Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 36

Thread: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

  1. #21

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    Quote Originally Posted by MattII View Post
    Too limited, a Thor needs to actually fly one way or another.
    It could wind up as unbalanced if it has total freedom of flight. Jump jets could limit that and involve some micro, in my opinion.
    - You've seen StarCraft: First Contact -

    - Now, prepare for the Final Metamorphosis -


  2. #22
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    If it can't fly it's no use on island maps.

  3. #23
    TheEconomist's Avatar Lord of Economics
    Join Date
    May 2009
    Posts
    6,895

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    An upgrade? How the hell do dropships magically get bigger? They'd need to change the model at least somewhat for that.

    Anyways, I think drops are fine the way they are now. Besides, this would mostly only effect Terran in a positive way. The Protoss and the Zerg already have alternative methods of "dropping" so this would, again, either make those other alternatives useless or this useless.

  4. #24
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    The Terran have an alternative method of dropping as well, it's called 'flying buildings'. In fact, looking at it that way, the Terran were the first ones to have an alternative method oftransport

  5. #25

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    But how viable are said flying buildings? How long does it take to get from point A to point B? And can they deploy units into a hot zone safely? As it stands, I don't see how moving your production buildings is a particularly good means of remote deployment. They would need to move quicker and produce units more rapidly to boot (which would introduce balance issues).

  6. #26
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    True, but then again, the Warp Prism has only 100/40 hp/sp, and the Nydus Worm/Canal needs creep, so neither of them can we put too far into the combat zone either.

  7. #27
    TheEconomist's Avatar Lord of Economics
    Join Date
    May 2009
    Posts
    6,895

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    Quote Originally Posted by MattII View Post
    The Terran have an alternative method of dropping as well, it's called 'flying buildings'. In fact, looking at it that way, the Terran were the first ones to have an alternative method oftransport

    But, can you drop massive amounts of Tanks and Marines in said buildings?

    No? Then it's completely different. Yes, it is a form of transport and it is useful but it's not at all the same thing.

  8. #28
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    And nor should it be, this is about diversity.

  9. #29

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    Quote Originally Posted by MattII View Post
    True, but then again, the Warp Prism has only 100/40 hp/sp, and the Nydus Worm/Canal needs creep, so neither of them can we put too far into the combat zone either.
    But Pylons have considerably more hit points (proxy Pylon strategy). Plus, Warp-In is relatively quick (5 seconds), meaning the Prisms don't have to hang around for long. And while Nydus might require creep, Overlords can provide this (using creep offensively is/will be viable as Blizzard seems keen on this concept).

  10. #30
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: [Prism, Medivac, Overlord/seer] Cargo Space Upgrades

    Then you have to bring in a Probe, which has only 20/20, and wait for it to warp in a Pylon, which kind of delays things. As for not taking long, you can only warp one unit per gate per cooldown, so you'll need a few gates to get a sizeable force in, so the costs will rack up. Warp in is useful, but it isn't a be-all-and-end-all.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •