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On April 28 2013 03:33 FirstGear wrote:Show nested quote +On April 28 2013 02:18 Shakattak wrote:On April 28 2013 02:15 FirstGear wrote:On April 28 2013 02:08 Altsa wrote: I feel like buffing spores against mutas is not the right answer. I´ve been wondering what would happen if we split Hyrdalisk attack to separate attacks against ground and air, and give the air attack +bio damage. This is exactly what I've been thinking for a while. I can't agree enough, its the best way to balance the match up imo. What about the other matchups though , vs other air units from the other races I feel that they do really well , what they could do is make infestors fungal a slow instead so the mutas that get hit won't be as fast allowing you to pick them off and add back insta cast for fungal. Edit: This will also reward you for splitting your mutas while also allowing mutas to escape if they do get fungaled , I feel this would add a new dynamic to the ZvZ matchup while allowing for different styles of play . I dont understand what you mean. It doesn't influence the other match ups at all. He suggested a separate air attack (like the thor) that does bonus to bio. That means hydras would do extra damage to mutas overlords corruptors broods and vipers. Nothing else would change.
How much would this actually help? It's not like mutas are going to engage hydras straight up anyway. The hydra player still needs to secure three bases before he can go in for the kill, which would be hard to do even if you double hydra damage vs mutas. If you look at PvZ, phoenix do bonus damage to mutas but the reason that phoenix counter them is because they are faster than the mutas. No one wants to see speed 4.25 hydras so I think the solution has to have something to do with fungal growth.
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put bonus vs air on fungal growth. Solves zvz, zvp (mass air), and zvt (punish medivacs)
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On April 28 2013 02:25 Shakattak wrote:Show nested quote +On April 26 2013 06:18 Cloak wrote:On April 26 2013 03:28 Topdoller wrote: Biggest problem with oracles is their cost, reduce cost to 100/100, increase build time a little and take it from there. They are currently too expensive and no one is gonna build them when Protoss is desperate for Gas for Colossus and Templar which is required mid to late game.
Hellbats and mines are fine, no nerfs required for these except to stop Medivac healing
HOTS is pretty well balanced, although i do think Protoss got he short end of the stick as to the new units, they simply add nothing at all to gameplay and are stuck with WOL tactics except if rare conditions Yea pretty much. DK even said that they were too gas intensive to tech switch fast enough or get upgrade timings out. I don't see how a speed increase is going to make it less "gas engaging" as he put it. 25-50gas reduction would be the most targeted choice, and since you rarely make more than 2-3 Oracles, that's basically a small 100 gas the entire game that won't balloon out of control. I don't think them being expensive is a problem , if they are faster and you get more use out of them they pay for themselves. reducing their gas cost could cause a host of problems such as getting too many oracles out for terran to deal with early , also causing problems for zerg in the same regard. While making them faster disrupts the enemy a lot better , without adding to balance issues.
The theoretical incentive in your scenario to mass Oracles is their spike in burst. So long as it's limited to 1 Stargate, you can still only get 1 Oracle out every X seconds. If one could make 6 Oracles and win the game, costing 150 or 125 or 100 gas, it wouldn't matter at that particular moment. And in reality, pros don't mass it because the spike is limited to begin with. A corresponding build time nerf would alleviate any such concerns if one were to arise.
The reality is that Oracles aren't cost effective against things that shoot up outside their burst threshold, so they only win when the defense is grossly cheaper than their investment (like Terrans expecting 5 Marines to handle 2-3 of them). A more dangerous scenario is Stalker vs. Muta, where the amount of investment required to stave off the same resource investment in Muta (+1 base inflation of gas income) to prevent the overwhelm is far more than required to stave off Oracles.
