Marine Arena


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PostPosted: 29 Jul 2018, 07:19 
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That you won a premade with devildogs just means it wasnt a proper premade in the slightest

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Vero=best mod.
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https://www.youtube.com/watch?v=yFE6qQ3ySXE


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PostPosted: 29 Jul 2018, 10:59 
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Battle.net ID: Nvidia#2240
Wasn't a "real" premade, but, if you like to watch game, you can throw an eye to it (french way of talking). and my mate, surprisingly, did a good job. Interesting to see maybe, to see someone use firebat.


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PostPosted: 29 Jul 2018, 11:46 
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Firebats/DD under firepack effect take -20% less Damage, and having all x3 mercenary upgrades, there was only 2 seconds delay before they can use it again, they were almost all the time under this effect.

This change came to balance this and give 5 seconds delay the longer the firepack ability duration becomes (+1 second with each mercenary upgrade).


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PostPosted: 29 Jul 2018, 11:53 
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Maybe they will become Really useless now.. Not sure but maybe. Will they get a buff on some other side..? Like +5hp with each merci ability up, or like phantoms +0,5armor. They are the most un used merc at the moment. It's sad for these firebats.

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PostPosted: 30 Jul 2018, 09:26 
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Joined: 08 Jan 2017, 04:48
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Hey

SAVIOR:

When you're buffing savior range which units did you refer to as having a higher movement speed?

I'm trying to imagine how far savior could reach prior to this update and then +1 range. The thing is, teams and players should be able to move and stay outside a base without fearing for savior reaching you, at least not in the middle between mid ramp start and the base outer limits. It's when you get flocked within your base boundaries you want to protect it. This great range can and will be used to hit units outside your base. I wonder if the original creators had that on mind?

Maybe something you should think about. Are there no beta's that have taken up what I'm pointing out?

There's also the general issue of players spending their saviors as soon as they can in order to get an advantage over other players. The base doesn't have to be in jeopardy either, this is something I've reflected upon in the past and are not solely cause of this update.

I'll comment more another time, need to get some work done now.


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PostPosted: 30 Jul 2018, 10:12 
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1 Option was to increase the range, but there's other ways also to deal with this, that's why this change is not included in the latest update, because we want to check it further before changing savior.

Units like zerglings, warp zealots, beetles, burrowed crawlers, stimmed Marinese & Marauders/raiders, stalkers with blink (not possible to counter blink with higher range or speed), stimmed firebats/DD, all these units have higher speed and can escape if the player acts quick.

Ofc we dont want savior to be able to reach outside of base a lot, thats why we will do more tests with diff combinations before impementing a savior change.


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