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Sweden33719 Posts
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Q: What is this thread?
A: General purpose, SC2 discussion thread.
Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A question you are sure is super common but can't find the answer to via searching? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
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Hmm why not first post here. Obviously this wouldn't warrant a thread just in itself(one tiny balance fix, it would get closed right away) but I feel it would help stabilize the game without making zerg OP.
Letting the Queen have like a spell that temporarily stuns a unit for 3(haven't decided exact time, maybe just one second?). Perhaps the queen emits some acid stuff that roots the unit to the ground. This could help stop with reapers and especially blue flame helions. I'm thinking low time for stun so then you can still do those strats, but give zerg more of a chance. For example this will make it so with sufficient micro then zerg can stun the helions, try to quickly get a surround, and try to take care of that. But for example you might even need to make an extra queen just for all that. Perhaps 50 Energy for one stun thing?
I'd just like to hear thoughts on that idea.
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Wouldn't that just encourage harass off creep? As soon as the queen is on normal ground, any of those units can kite away from her radius and go in for the drones.
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Hey guys! I was thinking today about the whole orbital command/planetary fortress dichotomy and ended up wondering when it would be better to ignore the obvious economic benefits of the orbital command and go for the security of the planetary fortress. Is there a point where the benefits of the orbital command stop adding up? Are there certain matchups where the terran lack of mobility calls for the aid of the planetary fortress? I don't have a ton of experience so what do you all think?
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Generally it's standard to have Orbital Commands at your Natural and Main. Usually the mules and scans from there will keep you covered econ wise. Then, "feel free" to make my third (depending on where it is) a Planetary Fortress. They're highly situational, if the expansion isn't exposed or likely going to be under threat from the enemy, I wouldn't bother.
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Good idea Pandain. Maybe the spell only works on creep too. The creep reaches up and ensnares a single unit for a brief time, but does not work on massive units. 50 energy seems a little high though.
Edit: reread your post and realize you're suggesting AoE, hence the greater cost
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Does reporting hackers actually get them banned?
I hate hackers >=[. If you see user Ares, make fun of him for hacking.
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I came across a thread that contained vods of ONLY diamond level play. Does anyone know where it is???? I don't remember
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are the changes mentioned in situation report 1 the only balance changes that are being implemented in 1.1, or may there be more?
and did blizzard ever announce when they will add chat channels apart from "soon"
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On September 07 2010 05:59 opkoad wrote: Good idea Pandain. Maybe the spell only works on creep too. The creep reaches up and ensnares a single unit for a brief time, but does not work on massive units. 50 energy seems a little high though.
Edit: reread your post and realize you're suggesting AoE, hence the greater cost
Lol I wasn't suggesting AoE but that's an idea. Except I think then it would be too OP and even queens would be INCREDIBLY useful in other situations. For example, it's basically a diminished form of Fungal Growth.
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On September 07 2010 03:42 Pandain wrote: Letting the Queen have like a spell that temporarily stuns a unit for 3(haven't decided exact time, maybe just one second?). Perhaps the queen emits some acid stuff that roots the unit to the ground. This could help stop with reapers and especially blue flame helions. I'm thinking low time for stun so then you can still do those strats, but give zerg more of a chance. Switch the spells: Transfusion -> Infestor /// Fungal Growth -> Queen. Would be great.
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On September 07 2010 09:25 figq wrote:Show nested quote +On September 07 2010 03:42 Pandain wrote: Letting the Queen have like a spell that temporarily stuns a unit for 3(haven't decided exact time, maybe just one second?). Perhaps the queen emits some acid stuff that roots the unit to the ground. This could help stop with reapers and especially blue flame helions. I'm thinking low time for stun so then you can still do those strats, but give zerg more of a chance. Switch the spells: Transfusion -> Infestor /// Fungal Growth -> Queen. Would be great.
Seems silly. The infestor is a great unit because it can cast FG, If you switched those around you would get some sort of creep highway Queen timing push that would be unstoppable.
Zerg players seem to be doing better against reaper harass in the games I've been watching recently.
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On September 07 2010 09:32 404.Half wrote: If you switched those around you would get some sort of creep highway Queen timing push that would be unstoppable. Yeah, that's the main problem - queens should remain defensive unit, by design. But also fungal growth could lose/reduce its damage element, just stun. Meanwhile, Infestors now have ITs for pure offense, so they don't need FG as much as before, while all mid-late game would benefit if Transfusion was on combat caster, rather than queens.
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No, you really REALLY need FG for mid-late to efficiently fight large balls of smaller units, especially holding terran bio still so you can baneling kersplode them. It really just belongs on the infestor imo.
I suppose a single target stun on the queen would be neat, but if you didn't take anything off, it'd be a 4th spell, which is pretty non-standard for casters currently.
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I strongly disagree with switching the spells. Fungal growth is not only an incrediabbly useful spell vs. MMM and other builds in general, Infested Terran has not yet been proven to be a good "replacement" for getting rid of it.
So I wouldn't say an AoE spell for the queen, just one unit. Some things I was thinking: 1. Would promote the use of an extra queen vs. Helion things. 2. Might promote the "anti micro" which prohibits true control(such as the spell Forcefield and fungal growth) 3.4 queens would probably become more common(aka 1 for creep, one for the unamed queen spell.)
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Will bnet2.0 implements an automated tournaments like in wc3? it would be great plus blizzard can add new achievements and portraits for it.
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Not sure if this has been discussed before but it seems bringing back consume would be really useful for zerg. Lets say its researched from the infestation pit instead of Pathogen Glands and it applies to both the infestor and the queen, you suddenly increase the possibilities for zerg. After this suddenly infestors and queens become even more valuable due to capability to do multiple fungals, transfuses or laying down lots of creep tumors really fast at the cost of zerglings. Also gives zerg the really hive mind feel where smallers units are fodder for larger ones. Don't know why blizz removed it in the first place...
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Q: Due to the viability of 1.1.1 builds on terran, and even sometimes protoss, along with the denial of scouting in these matchups, would it be best to build both a hydralisk den and a spire in the mid-game or simply focus on one while teching to hive and eventual ultralisks?
Similarly, especially in the ZvP matchup, what can a zerg player do against fast stargate play? Especially with many phoenix's, since zerg needs to get to Lair tech before any realistic anti air measures can be applied, it seems like the protoss is almost too safe going into fast phoenix play. It denies overlords any scouting ability, it harasses very easily and is very difficult to stop without infestors (which are very squishy and must build energy), and all the while it allows protoss to expand easily and transition into a stronger warpgate push.
Ive tried to fight this protoss stargate build many times but I feel the only solution is hydralisks and infestors in the midgame. It is unfortunate that a few phoenix off 1 stargate (4-7) may trigger such a huge response but keep in mind that a zerg player such as myself, denied scouting, is very afraid of a large warpgate push following the phoenix harass. I believe the phoenix harass buys far too much time for the protoss while the zerg must remain defensive. So, im asking how other zergs, or maybe protosses who execute this build, might counter.
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Hey is there a place where I can check my win rates vs. other races?
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On September 07 2010 19:49 whatusername wrote: Hey is there a place where I can check my win rates vs. other races? If you didn't save your replays, then probably no. But you can load all replays you have saved in sc2gears, and it will compute all stats for you, even on maps, build orders etc.
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