I disagree with speed really making them pay for themselves more, because their range and attack cooldown limit their microability, meaning they can't Banshee their way around defense; there's very little leeway with micro'ing out of unfavorable battles AND squeezing in damage. They can only run away or stick around. It's like Hydra stutter step, limited in application. The only scenario I can think of that speed would make a difference is that they can jump from base to base in hopes that it doesn't have a turret, but most pros put at least 1 per base.
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On April 28 2013 12:09 hzflank wrote:Show nested quote +On April 28 2013 03:33 FirstGear wrote:On April 28 2013 02:18 Shakattak wrote:On April 28 2013 02:15 FirstGear wrote:On April 28 2013 02:08 Altsa wrote: I feel like buffing spores against mutas is not the right answer. I´ve been wondering what would happen if we split Hyrdalisk attack to separate attacks against ground and air, and give the air attack +bio damage. This is exactly what I've been thinking for a while. I can't agree enough, its the best way to balance the match up imo. What about the other matchups though , vs other air units from the other races I feel that they do really well , what they could do is make infestors fungal a slow instead so the mutas that get hit won't be as fast allowing you to pick them off and add back insta cast for fungal. Edit: This will also reward you for splitting your mutas while also allowing mutas to escape if they do get fungaled , I feel this would add a new dynamic to the ZvZ matchup while allowing for different styles of play . I dont understand what you mean. It doesn't influence the other match ups at all. He suggested a separate air attack (like the thor) that does bonus to bio. That means hydras would do extra damage to mutas overlords corruptors broods and vipers. Nothing else would change. How much would this actually help? It's not like mutas are going to engage hydras straight up anyway. The hydra player still needs to secure three bases before he can go in for the kill, which would be hard to do even if you double hydra damage vs mutas. If you look at PvZ, phoenix do bonus damage to mutas but the reason that phoenix counter them is because they are faster than the mutas. No one wants to see speed 4.25 hydras so I think the solution has to have something to do with fungal growth.
Well its easier to secure a 3rd with mobile anti air units than spores, since they don't need creep and can defend whilst the hatch is building. It would open up timing attacks too. I think fungal could be a solution too, though it certainly could influence other match ups. Buffing hydras (or buffing hydras and spores) is better than buffing just spores imo.
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On April 28 2013 12:27 FirstGear wrote:Show nested quote +On April 28 2013 12:09 hzflank wrote:On April 28 2013 03:33 FirstGear wrote:On April 28 2013 02:18 Shakattak wrote:On April 28 2013 02:15 FirstGear wrote:On April 28 2013 02:08 Altsa wrote: I feel like buffing spores against mutas is not the right answer. I´ve been wondering what would happen if we split Hyrdalisk attack to separate attacks against ground and air, and give the air attack +bio damage. This is exactly what I've been thinking for a while. I can't agree enough, its the best way to balance the match up imo. What about the other matchups though , vs other air units from the other races I feel that they do really well , what they could do is make infestors fungal a slow instead so the mutas that get hit won't be as fast allowing you to pick them off and add back insta cast for fungal. Edit: This will also reward you for splitting your mutas while also allowing mutas to escape if they do get fungaled , I feel this would add a new dynamic to the ZvZ matchup while allowing for different styles of play . I dont understand what you mean. It doesn't influence the other match ups at all. He suggested a separate air attack (like the thor) that does bonus to bio. That means hydras would do extra damage to mutas overlords corruptors broods and vipers. Nothing else would change. How much would this actually help? It's not like mutas are going to engage hydras straight up anyway. The hydra player still needs to secure three bases before he can go in for the kill, which would be hard to do even if you double hydra damage vs mutas. If you look at PvZ, phoenix do bonus damage to mutas but the reason that phoenix counter them is because they are faster than the mutas. No one wants to see speed 4.25 hydras so I think the solution has to have something to do with fungal growth. Well its easier to secure a 3rd with mobile anti air units than spores, since they don't need creep and can defend whilst the hatch is building. It would open up timing attacks too. I think fungal could be a solution too, though it certainly could influence other match ups. Buffing hydras (or buffing hydras and spores) is better than buffing just spores imo.
