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Russian Federation40190 Posts
On August 30 2013 00:26 Olferen wrote:Show nested quote +On August 29 2013 19:02 goody153 wrote:On August 29 2013 18:58 Qikz wrote:On August 29 2013 18:56 InfusedTT.DaZe wrote: i dislike the fact that it will be faster than a stalker and also can fly... also, zerg has basically a flying superfast detector that can scout your whole base.. Well to be fair Protoss do have an invisible flying scout which moves pretty fast with observer speed and zerg oftentimes has less anti air than toss/terran. and to be fair as well terran has an unstoppable detection That costs 300 minerals and last for a few seconds It does not cost 300 minerals. It costs ability to get 270 minerals in 90 seconds, and if upon landing your mule was killed by ling run-by it did not steal 300 minerals from you (at most 5 :D).
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On August 30 2013 00:04 Big J wrote:Show nested quote +On August 29 2013 18:23 Hattori_Hanzo wrote:On August 29 2013 18:05 Big J wrote:On August 29 2013 18:00 Hattori_Hanzo wrote:On August 29 2013 17:24 bo1b wrote: If you really think that a speed buff which needs to be researched is going to drastically increase the usage of contaminate.... If Zerg does a 2-2 timing push while doing a backstab using 4 overseers to contaminate 8 production facilities, the Terran or P can GG right there if the Z manages to defeat the standing Opponent's army with minimal losses. There simply won't be enough production to stop the Z army march up the ramp of the main (production base). IMHO the most affected ironically would be ZvZ. Yeah, but if a zerg can contaminate(125energy) 8 production facilities with 4 overseers a Terran can also spawn 50 seeker missiles per marine. And you know, if any player ever defeats the standing Opponent's army with minimal losses the game ends anyways... There many games of Terrans or Zergs popping out enough units to hold the push into the main and stabilize to Eventually Take the game. Granted they are rare, but they do happen. well, apart that from that it's still not possible to contaminate 8production facilities with 4overseers... It's one thing to say Terrans or Zergs popping out enough units to hold the push into the main and stabilize or defeats the standing Opponent's army with minimal losses. If I drop your main army down to zero and don't lose a lot in the process you are NOT going to stabilize ever.
Thank you Capt. Obvious for that insight.
In cases when it's NOT ROFLSTOMP, on a 4p map, a typical late game setup, 4 contaminates account for possibly ALL available production of a Zerg or a bio/mine Comp or gateway heavy Comp.
Why? Because past 40min, most Z have 4 bases and two macro hatches MAX and T bio/mine usually only has one reactor'd starport and one reactor'd factory. Same for most gateway heavy P comps, one or two robos, one Templar archives and one cybercore MAX. With current patch, the upgraded speed, the usual two cannons at the mineral line won't stop 4 overseers to Land 4 contaminates and the P is making only Zealots for the next 40s.
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what is up with those IIIIIIIIIIIIIII names on b.net anyway
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On August 30 2013 00:34 Hattori_Hanzo wrote:Show nested quote +On August 30 2013 00:04 Big J wrote:On August 29 2013 18:23 Hattori_Hanzo wrote:On August 29 2013 18:05 Big J wrote:On August 29 2013 18:00 Hattori_Hanzo wrote:On August 29 2013 17:24 bo1b wrote: If you really think that a speed buff which needs to be researched is going to drastically increase the usage of contaminate.... If Zerg does a 2-2 timing push while doing a backstab using 4 overseers to contaminate 8 production facilities, the Terran or P can GG right there if the Z manages to defeat the standing Opponent's army with minimal losses. There simply won't be enough production to stop the Z army march up the ramp of the main (production base). IMHO the most affected ironically would be ZvZ. Yeah, but if a zerg can contaminate(125energy) 8 production facilities with 4 overseers a Terran can also spawn 50 seeker missiles per marine. And you know, if any player ever defeats the standing Opponent's army with minimal losses the game ends anyways... There many games of Terrans or Zergs popping out enough units to hold the push into the main and stabilize to Eventually Take the game. Granted they are rare, but they do happen. well, apart that from that it's still not possible to contaminate 8production facilities with 4overseers... It's one thing to say Terrans or Zergs popping out enough units to hold the push into the main and stabilize or defeats the standing Opponent's army with minimal losses. If I drop your main army down to zero and don't lose a lot in the process you are NOT going to stabilize ever. Why? Because past 40min, most Z have 4 bases and two macro hatches MAX and T bio/mine usually only has one reactor'd starport and one reactor'd factory. Same for most gateway heavy P comps, one or two robos, one Templar archives and one cybercore MAX. With current patch, the upgraded speed, the usual two cannons at the mineral line won't stop 4 overseers to Land 4 contaminates and the P is making only Zealots for the next 40s. wtf are you talking about? Contaminate on an archives and cybercore only stops upgrades on those buildings, you have to hit the gateways if you want to stop the actual units.
