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On May 26 2016 03:17 fezvez wrote: It's the second mutator in which Zagara underperforms a bit (when compared to my ranking)
I think I am starting to agree with people who says that she is at her limit in Brutal I would say she was one of the weakest in last mutation and very strong in this one.
On May 26 2016 03:39 The Bottle wrote: Is there a bug in the Chain of Ascension map? I think it happened to me twice, once in the mutation and once in regular, where the second attack wave (the second one that's aimed at your base, not at the center) is the kind of attack wave you expect near the end of the game. Once was against terran infantry, where the wave was what looked to be like over 150 supply of infantry, tanks, and ravens. The other time was against protoss robotics, and the second wave had over 10 colossi, and a bunch of scouts and immortals, and I think a few disruptors, though I'm not sure. Both happened around the same time as the first hybrid interference. Maybe I'm just a scrub, but normally the second wave in that map is barely an afterthought for me while I'm preparing for the hybrids, without any need for help from my ally, but in these two cases they absolutely demolished me. In last mutation I had one double wave and the next train was without escort.
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I was curious about how much better mutas are than guardians, so I went and looked up their stats in the editor. As it turns out, the Glaive Worm weapon is the same as the HOTS campaign, doing 9/5/3 damage per bounce, with an additional 3/1/1 bounce with Vicious Glaves. Upgrades give +1/+.33/+/.11 to the bounces, Sundering Glaive doubles that vs armored, and the weapon speed is 1.5246, so you get ~14.5 DPS (29 vs armored), +1 (+2) DPS per attack upgrade, and roughly 2.5 DPS lost per armor on the target. (Side note, Vicious Glaves improves damage slightly more than +1 attack while also increasing glaive bounce range.) Meanwhile, Acid Spores simply do 30 damage with 2 weapon speed for 15 flat DPS. Upgrades give an additional +1.5 DPS, and 0.5 DPS is lost per point of armor. So guardians are actually slightly better against unarmored ground targets than mutalisks and have 30 more HP, 2 more armor, and 9 more range, but lose 1.5 speed, 14 DPS vs armored, the ability to attack air, and also cost 25/50 more. I still think mutas are better.
Now, the other big comparison is Leviathan vs 100 biomass Mutalisk. The Leviathan has 1000 HP with a 200 health shield every 20 seconds (essentially +10 health regen), 2 health regeneration, 2 armor, and 3 speed. (Incidentally this carapace health can be healed by shield batteries since it's technically shield health, useful info when paired with Karax.) Tentacles do 20(+2) damage at 3 range with 0.6 attack speed while Bile Swarm does 9(+1) + 6(+1) vs massive x 4 damage at 9 range with 1.5 attack speed, for 33 and 24(+16) DPS respectively. The Symbiote does 20 damage with 1 weapon speed for an additional 20 dps. A 100 biomass muta will have 620 HP, 1 health regeneration (10 with Rapid Regeneration), and 4 speed. +200% attack speed means 43.5 (87 vs armored) DPS and that much regeneration with Biotic Leech. The DPS numbers are slightly misleading because armor cuts quite heavily into the damage, but even against 5 armor the DPS is still 24(61). Again the Leviathan is better against unarmored targets and has more up-front HP, but the mutalisk has more staying power with 25+ health regeneration per second when shooting and is 1 speed faster. A tougher choice than the guardian.
Sundering Glave is a pretty good upgrade, no wonder I didn't like mutas that much before level 11.
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Played around with mutas again, and apparently if you kill the first shuttles of the last wave in Void Launch before the other shuttles spawn the game counts it as killing all of them and gives you the victory. Kind of annoying since the last research vessel isn't complete by that time and you don't get the bonus exp.