I agree that Hydra anti-air or Infestor anti-air is the key, but it seems like DK is averse to such big changes. I just think they should put that +air bio Zerg-specific modifier on either of the two GtAs. They could also make Corruptors be good against Mutas, then you have a more balanced air dynamic like Scourge/Muta. Spores are probably the worst to focus on because it's passive immunity, and anything passive rarely has spectator value.
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On April 28 2013 12:27 Cloak wrote: The reality is that Oracles aren't cost effective against things that shoot up outside their burst threshold, so they only win when the defense is grossly cheaper than their investment (like Terrans expecting 5 Marines to handle 2-3 of them). A more dangerous scenario is Stalker vs. Muta, where the amount of investment required to stave off the same resource investment in Muta (+1 base inflation of gas income) to prevent the overwhelm is far more than required to stave off Oracles.
1 oracle actually kills 5 marines in a straight up fight. Oracles are a very large part of why terran opens with gas vs toss now. Comparing the common reactor expand to the old 1 rax gasless expand standard, 1 rax gasless is noticably more economical, though way worse vs oracles and you don't have the option for mine drops as quickly.
On April 28 2013 12:32 Cloak wrote: Spores are probably the worst to focus on because it's passive immunity, and anything passive rarely has spectator value.
I agree
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Oracle change is going to suck a lot.....
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On April 28 2013 12:34 FirstGear wrote:Show nested quote +On April 28 2013 12:27 Cloak wrote: The reality is that Oracles aren't cost effective against things that shoot up outside their burst threshold, so they only win when the defense is grossly cheaper than their investment (like Terrans expecting 5 Marines to handle 2-3 of them). A more dangerous scenario is Stalker vs. Muta, where the amount of investment required to stave off the same resource investment in Muta (+1 base inflation of gas income) to prevent the overwhelm is far more than required to stave off Oracles.
1 oracle actually kills 5 marines in a straight up fight. Oracles are a very large part of why terran opens with gas vs toss now. Comparing the common reactor expand to the old 1 rax gasless expand standard, 1 rax gasless is noticably more economical, though way worse vs oracles and you don't have the option for mine drops as quickly. Show nested quote +On April 28 2013 12:32 Cloak wrote: Spores are probably the worst to focus on because it's passive immunity, and anything passive rarely has spectator value.
I agree Terrans open up with gas to put early pressure on protoss, not because of oracles. How often do you see terran open up gas and not put pressure on protoss? Never, and so it is not a defensive gas opening. Instead terrans open gas because of the threat of early medivacs.
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The oracle change will be insignificant in PvT as long as widow mines one shot oracles. The shield or health needs to be slightly increased as well.
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On April 28 2013 15:18 Smigi wrote: The oracle change will be insignificant in PvT as long as widow mines one shot oracles. The shield or health needs to be slightly increased as well.
As well? It's already good. Glass cannon or just redesign it. Seriously it kills workers faster than almost anything and requires little micro, or at least easy micro.
WHERE IS MY REAVER? How is it that Blizzard hasn't figured out that the Colossus and Oracle are the exact opposite of what Protoss needs. Protoss needs high skill cap units that require actual micro.
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On April 28 2013 15:30 DooMDash wrote: WHERE IS MY REAVER? How is it that Blizzard hasn't figured out that the Colossus and Oracle are the exact opposite of what Protoss needs. Protoss needs high skill cap units that require actual micro. Forget it ...
Here is why: Starcraft 2 is a game with several design changes compared to Broodwar and these include a) a MUCH bigger economy which results in more units on the battlefield, b) a MUCH bigger production capability and production speed boosts and c) a movement system centered around clumped up armies. In addition to this the game has "critical numbers" for all units which start when you are able to one-shot any of your opponents units resulting in an increase in safety for your own troops and a snowballing of efficiency (usually until you make a mistake).