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On August 30 2013 00:40 Scarecrow wrote:Show nested quote +On August 30 2013 00:34 Hattori_Hanzo wrote:On August 30 2013 00:04 Big J wrote:On August 29 2013 18:23 Hattori_Hanzo wrote:On August 29 2013 18:05 Big J wrote:On August 29 2013 18:00 Hattori_Hanzo wrote:On August 29 2013 17:24 bo1b wrote: If you really think that a speed buff which needs to be researched is going to drastically increase the usage of contaminate.... If Zerg does a 2-2 timing push while doing a backstab using 4 overseers to contaminate 8 production facilities, the Terran or P can GG right there if the Z manages to defeat the standing Opponent's army with minimal losses. There simply won't be enough production to stop the Z army march up the ramp of the main (production base). IMHO the most affected ironically would be ZvZ. Yeah, but if a zerg can contaminate(125energy) 8 production facilities with 4 overseers a Terran can also spawn 50 seeker missiles per marine. And you know, if any player ever defeats the standing Opponent's army with minimal losses the game ends anyways... There many games of Terrans or Zergs popping out enough units to hold the push into the main and stabilize to Eventually Take the game. Granted they are rare, but they do happen. well, apart that from that it's still not possible to contaminate 8production facilities with 4overseers... It's one thing to say Terrans or Zergs popping out enough units to hold the push into the main and stabilize or defeats the standing Opponent's army with minimal losses. If I drop your main army down to zero and don't lose a lot in the process you are NOT going to stabilize ever. Why? Because past 40min, most Z have 4 bases and two macro hatches MAX and T bio/mine usually only has one reactor'd starport and one reactor'd factory. Same for most gateway heavy P comps, one or two robos, one Templar archives and one cybercore MAX. With current patch, the upgraded speed, the usual two cannons at the mineral line won't stop 4 overseers to Land 4 contaminates and the P is making only Zealots for the next 40s. wtf are you talking about? Contaminate on an archives and cybercore only stops upgrades on those buildings, you have to hit the gateways if you want to stop the actual units.
What...
I thought it deactivated the building including any tech options it unlocked?! Then DK should look into buffing contaminate to do that...
It would be totally sick move. Contaminate on the forge and the P is back to being 0/0/0. Hahahaha!
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On August 30 2013 00:46 Hattori_Hanzo wrote:Show nested quote +On August 30 2013 00:40 Scarecrow wrote:On August 30 2013 00:34 Hattori_Hanzo wrote:On August 30 2013 00:04 Big J wrote:On August 29 2013 18:23 Hattori_Hanzo wrote:On August 29 2013 18:05 Big J wrote:On August 29 2013 18:00 Hattori_Hanzo wrote:On August 29 2013 17:24 bo1b wrote: If you really think that a speed buff which needs to be researched is going to drastically increase the usage of contaminate.... If Zerg does a 2-2 timing push while doing a backstab using 4 overseers to contaminate 8 production facilities, the Terran or P can GG right there if the Z manages to defeat the standing Opponent's army with minimal losses. There simply won't be enough production to stop the Z army march up the ramp of the main (production base). IMHO the most affected ironically would be ZvZ. Yeah, but if a zerg can contaminate(125energy) 8 production facilities with 4 overseers a Terran can also spawn 50 seeker missiles per marine. And you know, if any player ever defeats the standing Opponent's army with minimal losses the game ends anyways... There many games of Terrans or Zergs popping out enough units to hold the push into the main and stabilize to Eventually Take the game. Granted they are rare, but they do happen. well, apart that from that it's still not possible to contaminate 8production facilities with 4overseers... It's one thing to say Terrans or Zergs popping out enough units to hold the push into the main and stabilize or defeats the standing Opponent's army with minimal losses. If I drop your main army down to zero and don't lose a lot in the process you are NOT going to stabilize ever. Why? Because past 40min, most Z have 4 bases and two macro hatches MAX and T bio/mine usually only has one reactor'd starport and one reactor'd factory. Same for most gateway heavy P comps, one or two robos, one Templar archives and one cybercore MAX. With current patch, the upgraded speed, the usual two cannons at the mineral line won't stop 4 overseers to Land 4 contaminates and the P is making only Zealots for the next 40s. wtf are you talking about? Contaminate on an archives and cybercore only stops upgrades on those buildings, you have to hit the gateways if you want to stop the actual units. What... I thought it deactivated the building including any tech options it unlocked?! Then DK should look into buffing contaminate to do that... It would be totally sick move. Contaminate on the forge and the P is back to being 0/0/0. Hahahaha!
