havent made it better lol. so sad to see that hydras suck so hard in midgame or arent viable at all ![]() | ||
Deleted User 261926
960 Posts
| ||
Simsons2
Latvia73 Posts
On April 24 2013 20:02 blackbrrd wrote: Because of the other matchups - for instance against Protoss where they are very strong already? Which wouldn't matter if that buff would be +bio damage to hydras. Would not change the ZvP setup which i as Z see it's more zerg favored , would help against mutas in ZvZ and help Roach/hydra to be somewhat viable against MMM. | ||
Giantt
Bulgaria82 Posts
I do not feel that spore +bio damage would bring what's intended. | ||
TheDwf
France19747 Posts
On April 24 2013 20:37 Giantt wrote: Hydras should get base armor boost - something in between 1 and 3 - that would solve so many problems and open new opportunities without being OP imo. I do not feel that spore +bio damage would bring what's intended. A tier2 ground unit with as much native armor as capital ships? Makes sense. | ||
monsta
172 Posts
| ||
Eboceixa
Belgium60 Posts
I'd like to see a small tweek on PvZ late game though! | ||
| ||