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On November 11 2014 13:51 GenesisX wrote:Show nested quote +On November 11 2014 13:28 pure.Wasted wrote:On November 11 2014 13:00 Uvantak wrote:On November 11 2014 12:45 Xiphos wrote:On November 11 2014 08:57 Garbels wrote: I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min. Can you share the math behind this calculation please? There you go: 12 Supply workers in construction. ![[image loading]](http://i.imgur.com/dSNvjmw.jpg) 12 Supply workers get out of cocoon. ![[image loading]](http://i.imgur.com/7KXnmHK.jpg) This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft. Could you please explain how what the pictures show is bad for the game? Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow. Sorry but isn't it the complete opposite? 12 worker start => rushes and opponent's units come out faster, while overlord is still lagging behind at the base It also implies the natural will be done sooner etc I think we will have to sit and see how it goes.
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On November 11 2014 14:34 Seed wrote: RIProtoss 힘내세요~
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On November 11 2014 13:20 mishimaBeef wrote: "the early game dead time is an important part of Starcraft"
How so? Mind games? It lets casters talk about Pokemon!!
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12 pool = cheese... nowadays ^^
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On November 11 2014 17:00 y0su wrote:Show nested quote +On November 11 2014 13:20 mishimaBeef wrote: "the early game dead time is an important part of Starcraft"
How so? Mind games? It lets casters talk about Pokemon!! I might not hear Tastosis talking about bad movies and stupid things ever again.
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Northern Ireland281 Posts
ach the overlord delay on that first scout looks pretty horrible. guess we'll just have to use a drone now, for the initial look around. which is fair enough i guess.
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On November 11 2014 19:33 Tzyx wrote: ach the overlord delay on that first scout looks pretty horrible. guess we'll just have to use a drone now, for the initial look around. which is fair enough i guess. I also don't see what is the big problem with this, some of the pros use Drone scout already and I guess this will just become new standard.
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can you put all the showmatch on the OP plz?
tnx
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they should totally buff gateway units so protoss can actually fight against drops on multible bases
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On November 11 2014 15:04 ETisME wrote:Show nested quote +On November 11 2014 13:51 GenesisX wrote:On November 11 2014 13:28 pure.Wasted wrote:On November 11 2014 13:00 Uvantak wrote:On November 11 2014 12:45 Xiphos wrote:On November 11 2014 08:57 Garbels wrote: I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min. Can you share the math behind this calculation please? There you go: 12 Supply workers in construction. ![[image loading]](http://i.imgur.com/dSNvjmw.jpg) 12 Supply workers get out of cocoon. ![[image loading]](http://i.imgur.com/7KXnmHK.jpg) This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft. Could you please explain how what the pictures show is bad for the game? Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow. Sorry but isn't it the complete opposite? 12 worker start => rushes and opponent's units come out faster, while overlord is still lagging behind at the base It also implies the natural will be done sooner etc I think we will have to sit and see how it goes.
Your natural will not be done sooer relative to your oponents state. Your Overlord is just going to be late. In hots on some 2p maps the OL will be around his natural by the time his marine comes out. In lotv he will be in the middle of the map(a little bit further on the opponents side) meaning he wont reach the natural safely. Ofcourse this depends alot on the maps and the opener people choose. So yes we will have to see. We just wont see with our overlords.
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after watching the showmatches: cyclones are imba. much more imba than warhounds
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On November 11 2014 19:35 Ramiz1989 wrote:Show nested quote +On November 11 2014 19:33 Tzyx wrote: ach the overlord delay on that first scout looks pretty horrible. guess we'll just have to use a drone now, for the initial look around. which is fair enough i guess. I also don't see what is the big problem with this, some of the pros use Drone scout already and I guess this will just become new standard. Yup. The 12worker is amazing because it allows you to send a drone out immidiatly wihout big economic drawback. Proxy barracks will now have to rely on the opponent not scouting at all. Also the random part of 3-5spawn maps gets decreased if you can scout from the get go but people still have to open with depot/pylon. Early pooling is weaker because 12pool still only produces 6zerglings but the opponent now has many more workers to fight them.
It's an amazing change and headstarts the game out of the phase where playing blind is on average better than playing strategically well.
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On November 11 2014 19:45 29 fps wrote: after watching the showmatches: cyclones are imba. much more imba than warhounds
Which is, again, not the point. They weren't trying to show a balanced game at all, they were trying to show new units.
The more interesting question is: Can the Cyclone design improve the game or is it just overall bad design and can never be done right? Thats what you should try to answer. Saying "it's imba" doesn't do anything.
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On November 11 2014 19:45 29 fps wrote: after watching the showmatches: cyclones are imba. much more imba than warhounds The WH was an a-move unit. They cyclone is not. The core is the design, the stats can be adjusted. U don't have to worry about anything regarding the cyclone's stats.
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On November 11 2014 19:41 Garbels wrote:Show nested quote +On November 11 2014 15:04 ETisME wrote:On November 11 2014 13:51 GenesisX wrote:On November 11 2014 13:28 pure.Wasted wrote:On November 11 2014 13:00 Uvantak wrote:On November 11 2014 12:45 Xiphos wrote:On November 11 2014 08:57 Garbels wrote: I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min. Can you share the math behind this calculation please? There you go: 12 Supply workers in construction. ![[image loading]](http://i.imgur.com/dSNvjmw.jpg) 12 Supply workers get out of cocoon. ![[image loading]](http://i.imgur.com/7KXnmHK.jpg) This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft. Could you please explain how what the pictures show is bad for the game? Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow. Sorry but isn't it the complete opposite? 12 worker start => rushes and opponent's units come out faster, while overlord is still lagging behind at the base It also implies the natural will be done sooner etc I think we will have to sit and see how it goes. Your natural will not be done sooer relative to your oponents state. Your Overlord is just going to be late. In hots on some 2p maps the OL will be around his natural by the time his marine comes out. In lotv he will be in the middle of the map(a little bit further on the opponents side) meaning he wont reach the natural safely. Ofcourse this depends alot on the maps and the opener people choose. So yes we will have to see. We just wont see with our overlords. Of cause, but having the base sooner means you can prepare reactively easier as well. I know what you are saying though, but a change like this big may just reset the meta and define a new "standard" opening
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Northern Ireland281 Posts
On November 11 2014 19:35 Ramiz1989 wrote:Show nested quote +On November 11 2014 19:33 Tzyx wrote: ach the overlord delay on that first scout looks pretty horrible. guess we'll just have to use a drone now, for the initial look around. which is fair enough i guess. I also don't see what is the big problem with this, some of the pros use Drone scout already and I guess this will just become new standard.
I guess i always found my first overlord the most useful for scouting. Without that I guess he'll just hang out at the base, pretending to be a supply depot with all the other brains :D
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On November 11 2014 07:10 Hider wrote:Show nested quote +It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill. Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably. But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".
How was Collosus changed ?
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your Country52797 Posts
On November 11 2014 20:20 ReMinD_ wrote:Show nested quote +On November 11 2014 07:10 Hider wrote:It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill. Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably. But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed". How was Collosus changed ? The range was reduced from 9 to 8 iirc
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Isn't their design philosophy to just create really cool units, then strip them of all the joy and impact they might have, making them pretty bland in the process? Just asking
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