The Oracle in beta had an ability like that, it was hella broken. And Zerg really doesn't need that, because it would make huge tech switches even more impossible to handle, because you could just disable the opponent's ability to build counter units.
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Noone thought of how badly this is going to make Swarmhost imba vs toss
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On August 30 2013 01:01 awesomoecalypse wrote:Show nested quote +On August 30 2013 00:46 Hattori_Hanzo wrote:On August 30 2013 00:40 Scarecrow wrote:On August 30 2013 00:34 Hattori_Hanzo wrote:On August 30 2013 00:04 Big J wrote:On August 29 2013 18:23 Hattori_Hanzo wrote:On August 29 2013 18:05 Big J wrote:On August 29 2013 18:00 Hattori_Hanzo wrote:On August 29 2013 17:24 bo1b wrote: If you really think that a speed buff which needs to be researched is going to drastically increase the usage of contaminate.... If Zerg does a 2-2 timing push while doing a backstab using 4 overseers to contaminate 8 production facilities, the Terran or P can GG right there if the Z manages to defeat the standing Opponent's army with minimal losses. There simply won't be enough production to stop the Z army march up the ramp of the main (production base). IMHO the most affected ironically would be ZvZ. Yeah, but if a zerg can contaminate(125energy) 8 production facilities with 4 overseers a Terran can also spawn 50 seeker missiles per marine. And you know, if any player ever defeats the standing Opponent's army with minimal losses the game ends anyways... There many games of Terrans or Zergs popping out enough units to hold the push into the main and stabilize to Eventually Take the game. Granted they are rare, but they do happen. well, apart that from that it's still not possible to contaminate 8production facilities with 4overseers... It's one thing to say Terrans or Zergs popping out enough units to hold the push into the main and stabilize or defeats the standing Opponent's army with minimal losses. If I drop your main army down to zero and don't lose a lot in the process you are NOT going to stabilize ever. Why? Because past 40min, most Z have 4 bases and two macro hatches MAX and T bio/mine usually only has one reactor'd starport and one reactor'd factory. Same for most gateway heavy P comps, one or two robos, one Templar archives and one cybercore MAX. With current patch, the upgraded speed, the usual two cannons at the mineral line won't stop 4 overseers to Land 4 contaminates and the P is making only Zealots for the next 40s. wtf are you talking about? Contaminate on an archives and cybercore only stops upgrades on those buildings, you have to hit the gateways if you want to stop the actual units. What... I thought it deactivated the building including any tech options it unlocked?! Then DK should look into buffing contaminate to do that... It would be totally sick move. Contaminate on the forge and the P is back to being 0/0/0. Hahahaha! The Oracle in beta had an ability like that, it was hella broken. And Zerg really doesn't need that, because it would make huge tech switches even more impossible to handle, because you could just disable the opponent's ability to build counter units.
well thats currently what is happening actually as zergs are rediscovering contaminate with the speed buff they are tech switching and disabling robotics or stargate or whatever so that you can't deal with their units. it makes swarmhosts/mutas a bit more difficultt to deal with now, and I think as small as this change is has a pretty negative effect on pvz/zvz
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Day[9] totally needs to revisit his ZvZ and ZvP Contaminate series. I believe he included pro-replays, BO videos and Monday Funday.
I'm out so I can't search specifically which vids are those.
