Maybe they are going to update the fix on Mutations and implant Weekly Brutations and thats it.
PS @ BLIZZARD ADD A RALLY POINT TOO STETHMAN INFESTORS EGGS
feels annoying too control ATM <3
The way they work right now doesn’t work for you? As it is the Infestors throw their eggs as close to the targeted location as the can without moving, then the spawn attack-move to the target from there.
So you move the infestors to a safe place nearby and click past your target. What would you rather? Maybe I’m missing something here.
Just use the minimap, infestors will just throw the eggs in the general direction of where you’re pointing, and the spawns will move the rest of the way
omg thx didn’t know u could use it like that <3
The thing about those top bar is that they can’t kill tanky air unit. This mean you can’t play the game without going carriers, and even then, carriers suck vs tanky air units.
5 to 6 Orbital Strikes is enough to kill one (assuming Carriers and BCs respectively). They tend to clump up, so you can often get 2 to 3 of them with a set of salvos.
I’ll mention it again, but I’ve already said what separates Nova’s army from the rest of terrans, and from the other commanders too, if you like - in this case, Karax: her units abilities. Her units’ stats are decent, but nothing wow-ish about them, but the abilties, wow… just WOW. Those really make a big difference.
So it’s not about “changing numbers”, it’s more about “changing abilities”, which is not happening. Karax’s army doesn’t get new abilities, to be better at damage-dealing or faster in clearing the map, they get some sustainability, but he already had enough of that imo.
Well, my point was about how crazy strong her libs are. So ok, there are a few other units that can deal 100+ dmg to buildings, guess my bad on that one.
Actually that’s exactly what they are good for. Orbital strikes do only 50 dmg vs non-armored units, but 100 vs armored, so it should take you 6 shots - 30 energy - to destroy a BC and 5 shots - 25 energy for a carrier. And you tend to be able to hit more than 1 with at least a few shots, plus you usually don’t have that many to kill in attack waves - or bases for that matter. They exception of this is probably Oblivion Express.
Also, for capital ships you can use a few immortals with shadow cannon besides topbar, since by the time they appear, it’s enough to build a few immortals.
And again, you are supposed to have an ally which should help you, and he should be able to do it when capital ships arrive. Yes, I know that most of the time each player minds his own business, but these commanders were designed with actual co-op in mind, so I guess that’s why most of them (at least early ones) have weaknesses.
I’d like to see how good you are with the spore luring when I use Karax and SoA to kill units instead. At least give some thought to the post before replying.
Yes, any ally can make use of nests. It doesn’t hurt to step back and let enemy die on the nest. My point is that many allies do not do that, especially early presence ones.
I asked one of these people why he killed 1st wave instead of letting it die on my nests and was told that he was saving nests for later. Go figure.
What about flying Hybrid? Also, big flying things don’t clump up as often as smaller flying unit(Although smaller flying units are fast af to aim with orbital anyway).
SoA is still great against them. You may run low on SoA energy, but that’s part of Karax’ “MO”. If you were looking for some “perfect solution”, then it don’t exist. But then again, all COs have some weaknesses (e.g. Raynor and Stukov vs. AoE, Vorazon lacks ground AoE). If there’s one that doesn’t according to your playstyle, then by all means, stick with them.
I don’t know what you are thinking but they don’t have these weakness.
Raynor’s signature forces are his infantry. Ditto with Stukov’s infested walkers. Do they not get torn up by AoE?
My suggestion for Swann: Double the supply you get from supply depots.
It would be a simple change to help speed up the early game somewhat, and just generally make things less annoying in the later stages of the game.
First: Raynor infantry doesn’t get torn apart by AoE because they have extra HP and medic give them dmg reduction, Also, Raynor has unlimited mineral to compensate that “Weakness”. Stukov infested walkers are literally Free so there is no point.
Second: The difference between the weakness of, let’s say Raynor, and Karax is that Karax’s weaknesses synergies with each other while Raynor’s doesn’t.
What I love about Karax units buff is that it lessen the “Weakness synergy” that exist within Karax. I mean, why the **** do they make weakness synergy with each other in the first place? Mind you, the Weaknesses that Karax has still synergy with each other but just a bit “less” than before.
Blizzard did not double the supply from depots, the patch is already out.
I’m not saying they did, I’m saying they should.
I know. I just wanted to make you aware that your suggestion was too late unfortunately, the patch was already out when you wrote this. Like last time Blizzard announced a patch but did not care about feedback. The patch was released soon after the announcement. All was already set in stone.
They reverted that stupid nerf to Stukov’s bunkers.