PTR for 1.3.5 now available - Page 15
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DooMDash
United States1015 Posts
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Qntc.YuMe
United States792 Posts
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DooMDash
United States1015 Posts
On July 12 2011 16:14 DreamRaider wrote: can anyone tell me how much better this "optimization" is? Like a benchmark? How much more fps do we get? I wish I knew this as well. I wouldn't expect much. | ||
Sapphire.lux
Romania2620 Posts
On July 12 2011 12:59 Klystron wrote: I hope that you understand why all Zergs hate rocks, because Zerg has the hardest time killing them. Rocks have a limited surface area which means that you can only put so many lings on a rock at one time. Rocks blocking paths are probably the worst when it comes to this. Zealots do a lot more dps per surface area than a ling, which means that it isn't as big of a problem. Killing rocks is really easy with multiple stalkers/marines/marauders, which are very standard units to get for any P/T build. In order for a zerg player to kill rocks in a remotely timely manner they have to build roaches, which may or may not be called for in their game plan. Zerg benefits the most from having a fast "takeble" 3ed and/or multiple attack routes. If i was Zerg i would like all maps to be wide open, have many, many easy to take expansions and no rocks in sight. As a terran/ protoss though, i hate it when Zerg can take a 3ed/ 4th without making more then a few lings. Jump to 70 drones in 8 minutes and then make just attacking units. That's why we have the early pressure and yes, rocks I hate them to though for vs. non Zerg. Can not wait for the new maps! | ||
Daralii
United States16991 Posts
On July 12 2011 15:25 MindRush wrote: Zerg has to have something to deal with blinking stalkers. But rooting in itself is too strong and practically screws micro up. Once you get hit, you cant run back, you just sit there and take it. Make it a projectile, maybe? I know they were planning on that a couple patches ago, though I can't remember if that was the patch that also included the damage/DPS buff. On an unrelated note, I sorta wish they brought back VR speed given how good fungal is against anything armored/how popular brood lord/infestor/ling is lategame ZvP. | ||
The KY
United Kingdom6252 Posts
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RogerShah
Netherlands131 Posts
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Hristiyan
99 Posts
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Saiwa
Germany789 Posts
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zende
Sweden234 Posts
On July 12 2011 15:25 tuho1234 wrote: I really hope they look into the ghost in TvP. Seems a couple EMPs could turn the table completely no matter Protoss is 40 supplies up ( watch MC vs Puma game 1) protoss players need to feedback our ghosts - just like we need to emp/snipe your HTs =]~ | ||
Pred8oar
Germany281 Posts
Infestors cost a crap ton of gas, and ghosts just hardcounter all t3, while being the cheapest t2 caster unit in the game. HTs are excellent to kill infestors. Also you can split your army to avoid fungal just like you do with banelings. And stim/blink a small group to snipe infestors. And EMP takes about 1/3rd of the protoss units life INSTANTLY + 100 energy so in my opinion its a lot stronger while the ghost costing less gas. | ||
ki11z0ne
United States427 Posts
On July 12 2011 18:37 Pred8oar wrote: Why is everyone whining about fungal? Infestors cost a crap ton of gas, and ghosts just hardcounter all t3, while being the cheapest t2 caster unit in the game. Also you can split your army to avoid fungal just like you do with banelings. And stim/blink a small group to snipe infestors. -____- roaches and infesters can both be on the same hot key. All zerg has to do is 1 A and drop 3 4 F keys.... Toss, on the other hand has to drop FF and guardian shield, and if you got blink/HT got to cycle threw them to do blink or feed back and then with HT you actually have to FB befor a FG drops.... so much more micro for toss and terran its ridicules.. Lets not even start to compare HT to infesters..... it worst when HT had KA | ||
ToastieNL
Netherlands845 Posts
On July 12 2011 18:42 ki11z0ne wrote: -____- roaches and infesters can both be on the same hot key. All zerg has to do is 1 A and drop 3 4 F keys.... Toss, on the other hand has to drop FF and guardian shield, and if you got blink/HT got to cycle threw them to do blink or feed back and then with HT you actually have to FB befor a FG drops.... so much more micro for toss and terran its ridicules.. Zerg does benefit from having a concave..? Going 1a results in a dead Zerg army. Always. Also, Zerg macro requires much more APM, MUCH MORE APM, so it is only fair to make the micro less demanding? Protoss is supposed to be the specialist army, remember? | ||
ki11z0ne
United States427 Posts
On July 12 2011 18:47 ToastieNL wrote: Zerg does benefit from having a concave..? Going 1a results in a dead Zerg army. Always. Also, Zerg macro requires much more APM, MUCH MORE APM, so it is only fair to make the micro less demanding? Protoss is supposed to be the specialist army, remember? toss has to drop FF or there dead ALL the time and if you have HT on the same hot key it hard to drop FF, plus if you look away from your mini map for 1 sec zerg army can get a surround like that and before you no it no matter how good the death ball or 200 food toss army is when its surrounded its dead.... | ||
xbankx
703 Posts
On July 12 2011 18:42 ki11z0ne wrote: -____- roaches and infesters can both be on the same hot key. All zerg has to do is 1 A and drop 3 4 F keys.... Toss, on the other hand has to drop FF and guardian shield, and if you got blink/HT got to cycle threw them to do blink or feed back and then with HT you actually have to FB befor a FG drops.... so much more micro for toss and terran its ridicules.. Lets not even start to compare HT to infesters..... it worst when HT had KA Im not sure. At least againt ht/colossus mix, I can still attack their units. Against fungal, Im just stuck there getting hit. | ||
ki11z0ne
United States427 Posts
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Jiddra
Sweden2685 Posts
StarCraft II: Wings of Liberty - PTR Patch 1.3.5 Table of Contents General StarCraft II Editor Improvements General A special sneak peek at new ladder maps is now available! Several performance and memory improvements have been made. "Player Left" messages will once again appear in replays. The Hellion's Infernal Pre-Igniter upgrade icon has been updated (now with more blue flames!). StarCraft II Editor Improvements UI errors will now go into a newly-created Error Display Message window. Cooldowns shorter than 1/4 of a second no longer display on the command card. As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. We'll provide information regarding extended downtimes, should they occur, in the Public Test forum. I love it! Reality: Red -> Blue Blizzard: Less blue -> More blue That is the company that has made time a new concept. | ||
Hairy
United Kingdom1169 Posts
On July 12 2011 01:02 Nerski wrote: Known Changes (checked all unit cost/stats via test map on PTR) - Blue Flame Picture Icon Change to Have Blue Flames But when will they correct the roach speed / tunneling claws icons? They were swapped in beta and they've never been put back! I am outraged!! (tunneling claws has the speed icon; speed has the tunneling claws icon). | ||
ClueLessx3
Australia53 Posts
On July 12 2011 17:07 zende wrote: protoss players need to feedback our ghosts - just like we need to emp/snipe your HTs =]~ ghost has clock + longer range (emp range + radius =12 feedback = 9) At least make them equal | ||
OptimusYale
Korea (South)1005 Posts
On July 12 2011 18:59 ki11z0ne wrote: ^ is makes no sense. do not get me wrong KA was a lil OP, but you give zerg a buff on infester with there AK and infester is faster + you cant move out of a FG idk sound bla to me... AND 33% more damage to armor witch is all toss units.... Protoss can recycle used HT's, Zerg have to wait for them to recharge....alls fair I guess | ||
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