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On August 30 2013 01:01 Batiste wrote: Noone thought of how badly this is going to make Swarmhost imba vs toss
No noone, including you, otherwise you would have provided an explanation for your claim I guess :p
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I remember destiny tried a build to have overseer constantly contaminating the cybercore to delay warp gate tech and just flood units in. sadly it didn't really work though
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The worst unit in the game is the observer. I wish it was cheaper + there was a range upgrade to research. I just can't get over how trash it is. I wish they would just remove it.
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On August 30 2013 15:26 ETisME wrote: I remember destiny tried a build to have overseer constantly contaminating the cybercore to delay warp gate tech and just flood units in. sadly it didn't really work though
destiny also used overlords as a bait. he baited out a greedy protoss army looking to kill the OL and just killed that army with lings.
destiny tried many things
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lol observer is amazing. its detection and vision and its invisible, map hacks for days! that being said, the fact that it is protoss' main form of mobile detection makes it feel especially fragile. Id be down to give observer blink if u give widowmines detection again lol
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On August 30 2013 15:49 Doc Brawler wrote: lol observer is amazing. its detection and vision and its invisible, map hacks for days! that being said, the fact that it is protoss' main form of mobile detection makes it feel especially fragile. Id be down to give observer blink if u give widowmines detection again lol
The observer is trash. It's about as invisible as a gateway is. It's much, much harder to find your own observers than it is to notice when your opponent's observers are near you. O, and since they they have no movement speed and everything 1 shots them, they instantly die once detection arrives. Also, if you turtle with swarm hosts behind static D, the obs detection range/sight needs to be about at least 2x what it currently is to even be remotely effective.
They may as well move the observer to the nexus and increase its build time. Not making probes or having continuous production out of a robo (units that actually kill things) is a lose/lose proposition. Gas is far, far too important in SC 2 to justify making the worst unit in the game when 2 observers could be a HT, instead. Or you could make a dt... kill something, force a scan and actually have a chance to get away alive, something that the observer has never done before. Making pylons in place of observers is 1000x better than the observer is. Pylons > observers for scouting. Sad. I don't know why they even cost supply.
I also love how dt harass is shut down now and it's impossible to snipe overseers because they're unnecessarily fast, simply because the balance team is lack luster and don't have the ability to directly balance the widow mine. If it's really that much of a rocket science to balance 1 unit... hire some rocket scientists. Stop wasting everyone's time. If protoss is ever too strong, how about nerfing us instead of buffing the other races. If you buff one thing that affects a mu that was balanced to begin with, you probably need a counter measure instead of just praying the next imbalanced thing won't be as much of a sore thumb that sticks out, so you can act like you have accomplished something instead of just substituting problems.
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DTs always were imba units balanced to a sideline due to easy access to detection.
Edit:
Thanks to above post, I believe in DK. Man is a genius! In buffing Overseer speed, he simultaneously buffed contaminate play,nerfed DT openers in ZvP and buffed muta/ling/bling vs ZvT bio/mine!!
O_O
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On August 30 2013 16:37 playa wrote:Show nested quote +On August 30 2013 15:49 Doc Brawler wrote: lol observer is amazing. its detection and vision and its invisible, map hacks for days! that being said, the fact that it is protoss' main form of mobile detection makes it feel especially fragile. Id be down to give observer blink if u give widowmines detection again lol and since they they have no movement speed and everything 1 shots them, they instantly die once detection arrives. Also, if you turtle with swarm hosts behind static D, the obs detection range/sight needs to be about at least 2x what it currently is to even be remotely effective. They may as well move the observer to the nexus and increase its build time. Not making probes or having continuous production out of a robo (units that actually kill things) is a lose/lose proposition. Gas is far, far too important in SC 2 to justify making the worst unit in the game when 2 observers could be a HT, instead. Or you could make a dt... kill something, force a scan and actually have a chance to get away alive, something that the observer has never done before. Making pylons in place of observers is 1000x better than the observer is. Pylons > observers for scouting. Sad. I don't know why they even cost supply.
Sounds to me you're just a bit upset because you're super careless with your observers. Different races have different upsides, one of protoss' upsides is that you have the best static defense (and detection) in the game. Terran and zerg static detection only shoots air, sadly.
If I don't keep my overseers in the back, they instantly die too, because i'd be a-moving forward.
