[HotS] Thoughts, revised!!! - Page 3
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Antylamon
United States1981 Posts
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Plexa
Aotearoa39261 Posts
On September 16 2012 14:46 Antylamon wrote: Actually, I just looked up VR and Tempest DPS vs massive... they are frighteningly similar (15.15 DPS (Tempest) vs 15.96 DPS (VR)). yeah exactly, but voids are much cheaper with less range - there's definitely a place for both units Tempests atm kinda serve as an anti-noobie zerg unit. You make one and harass them and then they throw their hands up in the air and go 'WTF MY SHIT CAN'T HIT THAT' and the leave the game Hilarious. | ||
Fig
United States1324 Posts
On September 16 2012 14:56 Plexa wrote: yeah exactly, but voids are much cheaper with less range - there's definitely a place for both units Tempests atm kinda serve as an anti-noobie unit. You make one and harass them and then they throw their hands up in the air and go 'WTF MY SHIT CAN'T HIT THAT' and the leave the game Hilarious. That is quite funny! But with BCs having 100 energy Yamato now, they can take out voids in 1 shot more easily than ever before. Plus Voidray's high charged DPS against them wouldn't even have a chance to kick in. It seems they wouldn't be ideal, unless you get some feedbacks off first. | ||
Seiniyta
Belgium1815 Posts
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Plexa
Aotearoa39261 Posts
On September 16 2012 17:00 Seiniyta wrote: I think Oracles and Carries have great synergy against lategame Zerg. I tried it out when it got to that point. I have around 3 orcacles 4 carriers and 4 tempests. Protecting my carriers and tempests from being abducted or fungaled by using phase shield. It's really awesome. For me Phase shield is becoming better and better the more I'm playing around with it. It's pretty useless against Terran though but that's fine. Yeah I'm warming up to the ability, but I'm a bit conflicted about where and when you should be aiming to use it. I tried messing around with it on a blink stalker 2 base which didn't work out so well. On September 16 2012 15:12 Fig wrote: That is quite funny! But with BCs having 100 energy Yamato now, they can take out voids in 1 shot more easily than ever before. Plus Voidray's high charged DPS against them wouldn't even have a chance to kick in. It seems they wouldn't be ideal, unless you get some feedbacks off first. Yes Yamato is more useful as well - which is good imo. Still, I went up against BCs the other day and the best counter to them was voids hands down (with some feedbacks). Tempests just cost too much gas to be built reactively against BCs. | ||
Seiniyta
Belgium1815 Posts
On September 16 2012 18:59 Plexa wrote: Yeah I'm warming up to the ability, but I'm a bit conflicted about where and when you should be aiming to use it. I tried messing around with it on a blink stalker 2 base which didn't work out so well. I find it also useful when you go for phoenix harrasment. Usually when infestors are out phoenix harrasment is shut down really hard but you can for example phase shield just when you see infestors. If your reaction is fast enough fungal growth doesn't affect the phoenix and you can kill them. To be honest, I think the ability might be even too strong but we'll see. It's a fun ability for sure which I made many zergs already cry. | ||
Teoita
Italy12246 Posts
Plexa, have you run into a Z protecting his broods with both Fungal and Blinding Cloud from Vipers, and if so, is it stronger than current Infestor/Broodlord? | ||
Crawdad
614 Posts
On September 16 2012 18:59 Plexa wrote: Yes Yamato is more useful as well - which is good imo. Still, I went up against BCs the other day and the best counter to them was voids hands down (with some feedbacks). Tempests just cost too much gas to be built reactively against BCs. Do Void Rays effectively counter Tempests in PvP? I imagine they would. | ||
Ketara
United States15065 Posts
I think they're on the right direction, but I hope some more tweaking is done. I don't know why they reduced the Tempest range from 22 to 15, the 22 range was what made the thing unique. What if the Tempest had even lower DPS, but did AoE damage? That would I think make it better for plinking away at an entrenched army from a distance, but worse as a frontline combat unit. And then it would mesh with the VR better. Good read though Plexa. Do one for every patch! | ||
Randomaccount#77123
United States5003 Posts
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Brutaxilos
United States2621 Posts
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Crawdad
614 Posts
