Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
WOW! Wait a second! Do you realize that Psi Storm costs energy, and that HT cost a shitload of gas???
Do you realize that the Protoss have a building that can give HTs energy? Freshly built HTs can start out with full energy.
Quote:
Well regardless of whether the delay is 0.1s or 20,000s, there is no advantage at any point to implement it.
Except of course for the advantages that have been pointed out several times in this thread.
Quote:
Bro if they're clicking randomly to dodge it's not something you can predict.
If they're clicking randomly to dodge, they're not, you know, attacking. So your units already have an advantage.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Santrega
Lets for this example say there are only 8 directions a person can run to dodge. That gives the dodger a 7/8th(87.5%) chance of not getting hit, while there is a 1/8th(12.5%) chance of you choosing the correct direction casting psi-storm.
I think I like the odds of being able to dodge a lot better than the odds of being able to hit.
Yeah when they fight on open area, they have chance to dodge it, otherwise when they fight at ramp, or map is full of chokes, 2 Psi Storms cant be dodged and about more then 4 I dont want to talk about. And as Nicol said it, if you are dodging it, you are not attacking. You are already in advantage. And many units of yours will die even if you did dodge Psi Storm with most of them. Its all on the paper, in game is a lot different...
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Nicol Bolas
Except of course for the advantages that have been pointed out several times in this thread.
You must be speaking of a different thread, because all I see here is excuses for why it doesn't completely suck, not reasons why it's a better alternative.
Re: TeamLiquid.net Article: Zerg & Larva Injection
To be perfectly honest, I don't really see why this is something worth arguing over. It's soooooo easy to fix if it's a problem, no?
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Nicol Bolas
Do you realize that the Protoss have a building that can give HTs energy? Freshly built HTs can start out with full energy.
making it so you can spam storms over the battlefield is a pretty lame way to balance this mechanic really.
Quote:
Originally Posted by
Nicol Bolas
If they're clicking randomly to dodge, they're not, you know, attacking. So your units already have an advantage.
they can kite you, attack and dodge ad infinitum. a few people have said how easy it is to lose templars to mutalisks now.
Re: TeamLiquid.net Article: Zerg & Larva Injection
I'll have to remember to ask the blues about this today.
Re: TeamLiquid.net Article: Zerg & Larva Injection
anyway
1 base vs 1 base zerg cannot win, it's impossible due to the saturation of the mineral, when u saturate your mineral u get an advantage(thanks to the queen) of 5-7 workers...then u have no advantage when i also reached the saturation, It would be like trying to produce from 8 rax with one base...so if i make a tough wall with depot and rax and u can't destroy even if u have a superior army...and then when i also reached the sturation, we become equeal
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
You must be speaking of a different thread, because all I see here is excuses for why it doesn't completely suck, not reasons why it's a better alternative.
Making Psi Storm situational rather than "always a good idea" is making it better.
Quote:
they can kite you, attack and dodge ad infinitum.
It should be pointed out that half-hitting with a Psi Storm is still hitting with it. They're not able to avoid all possible Storm damage.
And again, if you're in a choke point, there's no dodging.
Quote:
a few people have said how easy it is to lose templars to mutalisks now.
Maybe those "few people" need to build something to protect their Templar. Like Phoenixes. You know, units that can go and hunt down those Mutalisks?
This isn't StarCraft 1 anymore. You're going to have to learn how to cope with different things.
Quote:
making it so you can spam storms over the battlefield is a pretty lame way to balance this mechanic really.
Um, you've got it backwards. The ability to spam storms is balanced by the delay time. That is, if you remove one, you remove the other.
Quote:
abilities should never be delayed between the moment of the cast and the start of the effect.
I really wish people would stop throwing BS out there that has been beaten down so many times. There are many abilities, in SC1 and SC2, that have a delay between the moment of cast and the start of the effect.
Re: TeamLiquid.net Article: Zerg & Larva Injection
I still fail to see the point of the people against this delay.
It does not in whatsoever in ANY way increase chances for an oppponent to dodge, or are you saying that opponents can suddenly see where storm is being casted before it takes effect?
It requires more skill to use it now actually, as it's not just a reaction point and click ability that you use immediately 10 pixels away from a moving army. Instead you'll have to take into account the different movement speeds of opposing units and place the storm accordingly.
Quote:
You must be speaking of a different thread, because all I see here is excuses for why it doesn't completely suck, not reasons why it's a better alternative.
And what are you reasons for why it does suck? All I read is "cry cry something changed, now I'm going to make invalid excuses about it being A) harder to use (omfg really?) B) Easier for the opponent to dodge (lol what an excuse) C) some made up law about how "abilities should not have delays" without any basis for the claim except for the invalid reasons A and B.
Quote:
making it so you can spam storms over the battlefield is a pretty lame way to balance this mechanic really.
Do you even read what you type? This makes no sense whatsoever, Nicol already pointed it out.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Nicol Bolas
Making Psi Storm situational rather than "always a good idea" is making it better.
You're just being hyperbolic. Psi Storm was always extremely situational because of its nature. you could destroy your entire army with the wrong usage of it.
Quote:
Originally Posted by
Nicol Bolas
Um, you've got it backwards. The ability to spam storms is balanced by the delay time. That is, if you remove one, you remove the other.
I really wish people would stop throwing BS out there that has been beaten down so many times. There are many abilities, in SC1 and SC2, that have a delay between the moment of cast and the start of the effect.
I really wish you'd see that you're the one throwing around BS. A spammable ability with a 1s delay is not better than a carefully calculated placement of fewer storms. Why should we balance around this terrible idea like it's the status quo? We're still in alpha, anything goes.