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On September 22 2011 00:50 Skyro wrote:Show nested quote +On September 22 2011 00:38 Big J wrote:On September 22 2011 00:29 Skyro wrote:On September 21 2011 23:57 EmilA wrote: I can't believe the ignorance of people who think immortal range won't matter because they're now in line with stalkers. How about not a-moving everything and scooting a bit instead ._. Tell me about it. Immortals never have been an "a-move" type of unit. You always want to focus fire armored unit with your Immortals, and the range buff will have a significant effect on its ability to do so. Look at the Roach range buff and its effect on Roach usability. Now I realize that's not the best comparison due to Roach being more of a core unit and the Immortal more of a support unit, but it's a pretty big buff. well, blizzard always wanted the immortal to be this kind of core unit and there is a comment from them, where they said that they don't like how immortals didn't overtake the Dragoons role and are rather only built due to their AntiArmorRole instead of their beefiness in the frontline. And to be honest, I think Protoss still haven't experimented enough with Immortalstyles due to Colossi being SO popular and easy to play/time. You know I've heard people refer to some quote from Blizzard about Immortals a few times but I've never seen it. Can you link it? I don't really see how you can make the Immortal a core unit when it comes from a tech structure and has a fairly significant training time. Protoss seems very clearly defined in that gateway units = core and tech structure units = support.
sry, can't find it again. But what Im refering to was basically a blizzard comment on Immortals not working out as core unit like they were intended, Overseers only being used as "glorified scouts" and thus there might be units that get replaced in HotS... It was a huge discussion in the general forum, but as said, I don't know the threads name again and can't find it right now :S
On September 22 2011 00:58 BeeNu wrote: well, Immortals used to be spawned from the Gateway which made more sense to me. But, then again to have Colossus as the only attacking unit you could build from a Robo seems a bit silly.
I think that they changed that, because immortals were way to powerful in warpgate rushes... just imagine something like a zealot/immortal 3-4gate attack :D
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On September 22 2011 01:47 sleepingdog wrote:Show nested quote +On September 22 2011 01:07 syriuszonito wrote: Infestor nerf + immortal range buff totally shuts down infestor+roach play (which was a very powerful combo) and forces zerg to make corruptors again vs collosi. yeah, totally; I guess we will never see infestors ever again sigh
Good sir i gently ask you to read my comment once again so you realise that it was not my intention to claim that infestors are gonna be useless now.
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are we still suppose to wait for 16 oc or still do 15 oc?
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"Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed."
Really happy about this change. Many times when simcity at nat on maps like Tal'darim 6 or Shattered Temple 6 the larva from the inject would eject from the bottom of the hatch and die. I always got furious watching my larva eject from the hatch and immediately explode afterwards, effectively preventing/losing those larva permanently. Very nice change and fix there.
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hey, did the ramp vision also change forcefielding so that you can't forcefield mid/top of ramp if you don't have vision?
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On September 24 2011 06:52 ondik wrote: hey, did the ramp vision also change forcefielding so that you can't forcefield mid/top of ramp if you don't have vision?
from what i could tell trying it out it does force the sentry to go up the ramp some until it can forcefield. dunno a situation where this is too big of a problem though. It really just helps on the other end more meaning you can forcefield the bottom and units cant warp, blink, or see up
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On September 24 2011 07:03 drybones wrote:Show nested quote +On September 24 2011 06:52 ondik wrote: hey, did the ramp vision also change forcefielding so that you can't forcefield mid/top of ramp if you don't have vision? from what i could tell trying it out it does force the sentry to go up the ramp some until it can forcefield. dunno a situation where this is too big of a problem though. It really just helps on the other end more meaning you can forcefield the bottom and units cant warp, blink, or see up i was pushing to terran's natural and needed to cut retreating units in half..but the sentry wouldn't FF, it had to go closer to ramp and then was killed from high ground. Kinda annoying.
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On September 23 2011 16:24 GhoSt[shield] wrote: "Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed."
