Oceandevi
Diamond Member
- Jan 20, 2006
- 3,085
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Zerg got fucked over pretty hard. Double root time? Double energy for parasite + research cost/time? Also if Ultra is now T instead of U, what is train Muta? Or do Ultras come from hatcheries now rather than larvae?
Increased hellion range, improved pheonix. Not a good day to be a Z player.
actual patch change I think.
Corruptors were already useful, against massive units, which is what they were designed to do. Now that pheonix are basically vultures in the air, on paper muta are totally nullified. I've yet to play in this new patch, but I'm in the platinum league, and even before pheonix could hold their own very well against muta, so I expect this buff to make them just plain dominate. Hellions and pheonix are used much more in the higher leagues than the lower ones, and both have been buffed.
So what is the deal? What counter is there to a large force of rays? I hate when people cry OP but in this case I think it might be true.
So I ran into a toss player that just massed void rays. He had about 20 of them. I was playing Terran (random) so a switched to vikings/thors/marines. The rays tore thru my first wave of ~20 vikings like they weren't even there. The thors helped a little in my next wave, I managed to kill 2 or 3 rays before my entire force was wiped again. I really see no counter to them other than not letting him get the force built up in the first place.
Next game I got protoss (random) against zerg (random) so I decided to try the same thing. Went to 3 stargate rays and got ~20 and went out. He scouted me and tried to counter mass hydra/muta. I completely destroyed him. He even said he was surprised how easily I beat him.
So what is the deal? What counter is there to a large force of rays? I hate when people cry OP but in this case I think it might be true.
After you have had time to tech to it, you can use EMP. Plus make even more vikings. Late game (such as when someone makes a 20 ray fleet) this is feasible but in early game getting all that stuff lets protoss demolish you on the ground. The ray shouldn't retain its charge when switching targets, or the charge should drop very fast after shooting stops - the infinite charge is what makes it beat marines and vikings so easily. It already has flexible range to keep a lock on an escaping unit and avoid losing the charge.So what is the deal? What counter is there to a large force of rays? I hate when people cry OP but in this case I think it might be true.
I lost all of my placement matches because I mistakenly thought you only needed 1 harvester per crystal node. Even my partners didn't clue me in, it wasn't until I saw the damn loading screen that said "You should have 3 harvesters per any node for optimal resource gathering" that I realize why I was constantly broke.
I was kind of annoyed that nobody I played with bothered mentioning it. Now, trying to move up outside of the placement matches is an uphill battle. I was at the top of copper for awhile before moving into bronze and the people I played weren't even bad. I moved 40 ranks in bronze already, but I haven't played to check if I'm in silver yet.
people actually micro their mineral harvesters? i thought the harvesters auto balance around the mineral fields themselves.
i just set the command center to direct the svc to the nearest patch and pump out svcs.
people actually micro their mineral harvesters? i thought the harvesters auto balance around the mineral fields themselves.
i just set the command center to direct the svc to the nearest patch and pump out svcs.