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Shiori
Profile Blog Joined July 2011
3815 Posts
September 04 2012 21:07 GMT
#2641
The biggest problem with the Warhound isn't that it's overpowered (don't get me wrong: it is) but that it has no micro potential and is basically just an a-move unit, as far as has been presented so far. It's basically a Stimmed Marauder with more HP and with a different unit type. Except it doesn't seem to have any of the Marauders already few weaknesses, and, unlike Marauders, can be gotten alongside Tanks and BFHs without production problems.
maybenexttime
Profile Blog Joined November 2006
Poland5843 Posts
September 04 2012 21:08 GMT
#2642
But warhounds are not mech. You can't make mech viable by introducing bio units produced in Factory. T___T
ragnorr
Profile Joined April 2011
Denmark6097 Posts
September 04 2012 21:09 GMT
#2643
On September 05 2012 06:06 SarcasmMonster wrote:
Show nested quote +
On September 05 2012 06:05 unteqair wrote:
On September 05 2012 05:59 Lorch wrote:
On September 05 2012 05:57 unteqair wrote:
On September 05 2012 05:51 Fionn wrote:
I love the warhound.

I hope Blizzard buffs them more and gives them blink.

Or seeker missile.

I'm with you on that!

Protoss players have always hated anything that counters stalkers. I say we remove stalkers from the game in order to punish them, and then grab some popcorn and repeatedly refresh the forums.


Sure as long as goons finally make it through the warp gate

Seriously, I think dragoons are way cooler as a unit than stalkers. Dragoons look like fearsome, spider-like adversaries. Stalkers look like squid.


Stalkers might look stupid but Dragoons were literally stupid.

The raindance to the gods continues to be seen as a sign of stupidity

The warhound do look like the most boring concept of a unit i have seen in ages tho
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 04 2012 21:11 GMT
#2644
On September 05 2012 06:06 SarcasmMonster wrote:
Show nested quote +
On September 05 2012 06:05 unteqair wrote:
On September 05 2012 05:59 Lorch wrote:
On September 05 2012 05:57 unteqair wrote:
On September 05 2012 05:51 Fionn wrote:
I love the warhound.

I hope Blizzard buffs them more and gives them blink.

Or seeker missile.

I'm with you on that!

Protoss players have always hated anything that counters stalkers. I say we remove stalkers from the game in order to punish them, and then grab some popcorn and repeatedly refresh the forums.


Sure as long as goons finally make it through the warp gate

Seriously, I think dragoons are way cooler as a unit than stalkers. Dragoons look like fearsome, spider-like adversaries. Stalkers look like squid.


Stalkers might look stupid but Dragoons were literally stupid.


Ah, someone who remembers the pathing of good old brood war. When you are screaming at your screen when three dragoons are trying to go up a ramp: “No. No. No no no no no NO! One at a time, come on! No, just you. No, stop it, DAMN IT. THIS IS WHY WE CAN’T HAVE NICE THINGS!”
I have the Honor to be your Obedient Servant, P.6
TL+ Member
TheDougler
Profile Joined April 2010
Canada8313 Posts
Last Edited: 2012-09-04 21:23:21
September 04 2012 21:14 GMT
#2645
On September 05 2012 05:45 Godwrath wrote:
Show nested quote +
On September 05 2012 05:39 Brahoono wrote:
On September 05 2012 05:34 Garmer wrote:
On September 05 2012 05:28 Ramiz1989 wrote:
On September 05 2012 05:25 archonOOid wrote:
On September 05 2012 05:21 Buchan wrote:
So i just set up 8 warhounds vs 14 stalkers and crushes through them with my warhounds. I loved it haha


what if you micro your stalkers then?

You can't... Stalkers have 2.95 movement speed, Warhounds have 2.81, and have 7 range, Haywire missiles have 9, while Stalkers have 6 range and stat wise are completely inferior to Warhounds, and cost 25/25 less... Warhounds definitely need nerf, and I would support the unit.

nerf is not needed, warhound is intended to be so strong vs stalker



Yeah thats another thing thats wrong with that unit. It ULTRA hardcounters some units without any micro involved...its not even funny.


Upon seeing the reaction here I'm fairly certain though that this unit won't make it in the game ~~.


Hai, chargelolz, archons, colossi, inmortals may want to have some words with you.


Woh now, don't go lumping Immortals in with units that don't require micro. Immortals are among the most micro intensive units in the protoss arsenal. Play a PvZ or two if you think otherwise.

