Charge always getting full duration, even after attacking, would be an enormous buff against fleeing enemies. They'd be able to get 2+ hits off every charge. I suspect it would be like marauder slow, where you're fucked if you run so i guess you have to stay and fight to the death
who knows, maybe it'd be appropriate, but it would totally rework balance.
I understand where you're coming from Beef Avenger, I just wish that charge could be used with a skill component rather than just A-move attack those guys. The video someone posted about a way to bug charge to get a full surround was awesome, and I would think that's the kind of thing they want to reward.
Dropping Loads on
Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
3clipse: The key to any successful marriage is a good mid-game transition.
Well, for worker killing it isn't much of a change. Sure it does it faster but you could always kill workers with two fungals no matter how long it took. But infested terrans are better imo cause they kill the workers and the nexus/hatch.
I saw a Cella coaching session where he instructs Mr. Bitter to "kill workers with infestors, you understand?"
"Yes, I know what you mean."
Mr. Bitter then spends all of his infestor energy on infested terrans while Cella has a little seizure of "nooooooooo, I, gaaaaah, fungal soooooo much better!"
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
People learning to effectively utilize the friendly fire charge would be the coolest thing. I'm totally going to be a fan of the first person to do so
What change is this?
it's not a change. It's a micro trick where you target a friendly unit with charge, then manually issue move commands while the units are still charging to cover ground quickly and get surrounds.
Well, for worker killing it isn't much of a change. Sure it does it faster but you could always kill workers with two fungals no matter how long it took. But infested terrans are better imo cause they kill the workers and the nexus/hatch.
I saw a Cella coaching session where he instructs Mr. Bitter to "kill workers with infestors, you understand?"
"Yes, I know what you mean."
Mr. Bitter then spends all of his infestor energy on infested terrans while Cella has a little seizure of "nooooooooo, I, gaaaaah, fungal soooooo much better!"
I think before that game TLO was on showing off his zerg (I could be wrong) and he used infested marines to harass workers so the next game Mr Bitter tried it. Maybe that is why?
People learning to effectively utilize the friendly fire charge would be the coolest thing. I'm totally going to be a fan of the first person to do so
What change is this?
it's not a change. It's a micro trick where you target a friendly unit with charge, then manually issue move commands while the units are still charging to cover ground quickly and get surrounds.
Well, for worker killing it isn't much of a change. Sure it does it faster but you could always kill workers with two fungals no matter how long it took. But infested terrans are better imo cause they kill the workers and the nexus/hatch.
I saw a Cella coaching session where he instructs Mr. Bitter to "kill workers with infestors, you understand?"
"Yes, I know what you mean."
Mr. Bitter then spends all of his infestor energy on infested terrans while Cella has a little seizure of "nooooooooo, I, gaaaaah, fungal soooooo much better!"
I think before that game TLO was on showing off his zerg (I could be wrong) and he used infested marines to harass workers so the next game Mr Bitter tried it. Maybe that is why?
Yeah, later he and Cella talked about it IIRC and decided that if you want to kill shit like the CC< do infested marines, if just the workers do fungal with the option of a couple of infesteds.
Anzekay on
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited March 2011
I'm most sad about the now lack of storm drops with the current patch.
Lately I've been experimenting with going double robo and having one of them producing observers constantly.
I'm not really sure how well it works but it is amazing how safe you feel with 6+ observers. One dies? no problem they come out every 45 secs.
That's a very old school, and effective tactic. Couple it with WP's with speed upgrades, and you've got yourself a helluva mobile army, and a map hack.
I'm sure sooner or later Zerg will realise that you in fact can't drone like mad and expect to only make units 1 min before they're needed and not take a significant risk of being punished for it.
What is so bad about droning from your main hatch and making units from your nat? Sure, Zerg prefer making drones to units early on, but why not maintain a steady unit production and steady drone production? That way you have a standing army vs early attacks, you're still making drones, and your units don't sit in your main to get trapped by forcefields. And if you aren't being attacked you can go pressure your opponent.
The times when I lose most vs Zerg is when they are pressuring me with ground forces while i'm trying to secure my natural. Get out of the mindset that you must be passive always forever and never attack until 200 supply and creep covers the whole map. Kambing does this really well go talk to him about it.
you produce the drones exclusively early because the ROI is much better the sooner you get them out. cutting drones for army early can come back and haunt you in the form of "i have more larva than money".
It doesn't feel right to be able to cut off half of a zerg's army production with one FF in a 4gate attack. Especially as Z has no ability to wall off and only low ranged options early.
Can you give us the in-game time when the Zerg attacked Overnight? Telling us which buildings the other player had isn't very helpful. Also the term rush and what people think it entails is completely subjective.
And yes, wider ramps help 4gates, as one FF is not enough to block the ramp.
wider ramps also make 4 warp gate stronger though right? people always say how good it is in scrap station
PvP yes.
