6:42 i think you jeed to try cooking apple pies or charlotte as we call it. It's incredibly fine process and you can almost never reproduce the result. I would not get bored of it in a few years tbh
Diversity of food good for consumers (viewers in this case). We like Bly, GuMiho, Has Speciality good for chefs (players), because they can make more money with this. Clem (especially), Maru, Serral
21:24 seriously P players throw down 1-2 shieldbats to fallback to at the gate for shield regen... such a wasted not too, your going to need it once the fighting starts
33:03 a probe and a shieldbat you could keep harassing instead off giving the T so much time while waiting for shield recharge. its 100minerals only, dont get why no protoss does it.
anyways, about the mine, I would switch it over to how a nuke operates but rather than wahtever is more... its whatever is less... for damage total. 400 damage/500 whatever one thinks is fair... and max 10 kills... but I mean that is per mine... major swing units should be balanced. Iwould probably nerf it ot max damage 1000, max kills 3-4 per mine. THis way you can extend its range a bit... but it can't wipe entire mineral lines but can be a more effective defene unti against armies... dealing significant damage... of course it wouldn't be affective againstl ings, but other units... seeing like 2500 minerals evaporate from lings dying or entire mutas... otehr options would be creating a hierachy nerf list... IE totality of damage per mine to various groups. Or simpyl limit its kill means onyl to probes and leave it as is, becuase lsutering your untis nad running into a mine is negligence, where as mine drops are a bit of constant complaint. so each mine max kill of workers 3-4.. would put it in line with typical oracle, etc, adn the nonce it goes off you need a coutner or vision etc. but its not liek stopping mining for ever with burrow reburrow antics... lol
I think a *Better* option would be to buff its already high spammability, at the cost of damage. Make it 1 supply, 50 minerals, but make its aoe do 30 damage rather than 40 main shot only does 75+40 vs shields so that oracles dont get 1 shot but live with 5 hp, and health gets dropped to 45 so that 2 baneling shots or two adept shots kill them(oe maybe 60, for 3 hits.). Build time goes down to 17 seconds (or whatever marine build time is) The macro cycle becomes more unified, mine drops hurt less, mines dont one shot lings & banes(well 1 shots banes still cuz bane nerf :( ) but massively damage them so a marine tickles them and they die. Mines are meant to be disposable and spammable compared to valuable tanks, so why not go harder on it? The numbers can wbe tweaked ofc.
honestly. vikings range is way too high, get it in line with the range off other flying anti air units; they also has really good dmg vs. mechanics and with very few svc repairing will easily win a fight on the ground vs. almost everything. they two shot workers so good harass if T ever used it. so it's already multi purpose, and there is no reason they has longer range than every other air unit, except tempest, etc. so bring that in line with voids, pheonix, corruptors, muta's you know EVERY other air to air unit... tanks; 1 tank to 3 supply can literally stop a push off 10+ supply P or T... yer, no, and it outrange Everything on the ground; and does high dmg and high aoe dmg, and can be lifted 2 per medivac. yer no. nerfs; first either nerf it's range to collossus/lurker range or increase the range off these units to siege tank range. second, bring dmg inline with collossus and lurkers; both are higher supply, higher cost, higher tech, needs upgrades, has no defence vs. flying and take up a lot off space in transporters. or bring the other siege units inline with tank dmg vs. supply. marines; can't shoot air... seriously if a marine can hit and dmg air, so can a roach and an immortal and a collossus; so absolutely No to hitting air. also bring upgrades inline with other races meaning at T2 marines are just fodder you don't expect to carry the weight off the fight. cyclones; FGS bring their range inline with other races, so roach/immortal range and remove the ridiculess lockon ability. they can keep their high dps and their ability to hit both air and ground and outrun anything but the fastest unit in the game. i think thats more than enough compared to other races. Mules; like chrono and like injects, mules should be a part off the income calculation and should NOT provide an overall higher income when being utilized when at same worker counts. scv's; nerf their hp to probes and drones, thefk is that bs giving them just enough to screw all worker harass