Re: FFS Event Info & Replays
Posted: Wed Sep 22, 2010 9:10 pm
From now on I can join most of the event after the long await. Noticed some delay in NA server but well it's not much.
Oh, my ID : Frebeszer.626
Oh, my ID : Frebeszer.626
Lavarinth wrote:And never again as the first map or I swear to God I'm going to..
IskatuMesk wrote:Okay after playing (and then casting) W&M for a fourth time here is my comments.
- I really like Scouts now. I feel they are balanced and really help Protoss anti-air. They aren't too strong; they give something to fight Vikings but are still fairly weak against ground.
IskatuMesk wrote:- I don't like how powerful Scourge have become. Because of the smart AI for scourge they NEVER overkill. Ok, it's fine if you throw them against mass void rays, but keep in mind that the more you have super mobile AA the more units like carriers and BC's, which are already seriously screwed in many circumstances, suffer. Even on these maps it takes bc's ages to cross any amount of space. They can't outrun HSM, they can't outrun vikings, they can't fight mass corruptors/void rays/even goliaths. But scourge is just the final nail in the coffin. I'm speaking about BC's specifically.
IskatuMesk wrote:I don't know how to solve this problem. You don't want to change vanilla units that much, and I understand. Since there is no super BC unit yet, a suggestion I have for one is to give it a short-range turret that attacks nearby units and does large bonus versus light in addition to whatever else it might have. This will offer it some protection against scourge. The super siege carrier I suggested wouldn't have an attack suitable to kill mass anti-air, but it could have an immortal-style shield to take hits from scourge spam. As it is, scourge feel way too OP with both splash, cloaking, charge, and huge damage on top of super smart AI.
IskatuMesk wrote:- Dragoons are insanely overpowered. They are overpowered because they are ultra cost effective. 8 range makes them totally immune to any static defense in the game except for sieged tanks, yet their DPS is so high they still do comparable non-splash DPS to tanks anyways. They match every other ranged unit in the game except for Odins, Immortals, and Colossi. All of this for the exact same cost of a stalker. Dumb.
IskatuMesk wrote:***About ravens***
IskatuMesk wrote:Odins are great vs dragoons but... eh. Krazy's learned that immortals + dragoons = you are god. Dragoons fill in the holes in protoss ground in a simple and hideous way. They need to be something like 150/75 and 7 range. Not enough of a nerf to make them useless but something to make them not the most cost effective and spammable unit in the game.
IskatuMesk wrote:- Workers need to cost supply. Period. Maybe have a super expensive merchant worker that costs no supply, but regular workers MUST cost supply, as well as cliff workers. Absolute must.
IskatuMesk wrote:* Map
- Further concerns about these issues spread to the map. SC2's gas economy is a clusterfuck of stupid with the addition of 2 geysers. Zerg is always floating minerals. Terran is always floating minerals. Protoss not so much. But gas is always at a premium.
IskatuMesk wrote:To help alleviate the gas issue I fixed the single-gas expansions, changed the center of the map, and added some geyser-only bases blocked by cocks. Although Krazy complained about the cocks I felt they were serving their exact purpose by preventing fast-expanding to those locations. Most people seem to opt to expand to the islands regardless of the cocks, never kill them, and just mine from beside them. LOL? Enjoy your crippled gas economy.
IskatuMesk wrote:I want to take Krazy's big, open land map and use that as a basis for new terrain. Instead of high yields there would be an assortment of mineral-only, gas-only, and then standard expansions throughout the map. I like that there's a variety of ramps and raised areas that aren't islands but offer defensive postures anyways. If ricky wants to port his map to that terrain, I can rebalance and rebuild it a bit to suite my idea and present it as an alternative possibility if people like it.
Alternatively we can try Thalraxal's map whenever he finishes it up.
Another thing - the map is still using old data. Check all of the beta patches and make sure the map is using those changes. Amongst them are fixes to PF's, HSM, and the new patch that changes tanks and such. Also notable is Thors, Void Rays, phoenixes moving shot, and other stuff.
As for cost-effectiveness, it might be yes and no. Dragoons have 15 damage, -5 vs light, +5 vs armored. Dragoons does provide both air/ground however they can get milked down by mass marines (Light, no gas cost), mass marauders (similar base damage/costs + stim), mass zerglings (Light, no mineral), mass hydras (Light).
Lavarinth wrote:I would- except I can show up at 6:15 the earliest and you guys spend 3 hours playing it at 6 that I never play it and miss half the event. (Burn.)