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Warp prism speed buff, test map. 5.28.2013 - Page 20

Forum Index > SC2 General
1346 CommentsPost a Reply
Prev 1 18 19 20 21 22 68 Next
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 28 2013 20:41 GMT
#381
I think this change is ok but I would like to have it combined with following:
1. Less DPS for Hellbats.
2. More DPS for Siege Tanks in siege mode.
3. Longer cooldown on medivac speedbost.
4. Tempest food cost increased to 6.
Xahhk
Profile Joined April 2010
Canada540 Posts
May 28 2013 20:42 GMT
#382
On May 29 2013 05:41 MockHamill wrote:
I think this change is ok but I would like to have it combined with following:
1. Less DPS for Hellbats.
2. More DPS for Siege Tanks in siege mode.
3. Longer cooldown on medivac speedbost.
4. Tempest food cost increased to 6.


Losing to mass tempest?
Holo82
Profile Joined April 2013
Austria107 Posts
May 28 2013 20:43 GMT
#383
i still have nightmares of this one guy that did onebases speedprism colossie drops in my workerline at like 8 minutes. coloss drop, bam laser, bam pickup. Try to catch that thing with a viking :D
It was hillariously effective, and most toss i bet dont even know how freaking fast the speed-prisms really are.. because i rarely ever see them upgraded.
Now imagine the same thing without the research time in robo bay.

And about harass: do u really think its HARASS if u get 10 + zealots in your base running amok?

I really think the only reason they would want to do this is to make it easier to counter swarmhost play, and poor terrans are screwed again by another 5 new kinds of allin they have to account for.

In my lore - understanding, the native counter to Swarmhost should actually be the carrier.Maybe a buff to Interceptors beeing able to intercept the locusts /broodlings, while the tempests + voids are on guard duty vs viper / corruptor.

Constantly producing colossie from 2/3 robo, just to get them yoinked as soon as they arrive at the front, seems not a valid strategy.
crappen
Profile Joined April 2010
Norway1546 Posts
May 28 2013 20:44 GMT
#384
On May 29 2013 05:41 MockHamill wrote:
I think this change is ok but I would like to have it combined with following:
1. Less DPS for Hellbats.
2. More DPS for Siege Tanks in siege mode.
3. Longer cooldown on medivac speedbost.
4. Tempest food cost increased to 6.


Wow, that is A LOT of changes, and the state of the game is pretty solid now. I really like these very small changes that also tries to address how the game is played out for the viewers. This warp prism can change a lot, making people play more safe versus toss. A lot can happen with this lone change
devgchr
Profile Joined April 2013
United States104 Posts
Last Edited: 2013-05-28 20:46:06
May 28 2013 20:45 GMT
#385
I think this will just enforce Protoss to play more gimmicky than they already do. It could slowly even the game out once new strategies are built around it but once this patch is live this will just be a resurgence of 2 base all-in's
Jetskii
Profile Joined May 2013
United States6 Posts
May 28 2013 20:46 GMT
#386
On May 29 2013 05:39 Emzeeshady wrote:
Show nested quote +
On May 29 2013 05:36 avilo wrote:
On May 29 2013 04:30 larse wrote:
GG Mech TvP


lmao, now that you mention it, it's another hilarious indirect middle finger to mech TvP @_@

as long as the Immortal exists mech won't be viable in TvP.

True, Immortals deal around an amazing 60 damage to armored units, however, the Terran player could get ghosts and try and EMP the shields off of the Immortals, negating the Hardened Shields while using the Thors or Hellbats as meatshields. Hopefully the Protoss player won't feedback or storm them.
MMM Macro FTW
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 28 2013 20:47 GMT
#387
On May 29 2013 05:41 Crownlol wrote:
Man, so many scumbag Z and T in here:

"Protoss is boring to play against, they just mass and a move"
"Don't give Protoss any buffz!"

"Protoss players are worse, that's why they aren't doing well"
"Don't give Protoss any micro-intensive units!"


Yeah, well clearly they hate it when protoss turtle behind 3 bases and mass up a death ball, but don't like when then they attack. Its a hard life being and elder race made of plant people.

Also, I love how few zergs are whining about it. Its mostly terrans who are freak out "Whoa, they can attack me before I take my third base?!? You mean I have to scout more than once in the first 13 minutes of the game?! How dare you sir!"
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 28 2013 20:47 GMT
#388
--- Nuked ---
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
May 28 2013 20:47 GMT
#389
On May 29 2013 05:46 Jetskii wrote:
Show nested quote +
On May 29 2013 05:39 Emzeeshady wrote:
On May 29 2013 05:36 avilo wrote:
On May 29 2013 04:30 larse wrote:
GG Mech TvP


lmao, now that you mention it, it's another hilarious indirect middle finger to mech TvP @_@

as long as the Immortal exists mech won't be viable in TvP.