With all of these added together you can NOT introduce a unit which deals massive (100+) AoE damage because it would simply be too efficient ... especially after you have reached the critical number (which is possible for about any unit with the high resources and production capabilities). Since the game is all about massive armies fighting each other any focus on "cutesy microing" of a single or two units will be taking too much of your time and thus be totally worthless. As an alternative Blizzard could make the Reaver do "cutesy damage" instead and thus introduce a mere shadow of its former self into the game ...
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On April 28 2013 12:19 houseurmusic wrote: put bonus vs air on fungal growth. Solves zvz, zvp (mass air), and zvt (punish medivacs) lol, so how about mass mutas against Protoss??? Toss can't deal with mass mutas w/o phoenixes and phoenixes are paper plane
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On April 28 2013 15:30 DooMDash wrote:Show nested quote +On April 28 2013 15:18 Smigi wrote: The oracle change will be insignificant in PvT as long as widow mines one shot oracles. The shield or health needs to be slightly increased as well.
As well? It's already good. Glass cannon or just redesign it. Seriously it kills workers faster than almost anything and requires little micro, or at least easy micro. WHERE IS MY REAVER? How is it that Blizzard hasn't figured out that the Colossus and Oracle are the exact opposite of what Protoss needs. Protoss needs high skill cap units that require actual micro. By kills workers faster than anything, you mean faster than any other protoss unit? Per gas investment, the oracle kills workers slower than a banshee. It definitely kills workers slower than any terran drop, and is an out-of-the-way tech unit. Also, lings kill workers faster than the oracle. Honestly, reading these forums one would believe that the oracle is the most OP unit in the game that, for some reason, pros very rarely use.
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On April 28 2013 16:29 tuho12345 wrote:Show nested quote +On April 28 2013 12:19 houseurmusic wrote: put bonus vs air on fungal growth. Solves zvz, zvp (mass air), and zvt (punish medivacs) lol, so how about mass mutas against Protoss??? Toss can't deal with mass mutas w/o phoenixes and phoenixes are paper plane
Just open stargate. Phoenix got a passive +1 range buff.
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On April 28 2013 16:33 FakeDeath wrote:Show nested quote +On April 28 2013 16:29 tuho12345 wrote:On April 28 2013 12:19 houseurmusic wrote: put bonus vs air on fungal growth. Solves zvz, zvp (mass air), and zvt (punish medivacs) lol, so how about mass mutas against Protoss??? Toss can't deal with mass mutas w/o phoenixes and phoenixes are paper plane Just open stargate. Phoenix got a passive +1 range buff. doesn't matter how you open, Zerg in late game can switch tech easily, watch LeeNock vs Nani......
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On April 28 2013 16:34 tuho12345 wrote:Show nested quote +On April 28 2013 16:33 FakeDeath wrote:On April 28 2013 16:29 tuho12345 wrote:On April 28 2013 12:19 houseurmusic wrote: put bonus vs air on fungal growth. Solves zvz, zvp (mass air), and zvt (punish medivacs) lol, so how about mass mutas against Protoss??? Toss can't deal with mass mutas w/o phoenixes and phoenixes are paper plane Just open stargate. Phoenix got a passive +1 range buff. doesn't matter how you open, Zerg in late game can switch tech easily, watch LeeNock vs Nani......
Leenock had like 5 bases economy whereas Nani was on 3 bases.
It was just a numbers game.
Nani never did serious harassment to punish Leenock barring one warp prism harass. Whereas Leenock was putting heavy pressure on Nani WHILE expanding his economy and taking more bases. The muta switch only came way later after Leenock traded with Nani and reducing his archons count and after his phoenix was taken out by hydra.
Leenock just keep on trading with Nani until he was starved out.
That tech switch was smart. Switching back and forth between hydra/ultra/muta. That is the power of zerg.
Using that game to whine about mass muta being OP is silly.
