i keked hard.
also the viper change are horrendous, binding cloud buff ? oh yeah lets fuck Terran even more.
Forum Index > SC2 General |
shid0x
Korea (South)5014 Posts
i keked hard. also the viper change are horrendous, binding cloud buff ? oh yeah lets fuck Terran even more. | ||
Xinzoe
Korea (South)2373 Posts
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Josh_Video
Canada798 Posts
On May 07 2014 07:04 Xinzoe wrote: I never understood why units like Swarm Host, Widow Mines and Oracle were introduced in the first place. They don't promote micro at all. It makes the game too relaxed and unenjoyable. -_- Oracle doesn't promote micro? How do you figure that? Widow mines kinda force micro too, if you think about it. | ||
DinoMight
United States3725 Posts
On May 07 2014 07:04 Xinzoe wrote: I never understood why units like Swarm Host, Widow Mines and Oracle were introduced in the first place. They don't promote micro at all. It makes the game too relaxed and unenjoyable. -_- Because not everything is about micro. Also the Oracle is a micro intensive unit, like the Reaper. | ||
Drake
Germany6146 Posts
On May 07 2014 02:35 myRZeth wrote: yet again they ignore the real problem: the swarmhost jaeh its boring ... its just worse then the warhound they dont get it that its shit in every matchup .. it rly makes EVERY matchup boring zvt vs mech, zvp ALWAYS and zvz is HORROR | ||
DinoMight
United States3725 Posts
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traderjoe
Germany69 Posts
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Thieving Magpie
United States6752 Posts
On May 07 2014 06:39 Josh_Video wrote: I feel like i'm in the mega minority who actually like super long drawn out swarmhost turtle games. Reality vs Soulkey was great So was MaNa vs Firecake and Stephano vs Petraeus Those game that Miniraser got kicked out of i51 for, i loved them. Here's how it works. In WoL games were too short, only 15-30 minutes long. In HotS games are too long, 30-60 minutes long. Somewhere between whiny and never is when the forum posters (of the internet in general) will ever be happy with anything the creators of their fandom does. | ||
Xinzoe
Korea (South)2373 Posts
On May 07 2014 07:05 DinoMight wrote: Show nested quote + On May 07 2014 07:04 Xinzoe wrote: I never understood why units like Swarm Host, Widow Mines and Oracle were introduced in the first place. They don't promote micro at all. It makes the game too relaxed and unenjoyable. -_- Because not everything is about micro. Also the Oracle is a micro intensive unit, like the Reaper. On May 07 2014 07:05 Josh_Video wrote: Show nested quote + On May 07 2014 07:04 Xinzoe wrote: I never understood why units like Swarm Host, Widow Mines and Oracle were introduced in the first place. They don't promote micro at all. It makes the game too relaxed and unenjoyable. -_- Oracle doesn't promote micro? How do you figure that? Widow mines kinda force micro too, if you think about it. sry guys i meant Mothership Core :D I understand that its required to make PvP a less volatile matchup, but is there really no other way to solve it? You fix PvP but make PvT PvZ that much harder. | ||
darkscream
Canada2310 Posts
I hope to see more hydralisk buffs, whatever they are, whatever unit the power comes out of. Hydras and Mutas are really the iconic zerg units, but hydras still don't have the "wow" factor that Mutalisks have | ||
AxiomBlurr
786 Posts
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Squat
Sweden7978 Posts
On May 07 2014 07:13 AxiomBlurr wrote: 2 mineral per locust is reasonable..... No it's not. | ||
Josh_Video
Canada798 Posts
On May 07 2014 07:13 AxiomBlurr wrote: 2 mineral per locust is reasonable..... Not if they die every 25 seconds. | ||
Thieving Magpie
United States6752 Posts
On May 07 2014 07:13 AxiomBlurr wrote: 2 mineral per locust is reasonable..... Interceptors don't die automatically, they hit and retreat. Scarabs were 1 shot, but they were 9 range and dealt 100 splash damage. Scarabs also were supported by fast shuttles. Scarabs deal less damage and are not permanent. So if you want it to be similar you'd either make it so Locus are permanent units that you can mass produce with the Swarm Host or they are units that deal between 50-100 damage an attack to compensate for their lack of AoE. | ||