Really happy about this change. Many times when simcity at nat on maps like Tal'darim 6 or Shattered Temple 6 the larva from the inject would eject from the bottom of the hatch and die. I always got furious watching my larva eject from the hatch and immediately explode afterwards, effectively preventing/losing those larva permanently. Very nice change and fix there. What about trying to place a hatch over top of a destroyed one? those damn larva are always in the way. And the fact that larva is always south of your hatch, makes drone run time always a problem. Kinda bs how cc/nexus magically pops scv/probe in the closest distance to mineral patch. Only good hatch placement is on mineral fields on the south part of the map for the stated reasons above. (scs/probes dont spawn from south part of cc/nexus do they? now that i think about it)
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On September 24 2011 07:51 Saltydizzle wrote:And the fact that larva is always south of your hatch, makes drone run time always a problem. Kinda bs how cc/nexus magically pops scv/probe in the closest distance to mineral patch. Only good hatch placement is on mineral fields on the south part of the map for the stated reasons above. (scs/probes dont spawn from south part of cc/nexus do they? now that i think about it) That is an interesting point.
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On September 22 2011 02:10 zhengsta wrote: are we still suppose to wait for 16 oc or still do 15 oc?
Wondering this myself. Glanced through the thread but couldn't find anything. Might've just missed it.
I've seen pros do both 15 and 16 so I'm not sure which is better. Does anyone have any maths showing? I'm thinking 15 because if you go 16 you have to wait 12 extra seconds for that first mule.
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From my own testing, none is optimal now. You either have to place rax on 11 and then wait for minerals, or you place it on 12 and you have to wait for scv to finish building beffore you can transform to OC.
Or you just place it on 12 and dont make the last scv, which is the worst scenario i think...
If someone has the answer to this i'd appreciate it myself aswell. It seems like all the timings are way off now.
good day, svizcy
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On September 24 2011 07:31 ondik wrote: i was pushing to terran's natural and needed to cut retreating units in half..but the sentry wouldn't FF, it had to go closer to ramp and then was killed from high ground. Kinda annoying. That makes me so happy you have no idea. FF'ing ramps when pushing someone's natural was always such a ridiculous OP nonsense tactic.
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On September 24 2011 22:26 Reithan wrote:Show nested quote +On September 24 2011 07:31 ondik wrote: i was pushing to terran's natural and needed to cut retreating units in half..but the sentry wouldn't FF, it had to go closer to ramp and then was killed from high ground. Kinda annoying. That makes me so happy you have no idea. FF'ing ramps when pushing someone's natural was always such a ridiculous OP nonsense tactic.
Don't get too happy, you can still block the ramp, you just have to do so at the lowest center point of the ramp. So cutting groups in half is slightly more difficult, but you can still lock someone in their base. It's just a bit harder since you have less time to react since you don't see units until they are near the bottom of the ramp.
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On September 24 2011 07:51 Saltydizzle wrote: And the fact that larva is always south of your hatch, makes drone run time always a problem. Kinda bs how cc/nexus magically pops scv/probe in the closest distance to mineral patch. Only good hatch placement is on mineral fields on the south part of the map for the stated reasons above. (scs/probes dont spawn from south part of cc/nexus do they? now that i think about it)
I hate this since warcraft 2. On an high but equal level of play, you would be sure to lose at certain spawn locations. Many years weren't enough to make Blizzard realize what's obvious at the first second of any game... Larvae should always pop on the side of the closest mineral patch (because otherwise, who the hell cares which side they are ? And i don't think anybody clicks on them anyway...)
Oh we were talking about the patch ? Well Protoss started to lose some games so they buffed them, and the contrary for zerg. They're just toying with terrans as these have always been doing well. Yes I'm zerg biased, I did my best to get used to infestors and especially NP, while avoiding overseers... Now I have to adapt myself again, while they're making P's micro and harass easier -_- I'm still waiting for the career buff. You saw it here
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