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On April 28 2013 15:16 convention wrote:Show nested quote +On April 28 2013 12:34 FirstGear wrote:On April 28 2013 12:27 Cloak wrote: The reality is that Oracles aren't cost effective against things that shoot up outside their burst threshold, so they only win when the defense is grossly cheaper than their investment (like Terrans expecting 5 Marines to handle 2-3 of them). A more dangerous scenario is Stalker vs. Muta, where the amount of investment required to stave off the same resource investment in Muta (+1 base inflation of gas income) to prevent the overwhelm is far more than required to stave off Oracles.
1 oracle actually kills 5 marines in a straight up fight. Oracles are a very large part of why terran opens with gas vs toss now. Comparing the common reactor expand to the old 1 rax gasless expand standard, 1 rax gasless is noticably more economical, though way worse vs oracles and you don't have the option for mine drops as quickly. On April 28 2013 12:32 Cloak wrote: Spores are probably the worst to focus on because it's passive immunity, and anything passive rarely has spectator value.
I agree Terrans open up with gas to put early pressure on protoss, not because of oracles. How often do you see terran open up gas and not put pressure on protoss? Never, and so it is not a defensive gas opening. Instead terrans open gas because of the threat of early medivacs.
I agree opening with gas allows early pressure, potential damage, scouting and makes protoss have more defense/army (so terran keeps up economically). Gas openings certainly aren't bad. Gasless expands just aren't as good as they were in wol. You can have scouting denied by a single stalker and then have a lot of various all ins/pressures you have to be safe against that require very different responses. Scouting double gas could be 1 gate oracle expand, mothership stalker poke with expand, 3 gate oracle bust, 3 gate void bust, blink stalker all in, 4 gate, gateway immo bust, dts, dt drops or 1 base colo. Oracles are strong in that they limit openings, similar to how the 4 gate used to limit viable pvp openings quite significantly. Theres a lot of discussion on it in the terran help me thread.
+ Show Spoiler +Q. Are gasless expands still viable?On March 23 2013 01:24 TheDwf wrote:Show nested quote +On March 21 2013 10:50 EZR-Aeron wrote: One thing though, TvP, Im finding alot of MSC/stalker aggression whenever I use the 1/1/1 marine/mine drop expand opener commonly seen at MLG and have since gone back to bombers opening cuz even with 2 bunkers Ive had my front wall smashed aside. You say to ditch it since its weak to oracle openings (true) BUT could you not go for a 5:30 eng bay and put 2 turrets into your mineral line to counter this? or delay the first 2 medivacs to get out 2 mines to protect your mineral lines? Yes your push will be slightly later but could this build not be adapted to stargate openers?
Sure you can. Then Protoss comes front with Oracles/Stalkers and kills you because you're lacking 6 Marines. The strength of Oracles does not only come from their ability to wipe out your mineral line and/or your Marines with the unadulterated firepower of a Banshee on steroids, it also comes from their ambiguity. If you open gasless expand you play completely blind. One Stalker in front of his natural is all he needs to dispose of any scouting SCV, and moving out Marines on the map, which was already dangerous when lacking intel on WoL, is now completely out of question. Scans are a gamble (can see everything, can see something, can see nothing). Even if you scout a proxy Stargate, what is he doing? 1-base 3g Oracles? 