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Starcraft 2: Patch 1.3 on SEA! Notes on Page 93 (too long for OP)
Posts
Hallucinate is an underrated "I win" button against zerg who move out without an overseer.
Except that one Terran I tricked that one time during a lobby!
Boy was his face red.
I tried it against him the next time and then he scanned.
And Adel Scott loves to use hallucinate to make void rays vs terran to tank viking shots. Makes a standard two base timing attack with three collosus the stuff of nightmares.
No you can't, I agree.
But getting ghosts is not easy, they chew up tons of gas and getting them at even slightly the wrong time in the slightly the wrong numbers can really screw you over hard. I know from experience.
So don't trivialize getting ghosts. Same thing with infestors I'm pretty sure. Every race has gas units they need critically and that spellcasters cut into, I'm not saying it isn't difficult, but it isn't unique.
I'm not sure why Protoss feel they should get instant game-changing spells on warp-in while the other races don't have that. Especially when you consider storm is arguably the most powerful of these damage-dealing spells in the game (due to its incredible synergy with FFs and collosi, and it's area denial). You can effectively hold off tons of crap right after losing a huge fight by warping in a couple of templars, where are the T and Z units which can single-handedly do the same?
They're still better than infestors and ghosts as they at least have merge + feedback to use while they're waiting on storm (meanwhile ghosts and infestors are effectively building in the rax/larva).
I'm 100% fine with such a change. They are just too similar as is...they need to differentiate them more.
It could be like reaver drops!
...except not cool or fun
Flamma inferno
Igne cutis
Someone needs to explain to me these numbers. Going from TL's wiki, all three casters have 25+ starting mana upgrades (Until tomorrow). All three spells cost 75 mana. So what's going on with ghosts and infestors that they can't cast right away? Do they normally start with only 25 mana? I've never really checked exact starting mana for anything or done anything like that, really.
EDIT: ninja'd
because warpgates dont have cooldowns
^^^^. Why can't I inject my barracks and then warp 4 marauders in next to my supply depots?!
Or am I still that sick?
How is it silly?
You warp in the unit, and you effectively wait for it's build time to have enough energy to storm. Exactly like the other races except your unit is on the map and can feedback/merge while the other casters are building.
Hurray!
I never said I agreed with such logic....I was just explaining why people were posting the numbers...
I really don't see protoss having any right to complain.
forcefields are just eye-gougingly depressing.
Or you could be hunting the "snipers".
Feedback, it's pretty good man.
Explain to me what's wrong with the logic.
Khaydarin amulet should be considered for removal under it's own merits....not for the reason of making the units more similar....aren't you always going on how you can't directly compare units between the three races like that?
with terran production cycles, you have to wait a production time regardless of unit choice. Choosing ghost over marauder doesn't create a period of useless reinforcement, you just end up with something different at the end
It's not like there's going to be a sudden drop in protoss play, collosi were already the go to unit. there's just going to be a ton less variety. booooooring
yeah if there was one thing that stood out in the GSL it was mc's amazing high templar play.
Oh.
EDIT: What i'm saying here is, Protoss are fine. Even without instant storms, they'll be A-OK. Calm down.
Haven't you heard, Walrus?
Every single patch as nerfed Protoss so far. Except for maybe like... 1?
Duld, it's not always about overall balance of the match-ups.
I understand that, but I dont see why not allowing HT's to have insta-storm means they'll never be made. They still have options, it's just that said options arent overtly strong. I still want to see how this will affect high-level play.
In summary Gnome, t0t
Late to the party, but I felt the need to respond.
Zerg doesn't use nydus worms to reinforce attacks because zerg doesn't attack. By the time nydus comes into play P and T are too entrenched. What are you gonna do.. run zerglings into their wall?.. try to tank their siege tank line with roaches trying to run up their ramp? Send waves of dudes into lines of bunkers? Get your dumb ass cut in half on their ramp by a FF and picked apart?
The only time zerg attacks a base with non-mutas is a baneling bust (doesn't need worm at all), a roach rush (way too early for worm), or if you already won and have 36 ultras.
yessss
well, the buildings got a slight boost in overall HP...
but zealots got nerfed
Initial VRs got nerfed vs. armored and buildings, but good lord, this was deserved.
VRs got nerfed again with removal of flux vanes
HTs got nerfed with removal of amulet
observers got a slight boost.
phoenixes got a pretty hefty boost.
motherships got YAN.
carriers are near useless.
i don't know, HTs are an incredibly large, long investment, and they should be incredibly powerful units.
i think that i'm beginning to agree with a bunch of people here, the OP bit of P is FF and Collosus, and they've nerfed everything but FF and collosus.
Joe's Stream.
The game done changed...
*drum roll*
DESTRUCTIBLE ROCKS
Also they switched up shakuras so there's no longer back doors