True, Immortals deal around an amazing 60 damage to armored units, however, the Terran player could get ghosts and try and EMP the shields off of the Immortals, negating the Hardened Shields while using the Thors or Hellbats as meatshields. Hopefully the Protoss player won't feedback or storm them.


Hellbat drops are still good.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Bahajinbo
Profile Joined May 2012
Germany488 Posts
May 28 2013 20:48 GMT
#390
NICE one! Very good idea.
Runar_121
Profile Joined May 2011
Sweden21 Posts
May 28 2013 20:49 GMT
#391
whyyyyyyyyyyyyyyyy????????????
Funny being zerg... Not like they're annoying already -.-
Love Idra
Skiblet
Profile Joined August 2011
South Africa206 Posts
May 28 2013 20:50 GMT
#392
Lets see how it works! I already feel as though it will be a great addition to the game. I mean protoss either goes 100% all in and has to do massive damage, or they lose. this will open up some mid game aggression options without having to commit heavily into such agression.
"Just fucking kill 'em" Day[9]
Guileful
Profile Joined November 2012
Kazakhstan137 Posts
May 28 2013 20:50 GMT
#393
If they want to inc speed of prism, then they have to add gas to its cost - 75 at least
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 28 2013 20:51 GMT
#394
--- Nuked ---
-SaharaDrac-
Profile Joined February 2013
27 Posts
May 28 2013 20:51 GMT
#395
I think this idea could work, but I feel like it would be a more robust multiplayer experience if the answer wasn't simply to give Protoss more Terran-style drop-oriented play. There are other offensive mechanics that could improve P, while making them stand out from the other two races as far as gameplay style.
K3Nyy
Profile Joined February 2010
United States1961 Posts
May 28 2013 20:51 GMT
#396
Warp Prisms seem fine.

If Protoss needs anything, it's that their fundamental design needs to be tweated and reworked. They can buff whatever they want to reach even win rates but it still may not be that exciting to watch.
Vindicare605
Profile Blog Joined August 2011
United States16127 Posts
May 28 2013 20:51 GMT
#397
I don't like this because of how much it buffs things like early game DT play and such. If anything I think this could use a cost reduction on the speed as well as potentially a decrease in research time.

Having it available as soon as a Robotics Facility is down I think just allows for way too many early game cheese builds.
aka: KTVindicare the Geeky Bartender
Jetskii
Profile Joined May 2013
United States6 Posts
May 28 2013 20:52 GMT
#398
On May 29 2013 05:44 crappen wrote:
Show nested quote +
On May 29 2013 05:41 MockHamill wrote:
I think this change is ok but I would like to have it combined with following:
1. Less DPS for Hellbats.
2. More DPS for Siege Tanks in siege mode.
3. Longer cooldown on medivac speedbost.
4. Tempest food cost increased to 6.


Wow, that is A LOT of changes, and the state of the game is pretty solid now. I really like these very small changes that also tries to address how the game is played out for the viewers. This warp prism can change a lot, making people play more safe versus toss. A lot can happen with this lone change

I agree with crappen, I also believe that this buff is the right answer. However, I also agree with MockHamill. I remember in Brood War, Siege Tanks dealt 70 damage (in siege mode) to any unit regardless of whether it was armored or not. I think that would make many Terran players out there very happy. Also, it would give Terran much stronger potential for map control, encouraging more drop plays by Protoss players (that or Skytoss).
MMM Macro FTW
GreyKnight
Profile Joined August 2010
United States4720 Posts
May 28 2013 20:54 GMT
#399
On May 29 2013 05:47 Emzeeshady wrote:
Show nested quote +
On May 29 2013 05:41 Crownlol wrote:
Man, so many scumbag Z and T in here:

"Protoss is boring to play against, they just mass and a move"
"Don't give Protoss any buffz!"

"Protoss players are worse, that's why they aren't doing well"
"Don't give Protoss any micro-intensive units!"

Edit - Make Charge researched at Cybercore, put it more in line with Stim and Conc.

I agree with the bolded comments. I don't see why people are scum bags for thinking that.


you have trouble understanding why he said that because you took things out of context instead of the full quote?
phyren
Profile Blog Joined October 2009
United States1067 Posts
May 28 2013 20:55 GMT
#400
I feel like the main idea is still being missed. Certainly this will help, but the big problem is that protoss still doesn't have very effective small size engagements, especially for harass. A warp prism full of zealots doesn't compare to a runby of a dozen lings or a medivac of mm. It costs the toss more and does less dmg. Of course, there is the possibility of warping in an entire army, but this increases the risk quite a bit and still avoids the idea of SMALL scale engagements.

Storm drops were the option in bw, but storm is a very high tech in sc2, especially because it is the norm to go towards stargate or robo tech first and invest heavily in those. Also, storm damage is lessened by enough that you usually wont kill more than 8-10 workers, which at this end game stage that you have all these techs, is nice but not as impactful as early game harass.

The oracle was supposed to take on this role, but it hasn't quite done so.

tl;dr. REAVERS!!
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