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[Now live] New Patch - Warp Prism buff - Page 10
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teddyoojo
Germany22369 Posts
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StarscreamG1
Portugal1652 Posts
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midnight999
United States257 Posts
On June 20 2013 08:29 SOWxDISCORD wrote: Now give turbo farts to overlords so we Zerg can harass too. You have mutas. Deal with it lol. | ||
Cloak
United States816 Posts
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mostevil
United Kingdom611 Posts
And warp prisms with a gateway in them have a massive 0 movement speed. Don't be silly now, a viking or two on the edge of your base can stop in base warp ins just fine. A Zealot drops nothing compared to a marine/hellbat medivac drop. | ||
RiceAgainst
United States1849 Posts
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Bagi
Germany6799 Posts
On June 20 2013 10:08 StarscreamG1 wrote: Does this buff disables mass hellbats drops on our army? Does that actually happen in PvT? I've only seen it used in tank vs tank wars. | ||
Rockafella
United Kingdom291 Posts
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RyuuZer0
Australia36 Posts
I think this will mostly be used for four zealot drops or storm drops, rather than warping in 20+ supply in the opponent's base. We might even see some colossus drops in competitive play ![]() | ||
Shiori
3815 Posts
On June 20 2013 06:55 TheDwf wrote: Yeah. Can't wait to have Zealots 24/7 rampaging my base because I can't finish a Prism with a Viking... You can't kill a Medivac with a Viking either. And before you complain about warp-in capability, note that if a Warp Prism is chased away, it isn't warping in units. Besides, this really only affects the early/mid-game, during which point Protoss will have a low Gateway count (unless he's all-inning, in which case WP speed is irrelevant) anyway, so you can just mop up the harass, leave a few Marines or build a Turret to stop the Prism for warping in (stimmed bio kills a Prism before it can drop/warp in anything if you're paying attention) and go kill the guy who has half his army invested in a dropship. Should easily be able to deny his third. | ||
Cereb
Denmark3388 Posts
On June 20 2013 10:03 teddyoojo wrote: yeah buff protoss when its almost 50% protoss in gm already ![]() Yeah, the issue is that Protoss is much better on ladder than in competitive play it seems. They have a ridiculous amount of simple and abusive strats that can just outright kill you if you are not well prepared. But as soon as it comes to tournaments and you get several tries against the same opponent and maybe even know their tendencies, then they lose a lot of that strength. A bit frustrating for us ladder chumps :p Also, I am pretty sick of waiting for the hellbat nerf... I wish they would at least have given me that to look forward to amidst all the warp ins in my base :p | ||
Gorribal
Canada186 Posts
I don't want to engage in balance discussion, but this could actually be very problematic: Protoss have 4.25 speed Phoenix, the fastest Terran Air Unit is 2.75 Anyways, does anyone know what the speed upgrade does now? Or is it the same upgraded speed, just better unupgraded speed? | ||
Usernameffs
Sweden107 Posts
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Plansix
United States60190 Posts
On June 20 2013 10:15 Bagi wrote: Does that actually happen in PvT? I've only seen it used in tank vs tank wars. It can and the hellbats are so tanky with the healing that they don't die fast enough. Its not super common because you need a lot of hellbats, but it can happen. | ||
playa
United States1284 Posts
A more important thing to consider is that toss was the weakest in WoL, yet you're limited to making 1-2 oracles in any mu (0 probably in p vs z). The mothership core is capped to 1. And tempests aren't even made besides in very rare and specific cases outside of p vs p (obviously mirror mu's don't affect balance between other races). Given no other race is limited to making 2 of whichever new unit... the new toss units should probably be stronger than they currently are. 1 of each new unit and a speed increase that is canceled out by the speed increase to medivacs doesn't sound like it does the trick. How many imbalanced threads do you see over the oracle or mothership core? It's hard to lose to 1 unit. | ||
xxjcdentonxx
Canada163 Posts
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BaronVonOwn
299 Posts
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GolemMadness
Canada11044 Posts
On June 20 2013 10:30 BaronVonOwn wrote: Vikings are such a joke. Can't catch medivacs, don't beat phoenix, can't handle mutas. Now they're useless against warp prisms too. About the only units a viking really counters are colossus and brood lords and they don't shoot back. So if they're worthless as antiair how are they supposed to be used? Landing them? Yes, because the only situations in which vikings are ever used are when they're trying to chase units. Ignore all the times when you put two vikings at the side of your base and when someone tries to drop with a medivac/warp prism, you just kill it. | ||
Al Bundy
7257 Posts
Granted, I'm not part of the design team, but from what I understand the WP was supposed to be a high risk / high reward unit; extremely fragile but able to turn the tide of the game in one instant. It seems that we're getting farther from this original design. | ||
covetousrat
2109 Posts
On June 20 2013 10:30 xxjcdentonxx wrote: I wonder what math they did to decide on exactly 2.953. Yeah good question. | ||
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