Kitaen
Austria466 Posts
On May 07 2014 07:12 darkscream wrote: I dunno man, SH isnt a problem in non mirror, it has ways to be dealt with, optimal numbers/groups/positions on certain maps... nothing more to say here, SH are not a balance issure right now, the worst thing they do is produce long drawn out games that will occasionally happen. i can name 15 things that are worse in this game in a heartbeat though | ||
PineapplePizza
United States749 Posts
On May 07 2014 07:15 Squat wrote: No it's not. 100 hp exploding locust for 5 minerals? :D | ||
Kupon3ss
時の回廊10066 Posts
Which is honestly quite trivial by the time you actually have 20 locusts. In normal usage it doesn't change anything, but add a certain feeling of inevitability to games that the current ZvZ problem doesn't have. In TvZ or PvZ even the most boring swarmhost situations involve one side slowly losing something wheras that's not the case in the ZvZ we speak. Even though the amount of actual minerals is minor, the fact that resources are being expended in the natural state of the game will push the disadvantaged player to make some move as to change their inevitable losing position as opposed to the "playing for a draw" mentality that had gotten the one player banned | ||
Kitaen
Austria466 Posts
On May 07 2014 07:05 DinoMight wrote: Show nested quote + On May 07 2014 07:04 Xinzoe wrote: I never understood why units like Swarm Host, Widow Mines and Oracle were introduced in the first place. They don't promote micro at all. It makes the game too relaxed and unenjoyable. -_- Because not everything is about micro. Also the Oracle is a micro intensive unit, like the Reaper. you are not seriousely comparing a reaper to a skyferarri? one can fly, is twice as fast, kills stuff faster than lil boy tommy frying ants with his lighter/spray combo and one is a scout which occasionally will get a worker kill done. when lucky. | ||
Thieving Magpie
United States6752 Posts
On May 07 2014 07:39 Kupon3ss wrote: 2 minerals per locusts alongside reducing their cost by 10 or so is quite reasonable. Think of it this way, 1 set of spawns per 25 seconds is about 2.5 spawns per every minute. This means that you can fully sustain 20 locusts at 100 minerals/minute. Which is honestly quite trivial by the time you actually have 20 locusts. In normal usage it doesn't change anything, but add a certain feeling of inevitability to games that the current ZvZ problem doesn't have. In TvZ or PvZ even the most boring swarmhost situations involve one side slowly losing something wheras that's not the case in the ZvZ we speak. Even though the amount of actual minerals is minor, the fact that resources are being expended in the natural state of the game will push the disadvantaged player to make some move as to change their inevitable losing position as opposed to the "playing for a draw" mentality that had gotten the one player banned Because then we're going into the ammunition side of how we deal with units. Like, would we then be able to make siege tanks deal 100 damage with full splash for 10 minerals a shot? The Reaver Scarab and the Interceptor cost money because they (as unit attacks) were markedly different from normal attacks. Scarabs dealt SOOOO much damage at such long range while Interceptors were literally low cost flying units. In order to give a reason for adding such a drastic change to the way we handle attacks we need to compensate for the design change. Because this isn't just a nerf, this would be a complete design change in the way the unit is meant to be used. It stops being a zone control unit and becomes a deathball unit wherein you simply have them unborrowed and clumped with the rest of your army until right before the engagement where you sink in and send locus at their army. | ||
blacksheepwall
China1530 Posts
Don't mind the reversion of the Spore buff though, miss playing Muta in ZvZ. More importantly, however, the Swarm Host needs to be changed. Just make it a Lurker already. | ||
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