Bio units too mobile… infestor can stop units from moving while your army is invincible. Someone has had a few too many, right…?
It’s 2021, an infestor hasn’t been made in a TvZ for years since it’s so easy to dodge both before and after it lands, and forum crybabies are still crying about it.
This would be the strongest verison of the infestor without fail.
Oh no, a small clump of zerg units can’t be seen for 11 seconds! Oh, the horror! You know, it kinda reminds of me of looking away for 3 seconds, then coming back to find out some tanks on the high ground completely wrecked your entire army. You know, the units with splash stronger than a baneling at a range longer than the sight range of any zerg unit in existence.
Shouldn’t contradictions like this occur to terrans? Oh wait, the only standards TCF have are double standards.
You see, a siege tank is completely untargetable at it’s siege range as long as the Zerg remains there. How is that different from a MS that makes zergs units untargetable? It’s not. It’s virtually identical. The difference is, this comes built in to the siege tank FOR FREE.
I am hearing the guy that said MS would be OP take the spell and make it 1000000x better.
Everyone knew it was a nerf. I was just trolling the low IQ apetoss players who were afraid that Blizzard had buffed Zerg once again. It would take brain damage to believe that a spell that produces free units would be worse than a spell that forces you to sit underneath psi storms. I used to do infestor counter-attacks that killed planetary fortresses with energy or entire mineral lines with fungal depending on the layout of the base and the available energy.
Terrans can harass zerg bases using nothing but medivac energy but zerg doesn’t get anything like that. Zerg gets to make queens, lings and banes all game long in tvz.
Yes, this has to be the most obvious troll yet.
Yes, because you do political attacks on an idea, without engaging its merits, it magically means those attacks are valid, how? Terran players would crap their pants if Zerg had even 1/10th of the strategic options of Terran, and that’s what blows your mind. This would give Zerg a strategic option that the siege tank gets for free by default for being a siege tank and that puts your brain into denial mode because WHAT ON EARTH ARE YOU SUPPOSED TO DO IF ZERG HAS STRATEGIC OPTIONS!
OH NO! THE ZERG HAS CONTROL OVER THIS SPOT ON THE MAP FOR 11 SECONDS! ITS THE END OF TERARN! SC2 IS DOOMED!
Because zerg is well known for its slow and methodical approach to territorial control, and that playstyle is certainly supported by the design of the rest of the race.
Protoss will still be using disruptors to delete zerg AA units while abusing terrain with carriers. Next…
How? He can’t see where they are. All he sees is a cloud.
Units are taking damage and there’s a cloud. The units you would see when they try to dodge the nova and move outside the cloud…
So the ape is spending a disruptor shot to temporarily move zerg units to where they can be targeted, and this is a net loss for the zerg, how? Carrier DPS is still cut by the virtue of the fact that zerg units are cloaked meanwhile the protoss is wasting disruptor shots shooting at clouds where he he thinks zerg units MIGHT be.
You could probably move in and out of the cloud faster than the interceptors could retarget.
Apetoss will continue using disruptors and Ht like they always have while every other facet of the game is shifted upside down by a suggestion trying to help zerg against carrier/ht/disruptor.
Again, where are they casting them when they can’t see nor target the units?
where the clouds are, since i highly doubt zeg can afford making halluc couds just for the sake of a joke … or does those improved MS clouds the whole map into nonvision for enemy?
sometime i question my sanity o_O
Presumably inside of the big “I have important units here” cloud youve made.
Nah.
Protoss just needs a nerf. Nothing fancy, no new units, just revert like 2 of the four buffs the voidray got at once, make batteries less ridiculous, call it a day.
This change would be busted against MMM though.
Just nerf shield battery so it’s not as effective like 50% effective on air units. Robo / Gateway toss is fine, and generally what you see at pro play during the mid game when most games are decided. Just nerf mass A-move skytoss and strats like proxy void rays with shield batteries. Leave pro strats alone.
Protoss players are happy to see game reverted to 2017, before Patch 4.0.
No shield battery, Mothership core back. Good old times.