Re: TeamLiquid.net Article: Zerg & Larva Injection
The truth is that Storm has been buffed overall. Forcefield, Obelisk energy charge and Smartcast,anti-grav, the HTīs own Temporal rift(last we heard itīs soemwhat like a single target stasis?) and Vortex are just a few examples.
The delay IS a nerf but it doesnīt change how the storm actually works and is applied. Cast the storm where the enemy units will be most of the time within the next seconds anticipating a dodge attempt. Dodging though has been buffed, fast units and a good player can negate Stormdamage completely. The idea isnīt "lots of damage (thats Scarabs)" but "force the enemy to move".
Even in SC:BW Storm was on itīs own just ineffective, people are too good at dodging and HTīs to expensive to storm enough to compensate damagewise (I again remind you of the obelisks charge capability).
Re: TeamLiquid.net Article: Zerg & Larva Injection
This article is eye opening. The early-mid game is the most important. Many strategies should be viable. With the Zerg having a "best build" to start off with, it severely hinders the variety of strategies. In BW, you could do many different builds and still be viable in the mid-late game. With 1 Hatch Queen being so powerful, all other strategies will have to be built around surviving it. The ability will be nerfed, but the problem still remains.
All races should have multiple viable build orders to start off with. FE, early rush, fast tech, etc. I hope that SC2 brings all of these to the table, with new variations and completely refreshing iterations.
For everyone saying that Zerg plays the same, you are wrong. Being able to go toe-to-toe with Terran or Protoss without having being an expansion ahead completely changes the way the races interact. 1 Hatch Queen Hydra producing at 2.5 Hatch rate is imposing. I hope a balance is found.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
I like the fast acting and reacting games involved in starcraft, where its not a hope to get lucky action, but a strategic action.
They removed being able to block attacks on high ground and behind obstacles because it added luck, now they add luck to trying to hit your opponent with an ability? It makes very little sense.
lol? Care to elaborate on how it's suddenly involving luck?
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Pandonetho
lol? Care to elaborate on how it's suddenly involving luck?
Sigh, if you can't see how clicking and hoping the enemy ends up where you clicked a few seconds ago involves luck without my elaboration, I think you choose not to see it, and thus any explanation will be just a plain waste of time. I accept that you dont agree with me, but my intention never was to convince you.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Sigh, if you can't see how clicking and hoping the enemy ends up where you clicked a few seconds ago involves luck
1) lol, few seconds ago? Are you seriously implying that there are a FEW SECONDS of delay between casting the spell and having it actually take effect?
2) It's called predicting where your opponent will go, exactly how is this different from SC1? If units are just standing still and attacking, it won't make a BIT of difference except for the fact that storm will be even more devastating. If units are constantly moving, it's a matter of adapting to that short delay and predicting where your opponent will move, which is *GASP* exactly what you had to do with storm in SC1.
Unless you're suggesting that now opponents will know where you plan on casting storm before it takes effect and that you have to hope they walk into it. Your argument fails. This storm is no different from SC1 except for requiring some adapation to use it.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Don't forget that with smart casting you can easily blanket large areas with storm.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Pandonetho
1) This storm is no different from SC1 except for requiring some adapation to use it.
If it requires adaptation, its different. This quote pretty much sums up your response filled with "its not different", "its only a little different" "it requires adaptation".
Yeah, thats kinda the point, I think its stupid different. You don't have to dislike it, I'm just pointing out that I believe its stupid and I personally dislike it. Whether or not you feel I should dislike it is completely irrelevant.
What is relevant is I could possibly end up liking this after playing the game, which is fine. Right now I dislike it, after playing it maybe I wont. Considering im not closed-minded, it wont take much playing time to change my mind about it, if it indeed is a good thing.
Re: TeamLiquid.net Article: Zerg & Larva Injection
Right, so instead of actually arguing my points you just pull 1 thing out of my post.
So exactly how is it so different that causes you to dislike it so much?
As I pointed out, the application of it is exactly the same as it is in SC1.
Storm moving opponents, guess what, you have to predict where they go in SC1!
Storm opponents that are not moving but attacking, guess what, a half a second or a second delay isn't going to change anything!
Re: TeamLiquid.net Article: Zerg & Larva Injection
Quote:
Originally Posted by
Rake
Don't forget that with smart casting you can easily blanket large areas with storm.
Word~
Re: TeamLiquid.net Article: Zerg & Larva Injection
I think the main reason gas seems so limited is because minerals are so available.
Anyway, if we're genuinely curious about psi storm, we should ask the blues tomorrow.