I've always thought drop play was too strong, including in SC2. Either the drop or the pickup needs to take longer. And sieged Atlas pickups are right out!
I feel like seiger atlas pickups need to be hit somewhat given how much power they can give. Limiting one seiged atlas per evac may be a start, or somehow letting the atlas take damage when loaded. Like, if the atlas was slung underneath and split AA damage between it and the evac.
I have played almost 100 matches in 1v1 all as Vanguard. Whether by me and/or my opponent the most dogs I've seen at once in total as 20. This was...far beyond that.
what a game!!!! thinking that is just a alpha/beta game its quite impressive Also i as a vanguard player i think that the game is quite balance at this time (exept for the flayed dragon maybe) and i think that the atlas drop is just fine its a drop of unit just like the flamme imps or gaunt or wathever unit it is all the unit are somehow powerfull it depends on how you use them for them to reach their full potential.
i dont like that a mine disappears after being exhausted i understand its to force players to engage on the map and avoid turtling, but it would be still nice to have a mine crippled instead of disappearing, lets say an exhausted mine is saturated at 1 worker, it might unnecessarily extend some games, but i think it would give a losing player some leeway to come back on the map
"a bit of an edge" it's a fucking joke. Infernals are winning everything. It's crazy that there are tournaments with money on the line when the matchups are this unfair.
Well it's still an Alpha/Beta and the gap in the top level of the ladder is actually not that big at the moment. But ofc a Beta isn't going to be fully balanced, especially without T3 units being available yet
What are your thoughts on Atlas drops? Does it add to the game or should Frost Giant change the Atlas lift/drop mechanics? 🤔
i dont like the sieged atlas drops, but i see no reason why it should be changed since vanguard is already the "weaker" faction
I've always thought drop play was too strong, including in SC2. Either the drop or the pickup needs to take longer. And sieged Atlas pickups are right out!
I feel like seiger atlas pickups need to be hit somewhat given how much power they can give. Limiting one seiged atlas per evac may be a start, or somehow letting the atlas take damage when loaded. Like, if the atlas was slung underneath and split AA damage between it and the evac.
I have played almost 100 matches in 1v1 all as Vanguard. Whether by me and/or my opponent the most dogs I've seen at once in total as 20. This was...far beyond that.
what a game!!!! thinking that is just a alpha/beta game its quite impressive
Also i as a vanguard player i think that the game is quite balance at this time (exept for the flayed dragon maybe)
and i think that the atlas drop is just fine its a drop of unit just like the flamme imps or gaunt or wathever unit it is
all the unit are somehow powerfull it depends on how you use them for them to reach their full potential.
i dont like that a mine disappears after being exhausted
i understand its to force players to engage on the map and avoid turtling, but it would be still nice to have a mine crippled instead of disappearing, lets say an exhausted mine is saturated at 1 worker, it might unnecessarily extend some games, but i think it would give a losing player some leeway to come back on the map
What was the UFO support unit the red team had?
Sentinel, can amongst other things give damage reduction vs ranged units
"a bit of an edge" it's a fucking joke. Infernals are winning everything. It's crazy that there are tournaments with money on the line when the matchups are this unfair.
Well it's still an Alpha/Beta and the gap in the top level of the ladder is actually not that big at the moment. But ofc a Beta isn't going to be fully balanced, especially without T3 units being available yet