1gS expand with the Stargate proxied? How many Oracles will he make? Where will he go? Mineral line? Front? Production? Even if he expanded, is he then going 5g + 4-5 Oracles? You have no way to know, which means your build has to account for all possibilities. But accounting for all possibilities means one Turret per mineral line, one Turret in front and one Turret by your production facilities (otherwise Oracles can just cancel your Stim and/or pick Marines as they move out of the Barracks), plus perhaps a Scan to see if he expanded or not, at which point you're 900+ minerals behind your optimal build order, which means you're massively behind in a macro game, and still dead against an all-in because you will lack troops so badly. Bomber vs MC, Whirlwind, MLG; TheStC vs Sage, Neo Planet S, Fureur Contest; and Mvp vs MC, Whirlwind, MLG show the glaring holes of gasless expands against Oracle play. In the first game, Bomber loses some Marines to the first Oracle (this simple loss meaning he's already dead against any 1-base all-in), then is caught completely out of position because he cannot know if he has to stay in his base or in front. In the second game, TheStC has 10 Marines by his production facilities to protect them, then MSC comes, casts a Time Warp on the Marine pack and enter 3 Oracles for the slaughter. Needless to say, the frontal bust afterwards prevailed without any trouble. In the third game, MC makes 4 Oracles, decimate Marines/SCVs of an unprepared Mvp (who had no way to know how many Oracles MC would build and when/where he would strike) and opts for a 2-bases Colossi all-in to use his advantage. Remember the chess motto: the threat is often stronger than the execution. For this reason I think gasless expands will become a relic of the past, a greedy coinflip you hope to get away with. Some threats just define match-ups to such an extent that all builds have to take them into account; even if they're not played, they're always here as a backdrop. In WoL TvP, there was for example 4g. If you didn't bother to confirm an expand after a single gas opening from the Protoss, you had either to get a blind second Bunker or you were coinflipping. In WoL HotS, there is now the threat of an Oracle anytime between 6' (for the closest proxies) and 6'45 in your mineral line. It can even come earlier if Protoss builds his Stargate before Stalker/Warpgate. This is a new "major threat," because as evidenced by the First vs Dream series at IEM or Mvp vs MC, Star Station, MLG you just lose if you have nothing at home to defend when the Oracle(s) show(s) up. And "nothing" includes 5 Marines, or more if 2 Oracles come at once. As such, gasless expands have already undergone the simple tweak that is building your EB much earlier, and getting 2 blind Turrets. But this is a "for lack of a better solution," because spending nearly 400 minerals each time you scout dual gas from your opponent—which should quickly become the standard as MSC makes Protoss early game gas-intensive—is obviously suboptimal, and potentially game-ending if your opponent doesn't play Oracles but goes for another all-in, e. g. proxy Immortal (you can't defend this if you spend so much minerals on useless stuff). But the threat is there, and if you don't get those EBs you might run into troubles. Dilemma. The build order thus faces an unsolvable contradiction, and it should fade away in favor of the LG-IM build order or Reaper expands (either with a fact port transition—see for instance Polt vs Creator, Akilon Wastes, IPL Fight Club 48—or a quick stim) which are much more flexible for defending the variety of all-ins or pressure builds Protoss has at their disposal. With the LG-IM build order you have less scouting possibilities than with a fast Reaper, but at least you can make 2 Mines, or more if necessary, and quick Vikings to help against Oracles (Mvp vs MC, Newkirk City, MLG). I see no reason to stick to a painful, hazardous scouting and defending process when HotS allows you to handle the new problems with far better scouting and defensive tools, including a cheap unit which is even cooperative enough not to require extra add-ons and instantly punishes any overly eager move on the mineral line from the Protoss by killing a 150/150 Oracle in one shot. On a side note, playing gasless also brings back in the equation all the cheap Gateway pushes / all-ins. You could see how HuK, MC and Sage were all too happy to be able to play 5g against respectively Bogus (Akilon Wastes, MLG), Mvp (Cloud Kingdom, MLG) and TheStC (Newkirk City, Fureur Contest). Of course you can defend them without Mines, WoL style with Bunkers, SCVs and whatever fetish you hold dear to pray for Protoss to botch his Forcefields. But now compare with Polt vs Creator, Atlas, IPL Fight Club 48 and YoDa vs MC, Daybreak, IEM and see what happens to 5/6g when Widow Mines are there. The Widow Mine shuts down pure Gateway agression