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[StarCraft2] POST IN THE NEW THREAD. DIABLO KILLED THIS ONE.
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sooo many creep tumors.
[who] came here from cuba's door where boxin aint allowed no more
was too easy to stop before
[who] came here from cuba's door where boxin aint allowed no more
That's because it already happened a while ago ... remember the Khaydarin Amulet upgrade?
Really? I thought Templar were fine? Or do you mean something has to change in terms of their necessity?
Something about pvt late game has to change, I mean
It's hard to say tbh. Bad players won't be able to spread creep past the 2nd tumor. For players with the APM, having that first tumor available a full 30s earlier than you would otherwise is pretty significant in addition to any extra queens dropping two tumors instead of one.
There is a limit to how many tumors will help spread creep in a single direction (i.e., the creep spreads to the extent of the tumors before the cooldown on the tumor ends), so we may not know what a change like this will do until players develop their APM to the point that they can optimally spread creep lines in 3-4 directions at once while maintaining their macro.
(I think the fact that queens coming out with transfuses available is a very strong deterrent against air play is a stronger argument than creep spread.)
But seriously Blizzard should talk about this thing more.
http://www.youtube.com/watch?v=H3R6ZqVQ3WE&feature=related#t=35m48s
DotaBuff
Twitch
Shouldn't bug you too much. The slack's there to so you aren't punished for a 1-2s delay. In effect, it just means your internal timer just needs to be extended that much longer.
Yeah i mean it's a dumb thing and it doesn't really matter after the first few injects because I'm not good enough to hit them on time when shit is going down...but if they're messing with queen energy, it would be nice to have this change.
Instead of starting Queens with more energy, why not start the Zerg player with a free creep tumor near their main hatch? They can start spreading creep out right from the start of the game and have a connected creep highway by the time their expo is done.
Would that work? Again, I no play Zerg.
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That's even worse than the proposed queen change in that zergs will have creep out a lot quicker than with just the proposed energy change.
DotaBuff
Twitch
The 1base 4gate robo all-in is sick good in PvZ (aka the Lobber build), especially at the platinum level.
SC2: Topp.924
Steam ID
2 rax is still common enough
One base PvZ builds are a lot less common these days, because they'll know something is up the moment you aren't going for a FFE. There's still some good one base TvZ all-ins though.
Oh I was talking about "Ick'kuda anai", I misheard it as having an L in there but Liquipedia has proven me wrong. (my shakuran is a little rusty)
I guess toss need obs faster, I guess. I guess.
4 Transfuses on a Spine Crawler will definitely end 11/11's viability. Can't say I'm too sad about that though, good riddance.
I wonder how 4 Transfuses will change Hatch first v 14/14 in ZvZ.
DotaBuff
Twitch
i think you're spot on here. if you scout incoming air your emergency queens will be able to transfuse when they pop, really boosting your air defense. not sure if i'd skip a 3rd queen on an FE (or even delay the second), but the anti-air implications are pretty large...
Joe's Stream.
still need something for air outside of your base... but it is definitey a huge bolster to zerg defenses.
a 5 queen opening with a couple of spine could hold off a whole lot of all ins...
Joe's Stream.
there was a recent day 9 daily that praised huks pvp dt expand. Other guy caught it with 1 gate robo and chronoing like a motherfucker.
I imagine this will allow some leniency there.
do you actually have replays of losing to air that would be solved by having a t1 aa unit? Just play defensively until you get to t2, and choose your own adventure from there.
out of the several thousands that i have, i'm sure that i do. just statistical probability over a large sample size, nothing special. i'm also sure that it prbly could have been solved other ways. truthfully my biggest gripe about the no tier 1 aa is medivacs. they're out before you get mutas or infestors out (and you're not going to build hydras vT), so there's really no cost effective way to deal with them outside of your base. Although recently, at Bird's insistence, i've found that mass roaches solves the MMM problem pretty damn well.
Joe's Stream.
That could potentially be even stronger than queens starting with 50 energy. Remember, zerg doesn't get a queen until they get a spawning pool. If you do it your way then zerg will have crazy creep spread even before their queen gets out.
http://www.teamliquid.net/video/streams/MVPTAiLS
The Terran shouldn't have a problematic number of Medivacs before you have your tech. A straight 2 base tech to Medivacs before anything else gets them at like 9 minutes, and is super unsafe against any busts. If he makes it safe with Banshees or Tanks, or gets upgrades before Medivacs they're going to be 2 or 3 minutes later, by which time you'll definitely have a Spire or Infestation Pit done.
DotaBuff
Twitch