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 patch 1.1 notes, leaked

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narf03
post Sep 21 2010, 06:21 PM

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Mule is way too strong i think, and implementing the 40 seconds cool down does not make it weak, it need 50 energy to call down a mule(yes/no?), just do it frequently, like zerg, they cant create larvae few times on a single hatchery.

Comparing mule and queen's create larvae, i think mule got more benefits, mule can mine mineral, scout area, fast repair unit in battle, they are like cheap advanced SCV that can be called down anytime anywhere, the nerf try to prevent any amount.

As for protoss' chrono, i think its pretty strong too, u can speed production, speed research(which i think no other race can do research as fast as protoss with crono)

darkplacid, i do not agree with you about the overlord mobility, i think with the overlord mobility increase we can see more and more overlord being used, they no longer stuck in base. Zerg might no longer need to scout with drone, with the double starting overlord speed, you can scout with overlord, and chances of getting it killed way much lower.

I think a queen/stalker/marine no longer able to kill an overlord who trying to run for its life. With the double speed, overlord can be spread across the map for more vision, nydus can make use of the vision, surprise attack/far expansion. Overlords also can create diversion, imaging you see 10 overlords flying into your base, with their increased starting speed, they can be used straight away.

This post has been edited by narf03: Sep 21 2010, 06:39 PM
narf03
post Sep 21 2010, 07:27 PM

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QUOTE(darkplacid @ Sep 21 2010, 06:57 PM)
You all got me wrong... I just feel the speed is too fast... There is that concept but overlord abuse can be used early to deny expansion early game...

I am i zerg player also and i think this is a little over... Amagine starting by playing overlord in your opponent natural expansion leaking creep...

This is for balance not to buff zerg... Maybe increasing it only a little... not just give it a free upgrade...
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by the time u can put creep in your enemy' base, you already got a Lair, not hatchery, and if your enemy still dont have something to shoot them, then they dont deserve to expand.
narf03
post Sep 21 2010, 10:25 PM

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QUOTE(incx @ Sep 21 2010, 08:59 PM)
Haiyo. Why do they have to include a cool down for chrono boost. I usually stock up my chrono boost for zealot rush and now, between 3 zealots there will be 1 minute gap in between that's chronoless.
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cause they feel the game is getting boring due to too many zealots on the battlefield ?
narf03
post Sep 22 2010, 12:49 PM

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QUOTE(Quazacolt @ Sep 22 2010, 12:31 PM)
shit unit after buff, still shit. wwwwwww
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nope, it will be excellent unit for attacking base, especially those who block entrance with buildings, the ultralisk can attack many buildings at once, and if there are enemy units near the building, they also getting the damage, based on the youtube clip, anything within range 2 of the attacked building will take damage, resulting ultralisk can attack very far and very wide range, just 1 or 2 ultralisk attacking a hatchery/CC/Nexus can easily kill ALL miners who didnt run for their lives. And players who block entrance with building ie a barrack, and having marines behind the barracks can be killed by simply letting the ultralisk attacking the barrack, not killing those marine 1 by 1, its very wide area effect, 2 attacks on barrack, all marines standing too near to the barrack will die.
narf03
post Sep 22 2010, 01:30 PM

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QUOTE(Quazacolt @ Sep 22 2010, 01:04 PM)
umm yeah, WoW cleave mechanics. so?

immortals/marauders/zerg air or heavy roach hydra combo would like to say hello
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its not a fair comparison, every unit got their advantages and weakness, u cant say its useless cause there are many scenarios that they are weak. I am saying they got their usage, you can use them in some scenario, which in this case, they are good at attacking base, where their splash damage area depends on what they are attacking, the larger the unit they attack, the bigger splash damage area they can do.

And about marauders, they need to stay away from building to make them safe, ultralisk can simply attack a building that is between the marauders and the ultralisk to hurt them, kite might no longer work, ultralisk can just run behind a building and attack the building, if marauder chase the ultralisk, the ultralisk just need to attack the building and it will deal damage to all marauders that getting in the range of 2 of the building. im not sure if it still works if the ultralisk doing friendly attack on its own building, if it works, then the tactic can be widely used. Must be fun to see zealots getting killed by an ultralisk who attacking its own lair.


narf03
post Sep 22 2010, 01:41 PM

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QUOTE(Sichiri @ Sep 22 2010, 01:32 PM)
marauders will kill the ultralisk faster than the ultra can kill with splash.
plus you have medivacs
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they both do extra damage on armored unit, marauders was the winner due to they have the range advantage, and they can kite ultralisk easily, if the fight happens in a base, the result is yet to be determined, the ultralisk might have some advantage in extending their range, not sure if the ultralisk now able to kite marauders in terran's base or not.
narf03
post Sep 22 2010, 01:54 PM

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QUOTE(darkplacid @ Sep 22 2010, 01:49 PM)
Marauders+Viking no weakness le... Please tell me if got any LOL...
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viking is good at small number, when in big number, they arent really that good, due to they normally will shoot at the same target, as for marauders, they are good to slow units down, and good attacking armored/building, really bad if enemy goes mass zerglings.
narf03
post Sep 22 2010, 02:27 PM

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QUOTE(darkplacid @ Sep 22 2010, 01:55 PM)
But what happen if the fight at a choke? Zerglings cannot surround=GG... When Terran push up ram got problem...

I dun get what you mean by bad in big numbers... Not focus fire betteR?
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focus fire enough to kill 1 unit is better, but if they over fire, which the fire power enough to kill 3 units, they just attacking the same unit, will consider wasting, try mass viking vs mass mutas. U are a gold ranked player, i think u should know that which place is consider good for zerglings to init the attack.
narf03
post Sep 22 2010, 02:56 PM

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QUOTE(darkplacid @ Sep 22 2010, 02:54 PM)
Gonna test... But too much work to do... Haih... Anyway what is wrong with people in this forum so sensitive bout ladder rankings? I feel dun use ladder ranking to judge a player... I more of a bronze player then gold... I just got lucky thats all...
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i m not judging you good or bad, im assuming you done enough game to have enough experience, even u didnt use the strategy, u should have seen them.
narf03
post Sep 22 2010, 03:13 PM

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QUOTE(darkplacid @ Sep 22 2010, 02:59 PM)
Nah.. I not so dedicated to this game... I stop watching replays already...

narf add me... Let have a game or 2 LOL... You seem cool... I rarely have chance to ZvZ also... Mostly meet terrans at ladder and frustrated that my ultralisk getting murdered by tier 1 units already LOL...
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ok will do tonite, im in office atm, even my company pc got it installed =P but i usually dont play at company, just watch replays, incase anything happen, i can just walk off.
narf03
post Sep 22 2010, 04:20 PM

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QUOTE(Quazacolt @ Sep 22 2010, 03:40 PM)
you're trying to say an ultralisk is useful by abusing a most likely unintended (blue post did hinted this) game mechanic? lol
yes, marauders arent suppose to shoot and move, they are suppose to stand still and shot, but still ppl doing that, rite ? =P
narf03
post Sep 22 2010, 10:20 PM

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hey guys, would you ppl please stop that right here ? it seems to be a little bit off topic for a little bit too long. thank you.

 

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