PvT and PvZ I don't think it makes a big difference. Arguably it hurts the 4 gate in PvZ. But 4 gate in PvZ really isn't that strong since 1.2. Its just Zs would really like to be able to drone up until you have like 50 drones before producing more than a few lings. You get so much money that way.
I just noticed that Dhal isn't jailed anymore... congrats
Maybe I missed this conversation, but what do you guys think about the 'losses' and 'win/loss' ratio not showing up anymore? Personally, I feel like this will make it way easier (psychologically) to ladder, because you won't worry about the losses as much...
I just noticed that Dhal isn't jailed anymore... congrats
Maybe I missed this conversation, but what do you guys think about the 'losses' and 'win/loss' ratio not showing up anymore? Personally, I feel like this will make it way easier (psychologically) to ladder, because you won't worry about the losses as much...
It annoys me because I'd rather try to improve than just grind. And its easier to set goals to measure my improvement if I can see my wins/losses.
To be fair, Battlecruisers are pretty good if you could just magically have them, but they don't fill a role that another unit couldn't fill. They're basically in the same situation as carriers. Honestly, I wouldn't mind if Blizz gave both units a little buff or made them easier to get. They could even over-shoot a little bit and it would be okay (they'd just have to reel it in a little after).
I also think all the Zerg whining about Corruptors might go away if BCs and Carriers showed up more often, because they'd suddenly be "useful" and easly converted into an anti-ground force once the capital ships were cleaned up.
Posts
who knows, maybe it'd be appropriate, but it would totally rework balance.
PSN: Robo_Wizard1
3clipse: The key to any successful marriage is a good mid-game transition.
QEDMF xbl: PantsB G+
PSN: Robo_Wizard1
It also makes units non-targettable, so banes shouldn't go off.
Witty signature comment goes here...
wra
What change is this?
I saw a Cella coaching session where he instructs Mr. Bitter to "kill workers with infestors, you understand?"
"Yes, I know what you mean."
Mr. Bitter then spends all of his infestor energy on infested terrans while Cella has a little seizure of "nooooooooo, I, gaaaaah, fungal soooooo much better!"
it's not a change. It's a micro trick where you target a friendly unit with charge, then manually issue move commands while the units are still charging to cover ground quickly and get surrounds.
PSN: Robo_Wizard1
I think before that game TLO was on showing off his zerg (I could be wrong) and he used infested marines to harass workers so the next game Mr Bitter tried it. Maybe that is why?
3clipse, there was some debate as to whether this technique is intended/acceptable or not and if it will be patched out.
3clipse: The key to any successful marriage is a good mid-game transition.
Oh, you wrote "charge" not "change." Brain not work so good.
Yeah, later he and Cella talked about it IIRC and decided that if you want to kill shit like the CC< do infested marines, if just the workers do fungal with the option of a couple of infesteds.
That shit was so awesome.
An answer will be derived.
Joe's Stream.
That's a very old school, and effective tactic. Couple it with WP's with speed upgrades, and you've got yourself a helluva mobile army, and a map hack.
Joe's Stream.
you produce the drones exclusively early because the ROI is much better the sooner you get them out. cutting drones for army early can come back and haunt you in the form of "i have more larva than money".
It doesn't feel right to be able to cut off half of a zerg's army production with one FF in a 4gate attack. Especially as Z has no ability to wall off and only low ranged options early.
Joe's Stream.
is that a rush? cus my friend says it is
And yes, wider ramps help 4gates, as one FF is not enough to block the ramp.
its a real time strategy, not sim city
Carry on.
PvP yes.
PvT and PvZ I don't think it makes a big difference. Arguably it hurts the 4 gate in PvZ. But 4 gate in PvZ really isn't that strong since 1.2. Its just Zs would really like to be able to drone up until you have like 50 drones before producing more than a few lings. You get so much money that way.
QEDMF xbl: PantsB G+
At what time?
QEDMF xbl: PantsB G+
Maybe I missed this conversation, but what do you guys think about the 'losses' and 'win/loss' ratio not showing up anymore? Personally, I feel like this will make it way easier (psychologically) to ladder, because you won't worry about the losses as much...
It annoys me because I'd rather try to improve than just grind. And its easier to set goals to measure my improvement if I can see my wins/losses.
QEDMF xbl: PantsB G+
Also, I emailed kingston about the rest of the computer parts and they are ignoring my emails.
Contest fails
sadface
totp edit:
nerf terran buff zerg toss imba
proceed with page 23!
B.net: Kusanku
Yeah, they're just not good against anything that can hit back.
I also think all the Zerg whining about Corruptors might go away if BCs and Carriers showed up more often, because they'd suddenly be "useful" and easly converted into an anti-ground force once the capital ships were cleaned up.
Pretty sure they die to their mineral cost worth of any (cheaper, faster, lower tech) unit that can shoot back.
also it was pretty funny to see rainbow lose a TvT because he went BC's
Dude, you've been posting here how long, and you don't know how to 4gate?
Joe's Stream.