Better Game Balance mod (v4.271) updated changes

They can feed mutas on archont using magic box not like stack all and get wrecked by 1 falcon punch

:man_facepalming: :man_facepalming: :man_facepalming:
That’s enough to understand the knowledge of MyOh…

Hellbats actually can trade or beat Archons without the Bio tag. That is a huge deal for Mech(hellbats are the frontline meat shield) and even Bio in TvP.

You can’t even properly quote:

There you go.

Yea the challenge right now is how to make Protoss better in PvZ but not PvT where Protoss is not advantaged. Its though, whatever the balance team does, not everyone is going to like the changes.
Some changes that Protoss can make use of is a buff to the immortal cost from 275/125 to 250/125 and robo being slightly more expensive.
Another change that’s due is the Tempest, This unit is absolute trash.

I do cut and paste for my quotations. When was the last time that Protoss built Sentries to…fight Mutas?

What are you even talking about?. Air units frequently will engage ground armies.

If a Mutalisk ball engages an army of stalkers with zerglings, those stalkers are dead.

If a mutalisk ball engages an army of Adepts with zerglings, the Mutalisk will die.

Nah bunch disruptor still blow up most hellbat by 1 moment

Guardian Shield. Do you not know the spells of the game?.

Man sentry was never be fight unit he s role support at all

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I was speaking about killing Mutas. By your logic the Terran-AAM is one of the ways Terrans …counter Mutas.

Tempest already got changes.

Adepts being able to attack air does exactly that.

True, however now instead of Hellbats being obliterated by Colossus, Archons and Disruptors at the same time…

Hellbats no longer need to worry about Archons because the Biological tag is off the hellbat.

Guardian Shield mitigates the Mutalisk glaive splash. Mutalisk Glaive splash goes 9-3-1

Guardian Shield provides +2 armor against ranged attacks…which brings that down to 7-1-0 Mutalisk glaive splash.

:grin:All comes too final complain nerf beast disruptors let TCF stimrolling free

Liberator AA splash + AAM(now that the bugs are fixed) is quite powerful.

Yes, it works in COOP if you have a Vorazun partner that will use the Time-Stop ability to freeze all Mutas in place.
Look, dont change the goal-post. It’s true that the best practice of each Protoss when fighting Mutas with their DeathBall is to use GS (even more in the Carrier vs. Carrier battles).
We were discussing ways to actually counter/kill Mutas.
Outside Phoenixes and fields of Cannon/SB everything else is just soft-counter in the best of cases.

Adepts can wreck Mutalisk in even numbers in straight up fights. Actually play the mod in PvZ.

Yes, and a bunch of Archons even more so. Add a Storm or two for good measure. But all this theorycrafting makes the assumption that Zerg is stupid-enough to use a non-frontline fighter (Muta) to fight Mass Adepts, Archons…
It looks good on paper but the mobility difference ruins all the sand-castle that you are trying to erect.
P.S. a small improvement in the indirect Sentry vs. Muta fight would be to give GS the ability to protect Structures from ranged-attacks.
That would increase the survavibility of Cannons/SB and indirectly mitigate Muta-Attacks. But you would not do that because your intention is not to really help Protoss but to give the impression of help while buffing Terrans.

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Shade actually helps with the mobility of the Adept, you can shade between bases or even flank the Mutalisk if they try to retreat.

I can’t take you seriously so.

Tempest still garbage cause giant overkill

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