on its own and this alone is such a blessing. Nowadays Gateway attacks have to feature at least an Observer or an Oracle, again because of mere threats (defensive Widow Mines or Widow Mines drop). Of course you can still lose to Gateway attacks if you don't have enough to hold, but being able to instantly kill some of the Zealots, or even better the Sentry casting Guardian Shield, is already pure gold. On March 29 2013 04:47 TheDwf wrote: CC first is a bit different because it's a nice way to metagame Protoss skipping Probe scout (which is now more frequent with the extra scouting tools Protoss was given). The 3 rax Medivacs transition has the same issues as gasless 1 rax expand against clever Oracle play, but at least you can use the extra minerals you get—compared with gasless 1 rax expand I mean—to build extra defence against that. Furthermore, if you can get away with it while Protoss went for some kind of dual gas "slow" expand without early Oracles (or if his investment in Oracles didn't pay off), you're in a strong spot (MarineKing vs Seed, Akilon Wastes, MLG Winter Exhibitions; Ryung vs MC, Star Station, GSTL). On March 29 2013 07:19 TheDwf wrote: Yes, it's a lot safer [to use a gas opening]. It's not impossible to defend Oracle play with gasless expand, especially if Protoss sticks to hackneyed tactics such as only making 1 Oracle to take cognizance of your 2 Turrets, but if Protoss is smart I see no way to defend certain things without cumbersome defensive measures, which is bound to mean overreaction and thus waste against a Protoss simply messing around with a single bubble plane without any elaborate plan. Too coinflippy either way. On March 29 2013 07:19 TheDwf wrote: Check "Q. How to deal with Oracles?" for extra info about Oracles vs unupgraded Marines.
Not that I think oracles or overpowered or anything like that, I just don't consider them weak either.
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On April 28 2013 16:32 convention wrote:Show nested quote +On April 28 2013 15:30 DooMDash wrote:On April 28 2013 15:18 Smigi wrote: The oracle change will be insignificant in PvT as long as widow mines one shot oracles. The shield or health needs to be slightly increased as well.
As well? It's already good. Glass cannon or just redesign it. Seriously it kills workers faster than almost anything and requires little micro, or at least easy micro. WHERE IS MY REAVER? How is it that Blizzard hasn't figured out that the Colossus and Oracle are the exact opposite of what Protoss needs. Protoss needs high skill cap units that require actual micro. By kills workers faster than anything, you mean faster than any other protoss unit? Per gas investment, the oracle kills workers slower than a banshee. It definitely kills workers slower than any terran drop, and is an out-of-the-way tech unit. Also, lings kill workers faster than the oracle. Honestly, reading these forums one would believe that the oracle is the most OP unit in the game that, for some reason, pros very rarely use. Oh well, Grubby used oracle in both two games against Polt and 2-0'ed
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On April 28 2013 16:41 FakeDeath wrote:Show nested quote +On April 28 2013 16:34 tuho12345 wrote:On April 28 2013 16:33 FakeDeath wrote:On April 28 2013 16:29 tuho12345 wrote:On April 28 2013 12:19 houseurmusic wrote: put bonus vs air on fungal growth. Solves zvz, zvp (mass air), and zvt (punish medivacs) lol, so how about mass mutas against Protoss??? Toss can't deal with mass mutas w/o phoenixes and phoenixes are paper plane Just open stargate. Phoenix got a passive +1 range buff. doesn't matter how you open, Zerg in late game can switch tech easily, watch LeeNock vs Nani...... Leenock had like 5 bases economy whereas Nani was on 3 bases.
To be fair, once a Protoss takes a 3rd, it's pretty much a given Zerg gets their 4th and then 5th isn't all too far away. Having a 5 base economy isn't that difficult to achieve for Z if it's a macro game, so if that's the determinant of giving Zerg the free win, then we're going to see a lot more lopsided games. It's hard to tell right now, because that particular match was Foreigner vs Korean, and it was really entertaining, so can't really complain.
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