The sieged tank harassment seems pretty strong too, unless you have fast and effective anti-air... maybe they could change it so that the attack cooldown is reset when the tanks are unloaded? If there was a little delay between unloading and firing, I think counter-micro would be a lot more effective and the units would work more like a reaver in a shuttle.
On November 11 2014 19:50 Tzyx wrote: Swarm Hosts should spawn larva instead of those mental locusts lol, there'd be a use for them then
This is actually a really cool idea! The host could be a little bit more expensive and work as a portable hatchery, which would make zerg proxied reinforcements a thing. Or maybe you could load it up with already existing units and catapult them out over a wall of forcefields, up a ramp or behind an army to create a surround.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I like the idea of buffing the Sentry, FFs are less of a show stopper and for a 100 gas that needs to mean a little more these days. Zealots still seem deficient to me; Zealot Charge is anti-micro and BW Legs were way better to watch. Baseline Zealots were faster in BW too, actually making the basic unit dynamic a little more balanced that it's ever been in SC2.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I like the idea of buffing the Sentry, FFs are less of a show stopper and for a 100 gas that needs to mean a little more these days. Zealots still seem deficient to me; Zealot Charge is anti-micro and BW Legs were way better to watch. Baseline Zealots were faster in BW too, actually making the basic unit dynamic a little more balanced that it's ever been in SC2.
The sentry seems fine to me. Their FFs are still useful in some situations but not seen everytime, and they provide an ability to scout that is imo unmatched by the other races (hallucinated phoenix). As for Zealot's charge I would love to see it as a manual ability
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I like the idea of buffing the Sentry, FFs are less of a show stopper and for a 100 gas that needs to mean a little more these days. Zealots still seem deficient to me; Zealot Charge is anti-micro and BW Legs were way better to watch. Baseline Zealots were faster in BW too, actually making the basic unit dynamic a little more balanced that it's ever been in SC2.
Maybe the upgrade could just affect their regular speed, but to a greater extent, making the zealots about as quick as DT:s when their speed change was being considered. With some more health as well for the unit, we could see some interesting micro on both ends, not allowing the zealots to get super close and good surface area without any control from the protoss.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I like the idea of buffing the Sentry, FFs are less of a show stopper and for a 100 gas that needs to mean a little more these days. Zealots still seem deficient to me; Zealot Charge is anti-micro and BW Legs were way better to watch. Baseline Zealots were faster in BW too, actually making the basic unit dynamic a little more balanced that it's ever been in SC2.
Maybe the upgrade could just affect their regular speed, but to a greater extent, making the zealots about as quick as DT:s when their speed change was being considered. With some more health as well for the unit, we could see some interesting micro on both ends, not allowing the zealots to get super close and good surface area without any control from the protoss.
If I remember correctly when they made sure that charging zealot did at least one hit to kiting units, their rationale was to avoid having the zealots kited to death by marauders with the protoss player absolutely unable to do anything. IMO they fixed it in a bad way (making sure the Zealots hit once, but still not requiring any action from the P side). But with your suggestion, I can only imagine the frustration of a protoss player seeing his zealot tank getting kited to death withouth landing a single blow...
On November 09 2014 01:42 Tzyx wrote: Is there a vod for the other showmatches or was the TvZ the only one so far?
Even though it isn't on English, it is much better than the first one in my opinion. Showing some crazy stuff.
Uugh. Swarmhosts are much worse now. How is a Zerg supposed to deal with the protoss death ball without them? I'd like to see flying locusts be able to attack from the air, and/or hit air units.
Lurkers also seems kinda useless. Hopefully Blizzard buffs some things. Oh and ravagers are completely useless vs anything that can move. I can see them useful for breaking static D though.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I like the idea of buffing the Sentry, FFs are less of a show stopper and for a 100 gas that needs to mean a little more these days. Zealots still seem deficient to me; Zealot Charge is anti-micro and BW Legs were way better to watch. Baseline Zealots were faster in BW too, actually making the basic unit dynamic a little more balanced that it's ever been in SC2.
Maybe the upgrade could just affect their regular speed, but to a greater extent, making the zealots about as quick as DT:s when their speed change was being considered. With some more health as well for the unit, we could see some interesting micro on both ends, not allowing the zealots to get super close and good surface area without any control from the protoss.
If I remember correctly when they made sure that charging zealot did at least one hit to kiting units, their rationale was to avoid having the zealots kited to death by marauders with the protoss player absolutely unable to do anything. IMO they fixed it in a bad way (making sure the Zealots hit once, but still not requiring any action from the P side). But with your suggestion, I can only imagine the frustration of a protoss player seeing his zealot tank getting kited to death withouth landing a single blow...
Well, the higher movement speed would also mean that zealots move quicker while affected by concussive shell. Sure, they would still be kiteable, but also better at escaping marauders, since the charge doesn't help out when you're running away from units, rather than towards them.
I'm reluctant on Carrier's future viability, it just sounds great on paper and even if it is broken, it will be the first unit to be reverted to its original form and left to rot. The Immortal verdict is still out but something tells me a "strong passive" changed to a "middling active" might be a nerf, and it's another spell for Protoss which already has to manage so many spellcasters.
The Carrier seems ridiculously good now. Why be reluctant about its viability when it has clearly been buffed? I'm on the fence about Immortals too, but I think overall its a decent change. The only thing that concerns me is that in the changes video, clearly all 4 of those Immortals were going to die. Against what, 6 tanks? If that's true, that's horrible, but I'm willing to wait and see. And Protoss isn't the only race to get new abilities. Herc and Ravager are activated abilities too.
Protoss is already referred to as an a-move race, and while that reputation isn't really deserved, it would be wrong to pretend that another spellcaster is a burden.
The Carrier is also infrequently seen in games due to its inaccessibility and riskiness. My original point is that Protoss got all these early to mid game nerfs, opponent buffs, plus the economy is accelerated leaving Protoss further in the dust. Now is a perfect opportunity to revamp the Gateway units.
How about a stasis ability for the carriers to counter mech and give the unit another function, apart from diverting fire from thors and possibly cyclones? The sentry could be buffed a little when it comes to health and damage too, in order to make gateway compositions stronger in smaller numbers/when forcefields get broken by ravagers.
I like the idea of buffing the Sentry, FFs are less of a show stopper and for a 100 gas that needs to mean a little more these days. Zealots still seem deficient to me; Zealot Charge is anti-micro and BW Legs were way better to watch. Baseline Zealots were faster in BW too, actually making the basic unit dynamic a little more balanced that it's ever been in SC2.
Maybe the upgrade could just affect their regular speed, but to a greater extent, making the zealots about as quick as DT:s when their speed change was being considered. With some more health as well for the unit, we could see some interesting micro on both ends, not allowing the zealots to get super close and good surface area without any control from the protoss.
If I remember correctly when they made sure that charging zealot did at least one hit to kiting units, their rationale was to avoid having the zealots kited to death by marauders with the protoss player absolutely unable to do anything. IMO they fixed it in a bad way (making sure the Zealots hit once, but still not requiring any action from the P side). But with your suggestion, I can only imagine the frustration of a protoss player seeing his zealot tank getting kited to death withouth landing a single blow...
Well, the speed should be adjusted with concussive in mind or partial snare resistance where Zealots slightly gain on a kiting Marauder but he can escape with full retreat on Stim.