units with 50% more attack time needed, ridiculess. marauders; remove stim. they are tanky as hell, they have good dps against everything on ground and hardcounter everything in armour; and are cheap and fast to built and low tier. and they are NOT marines, why do they get stim? do we give roaches zergling attsp upgrade T3 as well, ofc not it would be as ridiculess as marauders with stim; also they already got a slow and good range, if thats not enough they dont deserve to just stim and bulldoze everything down. madivac; nerf their pickup-rated; they shouldn't be able to load up faster than a GIANT nydus worm can allow zerglings to run in and out, that's just ridiculess; they already get sooo much in speed boost, healing and buffs there was no need for as they have Always been made in MASS numbers when bio, bc they are so ridiculessly good at support. raven; remove turret, all other races got their "free units" removed or nerfed to the point that they proof they want you to never use them, sigh... and a observer unit, with insanely strong spells already as support and then adding strong offensive against both air and ground too it... seriously infestors got inf-marine removed with all the argument that are more true on ravens.... ghost; make snipe and emp cost 250 energy each. we are all tired off their ridiculess OPness and counter all things easily.... nukes and cloak and decent auto attack dmg, extremely high HP for a unit that can be medivac healed, low tech needed for it etc. it is more than enough snipe and emp is overdone, but lets start with increasing them so they are ACTUALLY support and burst skills needed a brain for when to use (sniping drones when Z is on 200supply.... seriously... should NEVER happen). Battlecruisers; OBVIOUSLY they should use energy like EVERY other spellcaster with high effect; and their auto-teleport out off everything should be 100 energy, and yamato which is just instant kill to expensive stuff should be 250energy; again it got SOOO much it is completely overgeared and pushes massing to have such a constantly spammable OP ability on top off all the rest. would increase their speed though, no reason they move so slow their range is low. mines; are like banes, once they detonated they are gone. the extreme dmg and the complete i win off z making one bad move, their perma stealth etc. its so overtuned and OP compared to stuff like banelings or other aoe options off all races. its like 2 storms doing full dmg instantly but for free and on a reasonable short CD for such a thing... its too much. so either remove them completely, or make them die when they shoot. still be used incredibly much as T players dont care if the mine dies bc its so cheap... so yer, op thors; air-attack range need to be halved, and the single target air attack need to be removed again, it was dumb to add it in the first place. thors should not be countering everything in air and everything armoured on ground, or basically anything on ground... so yer it keeps ground strength, it keep muta killing power, it loses the ridiculess long air range and the ability to shot down ALL air on its own... seriously carriers and brood should be usable and thors is not the counter. nukes; should be marked on the minimap, should cost 3 times the price and should increase it's range off impact by 20% ish; its a nuke, it should not be spammable, and it should be easier to make it impactfull against heavily fortified positions. now that everything T doesnt just a move through it with a few spellcast on top... think thats enough writting for now... F-T and the bliztard balance team....
22:13 sigh when you can't tell your units not to attack pointless buildings bc the ai work on them is just atrociously bad... its like finding the bugs and exploits to use, so stupid...
33:52 yer it has nad all he did was a move 2 maruaders and some marines into their counter unit off higher tech than them.. but T dont care, you know ^^ also collossus are way too weak compared to what it cost, how much supply it takes and how low its Ehp is, and it can be hit both air and group for some unknown reason.... logic? like airial weapons cant hit ground target? logic is not a thing here
46:15 maybe but he does have 5ghost with energy, so if he doesn't noob up or get vastly outplayed, its an auto win... just don't miss your instant hit, mega long range, giant aoe emp's and you won
46:32 attrocious positioning by the T, not even using free instant scout scans to check, yet even completely surrounded, out teched, countered on units etc. T STILL got a lot off his units out... if that had been a P or Z in such situation everything would have melted in seconds...
