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On May 24 2014 06:37 WellCrap wrote: I wish they would make it so you can still abuct friendly units, ultralisk harass was really fun with vipers, even if it only happens 1/10000 games. meh. elevator it ith an overlord. ventral sacks costs about the same as a viper
and you can even abduct the overlord if you really want to be crazy
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On May 24 2014 05:34 Saechiis wrote:It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.
Ultras aren't restrained by forcefields not because they have the frenzied ability, but because they're massive units. Same goes with colossi, archons, thors, etc.
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On May 24 2014 06:51 Nebuchad wrote: I predict terrans start bitching again in... 4 days Like this patch is gonna fix anything.
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On May 24 2014 09:31 imrusty269 wrote:Show nested quote +On May 24 2014 06:51 Nebuchad wrote: I predict terrans start bitching again in... 4 days Like this patch is gonna fix anything.
It will certainly be helpful against mutalisks and high templars to really get that knowledge of the brood lord not being abductable going
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On May 24 2014 09:31 imrusty269 wrote:Show nested quote +On May 24 2014 06:51 Nebuchad wrote: I predict terrans start bitching again in... 4 days Like this patch is gonna fix anything.
Ah, only a couple of hours then.
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I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats... Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role... I dont get it
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^^^ Abduct works on tanks, medivacs, vrays, immos, msc. Vipers have blinding cloud, which is stupidly good. Abduct shouldn't pull Thors/BLords/Colossus. They should just make Massive immune to abduct. . .
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On May 24 2014 10:02 buchaa wrote: I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats... Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role... I dont get it Just steal the build when the Koreans are using it.
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Wierd that you can still build hellions and hellbats seperately. Can't build air vs ground mode vikings or different weapon thors
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On May 24 2014 05:43 GinDo wrote:Show nested quote +On May 24 2014 05:39 Swisslink wrote:On May 24 2014 05:38 GinDo wrote: IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.
Seems like a cleaner fix IMO That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo. The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH! No I'm saying that you make Massive = Frenzy And then remove Massive tags from collosi and other units. Chillax
Then you nerf anything else that has +bonus damage v massive.
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Could mind controlling Brood Lords ever become something Zergs will wish they had the ability to do?
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On May 24 2014 10:02 buchaa wrote: I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... that's the point. now it's not an upgrade and you can do it for free since you build an armory in every matchup anyway. investing in an earlier armory isn't as bad as investing in a useless upgrade
On May 24 2014 10:02 buchaa wrote:Against protoss you still need blueflame to make any use of hellbats... it's not a tvp patch
On May 24 2014 10:02 buchaa wrote:Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role... I dont get it i don't see what tanks have to do with it. you will be able to use the hellbats to drop or put them with your bio push. time will tell whether it makes a difference or not, but having a bunch of hellbats is definitely better than hellions in midgame tvz
this will also encourage terrans to be more cautious with their hellions so they can save them later instead of desperately trying to make them useful by going for risky mineral line runs that get the hellions surrounded and completely fuck terran's map control
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I hope gglords replace boring hosts as the zerg late game unit of choice. I mean, I wish ultralisks were used more but I don't see that happening...
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On May 24 2014 11:13 Shinespark wrote: I hope gglords replace boring hosts as the zerg late game unit of choice. I mean, I wish ultralisks were used more but I don't see that happening... what matchup are you talking about? zvz? swarm hosts aren't the unit of choice in zvz and the brood lord patch doesn't affect zvt or zvp at all
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On May 24 2014 11:14 Waise wrote:Show nested quote +On May 24 2014 11:13 Shinespark wrote: I hope gglords replace boring hosts as the zerg late game unit of choice. I mean, I wish ultralisks were used more but I don't see that happening... what matchup are you talking about? zvz? swarm hosts aren't the unit of choice in zvz and the brood lord patch doesn't affect zvt or zvp at all Actually, you're right. I dunno what I was thinking. I mean, what I was actually thinking was, "I wish people didn't make swarm hosts in any matchup" But yes, you're right, if this patch makes brood lords show up more in ZvZ then I'm for it But god forbid brood lord vs brood lord (Sniper vs Hyun lol)
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Making my 8 harass/map control hellions into hellbats for the first push hasn't failed to net me a lead thus far (diamond tvz). I really like having something real meaty like that up my sleeve for threatening the third or putting them heavily economically behind. Pair 8 hellbats with 20 supply of 1/1 stim bio and the ability to lift the bio away to safety. No lair tech ready so the stim+mine+medivac push 11:00-12:00 is more deadly. I'm absolutely loving this change TvZ.
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On May 24 2014 10:02 buchaa wrote: I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats... Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role... I dont get it
Big difference between blueflame hellbats and hellbats wihtout blue flame. Seems possible that you may end up researching blue flame quite early in this matchup to go with the first hellion/hellbat/marine/medi push.
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Even though a mothership can't really frenzy, maybe just make it "too f*cking big to abduct" and all is fine
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When playing mech, I like to hellion harass since hellbats are slow. With this, just drive the hellions outside their base and walk in with more firepower. It won't always work better, since workers can run away, but hellbats can still do some things much better, like killing zealot warp ins. Hellions require a ton of micro to do that and there's a good chance you'll want to prioritize something else.
And of course, it would be nice to have 6 hellbats in TvZ as a reward for keeping hellions alive. Hellions again require micro and damage over long intervals and are not as good as hellbats in a straight up fight most of the time.
I would feel more comfortable with hellions against DTs, as you really can't fight those carelessly in even, small numbers. Some Protosses are really good at escaping with DTs too.
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The original frenzy apparently prevents the Ultralisk from being snared, stunned and/or mind controlled. Which means that the only 3 abilities that the ultralisk was immune to would be Thor's 250mm strike cannon, neural parasite and fungal growth.
Frenzied - Liquipedia SCII
Now that bliz says that "Frenzied is changed to also be immune to movement altering abilities", I guess the list now expands to time warp and abduct? (Both abilities were only introduced in HotS) I guess it would not only help vipers, but also help ultralisks now that it can now go through time warp with ease and attack protoss more efficiently? (The fact that immortals rape ultralisks still doesn't help though).
Concussive shell and Forcefields are not applied to massive units (forcefields are broken by massive units) which is why frenzied didn't include those initially, but I guess now they are under "movement altering abilities" now.
So I guess now broodlords can be viable in ZvZ now that it can't be abducted? Doubt it will affect any other matchup as Protoss and Terran doesn't have any movement altering abilities that affect air units.
Also about the mothership, while I find that it being abducted/mind controlled is silly, I think that the whole unit itself is quite useless for now. I find mothership core more useful than it. That unit needs a complete redesign.
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