12-13-2010, 03:01 PM
#11
12-13-2010, 03:11 PM
#12
12-13-2010, 03:14 PM
#13
12-13-2010, 04:06 PM
#14
Yeah try sniping colossus with zerg. Force field, oh shit I have 4 range roaches and 6 range hydralisks that melt to colossi.
IMO, Colossus need to have their range lowered to 8. Hydralisks should have their range increased to 7 or have their off creep speed improved a little or have their turn rate instantialized (pick one of the three) so you can kite people better.
My balance changes for the new year:
Terran:
Planetary Fortress now requires armory
Planetary Fortress / Turret upgrades removed
Planetary Fortress takes longer to create
Building upgrades now require factory
Siege tank
Damage increased from 35+15 armored to 35+25 armored
Thor
Main weapon damage now does 15 + 15 armored
Marauder
Concussive shell costs 75/75
Marine / Marauder
Stim pack costs 150/150
Ghost
EMP cast projectile speed decreased
Protoss
Colossus range upgrade increases attack to range 8 (lowered from 9) cost reduced to 150min / 200 gas
Colossus health changed from 150s / 200hp to 200 / 150
Carrier
Interceptors repair inside carrier
Zerg
Ultralisk
Collision size reduced to .835 (matching Thor, currently it is 1) improves pathing a little.
Build time reduced to 60 (on par with thor)
General gameplay:
All sight radius' equalized for each tier (thor has 11, ultralisk has 9... why?)
Resized and smart health bars option (health bars resized down, and smart health bars, showing only damaged units health)
12-13-2010, 05:09 PM
#15
Why are you choosing the exact unit mix that roboing toss just giggle in glee in as their colossi rips through them.........it's one of the best cases to get colossi vs zerg. Only thing better would be zergling hydralisk infestor (unless zerg has enough energy and infestors to NP every single colossus for quite a bit of time).
I remember Day9 doing a PvZ with inControl vs a zerg whose name i forgot on Lost Temple. inControl got the usual colossus ball. Zerg was pressured into maxing out on roach hydra. Scouted the colossus earlier. Prepped a spire. Pumped out corruptors as his food dropped below 200. Then when colossus died just pumped out roaches.
So you complained about it being hard to snipe off colossi as zerg using the unit mix that colossi do well against..... Might as well complain about templar storm ripping apart mutaling and ask for a storm nerf. If you're gonna use the unit mix colossi beats in even armies then just macro like crazy and just have way more roaches and hydras then wear the toss down.
EDIT: Plus burrowed roaches. Just move them under the forcefields closer to colossus if you think you can take them. Or just use it to escape blocking forcefields and get tons of units from your hatcheries. Considering how much toss depends on forcefields just get burrow move on roaches. Engage in a wide wide arc around that colossus ball. Toss can't forcefield everything. Crunch in. Rush in your emergency panic lings. Acts as bait for colossus fire and they do well vs stalkers and sentries. Seriously everyone on ladder just assumes every single toss is gonna go colossus tech which is a fair assumption.
Last edited by JackhammerIV; 12-13-2010 at 05:27 PM.
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12-13-2010, 08:22 PM
#16
That's absolute bullcrap. The protoss player can A-move while I have to sacrifice my max roach hydra army and then change to corruptor (which once colossi are dead, corruptors are useless)
Again, proves Zerg is far harder to play than Protoss.
Why can't I make some units that Protoss have to snipe or have to do SOME kind of micro to kil? Wait, I don't have any of thsoe kinds of units.
Even with Corruptors out, it's not a sure fire way to kill colossi. Considering he'll probably have a bunch of stalkers to kill corruptor... while colossi keep my ground army at bay.
Lets not go into how EASY it is for Vikings (corruptors do 20 dmg to massive, vikings do 20dmg to armor with 10 range wtf!) to take them out. The real insanity is terran, biobal + vikings vs colossi is pretty much gg for toss.
Last edited by Wankey; 12-13-2010 at 08:31 PM.
12-13-2010, 08:37 PM
#17
Oh please. If you're both maxed you both had time to scout and switch tech.
You mean like Infestors with Fungal Growth? Or turning those Corruptors into Brood Lords who also have 9 range?
Did Fungal Growth suddenly just stop existing?
Then perhaps the Viking is the problem. Mmm, counter-logic.
12-13-2010, 11:12 PM
#18
LAWL Infestors. You're telling me Zerg has ONE unit, the weakest, armored, fat as a fiddle unit to snipe? And brood lords??? You know how slow they are?
12-13-2010, 11:25 PM
#19
I want to play people in different regions.
I should ask Santa for activision what it needs: a lump of coal.
12-14-2010, 02:41 AM
#20
Lol...
That's such a weak argument against infestors. For being that powerful a spellcaster, infestors are plenty fast on creep.
Ok.
Re-read that last part.
On Creep.
That is a hint of sorts as to what you should be doing to make the best use of hydras, roaches, infestors, and every other zerg unit. Good Zergs spread creep well.
If you cannot do that effectively yet, I'm not gonna say you're bad at zerg, but that you may still have a lot to learn yet.
Last edited by protoswarrior; 12-14-2010 at 05:38 AM.