honestly. vikings range is way too high, get it in line with the range off other flying anti air units; they also has really good dmg vs. mechanics and with very few svc repairing will easily win a fight on the ground vs. almost everything. they two shot workers so good harass if T ever used it. so it's already multi purpose, and there is no reason they has longer range than every other air unit, except tempest, etc. so bring that in line with voids, pheonix, corruptors, muta's you know EVERY other air to air unit... tanks; 1 tank to 3 supply can literally stop a push off 10+ supply P or T... yer, no, and it outrange Everything on the ground; and does high dmg and high aoe dmg, and can be lifted 2 per medivac. yer no. nerfs; first either nerf it's range to collossus/lurker range or increase the range off these units to siege tank range. second, bring dmg inline with collossus and lurkers; both are higher supply, higher cost, higher tech, needs upgrades, has no defence vs. flying and take up a lot off space in transporters. or bring the other siege units inline with tank dmg vs. supply. marines; can't shoot air... seriously if a marine can hit and dmg air, so can a roach and an immortal and a collossus; so absolutely No to hitting air. also bring upgrades inline with other races meaning at T2 marines are just fodder you don't expect to carry the weight off the fight. cyclones; FGS bring their range inline with other races, so roach/immortal range and remove the ridiculess lockon ability. they can keep their high dps and their ability to hit both air and ground and outrun anything but the fastest unit in the game. i think thats more than enough compared to other races. Mules; like chrono and like injects, mules should be a part off the income calculation and should NOT provide an overall higher income when being utilized when at same worker counts. scv's; nerf their hp to probes and drones, thefk is that bs giving them just enough to screw all worker harass units with 50% more attack time needed, ridiculess. marauders; remove stim. they are tanky as hell, they have good dps against everything on ground and hardcounter everything in armour; and are cheap and fast to built and low tier. and they are NOT marines, why do they get stim? do we give roaches zergling attsp upgrade T3 as well, ofc not it would be as ridiculess as marauders with stim; also they already got a slow and good range, if thats not enough they dont deserve to just stim and bulldoze everything down. madivac; nerf their pickup-rated; they shouldn't be able to load up faster than a GIANT nydus worm can allow zerglings to run in and out, that's just ridiculess; they already get sooo much in speed boost, healing and buffs there was no need for as they have Always been made in MASS numbers when bio, bc they are so ridiculessly good at support. raven; remove turret, all other races got their "free units" removed or nerfed to the point that they proof they want you to never use them, sigh... and a observer unit, with insanely strong spells already as support and then adding strong offensive against both air and ground too it... seriously infestors got inf-marine removed with all the argument that are more true on ravens.... ghost; make snipe and emp cost 250 energy each. we are all tired off their ridiculess OPness and counter all things easily.... nukes and cloak and decent auto attack dmg, extremely high HP for a unit that can be medivac healed, low tech needed for it etc. it is more than enough snipe and emp is overdone, but lets start with increasing them so they are ACTUALLY support and burst skills needed a brain for when to use (sniping drones when Z is on 200supply.... seriously... should NEVER happen). Battlecruisers; OBVIOUSLY they should use energy like EVERY other spellcaster with high effect; and their auto-teleport out off everything should be 100 energy, and yamato which is just instant kill to expensive stuff should be 250energy; again it got SOOO much it is completely overgeared and pushes massing to have such a constantly spammable OP ability on top off all the rest. would increase their speed though, no reason they move so slow their range is low. mines; are like banes, once they detonated they are gone. the extreme dmg and the complete i win off z making one bad move, their perma stealth etc. its so overtuned and OP compared to stuff like banelings or other aoe options off all races. its like 2 storms doing full dmg instantly but for free and on a reasonable short CD for such a thing... its too much. so either remove them completely, or make them die when they shoot. still be used incredibly much as T players dont care if the mine dies bc its so cheap... so yer, op thors; air-attack range need to be halved, and the single target air attack need to be removed again, it was dumb to add it in the first place. thors should not be countering everything in air and everything armoured on ground, or basically anything on ground... so yer it keeps ground strength, it keep muta killing power, it loses the ridiculess long air range and the ability to shot down ALL air on its own... seriously carriers and brood should be usable and thors is not the counter. nukes; should be marked on the minimap, should cost 3 times the price and should increase it's range off impact by 20% ish; its a nuke, it should not be spammable, and it should be easier to make it impactfull against heavily fortified positions. now that everything T doesnt just a move through it with a few spellcast on top... think thats enough writting for now... F-T and the bliztard balance team....
scan needs a T3 upgrade with reasonable long research time; before it can see invisible units with it. its simply to easy to use and too powerfull as it is, completely removing T's need for a brain when talking detection... and a pro player not getting a detection unit at T3 20min+ game should show how broken it is... on top off just being obviously broken as it takes away the raven and missile turrets actual use, like the other races as well...
'I'd rather have 10 different nines than one 10.. when it comes to food.' Oh food yeah.
Irene does not approve
That flank setup by NightMare in the final fight was incredible. Absolutely walked over Byun's army. Great series.
37:00- That colossus micro 🤌💋
That colossus went dbz
That last game was ... wow!
The entire game is a see-saw, and then it's over in a few seconds.
hell yeah, 46 min protoss series 😍
6:42 i think you jeed to try cooking apple pies or charlotte as we call it. It's incredibly fine process and you can almost never reproduce the result. I would not get bored of it in a few years tbh
That last game was a banger
I'm sure it's been done before and I just missed it, but dropping that Sentry near the ramp... 🤯
I see collosus drop in the picture, I've been playing collosus drop lately, I click
While goldpanning you’re not actually looking for nuggets, it’s more like tiny specks of gold.