Observers have 11 sight range, which is bigger than any other unit in the game, use them that way. Observers have 1.9 base speed, which is upgraded to 2.8 speed when you decide to get the speed upgrade, that's faster than an unupgraded overseer.
So once again, your complaints are nothing but a byproduct of your reckless observer usage and your irrational wish to want advantegous race perks, of other races - ignoring your own advantegous perks.
Would you also mind, linking your sc2 profile? Here's mine http://eu.battle.net/sc2/en/profile/2240242/1/Kaluro/
On August 30 2013 16:37 playa wrote:Show nested quote +On August 30 2013 15:49 Doc Brawler wrote: lol observer is amazing. its detection and vision and its invisible, map hacks for days! that being said, the fact that it is protoss' main form of mobile detection makes it feel especially fragile. Id be down to give observer blink if u give widowmines detection again lol The observer is trash. It's about as invisible as a gateway is. It's much, much harder to find your own observers than it is to notice when your opponent's observers are near you
Hit the 'select all army' button and ctrl-click your observers, voila.. you just found all of your observers. You could even opt to jump to location for each one of them.
On August 30 2013 16:37 playa wrote:
I also love how dt harass is shut down now and it's impossible to snipe overseers because they're unnecessarily fast, simply because the balance team is lack luster and don't have the ability to directly balance the widow mine. If it's really that much of a rocket science to balance 1 unit... hire some rocket scientists. Stop wasting everyone's time. If protoss is ever too strong, how about nerfing us instead of buffing the other races. If you buff one thing that affects a mu that was balanced to begin with, you probably need a counter measure instead of just praying the next imbalanced thing won't be as much of a sore thumb that sticks out, so you can act like you have accomplished something instead of just substituting problems.
Interesting, your train of thoughts is. DT harass is shut down by scouting it in time and having static or dynamic detection at every base, in time. Even if you don't have detection at a base, 3 DTs will kill a base before an overseer is morphed, regardless.
If you honestly believe that a minor speed boost suddenly shuts down harassment, you must be playing in a really low league, where plays are not solid at all. Anyone who's aware of a DT thread, will have taken proper measures in masters> leagues.
Complaining that you can't take advantage of your opponents mistakes as heavily anymore, assuming they won't have proper detection up at every base, is questionable.. really questionable.
And the surprise effect of DTs will still be the same as it was, morphing takes equally long and one can assume an overlord would already be near a base where it's being morphed - since surprise DTs really only work during the earlier stages on 3-base.
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Surprise DT openings might not be affected too much (as they hit right as lair finishes or before), but what about DT harass in a macro game? For example if we get to a 4 base protoss situation? How would DTs fare with new speedseers?
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On August 30 2013 19:35 kaluro wrote:Show nested quote +On August 30 2013 16:37 playa wrote:On August 30 2013 15:49 Doc Brawler wrote: lol observer is amazing. its detection and vision and its invisible, map hacks for days! that being said, the fact that it is protoss' main form of mobile detection makes it feel especially fragile. Id be down to give observer blink if u give widowmines detection again lol and since they they have no movement speed and everything 1 shots them, they instantly die once detection arrives. Also, if you turtle with swarm hosts behind static D, the obs detection range/sight needs to be about at least 2x what it currently is to even be remotely effective. They may as well move the observer to the nexus and increase its build time. Not making probes or having continuous production out of a robo (units that actually kill things) is a lose/lose proposition. Gas is far, far too important in SC 2 to justify making the worst unit in the game when 2 observers could be a HT, instead. Or you could make a dt... kill something, force a scan and actually have a chance to get away alive, something that the observer has never done before. Making pylons in place of observers is 1000x better than the observer is. Pylons > observers for scouting. Sad. I don't know why they even cost supply. Sounds to me you're just a bit upset because you're super careless with your observers. Different races have different upsides, one of protoss' upsides is that you have the best static defense (and detection) in the game. Terran and zerg static detection only shoots air, sadly. If I don't keep my overseers in the back, they instantly die too, because i'd be a-moving forward. Observers have 11 sight range, which is bigger than any other unit in the game, use them that way. Observers have 1.9 base speed, which is upgraded to 2.8 speed when you decide to get the speed upgrade, that's faster than an unupgraded overseer. So once again, your complaints are nothing but a byproduct of your reckless