It would bring more excitement on both sides, if you would make the animations somehow clearer.
Burrow vs Cloak - Page 2
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Big-t
Austria1350 Posts
It would bring more excitement on both sides, if you would make the animations somehow clearer. | ||
S_SienZ
1878 Posts
On November 10 2012 04:48 NoobSkills wrote: You cannot attack while burrowed, you can attack while cloaked. Zerg units burrow, but don't attack while burrowed. You can summon infested terrans though, which do attack. | ||
WaesumNinja
210 Posts
On November 10 2012 04:48 NoobSkills wrote: You cannot attack while burrowed, you can attack while cloaked. Zerg units burrow, but don't attack while burrowed. Terran has expensive upgrade, but cheap units that use cloak for a short time. Protoss has expensive units (gas) and expensive tech to get to those units, so the cloak is permanent. Also want to add that burrow movement is the slowest of the three, and that infestors and banelings can somewhat attack by using their abilities when burrowed (however, it's possibly that in the future baneling+burrow will be the primary way to use them since splitting abilities will be so developed by then that there's no other way of using them) On November 10 2012 04:55 S_SienZ wrote: You can summon infested terrans though, which do attack. Infested terrans are quite visible though, and while they may also burrow, they are no threat when burrowed. | ||
achristes
Norway653 Posts
IDK if it needs fix though, would probably help all races to deal with infestor harass, but as a Z I don't really want that | ||
Noobity
United States871 Posts
If you're super fast rushing DTs, yes you'll be behind, but contrary to popular belief if you're super-fast rushing to infestors you're equally behind as a zerg and open to considerable pressure because that gas cost pushes back upgrades and other tech. I'm personally pretty good at noticing burrowed movement units. Because it's not usually groups of 20 infestors moving around however, it makes it much harder to spot. get a buddy to burrow-move 40 roaches in front of your army and you'll notice it I'm sure. You also have to take into account that the average observer snipe is because the sniper knows where the most effective places to put these observers are. They take so much time learning what protoss players do on average that they can keep it in mind to look for these shimmers and blow them up. Of all the things that are wrong with infestors, and I admit there are some, their ability to burrow move is the least of them. | ||
winthrop
Hong Kong956 Posts
but terran buildings can fly its just variable it's not C&C or AOE | ||
convention
United States622 Posts
On November 10 2012 04:48 NoobSkills wrote: You cannot attack while burrowed, you can attack while cloaked. Zerg units burrow, but don't attack while burrowed. Terran has expensive upgrade, but cheap units that use cloak for a short time. Protoss has expensive units (gas) and expensive tech to get to those units, so the cloak is permanent. It makes sens amirite? Also, I don't know if you don't get this, but the races aren't supposed to be equal. You use the advantages of whatever unit you're making, rather than making everything equal. If everything was equal there wouldn't be a need for 3 races. I'm glad everyone seems to be fixing the game for Blizzard, a game developing company, that is clueless I agree, but that everyone seems to know more than them o_O The problem is that if I do a burrowed infestor attack vs some random plat, it will work. If I do burrowed infestor attack vs taeja, it will work. If I do a cloaked attack vs random plat, it will work. If I do a cloaked attack vs taeja, it will get smacked down. Making burrow infestor more visible seems like an excellent thing to help stop stupid losses because you never really had a chance to see the burrowed infestor following your army then lobbing IT on your tanks and then destroying you. Give terrans the chance to see that stuff, just like they have a chance to see observers. It will only help the game to let more skilled players stop some tactics better than less skilled players. | ||
Blezza
United Kingdom191 Posts
On November 10 2012 05:01 convention wrote: The problem is that if I do a burrowed infestor attack vs some random plat, it will work. If I do burrowed infestor attack vs taeja, it will work. If I do a cloaked attack vs random plat, it will work. If I do a cloaked attack vs taeja, it will get smacked down. Making burrow infestor more visible seems like an excellent thing to help stop stupid losses because you never really had a chance to see the burrowed infestor following your army then lobbing IT on your tanks and then destroying you. Give terrans the chance to see that stuff, just like they have a chance to see observers. It will only help the game to let more skilled players stop some tactics better than less skilled players. that is completely not true, 1 missile turret will completly shut down burrowed infestor play that would be completely insufficient vs banshee play. Burrowed infestors ride on mistakes unlike all cloak units | ||
cywinr
Canada173 Posts
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Ansinjunger
United States2451 Posts
I'm fine with all of that (the difficulty of use) in theory, but not as much the relative ease of using infestors, or the fact that when HTs and infestors use up their main damage ability, they still have a really useful leftover ability. Snipe isn't so much. Ghosts' leftover ability is the fact that they attack, plus snipe, supposedly, but it doesn't do much these days, and cloaking makes energy management much more difficult unless armies are sitting around for a while. I still think there's some room for Terrans to do some ghost suicide missions to snipe infestors, effectively trading minerals for gas, but overall I'd like to see snipe put back how it was, minus damage to massive (qxc's original blog post "The Ghost nerf is being done wrong" is a good read). One thing I really like late game as T is the bunker upgrade, but bunkers take forever to build and I doubt this works at higher levels where people are more active with units. I'd like them to lower bunker build time, with some tech required so it doesn't affect 11/11. | ||
NOOBALOPSE
Canada802 Posts
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Incomplet
United Kingdom1419 Posts
On November 10 2012 05:07 cywinr wrote: You forget to mention in your OP... Burrowed Zerg units cannot attack while other races can attack while cloaked. Also, only the infestor can move and roaches require an upgrade. You have not thought this through. Infested Terran. Faster regeneration. Movement under force fields. Effects all ground units. The return on investment for the cost is ridiculously good. Refer to recent Leenock games at MLG for the ultimate burrow abuse. | ||
Koesader
Netherlands424 Posts
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S_SienZ
1878 Posts
On November 10 2012 05:12 NOOBALOPSE wrote: You're making it sound different because you're biased. You didn't include that no zerg ground units can move except the roach and the infestor, and it's usually pretty much useless except in ZvZ... Sometimes sees use in other matchups, but rarely. Haven't seen Life or Leenock play recently eh? | ||
SupLilSon
Malaysia4123 Posts
Edit: Honestly I don't even know if you can see the burrow animation in certain graphics settings. My settings are all on low and I've never seen burrowed units outside of a lucky scan or if I knew about it beforehand. | ||
Koesader
Netherlands424 Posts
On November 10 2012 04:59 winthrop wrote: yea but terran buildings can fly its just variable it's not C&C or AOE Terran mech also has the most expensive buildingx in the game, but the slowest remax | ||
Incomplet
United Kingdom1419 Posts
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Moosegills
United States558 Posts
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Bagi
Germany6799 Posts
I would suggest finding another way to nerf the infestor, keep burrow as it is. | ||
vorxaw
Canada245 Posts
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