What a sick series!
Nightmare played so well in the 2nd game. Total dominance.
Always like watching pro level TvP
nightmare had some nice zealot flanks throughout
Diversity of food good for consumers (viewers in this case). We like Bly, GuMiho, Has
Speciality good for chefs (players), because they can make more money with this. Clem (especially), Maru, Serral
@HarstemCasts At 22:55 you seem to have forgotten to put down the best of 5.
21:24 seriously P players throw down 1-2 shieldbats to fallback to at the gate for shield regen... such a wasted not too, your going to need it once the fighting starts
Do the Dutch even cook? Cheese is not a meal, Harstem.
27:12
33:03 a probe and a shieldbat you could keep harassing instead off giving the T so much time while waiting for shield recharge. its 100minerals only, dont get why no protoss does it.
How is widow mines not on your top 3 hated traumatic experiences
why we ripping on a chef that can cook Italian food when we have 2 channels dedicated to a single computer game out of 1000's
anyways, about the mine, I would switch it over to how a nuke operates but rather than wahtever is more... its whatever is less... for damage total. 400 damage/500 whatever one thinks is fair... and max 10 kills... but I mean that is per mine... major swing units should be balanced. Iwould probably nerf it ot max damage 1000, max kills 3-4 per mine. THis way you can extend its range a bit... but it can't wipe entire mineral lines but can be a more effective defene unti against armies... dealing significant damage... of course it wouldn't be affective againstl ings, but other units... seeing like 2500 minerals evaporate from lings dying or entire mutas... otehr options would be creating a hierachy nerf list... IE totality of damage per mine to various groups. Or simpyl limit its kill means onyl to probes and leave it as is, becuase lsutering your untis nad running into a mine is negligence, where as mine drops are a bit of constant complaint. so each mine max kill of workers 3-4.. would put it in line with typical oracle, etc, adn the nonce it goes off you need a coutner or vision etc. but its not liek stopping mining for ever with burrow reburrow antics... lol
I think a *Better* option would be to buff its already high spammability, at the cost of damage. Make it 1 supply, 50 minerals, but make its aoe do 30 damage rather than 40 main shot only does 75+40 vs shields so that oracles dont get 1 shot but live with 5 hp, and health gets dropped to 45 so that 2 baneling shots or two adept shots kill them(oe maybe 60, for 3 hits.). Build time goes down to 17 seconds (or whatever marine build time is) The macro cycle becomes more unified, mine drops hurt less, mines dont one shot lings & banes(well 1 shots banes still cuz bane nerf :( ) but massively damage them so a marine tickles them and they die.
Mines are meant to be disposable and spammable compared to valuable tanks, so why not go harder on it? The numbers can wbe tweaked ofc.
honestly.
vikings range is way too high, get it in line with the range off other flying anti air units;
they also has really good dmg vs. mechanics and with very few svc repairing will easily win a fight on the ground vs. almost everything. they two shot workers so good harass if T ever used it.
so it's already multi purpose, and there is no reason they has longer range than every other air unit, except tempest, etc. so bring that in line with voids, pheonix, corruptors, muta's you know EVERY other air to air unit...
tanks; 1 tank to 3 supply can literally stop a push off 10+ supply P or T... yer, no, and it outrange Everything on the ground; and does high dmg and high aoe dmg, and can be lifted 2 per medivac. yer no.
nerfs;
first either nerf it's range to collossus/lurker range or increase the range off these units to siege tank range.
second, bring dmg inline with collossus and lurkers; both are higher supply, higher cost, higher tech, needs upgrades, has no defence vs. flying and take up a lot off space in transporters. or bring the other siege units inline with tank dmg vs. supply.
marines; can't shoot air... seriously if a marine can hit and dmg air, so can a roach and an immortal and a collossus; so absolutely No to hitting air. also bring upgrades inline with other races meaning at T2 marines are just fodder you don't expect to carry the weight off the fight.
cyclones; FGS bring their range inline with other races, so roach/immortal range and remove the ridiculess lockon ability. they can keep their high dps and their ability to hit both air and ground and outrun anything but the fastest unit in the game. i think thats more than enough compared to other races.
