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Medivacs are tier 3. Tier 1 Barracks Tier 2 Factory Tier 3 Starport
Are you trolling ? Using your logic, Broodlords are tier 5.5.
Tier 1 Spawning Pool Tier 2 Lair Tier 3 Infested Pit + Spire Tier 4 Hive Tier 5 Greater Spire Tier 5.5 Morph to Broodlord
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On March 11 2011 11:06 ShadeOfDraG wrote:Are you trolling ? Using your logic, Broodlords are tier 5.5. Tier 1 Spawning Pool Tier 2 Lair Tier 3 Infested Pit + Spire Tier 4 Hive Tier 5 Greater Spire Tier 5.5 Morph to Broodlord That's why you should ignore anyone who spouts tier bullshit of any kind.
Also:
Tier 1 Pylon Tier 2 Gateway Tier 3 Twilight Council Tier 4 Templar Archives Tier 5 Psi Storm Tier 9001 Khaydarin Amulet.
Is what people seem to think of High Templars :\
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Tiers are generally in regard to gas costs are they not? Not production facilities? That's always how I figured it, and what seems to make the most sense.
If it was production and Starport was tier 3, then medivacs and vikings are tier 3? Same tier as a Thor? Sounds a bit silly.
(imo HT are tier 2)
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technically terran is
tier 1 supply depot tier 2 rax tier 3 factory tier 4 starport
so it's not really that far off.
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The patch notes have changed! (For the Infestor, at least... didn't see anything else changed with the 1.3 PTR being taken down. (temporarily?))
ZERG
Infestor - Health increased from 90 to 110. -- This change has been revoked.
Fungal Growth - Stun duration decreased from 8 to 4 seconds. - Damage increased by +30% vs. armored units. - Now fires a missile instead of being instant cast. -- This change has been revoked.
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On March 11 2011 11:22 Geovu wrote:Show nested quote +On March 11 2011 11:06 ShadeOfDraG wrote:Medivacs are tier 3. Tier 1 Barracks Tier 2 Factory Tier 3 Starport Are you trolling ? Using your logic, Broodlords are tier 5.5. Tier 1 Spawning Pool Tier 2 Lair Tier 3 Infested Pit + Spire Tier 4 Hive Tier 5 Greater Spire Tier 5.5 Morph to Broodlord That's why you should ignore anyone who spouts tier bullshit of any kind. Also: Tier 1 Pylon Tier 2 Gateway Tier 3 Twilight Council Tier 4 Templar Archives Tier 5 Psi Storm Tier 9001 Khaydarin Amulet. Is what people seem to think of High Templars :\
Some protoss are so unreasonable that they even think it requires a Cybernetics Core and is tier 9002!
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Dang, the missle makes things more exciting and dynamic for the viewer (especially those who don't know where it comes from). Missle was the BEST proposed fungal change.
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On March 11 2011 13:52 0neder wrote: Dang, the missle makes things more exciting and dynamic for the viewer (especially those who don't know where it comes from). Missle was the BEST proposed fungal change.
That's really strange reasoning. I'm glad it's back to instant cast, though, because whether FG hits units or not shouldn't be a crap shoot every time. Zerg already has enough disadvantages that if I deem infestors necessary in a game, I want them to do their job.
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About tiers -
I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.
In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.
I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).
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On March 11 2011 13:46 Killcycle wrote:The patch notes have changed! (For the Infestor, at least... didn't see anything else changed with the 1.3 PTR being taken down. (temporarily?)) Show nested quote +ZERG
Infestor - Health increased from 90 to 110. -- This change has been revoked.
Fungal Growth - Stun duration decreased from 8 to 4 seconds. - Damage increased by +30% vs. armored units. - Now fires a missile instead of being instant cast. -- This change has been revoked.
# Ghost
* EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.
EMP was changed!
I think that is nice.
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oooo ptr is letting me patch now, is it up?
Edit: PTR IS UP ACCORDING TO THE www.starcraft2.com SITE!
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ptr is updating
http://us.battle.net/sc2/en/forum/topic/1213111662
new patch notes as far as i could tell from a quick glance
■Health increased from 90 to 110. -- This change has been revoked.
■Now fires a missle instead of being instant cast. -- This change has been revoked.
ie amulet is still out
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There are new feats of strength achievements in the PTR.
"Top 8 in Platinum" I'm guessing they might have em for the other leagues too.
"End a season in the Top 8 of a Platinum League Ladder"
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It's working right now.
Check this out, I havent seen this myself, but I read on the battle.net ptr forums:
Morphing into BroodLord only cost 50 gas now?? good for Zerg but as a honest zerg player, i do report this...
Also Morphing into Overseer cost -50 minerals and 100 gas
which means we GAIN money for morphing into overseers xD
NICE!!!!! BUFFF!!!
If it is true, this is very very sloppy
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On March 11 2011 14:05 densha wrote: About tiers -
I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.
In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.
I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).
First of all, WC3 doesn't work that way. It does for the Humans, but even that is a carry over from WC2 (where it worked that way for both sides, since they were nearly identical).
Second, there is no consistent metric for the three races as far as Tiers go. The Zerg do have a Tier system, but if you total up the time and money investment necessary to get the tech for a Zerg Tier 3 unit, it is greater than the time and money investment for any unit from any other race. Just do the math: Pool+Lair+Infestation Pit+Hive+Greater Spire build time is longer than any sequence in the game (the spire's build time is hidden by the Infestation Pit+Hive, since they can be built concurrently). Same goes for the Ultralisk Cavern.
Compare that to the build time for Terrans: Barracks+Factory+Starport+Fusion Core. Less time and cost compared to the Zerg.
And of course, for Protoss, their tech tree splits. Carriers, Colossi, and Templar all take approximately the same tech. The difference being that you didn't go down the other route. The tech switching time increases.
In short, you cannot legitimately compare "tiers" from one race to another.
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On March 11 2011 14:11 Greentellon wrote:Show nested quote +On March 11 2011 13:46 Killcycle wrote:The patch notes have changed! (For the Infestor, at least... didn't see anything else changed with the 1.3 PTR being taken down. (temporarily?)) ZERG
Infestor - Health increased from 90 to 110. -- This change has been revoked.
Fungal Growth - Stun duration decreased from 8 to 4 seconds. - Damage increased by +30% vs. armored units. - Now fires a missile instead of being instant cast. -- This change has been revoked. Show nested quote +# Ghost
* EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. EMP was changed! I think that is nice.
Oh, whoops! Missed that bit.
I don't think it'll do much to Ghosts' EMP besides make enemy casters retain some potential after the initial charlie-foxtrot EMP. Assuming one... I mean who does a ghost build with just one ghost? haha
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Dont know about the whole "fungal growth as a missile (this change has been reverted)" thing. It looked like a projectile to me when I used it.
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I just played vs. AI The fungal growth has not been changed since the last PTR that's strange (still fires a missle, infestor still has 110 health)
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All changes for PTR part 2 seem to not be tunred on yet. I could patch, but FG still a missile, and infesters 110 hp, and ghosts do 100% energy drain not 100 energy drain max.
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