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I find that mass phoenixes/tempests to be a very fun and powerful composition. Phoenixes are super mobile and capable to disabling an entire enemy wave and take it out(keep chronoing attack upgrades!) and tempests will kill everything left over. Just throw your minerals away on endless waves of zealots to tank for your ally. Between phoenixes disabling your enemy's army, shield overcharge and guardian shell, you shouldnt lose anything that costs gas. It is most certainly better than mass tempests because phoenixes are far more mobile, offer more fire power per supply(similar dps per supply, but due to phoenixes' higher attack speed, overkill occurs much less frequently) as well as the ability to disable an entire ground army so that yours takes no damage. The only drawback is that you can't kill buildings and hybrids, nothing that zealot spams and 6-12 tempests cant fix.
Also after level 15 you can just build with the power field without needing any pylons, which speeds things up a bit. Just leave a space for a pylon later on when you are out on the map and need the power field else where.
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On May 26 2016 03:39 The Bottle wrote: Is there a bug in the Chain of Ascension map? I think it happened to me twice, once in the mutation and once in regular, where the second attack wave (the second one that's aimed at your base, not at the center) is the kind of attack wave you expect near the end of the game. Once was against terran infantry, where the wave was what looked to be like over 150 supply of infantry, tanks, and ravens. The other time was against protoss robotics, and the second wave had over 10 colossi, and a bunch of scouts and immortals, and I think a few disruptors, though I'm not sure. Both happened around the same time as the first hybrid interference. Maybe I'm just a scrub, but normally the second wave in that map is barely an afterthought for me while I'm preparing for the hybrids, without any need for help from my ally, but in these two cases they absolutely demolished me.
This just happened to me. The 2nd attack wave was unexpectedly large; AI was terran. Got hit with around a 100 supply of infantry, around a dozen tanks and 3-4 ravens. Just wrecked us. Replayed the mission and it was normal size next time around. Overall this mutation felt a lot easier than the last one to beat on brutal. We didn't even bother killing the drill until we pushed our champion close to it.
Replayed with a Raynor ally and while he destroyed the drill soon as possible, honestly it was harder since he didn't contribute early game at all and his marines kept getting wiped and I had to defend his side from attacks as well.
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Been playing a lot lately and it's baffling how huge the skill difference between people are. I guess that's what happens when a game mode appeals to casuals but some experienced players play it as well for a change of pace. Sometimes me & my ally clear out the whole map and are both bored, then there's times where I'd actually have an easier time if they just dropped out of the game.
Around mastery lvl 60 I was finally done with all commander achievements, @66 now and around 74 is only the halfway point to 90. I actually like that it's quite a grind to get there
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Maybe some of the casuals find Hard too easy and are just starting to move into Brutal, but the speed difference throws them off and they play worse than they normally would. Or they are worse with some commanders than others
The skill difference makes the experience more varied. It's almost like another randomization.
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Hi, can someone explain to me how exactly Vorazun's revival of cloaked units works? Is there a limit on how many revive if a group of my DTs die in quick succession? I ask because I was replaying this week's mutation on brutal and I had a new warp-in group of around 15 DTs which died while I wasn't playing attention and only 3-4 revived. I was playing against Protoss AI. Against Zerg I think Fungaled DTs die for good but I wasn't sure what the Protoss AI did to perma kill my units.
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What kind of mastery points did you guys allocate for zagara? Some of them seem pretty useless: roach damage and life only affects your doom drop and zagara birth time only decreases 0.5 seconds per point.
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On May 29 2016 08:40 PolarisSpark wrote: What kind of mastery points did you guys allocate for zagara? Some of them seem pretty useless: roach damage and life only affects your doom drop and zagara birth time only decreases 0.5 seconds per point.
Life/energy regen, baneling damage, and larva production. Baneling damage is a pretty damn good one, maybe one of the best ones there is. (Certainly not as good as Kerrigan and Karax's reduced cost ones though.)