Mules; like chrono and like injects, mules should be a part off the income calculation and should NOT provide an overall higher income when being utilized when at same worker counts.
scv's; nerf their hp to probes and drones, thefk is that bs giving them just enough to screw all worker harass units with 50% more attack time needed, ridiculess.
marauders; remove stim. they are tanky as hell, they have good dps against everything on ground and hardcounter everything in armour; and are cheap and fast to built and low tier. and they are NOT marines, why do they get stim? do we give roaches zergling attsp upgrade T3 as well, ofc not it would be as ridiculess as marauders with stim; also they already got a slow and good range, if thats not enough they dont deserve to just stim and bulldoze everything down.
madivac; nerf their pickup-rated; they shouldn't be able to load up faster than a GIANT nydus worm can allow zerglings to run in and out, that's just ridiculess; they already get sooo much in speed boost, healing and buffs there was no need for as they have Always been made in MASS numbers when bio, bc they are so ridiculessly good at support.
raven; remove turret, all other races got their "free units" removed or nerfed to the point that they proof they want you to never use them, sigh... and a observer unit, with insanely strong spells already as support and then adding strong offensive against both air and ground too it... seriously infestors got inf-marine removed with all the argument that are more true on ravens....
ghost; make snipe and emp cost 250 energy each. we are all tired off their ridiculess OPness and counter all things easily.... nukes and cloak and decent auto attack dmg, extremely high HP for a unit that can be medivac healed, low tech needed for it etc. it is more than enough snipe and emp is overdone, but lets start with increasing them so they are ACTUALLY support and burst skills needed a brain for when to use (sniping drones when Z is on 200supply.... seriously... should NEVER happen).
Battlecruisers; OBVIOUSLY they should use energy like EVERY other spellcaster with high effect; and their auto-teleport out off everything should be 100 energy, and yamato which is just instant kill to expensive stuff should be 250energy; again it got SOOO much it is completely overgeared and pushes massing to have such a constantly spammable OP ability on top off all the rest.
would increase their speed though, no reason they move so slow their range is low.
mines; are like banes, once they detonated they are gone. the extreme dmg and the complete i win off z making one bad move, their perma stealth etc. its so overtuned and OP compared to stuff like banelings or other aoe options off all races. its like 2 storms doing full dmg instantly but for free and on a reasonable short CD for such a thing... its too much.
so either remove them completely, or make them die when they shoot. still be used incredibly much as T players dont care if the mine dies bc its so cheap... so yer, op
thors; air-attack range need to be halved, and the single target air attack need to be removed again, it was dumb to add it in the first place. thors should not be countering everything in air and everything armoured on ground, or basically anything on ground...
so yer it keeps ground strength, it keep muta killing power, it loses the ridiculess long air range and the ability to shot down ALL air on its own... seriously carriers and brood should be usable and thors is not the counter.
nukes; should be marked on the minimap, should cost 3 times the price and should increase it's range off impact by 20% ish; its a nuke, it should not be spammable, and it should be easier to make it impactfull against heavily fortified positions. now that everything T doesnt just a move through it with a few spellcast on top...
think thats enough writting for now... F-T and the bliztard balance team....
If i was a cook I'd cook with high diversity, but i am a gamer and focus only on starcraft 2😅
Dutch food takes
22:13 sigh when you can't tell your units not to attack pointless buildings bc the ai work on them is just atrociously bad... its like finding the bugs and exploits to use, so stupid...
33:52 yer it has nad all he did was a move 2 maruaders and some marines into their counter unit off higher tech than them.. but T dont care, you know ^^
also collossus are way too weak compared to what it cost, how much supply it takes and how low its Ehp is, and it can be hit both air and group for some unknown reason.... logic? like airial weapons cant hit ground target? logic is not a thing here
46:15 maybe but he does have 5ghost with energy, so if he doesn't noob up or get vastly outplayed, its an auto win... just don't miss your instant hit, mega long range, giant aoe emp's and you won
46:32 attrocious positioning by the T, not even using free instant scout scans to check, yet even completely surrounded, out teched, countered on units etc. T STILL got a lot off his units out... if that had been a P or Z in such situation everything would have melted in seconds...
honestly.
vikings range is way too high, get it in line with the range off other flying anti air units;
they also has really good dmg vs. mechanics and with very few svc repairing will easily win a fight on the ground vs. almost everything. they two shot workers so good harass if T ever used it.
so it's already multi purpose, and there is no reason they has longer range than every other air unit, except tempest, etc. so bring that in line with voids, pheonix, corruptors, muta's you know EVERY other air to air unit...
tanks; 1 tank to 3 supply can literally stop a push off 10+ supply P or T... yer, no, and it outrange Everything on the ground; and does high dmg and high aoe dmg, and can be lifted 2 per medivac. yer no.
