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TBH thought this was addressed and executed quite a while ago.. Why the conversation/thread this late now.. ?
Nevertheless - I like the change a lot.. ofc the problem is if this gets a huge side-effect in ZvP for Zerg being able to dart in, snipe Obs and dart-out, or even better - make DTs practically useless late-game..
Still think that if anything - Widow-Mine needs to go under some changes TBH though.. Both for the sake of ZvT, as well as TvP
And ofcourse:
3.75 is the movement speed of Oracle.. It's fast, but not Super-fast, not like the Hellion or Phoenix or Speedling for example..
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It's funny how people are balance whining, even though Blizzard only went through with the most conservative change possible 
It's only an upgrade, and it WILL help against 4M, because it's much easier to run away from stimmed marines/jump out of WM range.
As they stated earlier, the increased survivability of overseers means zergs aren't constantly re-morphing them as they are inevitably sniped when the faster muta flock veers away
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I think something like 3.25 would be better but whatever
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I'm generally no fan of Zerg but this speed buff I feel was totally needed (if not something else). I like that they're taking the incremental approach here. Blizzard balance changes haven't always felt all that smart every time but I think this was the right way to go with the current state of ZvT (true top tier Terrans... are just so ridiculously good at that matchup. honestly every single Zerg would really really struggle to beat any of them in like a bo7 these days, that's a fact).
The most interesting thing for me is how this will affect ZvP... scouting potential definitely increases, early game, and later. Since overseers will be easier to keep alive Zerg will retain them more, spend a few less resources, and be able to pick off observers easier...
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still need zerg 3/3 upgrades available on lair tech (or maybe require infestation pit). that's the only thing I could see having a real effect right now without making drastic changes.
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I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.
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On August 27 2013 08:35 IcED Bk wrote: I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts. definitely true but doesn't necessarily mean it's going to be game-breaking or anything at all. time to adapt and see how things play out. yeah it's also interesting that this should help a decent bit against DT harass.
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On August 27 2013 08:35 IcED Bk wrote: I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.
Just...no. Zerg rarely researches overlord speed against protoss let alone early enough to impact the scouting of Protoss' first tech choice.
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On August 27 2013 08:35 IcED Bk wrote: I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.
Not really. It isn't like the Zerg is going to quickly tech to lair and get the speed upgrade for the quicker scouting early on (when it matters most) and in the later stages Protoss usually has phoenixes or blink stalkers which can easily kill these.
Hell, even if the zerg did rush these, a lot of protoss players have caught on to the strength of stargate tech in HotS so they'd still have a few phoenixes out in time.
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I can't catch those fucks with my stalker as it is lol but seriously will affect pvz the most seems like a good minor change to me
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seems good but hard for pvz? will have to see
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Good call on the incremental changes. I support this line of thinking.
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Actually pretty big speed boost. Dunno if it will do much.
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Someone said this before but it is something I really feel is worth mentioning again: EMP shells upgrade for siege tanks in techlab. Gives tanks a +X damage bonus (while sieged) against shields, say 10 damage. Immortal will still be a counter but atleast it won't shut them down completely.
OT. I'm glad they didn't change the widowmines. As a zerg I think it's fun to micro against them and I like (to a certain degree) to be punished for sloppy micro. I wish swarmhost was more effective against terran bio so I could clean up big minefields with locusts though.
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maybe zerg should just start without fog at all, not much difference
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Russian Federation4295 Posts
On August 27 2013 07:01 blade55555 wrote: This change won't change zvt at all lol. Imo a good one would be allowing research of 3/3 after starting infestation pit. I don't see how it would be imbalanced at all considering protoss and terran only have to make 1 more building to start 2/2 and 3/3 (twilight for toss, armory for terran). Different races are different. Terrans need one building (Armory 150/100/65s) for 2/2 and 3/3 upgrades, Protoss is similar - 150/100/50. Zergs need one "building" too for 3/3 upgrades - Hive for 250/150/100s, which also allows other things too, like broods and ultras.
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Russian Federation4295 Posts
On August 27 2013 08:35 IcED Bk wrote: I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts. Protoss can scout Zergs easily with:
• mammacore with giant vision radius • hallucinations, especially fast and for free aka Phoenix hallucination • observer • oracles when harassing • real phoenixes
So 22% faster Overseer is ok
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only crappy part is that overseers will have reign over Protoss bases Contaminating all my robos
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Or why not give the old infestor it's neural parasite range back and decrease energy cost. Make it so it can't target massive units and suddenly mines can be turned against the bio.
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On August 27 2013 09:06 SigmaoctanusIV wrote:only crappy part is that overseers will have reign over Protoss bases Contaminating all my robos 
If only contaminate wasn't 125 energy a pop
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