Lastly, having an additional or earlier creep-tumor EARLY in the game actually makes quite a difference...
Indeed, might be the difference between killing a reaper or 2.
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Endorsed
Netherlands1221 Posts
Lastly, having an additional or earlier creep-tumor EARLY in the game actually makes quite a difference... Indeed, might be the difference between killing a reaper or 2. | ||
MrShank
Canada144 Posts
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Ghazwan
Netherlands444 Posts
On September 16 2010 23:15 kickinhead wrote: Show nested quote + On September 16 2010 23:09 Ghazwan wrote: On September 16 2010 23:06 kickinhead wrote: On September 16 2010 23:03 Ghazwan wrote: What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion. that's exactly the point. And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'. First of all, noone said it's a HUGE change. Secondly, good Zerg-players don't have plenty of Energy (not mana - this isn't WC3 or WoW) on their queens, that's the point of good macro; not missing injects and therefore not having any spare energy. Lastly, having an additional or earlier creep-tumor EARLY in the game actually makes quite a difference... 1- No one said, it's a huge change. But, a lot of people list the change along with cd on MULEs and chrono boost, as if the larve inject change is as important. And, I don't think it is. 2- That top Z players being perfect about larvae inject is a huge illusion. They are not. Just go watch any top Z players' games. They all have enuf for a creep tumor or a transfusion. 3- Yes, it's a nice welcome change, but it won't alter any match-up significantly. | ||
Unentschieden
Germany1471 Posts
1. Because Players used it to "draw" phalluses over the enemys base 2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE | ||
heishe
Germany2284 Posts
it actually makes the spawn larvae mechanic something that gets you somewhere if you're really good apm and strategy wise (strategy = using creep tumors good), unlike earlier where it was basically nothing but a punishment for bad players. | ||
Sanguinarius
United States3427 Posts
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Tabbris
Bangladesh2839 Posts
On September 16 2010 23:19 Unentschieden wrote: Overlords used to have "creep on the move" but it was removed : 1. Because Players used it to "draw" phalluses over the enemys base 2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE Is this a joke? The fix is a marine or stalker. | ||
AJMcSpiffy
United States1154 Posts
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lololol
5198 Posts
On September 16 2010 23:19 Unentschieden wrote: Overlords used to have "creep on the move" but it was removed : 1. Because Players used it to "draw" phalluses over the enemys base 2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE You got it backwards, the first one is HUGE. | ||
awesomoecalypse
United States2235 Posts
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chocopan
Japan986 Posts
On September 16 2010 23:19 Unentschieden wrote: Overlords used to have "creep on the move" but it was removed : 1. Because Players used it to "draw" phalluses over the enemys base 2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE 1. Boys. Whatever. 2. Wow ok. I admit that hadn't occurred to me yet. Yes, that would seem to be pretty exploitable. | ||
Unentschieden
Germany1471 Posts
On September 16 2010 23:21 Tabbris wrote: Show nested quote + On September 16 2010 23:19 Unentschieden wrote: Overlords used to have "creep on the move" but it was removed : 1. Because Players used it to "draw" phalluses over the enemys base 2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE Is this a joke? The fix is a marine or stalker. MAYBE, if they didn´t gain double speed. Also sacking several overlords to deny building is A LOT more valid than sacking OLs for scouting. | ||
tofucake
Hyrule18778 Posts
That's my only point. | ||
lololol
5198 Posts
On September 16 2010 23:26 tofucake wrote: 1. These patch notes are fake. 2. That's my only point. Fixed. | ||
Velr
Switzerland10417 Posts
On September 16 2010 23:25 Unentschieden wrote: Show nested quote + On September 16 2010 23:21 Tabbris wrote: On September 16 2010 23:19 Unentschieden wrote: Overlords used to have "creep on the move" but it was removed : 1. Because Players used it to "draw" phalluses over the enemys base 2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE Is this a joke? The fix is a marine or stalker. MAYBE, if they didn´t gain double speed. Also sacking several overlords to deny building is A LOT more valid than sacking OLs for scouting. It still comes on T2. Creeping overlords get only half the speed (thats like it is atm). A few Marines/Stalker completly nullify it. Your whining over a theoretical change is extremly baseless. | ||
Tomtaietot
Romania57 Posts
I am a terran player and fewer and fewer high lever t player use mech tanks - in high level - so now - they will become really useless. 35 dmg ) lol ... the SC1 tank - UNSIEGED had 30 dmg - and it had costed at almost half .... 35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?! That means all terran = bio ! ... This crappy fake | ||
noD
2230 Posts
hmmmm seems fake =( | ||
syllogism
Finland5948 Posts
On September 16 2010 23:31 Tomtaietot wrote: It can t be like this because it willl really imbalance the game. I am a terran player and fewer and fewer high lever t player use mech tanks - in high level - so now - they will become really useless. 35 dmg ) lol ... the SC1 tank - UNSIEGED had 30 dmg - and it had costed at almost half .... 35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?! That means all terran = bio ! ... This crappy fake You do realize Blizzard has already announced the Siege tank nerf right? Plus Siege tanks do like 200+ damage per shot currently due to splash | ||
foLster
Canada43 Posts
On September 16 2010 23:31 Tomtaietot wrote: 35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?! This would be an issue if Terrans rolled around the map with a single tank and sieged it up, but that's not the reality. Chances are your going to have a large number of tanks, or bio with tanks mixed in. | ||
ondik
Czech Republic2908 Posts
On September 16 2010 23:31 Tomtaietot wrote: It can t be like this because it willl really imbalance the game. I am a terran player and fewer and fewer high lever t player use mech tanks - in high level - so now - they will become really useless. 35 dmg ) lol ... the SC1 tank - UNSIEGED had 30 dmg - and it had costed at almost half .... 35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?! That means all terran = bio ! ... This crappy fake except this is one the few things blizzard officialy comfirmed.. ..or am I being romanian'd? | ||
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