nerfs;
first either nerf it's range to collossus/lurker range or increase the range off these units to siege tank range.
second, bring dmg inline with collossus and lurkers; both are higher supply, higher cost, higher tech, needs upgrades, has no defence vs. flying and take up a lot off space in transporters. or bring the other siege units inline with tank dmg vs. supply.
marines; can't shoot air... seriously if a marine can hit and dmg air, so can a roach and an immortal and a collossus; so absolutely No to hitting air. also bring upgrades inline with other races meaning at T2 marines are just fodder you don't expect to carry the weight off the fight.
cyclones; FGS bring their range inline with other races, so roach/immortal range and remove the ridiculess lockon ability. they can keep their high dps and their ability to hit both air and ground and outrun anything but the fastest unit in the game. i think thats more than enough compared to other races.
Mules; like chrono and like injects, mules should be a part off the income calculation and should NOT provide an overall higher income when being utilized when at same worker counts.
scv's; nerf their hp to probes and drones, thefk is that bs giving them just enough to screw all worker harass units with 50% more attack time needed, ridiculess.
marauders; remove stim. they are tanky as hell, they have good dps against everything on ground and hardcounter everything in armour; and are cheap and fast to built and low tier. and they are NOT marines, why do they get stim? do we give roaches zergling attsp upgrade T3 as well, ofc not it would be as ridiculess as marauders with stim; also they already got a slow and good range, if thats not enough they dont deserve to just stim and bulldoze everything down.
madivac; nerf their pickup-rated; they shouldn't be able to load up faster than a GIANT nydus worm can allow zerglings to run in and out, that's just ridiculess; they already get sooo much in speed boost, healing and buffs there was no need for as they have Always been made in MASS numbers when bio, bc they are so ridiculessly good at support.
raven; remove turret, all other races got their "free units" removed or nerfed to the point that they proof they want you to never use them, sigh... and a observer unit, with insanely strong spells already as support and then adding strong offensive against both air and ground too it... seriously infestors got inf-marine removed with all the argument that are more true on ravens....
ghost; make snipe and emp cost 250 energy each. we are all tired off their ridiculess OPness and counter all things easily.... nukes and cloak and decent auto attack dmg, extremely high HP for a unit that can be medivac healed, low tech needed for it etc. it is more than enough snipe and emp is overdone, but lets start with increasing them so they are ACTUALLY support and burst skills needed a brain for when to use (sniping drones when Z is on 200supply.... seriously... should NEVER happen).
Battlecruisers; OBVIOUSLY they should use energy like EVERY other spellcaster with high effect; and their auto-teleport out off everything should be 100 energy, and yamato which is just instant kill to expensive stuff should be 250energy; again it got SOOO much it is completely overgeared and pushes massing to have such a constantly spammable OP ability on top off all the rest.
would increase their speed though, no reason they move so slow their range is low.
mines; are like banes, once they detonated they are gone. the extreme dmg and the complete i win off z making one bad move, their perma stealth etc. its so overtuned and OP compared to stuff like banelings or other aoe options off all races. its like 2 storms doing full dmg instantly but for free and on a reasonable short CD for such a thing... its too much.
so either remove them completely, or make them die when they shoot. still be used incredibly much as T players dont care if the mine dies bc its so cheap... so yer, op
thors; air-attack range need to be halved, and the single target air attack need to be removed again, it was dumb to add it in the first place. thors should not be countering everything in air and everything armoured on ground, or basically anything on ground...
so yer it keeps ground strength, it keep muta killing power, it loses the ridiculess long air range and the ability to shot down ALL air on its own... seriously carriers and brood should be usable and thors is not the counter.
nukes; should be marked on the minimap, should cost 3 times the price and should increase it's range off impact by 20% ish; its a nuke, it should not be spammable, and it should be easier to make it impactfull against heavily fortified positions. now that everything T doesnt just a move through it with a few spellcast on top...
think thats enough writting for now... F-T and the bliztard balance team....
scan needs a T3 upgrade with reasonable long research time; before it can see invisible units with it. its simply to easy to use and too powerfull as it is, completely removing T's need for a brain when talking detection... and a pro player not getting a detection unit at T3 20min+ game should show how broken it is... on top off just being obviously broken as it takes away the raven and missile turrets actual use, like the other races as well...
Wow I'm #1
You're 1111
🎉Harstem I'm a GM on na heavenlyvibes I'll own you any day of the week but love ur channel