no it hasnt. toss is still op
LOAD OF BS. toss can defend early easily.
always DUMB S PATCHES AND terran gets nerfed more. oh lets buff protoss more. pros are the cause of this game being trash and balance team RIDE them more and not use their brains. why dont they make a different server for pros only and balance that server only. the nerfs for terran ruins every terran player. this why most go back to BW or play other RTS games more. OG BW was so fun to play even now its fun to play. sc2 was fun but now its frustrating. I AM AN OG SC player and i been playing this game since OG SC1 came out. AOE is even more fun than sc2.
I never liked this better pylon field near Nexus thing so Iâm happy itâs gone.
Everyone on the ladder will 1 base all in, how it was in the days of WOL and HOTS, I am not looking forward to that.
This patch will force people to re-learn the game. Weâre all used to 12 workers and now weâll have to spend even more time learning the game or just quit. The game will become too slow and boring in the beginning.
The warp gate changes are nice, except for moving the upgrade to the gateway and (if the other changes werenât enough) having to pay for the transformation. That is just too big of a change for people who are used to playing the game in the old way.
Adding another attack to the disruptor and infestor is ridiculous, except for the case where those attacks are super weak. Already strong spellcasters just get too powerful.
Giving the overlord the ability to transport units just defeats the purpose of nydis worms. Terran has medivacs, Protoss has warp prisms and Zerg has nydis worms and overlord which require almost nothing to have(which makes drops so much easier and cheap for Zerg).
The ghostsâ attack get so much stronger against all units, which is kind of strange, considering their attack in real life wouldnât be able to penetrate a lot of armor.
Otherwise, I think that the patch is not bad.
the disrupters attack is a âphantom attackâ, it acts like its attacking but shoots nothing. its just there to stop the disrupter from a moving. as for the infestor, not sure what its attack is. I havent seen any vids of people actually using it, but since they did not give a range and damage for it in the patch notes were all guessing its like the templer water baloon doing pretty much no damage. These âattacksâ were added to keep the units from durping forward to there death, and that is it.
most players played when there was only 6, im happy. Brings back one base play. Makes workers more important and harass more effective.
4 (+1) per 1.25 seconds with 6 range; literally the same as the high templarâs in terms of dps/range
itâs actually worse to micro with
Itâs had this for all eternity what are you on about
thanks eliwan. most of us figured it was about the same as the templers.
The Disruptorâs attack does zero damage. The Infestorâs is presumed to be weak, but I havenât seen the stats for it yet.
Overlords have had this ability for all of SC1 and SC2.
LOTV requires individual Overlords to be morphed in order to pick up units, which is a departure from previous behavior where a simple upgrades turned regular Overlords into transports.
In any case, the new button (which all transports have) only applies to actual transports (Medivacs, Warp Prisms, morphed Overlords).
Ghosts use a type of Sniper rifle, so it depends on the type of Sniper rifle and the ammunition. Anti-material rifles (sometimes called anti-tank rifles) are a type of Sniper rifle.
Thank you! I tried to check by using the editor to find the mod, but apparently it isnât available in the normal game editor.
Ghost rifles are canonically able to be loaded with AP ammunition, but itâs not usually part of their mission on a given battlefield. Historically, they used lockdown rounds for hard targets, which was mostly discontinued by the time of the Second Great War (ie SC2).
Maybe they should change the workers to 10, not straight to 8.
I was watching Harstemâs video, basically his take on all the changes, and he seems to like the warp gate changes and admits that it could be a cool change.
However, at the end he mentioned that the warp change probably wouldnât matter at all, because of how big this worker eco change is (decreasing the starting number of workers from 12 to 8).
I played a few games yesterday, and all in all it felt more like my zerg was just handicapped and cut off at the knees. Nothing felt right. I faced a terran each time and even with the slower eco a reaper still showed up at around the normal time and i wasnt no where near where i should be to defend. each time i had one base with about 12 workers and only just started my nat, with pool barely finishing in time to pump out lings to keep the reapers at bay, long enough for my first queen to build. It absolutely felt aweful trying to by time by wasting money on lings for cannon fodder. by the 5 min mark i barely had 16 workers and a an empty nat. where by 3 min most games i have 2 base with a macro hatch and 3 queens out already, just starting to mass lings for a 4m rush. This patch is god awefull. and playing it feels absolutely terrible.
This is exactly the kind of warp gate change that has needed to be tried since WoL days. A good tradeoff between Warp Gate and Gateway cooldown/build times to incentivize Gateway production? A significant investment to get to the point of mass warp-in? This potentially solves so much brokenness in the whole Protoss design that paves the way for additional changes for giving Protoss its strength in ways that are healthier for the game.
All that with changes that bring variety back to the early game but not as sluggish of a start as pre-LotV? Yes, please.
50/50 for a single Warp Gate is huge for the âcheeseâ stage of the game. I donât doubt your sincerity, but your lack of experience is showing here, Winter.
bud i got more time in this game then most people do. over 20k games.
Ok, let me amend my statement. Your lack of game knowledge is showing.
funny cause i dont really see alot of the pros complaining about the 50/50, only that warp is researched on the gateway now.
how many games in you got racked up in sc2?
nevermind i looked it up, you have less than 2k, haha
Complaints from which side of it? Every Gateway having to be transformed means for 4 Warp Gates it costs 200/200 plus the cost of the Gateways for a total of 800/200. That is not a buff.
If Zealot cheese proves to be a real issue, require a Cyber Core to be built for the transformation. If itâs still a real issue, it can be delayed to Twilight Council. In any case, the changes of having a cost to change each Gateway to a Warp Gate, then also having that Gatewayâs build time to be faster than the Warp Gate cooldown are great ideas for undoing a lot of the problems Protoss has had since WoL.
if you have less than 2k games your opinion dont matter. your a straight up new player.
let me guess your also one those people that think the 8 workers start is better so it slows the game down for you.