What people are complaining about is simply a matter of balance; sure, 100 energy might be too much, but if it is, it's gonna be balanced during the beta, it's not even an issue.
SC2 Armory Q&A Answers - Page 3
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lepape
Canada557 Posts
What people are complaining about is simply a matter of balance; sure, 100 energy might be too much, but if it is, it's gonna be balanced during the beta, it's not even an issue. | ||
Liquid`Jinro
Sweden33719 Posts
IMO, no to both, hence having it at 100 mana seems absurd. | ||
ReketSomething
United States6012 Posts
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Hyde
Australia14568 Posts
Imagine if you could hallucinate buildings, fake tech for 100 mana, that would be cool | ||
Klockan3
Sweden2866 Posts
On May 29 2009 22:13 FrozenArbiter wrote: Something I saw used for a different game was the "50% rule" (or something like that) - if hallucination was 50 mana would you think of it as overpowered? Would you always take it over psi-storm? IMO, no to both, hence having it at 100 mana seems absurd. Hallucination is not tied for energy with psistorm.... It is like, 100 medic energy is worth a lot less than 100 HT energy. On May 29 2009 12:09 Tsagacity wrote: Hallucination doesn't sound much better if you take into account that disruptors only have a maximum of 100 energy. That were like 100 versions ago, I think all casters have the normal template again. The deal with having 100 energy was when protoss could move energy around so for it to be balanced each casters energy had to be as worthwhile per point. So I guess it is 60 energy for force field, 100 energy for hallu and 200 energy on the unit. | ||
Retsukage
United States1002 Posts
On May 29 2009 22:13 FrozenArbiter wrote: Something I saw used for a different game was the "50% rule" (or something like that) - if hallucination was 50 mana would you think of it as overpowered? Would you always take it over psi-storm? IMO, no to both, hence having it at 100 mana seems absurd. Remember though that we now have dark pylons, and this type of hallu usage seems to be used as tricks to fake tech, so you can just have your dark pylons feed your temps energy for your hallucinations straight out of your base. | ||
Luddite
United States2315 Posts
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Tsagacity
United States2124 Posts
On May 30 2009 03:52 Luddite wrote: man muta harass seems more and more unstoppable. The idea of trying to take down 20 clumped mutas with ghosts is just laughable, and mutas come way before the thor would, right? The only chance they'd possibly have would be the hunter-seeker missile, and in the videos that looked REALLY slow and easy to dodge. The missile speeds up overtime and is impossible to dodge for the single unit targeted. The missile will at least force the zerg to spread his stack and quarantine the targeted one. | ||
Clow
Brazil880 Posts
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SWPIGWANG
Canada482 Posts
It is the fastest and cheapest air unit the protoss can get, and that is CRITICAL in any fights up a cliff as well as scouting. It mean protoss can safely go for the gate -> cyber -> citadel tech -> templar line safely, by scouting with an hallunicated phoneix to prevent cloak rushes and using it to spot tactically for shooting and blink. The ability to spot without getting stargate/robo means citadel with blink, charge and immortal tech is probably the standard choice. I see it as a lynch pin to protoss early aggression on cliffed maps. | ||
DeCoup
Australia1933 Posts
On May 30 2009 08:05 SWPIGWANG wrote: Actually, I think hallunication might be VITAL for the protoss, for one simple reason: It is the fastest and cheapest air unit the protoss can get, and that is CRITICAL in any fights up a cliff as well as scouting. It mean protoss can safely go for the gate -> cyber -> citadel tech -> templar line safely, by scouting with an hallunicated phoneix to prevent cloak rushes and using it to spot tactically for shooting and blink. The ability to spot without getting stargate/robo means citadel with blink, charge and immortal tech is probably the standard choice. I see it as a lynch pin to protoss early aggression on cliffed maps. You can only hallucinate protoss units, but observer is excluded. So yes you can get cliff view but no, you still need observers for detection. | ||
DeCoup
Australia1933 Posts
On May 30 2009 02:20 Klockan3 wrote: Hallucination is not tied for energy with psistorm.... It is like, 100 medic energy is worth a lot less than 100 HT energy. Both abilities are on the HT now | ||
Zato-1
Chile4253 Posts
On May 30 2009 09:16 DeCoup wrote: You can only hallucinate protoss units, but observer is excluded. So yes you can get cliff view but no, you still need observers for detection. Detection won't be as much of an issue vs. Terran. Unless the Terran goes Banshees (which you should be able to scout with hallucinated phoenix), the worst he can throw your way that requires observers are ghosts. And honestly- I can't see Ghosts being anywhere near as big of a threat to your army as Spider Mines are in SC1. Vs Zerg, though... I guess burrowed ambushes are certainly big enough of a concern to warrant observers. Since you can get it so early on (do you even need to research Hallucination on a Disruptor? It might be its base spell), Hallucination might end up being a powerful scouting tool. | ||
Mykill
Canada3402 Posts
TvZ seems incredibly imbalanced. | ||
GogoKodo
Canada1785 Posts
On May 31 2009 08:29 Mykill wrote: Q3 makes mutas seem like useless units. TvZ seems incredibly imbalanced. I probably shouldn't even respond to you since every time I see a post like yours I get all mouth frothy. Maybe mutas will end up being the only useful unit against Terran. We just don't know yet. We don't know how fast the final speed of the hunter missile will be. We don't know what the final cost of mutas, ghosts, hunter seeker upgrade (if it is one), etc etc etc. Please stop talking about balance in such overgeneralized ways for a game that is not yet in beta and where things are still up in the air. | ||
LaughingTulkas
United States1107 Posts
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