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Power Set 1 - Regen vs Damage This is a wash for me. I never found energy to be an issue with Zagara, but I guess you could be more baneling happy with the regen skill. I'm leveling both up, with a slighty bias toward Regen
Power Set 2 - Bane vs Roach damage Easily baneling. The roach is kinda meh. The only time I'd go for the roach is if I was going for the roach kill achievement
Power Set 3 - Larva vs Zagara cocoon Again, a wash. I've never had larvae issues with Zagara so I'm focusing more on Zagara cocoon speed to get her out a little bit earlier. It's only a few seconds, but I still value that over larvae
On May 29 2016 05:09 GamerJatt wrote: Hi, can someone explain to me how exactly Vorazun's revival of cloaked units works? Is there a limit on how many revive if a group of my DTs die in quick succession? I ask because I was replaying this week's mutation on brutal and I had a new warp-in group of around 15 DTs which died while I wasn't playing attention and only 3-4 revived. I was playing against Protoss AI. Against Zerg I think Fungaled DTs die for good but I wasn't sure what the Protoss AI did to perma kill my units.
I've always thought it was on a timer (you can't die twice before the cooldown timer is reset). I've never really noticed what you're describing
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EDIT: I'm deleting my post on the third mutation here so I can place it in the right thread.
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What mastery allocation are you guys using for Abathur?
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On May 31 2016 21:48 Highways wrote: What mastery allocation are you guys using for Abathur? Toxic nest respawn chance, biomass recovery chance, morph/evolution time. Seems like easy choices.
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How have you guys been doing with this third mutation? It's the first one I couldn't beat in 10 attempts on brutal. What is really frustrating is that Lock & Load already produces quite a lot of lag without the mutation, now with the mutations it's horrible. And guess what totally destroys me with lag? Magmines. I can't micro my way out of them with so much lag. I guess I will have to pass this week's mutation, because I can't afford a better computer right now...
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2/2 so far, first time with Karax then Artanis.
With Karax I did the usual, build cannons, shield batteries and sentries at the locks so you only have to worry about capping them once. Support ally with bombardement stuff from above, pretty straightforward.
With Artanis I went chargelot/phoenix. You can trigger quite a few mines with even one phoenix, the most annoying thing while doing this style were the timewarps.
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On June 01 2016 00:53 Tuczniak wrote:Show nested quote +On May 31 2016 21:48 Highways wrote: What mastery allocation are you guys using for Abathur? Toxic nest respawn chance, biomass recovery chance, morph/evolution time. Seems like easy choices.
Really? I do opposite.
Heal rate increase. Heal is one of the most useful abilities.
Carapace increase. Mainly because the recovery chance is only 1% per point seems like a rip-off.
Max toxic nest +4. The rest goes into increase evolution time. I like to spam toxic nests everywhere and mid to late game I seem to bank some up. 8-9 charges seems like the ideal number.
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On June 01 2016 08:18 Highways wrote:Show nested quote +On June 01 2016 00:53 Tuczniak wrote:On May 31 2016 21:48 Highways wrote: What mastery allocation are you guys using for Abathur? Toxic nest respawn chance, biomass recovery chance, morph/evolution time. Seems like easy choices. Really? I do opposite. Heal rate increase. Heal is one of the most useful abilities. Carapace increase. Mainly because the recovery chance is only 1% per point seems like a rip-off. Max toxic nest +4. The rest goes into increase evolution time. I like to spam toxic nests everywhere and mid to late game I seem to bank some up. 8-9 charges seems like the ideal number. Heal is only +20% at max, toxic nest respawn is at 40%. I assume it can trigger again which result in 1.667 effective toxic nest instead of 1 per use. They are not that great, but you get more biomass out of them. Very useful early game, not as much in lategame. Heal in very lategame isn't great either. So both might be decent options with little significance to lategame.
Biomass recovery is 1%, but I assume it adds to 50% passive skill. Which would mean 2% out of lost biomass otherwise. Also I like mutas, biomass is extremely important for them. Leviathans aren't that better than mutas (thanks Xsyq for comparsion) and never die anyway. So carapace isn't important for them.
Max toxic nest is personal preference. 5 is enough for me.
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anyone notice enemy viper's blinding cloud pre/after patch?
it feels like the affected units will stand still right away and slowed, rather than rushing blindly towards bannelings.
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