observer usage and your irrational wish to want advantegous race perks, of other races - ignoring your own advantegous perks. Would you also mind, linking your sc2 profile? Here's mine http://eu.battle.net/sc2/en/profile/2240242/1/Kaluro/Show nested quote +On August 30 2013 16:37 playa wrote:On August 30 2013 15:49 Doc Brawler wrote: lol observer is amazing. its detection and vision and its invisible, map hacks for days! that being said, the fact that it is protoss' main form of mobile detection makes it feel especially fragile. Id be down to give observer blink if u give widowmines detection again lol The observer is trash. It's about as invisible as a gateway is. It's much, much harder to find your own observers than it is to notice when your opponent's observers are near you Hit the 'select all army' button and ctrl-click your observers, voila.. you just found all of your observers. You could even opt to jump to location for each one of them. Show nested quote +On August 30 2013 16:37 playa wrote:
I also love how dt harass is shut down now and it's impossible to snipe overseers because they're unnecessarily fast, simply because the balance team is lack luster and don't have the ability to directly balance the widow mine. If it's really that much of a rocket science to balance 1 unit... hire some rocket scientists. Stop wasting everyone's time. If protoss is ever too strong, how about nerfing us instead of buffing the other races. If you buff one thing that affects a mu that was balanced to begin with, you probably need a counter measure instead of just praying the next imbalanced thing won't be as much of a sore thumb that sticks out, so you can act like you have accomplished something instead of just substituting problems.
Interesting, your train of thoughts is. DT harass is shut down by scouting it in time and having static or dynamic detection at every base, in time. Even if you don't have detection at a base, 3 DTs will kill a base before an overseer is morphed, regardless. If you honestly believe that a minor speed boost suddenly shuts down harassment, you must be playing in a really low league, where plays are not solid at all. Anyone who's aware of a DT thread, will have taken proper measures in masters> leagues. Complaining that you can't take advantage of your opponents mistakes as heavily anymore, assuming they won't have proper detection up at every base, is questionable.. really questionable. And the surprise effect of DTs will still be the same as it was, morphing takes equally long and one can assume an overlord would already be near a base where it's being morphed - since surprise DTs really only work during the earlier stages on 3-base.
Lol... did you just randomly link your profile? If you care enough... I don't use an alias, I play on NA and I was GM last season... I don't make observers because I'm not that bronze league. If you're making observers, you either don't get it or you're one of the very few players that are as solid as Rain.
I only make essential observers. Which would be 1 in p vs z to monitor the main attack path. And 1 or 2 in p vs p to be safe against dts (mainly 1 to keep their observer off your army, though). In p vs t, I've recently tried making 1, every now and then, to monitor the main attack path... but really, unless they have widow mines or the ability to have cloaked ghosts out, I don't make them in that mu.
I don't care if I can see what's coming if I need an extra immortal or colossus to not die. Observers need a sight upgrade just as much as they needed one in BW, if not more, now. Makes no sense for that upgrade to be gone. If you can macro, at all, you can rarely justify the speed upgrade for observers. Maybe against cloaked ghosts. Observers aren't something you want to make. They're something you make when people force you to make them.
Say you wanted to scout your opponent's base, what's faster, a phoenix or an observer? What costs supply and will instantly die upon being spotted? If you want to scout tech, you use hallucination. If you want to spot for drops or something, you don't waste precious gas when you could have a pylon or another unit that is more expendable or provides a net gain, either way.
Name a unit that is easier to kill than an observer? The observer doesn't even have an attack. It's a unit that keeps having its role diminished, but the price is yet to reflect its true value -- which isn't much at all. I'd take 1 ht over 2 observers, any day. I'd take an extra immortal over 2 observers, too. If you wouldn't, I can only hope to play against you. Observers just aren't worth slowing your tech and/or upgrades down.
As for dts in p vs z. I'm not a fan of all-ins or expecting good players to roll over and die. You use them to get an advantage. You still need for them to be useful after you harass with them. If there is absolutely no way to snipe overseers, they can only make 1 and be free to do w/e. Bigger army for them and no way for you to stall to buy time to have an appropriate army. You don't want to make an archon, either. You're going to need force fields and what will it do? Just smash your force fields? You can already make a spore whenever you feel like it. I just don't think they need to be able to free win dt builds because of a unit terran has...
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