02-15-2010, 12:15 PM
#11
02-15-2010, 12:30 PM
#12
Stealth and detection should be an important part of tier 2. Knowing your opponent can get "relatively" early stealth is good incentive to tech instead of spam, especially for Zerg who can just build Zerglings and Hydras en-mass for quite awhile.
02-15-2010, 01:04 PM
#13
But when they did, it was almost always extremely helpful.
Of all the things I hope they preserve from SC2, detection and stealth timings has to be one of them. They can be different, but as long as there's still the same risky excitement that goes with stealth / non-detection builds.
02-15-2010, 02:15 PM
#14
Isn't this going to greatly affect the way Roaches are used?
Other units I'm not concerned about since they have movement speed upgrades, but the Roach's micro is dependant on burrow.
02-15-2010, 02:45 PM
#15
02-15-2010, 02:53 PM
#16
Let's just hope they got rid of the whole "attack a burrowed unit causes unburrowing" trait.
-Psi
>>You Must Construct Additional Pylons<<
02-15-2010, 03:59 PM
#17
Well, one thing they could do to ensure that Stealth stays important.
Make detection for Buildings (Missile Turret, Spore Crawler, Photon Cannon) require an upgrade as well.. perhaps an Upgrade at the Forge, Engineering Bay, Evolution Chamber.. making it Tier 1.5.
So that basically
Stealth = Tier 2.5-3 (Ghost, Banshee, Burrow, DT)
Detection = Tier 1.5 (Buildings)
Mobile Detection = Tier 2.5-3 (Overseer, Observer, Raven) [Orbital Command the exception at 1.5..but expensive]
Zerg would get the fastest Stealth, Terrans the fastest Detection... with the Orbital Command
Last edited by Krikkitone; 02-15-2010 at 04:05 PM.
02-15-2010, 04:07 PM
#18
02-15-2010, 04:21 PM
#19
02-15-2010, 04:29 PM
#20
The old arbiter was something unique and it really pwned the other two races when used properly. Too bad its pretty much gone since I cant really see tosses getting motherships.