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On September 16 2010 20:28 heishe wrote:Show nested quote +On September 16 2010 20:19 Sapphire.lux wrote: Can someone please explain to me this mule/chrono needing a cooldown to be on par with larvae? If you do not mule when you have the energy you will be at a big resorce disadvantage. If you do not chrono you will be at a big resorce and/or unit count disadvantage.
there's no doubt about that, however, terran can just put down 2x mules if he forgets one and he gets all the resources he would've mined if he had called them down immediately when the cooldown was ready. what this means is that in a timing window when you sit in your base and produce units, if your opponent isn't lucky enough to attack you right in that window where you forgot your mule, you will in fact be at no disadvantage overall. same goes for toss chrono boost. zerg can't do that. when we forget larvae once, we can't just inject 2 times and get 6 more units instantly. and even if our opponents don't attack us, those 3 units missing carry on, cause at any point after that you could have had 3 units more.
I understand but i think it is a lot more delicate than that. With the (legit) Zealot build time/warp in increase and 20s chrono cooldown seems to much (might be ok though). I can see a cooldawn on mules for the late game but 40 sec seems a life time (you can just build ~3 scv), a 5-10s i could see though to force you to go back and forth.
The overlord changes are ridiculous i think, legit maphack.
I call fake, fake, fake.
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On September 16 2010 20:52 Baha wrote: Good patch, but they didn't touch roaches or hydras, so I hope everything is being nerfed.
they didn't know about the hydraroach by the time they wrote the patchnotes
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This is fake, considering there's nothing about the supposed map editor improvements.
Not to mention carriers already spawn with 4 built interceptors. And why would they INCREASE its cost? It's already not very cost effective.
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On September 16 2010 20:53 Sapphire.lux wrote: The overlord changes are ridiculous i think, legit maphack.
I call fake, fake, fake.
Thats just retarded. You still get out a stalker at like 15 supply or thereabouts, after that zerg will still have to sacrifice overlords to scout your whole main.
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On September 16 2010 20:45 Deathstar wrote: Mule doesn't need changing. Stop spreading fake patch notes.
lol poor poor attempt at trolling, no one's going to believe anyone actually believes that
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has to be fake, unless im missing something here. their nerfing Zealot becouse of early agression from Protoss vs Zerg and PVP proxxy/korean allin. chroonoboost is also a spell that needs to be stacked to be on par with the other two abilities <Spawn larvaa - Mules> so makes no sence whatsoever why they would nerf 2 things that really fits togetter. nerfing the Chrono would fix pvp and PVZ early/midd. and the zealot nerf would aswell. both of them at once. is kinda sick and disgusts me.
i do like the Mule nerf tho. and DT shrine boost. but DT's still cost way to much to benefit from it unless ur oppnent is terrible and now that the mule nerf is comming, their even worse becouse ul have alot more scanns ect.
Until theres a bluepost about it this is just yet another fake one.
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Calldown MULE cooldown increased from 0 to 40 seconds.
Yeeeeeah baby!
To bad there is a CB nerf... xD
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On September 16 2010 20:51 Piski wrote:Show nested quote +On September 16 2010 20:48 Deathstar wrote:On September 16 2010 20:46 Jukebox Joe wrote:On September 16 2010 20:45 Deathstar wrote: Mule doesn't need changing. Are you serious? What's your reasoning for changing the mule? Giving it a cooldown from 0 to 40 is ludicrous. I can assume that his reasoning would be that forgetting to use MULE don't have any penalty as you can just spam 200 energy worth of mules in an instant. But that's just my guess as for his reasoning :o
yep. to be equal to terran, protoss would be be able to stack their chrono boost all at once or zerg could inject larva in sets of 4 multiple times.
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the chronoboost cooldown is garbage. sometimes it was really strategely usefull to save some chronoboost. lets say you switched to 3 gate carrier in lategame. you saved up 16 boosts from 4 nexus and then constantly chronoboosted. its not like the terran mules, where they just forgot using it and then spammed it.
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also does anyone else think that "Nydus Worms can now be cancelled and refunded while building" is ridiculously op. another sigh that its a fake
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I dont buy it becaise it says Carriers now spawn with 4 prebuilt interceptors, but they already do...
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Also, this change would completely destroy any strategy associated with chronoboost. There would be no more saving it up and deploying like 4 at once to get critical upgrades at a certain time or anything.
It would really be quite bad.
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This is too good to be true. But I hope it is, fingers crossed.
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On September 16 2010 20:56 ensis wrote: the chronoboost cooldown is garbage. sometimes it was really strategely usefull to save some chronoboost. lets say you switched to 3 gate carrier in lategame. you saved up 16 boosts from 4 nexus and then constantly chronoboosted. its not like the terran mules, where they just forgot using it and then spammed it. It's pretty good, no more chrono boost warpgates in the 4-5 warpgate all in
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On September 16 2010 20:50 Ghad wrote:Show nested quote +On September 16 2010 20:40 Elmo wrote: The only problem imo is the early scouting, a faster OL means faster scout without sacrificing any drone to scouting, and easier to get the OL out of harm when a marine/stalker comes out. How is that a problem? The PROBLEM right now is that Zerg doesnt have a scouting option between 15 and 30 supply, which causes ZvT to become a lottery for zerg if we build the right counter or not. With the overlord speed boost we would get a huge increase in map avareness early game, and it would help offset our unit problems without having to directly nerf terran or toss units which could break that matchup.
Yeah Overlord speed increase would be SWEET, but not two fold. Imagine spawning on close psotions in Lost Temple (or similar), would be too much of an advantage for zerg, imo.
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Yay! Terrans and Protoss will have to get their lazy ass and use the the command center/nexus energy as we did so far.
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On September 16 2010 20:56 ensis wrote: the chronoboost cooldown is garbage. sometimes it was really strategely usefull to save some chronoboost. lets say you switched to 3 gate carrier in lategame. you saved up 16 boosts from 4 nexus and then constantly chronoboosted.
assuming that the patchnotes are legit, you will still be able to do this after the patch
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Seems fake to me. But still pretty well made
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Any idea when the patch is going live?
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too good to be true ? : 3
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