They should add a massive protoss air unit, that shoots little fighter planes which shoot lasers. I reckon every protoss player would rush that unit and ultimately win flawlessly
I think terran are being 'ignored' is due to the fact that during the end of beta - early release of sc2, terran was consistently nerfed. Now that they have been nerfed considerably from beta, the other races are somewhat more 'unbalanced'.
Hmmmm I think late game t in tvz is fine.
Most of what I hear is its the most balanced mu
Though personally I hate early game zvt and apparently so do protoss
pro zergs are going to have a blast imo.
no choice between an inject or tumour.
also i remember some zerg saying that there was an option to inject or tumour and it would be best to inject coz u 'cant spend the larvae. but now you can just save up the larva and inject and you win both ways!
I speak for Protoss that the obs change is actually pretty huge. The amount of time I build my Robo at 6:00, have my first obs half way across the map, rallied to my opponents base on a huge map, and a cloaked banshee flying in to either my natural or main scoring more probe kills then it should (since I already prepped with a 6minute Robo), when I only have 0 or 1 obs (it like a guess whether the banshee will come to the natural or main)out in my base. Also this means that in PvZ, obs scouting is now very viable for the earlier quick 2 obs and more building time for that body-builder Protoss unit.
The biggest thing about obs change imo is now when vsing mutas and you have a robo you can pretty quickly get out those 4-5 obs around the map to see incoming mutas, same thing for pvt if you have a robo but want to go a more zealot archon type composition. Queen change either wont go through or will only make a difference early game, tbh by the time you get to late game all your queens have a bunch of energy already, and if creep is still around most of the map to justify making extra 50 energy queens then your opponent hasnt done a very good job denying creep
Apparent update from SOTG is queen energy change removed, ground range changed from 3 to 5. Can't find the link though. Anyone? Much better option for combating the bunker and pylon blocking without screwing the rest of the game. I dont think the range should otherwise matter outside of rushes and all-in situations. Which im fine with getting rid of any and all viable all-ins.
Edit: Sheth made some good points about the queen range. It will be much better about hellion run-bys, which I dont think was actually a problem anyway (as in should have been able to prevent the run by previously - so that part sucks for terran i guess). But I think it might force a scan for hellions to take out the early tumours, as the queens can now umbrella them. Also 1 stalker 1 zealot will be easier to defend. Obviously workers will be easier to kill as well, so people will actually have to micro their workers instead of just kiting the queen all day.
So I still don't see any real impact beyond the early game?
Apparent update from SOTG is queen energy change removed, ground range changed from 3 to 5. Can't find the link though. Anyone? Much better option for combating the bunker and pylon blocking without screwing the rest of the game. I dont think the range should otherwise matter outside of rushes and all-in situations. Which im fine with getting rid of any and all viable all-ins.
Edit: Sheth made some good points about the queen range. It will be much better about hellion run-bys, which I dont think was actually a problem anyway (as in should have been able to prevent the run by previously - so that part sucks for terran i guess). But I think it might force a scan for hellions to take out the early tumours, as the queens can now umbrella them. Also 1 stalker 1 zealot will be easier to defend. Obviously workers will be easier to kill as well, so people will actually have to micro their workers instead of just kiting the queen all day.
So I still don't see any real impact beyond the early game?
Queens are already really good at defending that early game stuff in TvZ at least anyway. This really shits all over being able to poke up a zergs ramp with 4 marines when I'm gasless expanding (they love to be greedy with no spine and 2-4 lings for a while then they scout gasless... love walking up a ramp and killing the 4 lings, but 2 extra range means queens will get a lot more hits in while you are trying to micro back off creep... ><
i agree with the queen ground range increase. Makes defending against hellions and bunker bunker rushes more manageable. makes breaking out of 3 pylon wall easier as well( although if u are walled in, the game is probably lost)
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