Re: Trends i've noticed that could use changes
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Originally Posted by
Xeonio
Creep Tumor is neat... but until you upgrade to a Lair the queen isn't regenerating energy fast enough to use one and use spawn larva on cooldown. That tumor isn't worth the extra larva.
What's this about queen energy regen increasing when you have a lair?
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D8 charges... holy god are they powerful. You expect that kind of power on an Ultralisk but not an early game unit. I've seen a small group of reapers jump into my base and rape a couple of sunkens before they did much damage at all. You simply pray you have enough 'lings to run 'em off.
Seeing how reapers hard-counter zerglings, maybe you should be using some other unit...
Re: Trends i've noticed that could use changes
Yea, the few games I've had the issue with them has been times I've tried early expansions. It's most likely that if I don't for the fast expand I'll have roaches to deal with them instead.
I'm not 100% sure that the Queen's regen goes up but I'm pretty sure it does. It feels like it regens faster after I get a lair as I can't get a creep tumor and a spawn larva at the same time until after the lair is up. It might be that the regen is just slightly faster than a spawn larva cooldown so that I just have to wait longer in a match regardless of the lair tech or not. I know that when I have a hive I'm able to setup another hatchery in the main base and keep them both larva'd with a queen (but that is probably due to micro short comings of my own).
Re: Trends i've noticed that could use changes
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I'm just going on what I've seen in replays. If you say that EMP is used frequently to great effect, I'll take your word for it.
Same for Guardian Aura, although I still think it's an uninteresting ability. It's kind of like Maelstrom only it requires less skill to use.
About EMP, watch latest games in StarCraftLegacy youtube channel, watch LiquidNazguv vs FrozenArbiter, you will see there how powerful EMP is.
Maelstorm??? What? Oh you think about Force Field... Guardian Aura creats aura around Sentrie that reduce every missile attack by 2. Which means your units are actually getting +2 Armor vs ranged attacks which is extremely powerful for that low cost! And I like it.
Re: Trends i've noticed that could use changes
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I'm not 100% sure that the Queen's regen goes up but I'm pretty sure it does. It feels like it regens faster after I get a lair as I can't get a creep tumor and a spawn larva at the same time until after the lair is up.
That's probably because you missed a Spawn Larva cycle.
Re: Trends i've noticed that could use changes
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I'm not 100% sure that the Queen's regen goes up but I'm pretty sure it does. It feels like it regens faster after I get a lair as I can't get a creep tumor and a spawn larva at the same time until after the lair is up.
The Queen gets energy on every spawn larvae cycle. The spell takes longer to cast than it does for the Queen to regen the energy necessary to cast it again.
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Same for Guardian Aura, although I still think it's an uninteresting ability. It's kind of like Maelstrom only it requires less skill to use.
If you're talking about Guardian Shield, that doesn't make any sense. If you're talking about Force-Field... I'm not sure how it takes LESS skill to use.
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Everyone keeps saying roaches are OP but they are basing it off what they do to marines or zealots... which they are the counter for.
Roaches are pretty powerful. And I say that as a person who is predominately a zerg player. They counter zealots a bit too well I think.
Re: Trends i've noticed that could use changes
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Originally Posted by Aldrius
Roaches are pretty powerful. And I say that as a person who is predominately a zerg player. They counter zealots a bit too well I think.
Yea, I was saying the roaches are the counter to zealots / marines / lings... the base units.
I'm not playing at the high end so its probable the pro's have already seen a better work around. My current problem is that Immortals seem to be the answer to most things ATM. Roaches and Marauders are the bread and butter unit which is EASILY countered by Immortals. With each attack upgrade the Immortals get another +4 damage to Armored units... which as you can imagine is pretty nasty.
I've tried countering Immortals with Hydras but the ling's don't seem to stand up to Zealots long enough for the Hydras to finish the job. I don't know what the Terran's do cuz I don't play them.
I switched over to playing Protoss because it is WAY more user friendly than Zerg (mainly due to the building Q and the macro mechanic is much easier to use than going back for larva spawning). Mainly I've just been starting off with zealots and stalkers and as soon as I see the terrans massing marauders (I haven't seen a Terran strat that doesn't include massing them) or Zerg massing roaches (again... thats all they seem to do) I start spamming Immortals. I've won every game with that sad strat.
I think Immortals should be nerf'd at least a bit. Their relative power at tier 2 vs. the equivalent t2 units is quite devastating.
I don't think there is a zerg unit with a bonus damage to armored is there?
Re: Trends i've noticed that could use changes
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Originally Posted by
Kimera757
Overlords only make temporary creep, and sunkens do not make creep.
It's like the ultralisk head attack. It's a different graphic that does different damage. It's quite powerful; I think Blizzard looked at the orc raider and went "I like!"
Lol... i remember when raiders were quite the cheese. Massing raiders and going straight for killing enemy buildings. Sounds a lot like reapers atm, don't it!?
Re: Trends i've noticed that could use changes
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Yea, I was saying the roaches are the counter to zealots / marines / lings... the base units.
Kinda. These days, Roaches are only really a counter for mass Zealot. Normally, I just build up a good quantity of Zerglings. That plus getting a decent surround by luring them back to the creep is enough to deal with Zealots.
Roaches have lots of really hard counters: Stalkers, Marauders, Hydralisks. Getting too many Roaches leads to you being steam-rolled. Not unless you invest in the Tier 2 Roach upgrades (faster movement, burrow, and burrowed-movement).
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With each attack upgrade the Immortals get another +4 damage to Armored units...
Plus 5, actually. Their bonus damage mod is 3, while their regular damage mod is 2.
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Their relative power at tier 2 vs. the equivalent t2 units is quite devastating.
But they're incredibly weak. They can't shoot air and Tier 1 units slaughter them. They're good as close-range support, but it's not like you can mass them and win. And any AtG murders them quick and easy. Banshees, Mutalisks, Phoenix (Grav), whatever.
Re: Trends i've noticed that could use changes
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Originally Posted by
Kimera757
Seeing how reapers hard-counter zerglings, maybe you should be using some other unit...
Reapers are way too fast to get anything but speedlings - just 1 rax/techlab or 2rax/techlab and you have reapers. 4 -5 reapers are enough to cause like 200dmg every second or 2 secs... *fucking OP man! They really require a dmg nerf or d8 needs to go. There is absolutely no way to predict reapers via scouting too, and theyre fast and more mobile than any other early unit!
Possible counter in PvT: Early rush to stalkers (but leaves you vulnerable to marauders)
Possible counter in TvT: Tech to reapers as well and outmicro, OR marines and bunkers at strategic places (more balanced)
Possible counter in ZvT: lings to speedlings and be vigilant of them (which is insane)
Re: Trends i've noticed that could use changes
Btw are yamato's and nukes finally smart casts? And nukes deal 300 damage flat to all units in the area? or has some kind of a radius and the further away you get you take something like 300/200/100 ? Is the yamato cast from 10 range like the old one ? how exacly is the +200 vs buildings applied? How much seconds until it reaches it's target? (i think it's suppose to be faster then the old 15 seconds) ? Does it have some kind of a radiation effect or Emp?(That's a stupid question i forgot that blizzard likes to distant itself from reality :D)