On September 17 2012 08:58 Brutaxilos wrote: Can someone update me on the status of the Battlecruiser afterburners upgrade, the Ghost cloaking system, and the burrowmove banelings? Are they all gone? I can't find it online. .__. They aren't in the beta, they've likely been scrapped. | ||
imBLIND
United States2626 Posts
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Plexa
Aotearoa39261 Posts
On September 16 2012 20:44 Teoita wrote: It looks like Phase Shield is just meant as a way to stop Fungals, and doing that with air play also makes the transition into a lategame sky protoss army a lot more doable; tbh i'm ok with that. Right now Archon Toilet is just a silly way to stop a lategame, and the gas saved from going mothership+mass archons could make getting just a few Oracles, Tempests or Carriers out a lot easier. Plexa, have you run into a Z protecting his broods with both Fungal and Blinding Cloud from Vipers, and if so, is it stronger than current Infestor/Broodlord? Have not run into this. Most Zergs who use Vipers use them with aggressive unit compositions like Ultras, Hydra/ling etc. Stealing colossus atm is really powerful and underexploited since every zerg is using swarm hosts right now. On September 16 2012 21:02 Crawdad wrote: Do Void Rays effectively counter Tempests in PvP? I imagine they would. No idea, but I suspect VRs would beat them for cost (250/150/3), stalkers might too. Keep in mind that tempests are 300/300/6 On September 17 2012 00:48 Ketara wrote: 22 range was absolutely stupid. You couldn't even see the tempest and the unit it was hitting in the same screen. That is terrible for spectators. 15 range is still more than anything in the game (afaik) and still keeps its utility. VR and Tempest won't overlap, they have two very different roles.I'm really worried that the Tempest is going to overlap with the Void Ray, which has already fallen out of a lot of its cooler uses. I think they're on the right direction, but I hope some more tweaking is done. I don't know why they reduced the Tempest range from 22 to 15, the 22 range was what made the thing unique. On September 17 2012 08:58 Brutaxilos wrote: Can someone update me on the status of the Battlecruiser afterburners upgrade, the Ghost cloaking system, and the burrowmove banelings? Are they all gone? I can't find it online. .__. Gone, not in this patch nor the last. On September 17 2012 10:56 imBLIND wrote: Is a melee unit for Terran evening the odds vs the other races, considering that the lack of a cheap and effective cannon fodder is what basically made WoL Terran weaker in longer lower league matches? Or is it some other issue with spells, unit comp in the other races just being better, weak something else, etc? It's the fact that Terran units have a higher skill requirement for each unit than the other races. A normal marine sucks, but a MKP marine is godlike. The game needs to be balanced for MKP, and that can make it rough for lower leaguers who dont have the same ability. Although really, they should be playing mech because mech kills everything at 200/200 | ||
Aveng3r
United States2411 Posts
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Froadac
United States6733 Posts
Goliath :| | ||
BobMcJohnson
France2916 Posts
On September 17 2012 14:21 Froadac wrote: I'd sort of like the warhound to be brought back, but with a substantially different role. Goliath :| Buffing ground-mode viking by making them benefit from mech upgrades could be a cool alternative. After all the Goliath's anti air role in SC2 Mech is primarily filled by vikings. | ||
joyeaux
United States169 Posts
On September 17 2012 13:17 Aveng3r wrote: does blinding cloud prevent non melee damage from being taken or does it just not let units see anything until they are in melee range? like a scan doesnt undo the effects of it, does it? Max attack range for units in the AoE is reduced to melee. The spell does not affect vision, scan doesn't make it go away. | ||
OkStyX
Canada1199 Posts
On September 17 2012 21:04 BobMcJohnson wrote: Buffing ground-mode viking by making them benefit from mech upgrades could be a cool alternative. After all the Goliath's anti air role in SC2 Mech is primarily filled by vikings. I like you, good talk. | ||
Ketara
United States15065 Posts
I think that would be a great design goal for Blizz to have. Every unit should have its own unique upgrade, even if it's just like a speed boost. Players who want a strategy that revolves around an individual unit they like should be able to have it. There's all kinds of unique upgrades you could give the Viking, although buffing its ground mode would be the most sensible option I think. I guess Widow Mines don't have an upgrade now. Should have an upgrade that changes them to 1 supply! | ||
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