In other news this is almost a bit much:


On September 05 2012 04:22 L3gendary wrote:
Show nested quote +
On September 05 2012 04:20 Plansix wrote:
On September 05 2012 04:19 L3gendary wrote:
Why is everyone discussing the auto rally point and not the initial workers being sent to mining automatically?

Are people missing the part where it says:
"...and order starting workers to harvest there."


Doesn't the game already do that? I mean, I rally my workers to a mineral patch to have them mine.


No? You still have to box ur workers and send them to the minerals. With this you won't. That is unless blizzard worded it incorrectly.



I'm fine with simplifying the game for lower leagues but that's starting to get a little silly...

On the other hand, if initial workers start mining I guess that takes out a bit of the initial lag factor and that's kinda helpful.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Roxor9999
Profile Joined December 2011
Netherlands771 Posts
September 04 2012 21:14 GMT
#2646
The animation of the widow mine is really cool.
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-09-04 21:19:58
September 04 2012 21:19 GMT
#2647
On September 05 2012 06:14 Roxor9999 wrote:
The animation of the widow mine is really cool.


Yeah, it's really well done. I think Widow Mines alone compensates for all the negatives feelings I have for the Warhound.
MMA: The true King of Wings
Achaia
Profile Joined July 2010
United States643 Posts
September 04 2012 21:21 GMT
#2648
On September 05 2012 05:56 witktom wrote:
Show nested quote +
On September 05 2012 05:54 Achaia wrote:
On September 05 2012 05:34 Garmer wrote:
On September 05 2012 05:28 Ramiz1989 wrote:
On September 05 2012 05:25 archonOOid wrote:
On September 05 2012 05:21 Buchan wrote:
So i just set up 8 warhounds vs 14 stalkers and crushes through them with my warhounds. I loved it haha


what if you micro your stalkers then?

You can't... Stalkers have 2.95 movement speed, Warhounds have 2.81, and have 7 range, Haywire missiles have 9, while Stalkers have 6 range and stat wise are completely inferior to Warhounds, and cost 25/25 less... Warhounds definitely need nerf, and I would support the unit.

nerf is not needed, warhound is intended to be so strong vs stalker


Aren't Marauders and Siege Tanks already good vs Stalkers? Seems like a lot of overlap.


Siege tanks are the worst possible thing to have against protoss after early allins like 1/1/1. EVERYTHING with stalkers involved just rapes them. Marauders aren't mech, and the point of putting warhounds in is just to make mech against protoss viable. Makes sense?


No, because with other options vs Stalkers (i.e. Siege Tanks and Marauders) why wouldn't you put a unit in that fills the roles that are needed to make mech play viable without overlapping with Siege Tanks. Obviously you're not going to build just a mass army of Siege Tanks but as it is now there's no reason to build them at all from what I can gather. Just build mass Warhounds and Battle Hellions with maybe some Viking/Raven support.

If the Warhounds weren't so good against stalkers you would still have to make Siege tanks making the mech army more diverse and it would make positional play with mech important whereas with mass Warhound/Battle Hellion it would be more of a 1-a blob. No need to be so condescending either by the way dude. It's just a simple discussion. Obviously no one really knows (yourself included) how this will effect the game so we're all just theory crafting with the information given to us.
http://www.youtube.com/SCBattleGrounds
Odecey
Profile Joined September 2010
Norway27 Posts
September 04 2012 21:21 GMT
#2649
I just thought of something: Wouldn't it be a good solution to not introduce the Warhound, but instead give the Tank the extra damage to Mechanical(Possibly as an upgrade to prevent 1/1/1 and the like from becoming even stronger)? It wouldn't change a thing in TvZ, while at the same time giving the tank a use in TvP. With the Battle Hellions to combat Zealots, I think mech would become a strong alternative in PvT.
Never confuse activity with productivity. You can be busy without a purpose, but what's the point? - Rick Warren
archonOOid
Profile Blog Joined March 2011
1983 Posts
September 04 2012 21:22 GMT
#2650
What if the the warhound could alternate between the haywire "anti mech" attack and the primary attack? That way you could pick a few warhounds to focus down an immortal and thereafter change back to target down a couple of zealots.
I'm Quotable (IQ)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 04 2012 21:23 GMT
#2651
On September 05 2012 06:14 TheDougler wrote:
Show nested quote +
On September 05 2012 05:45 Godwrath wrote:
On September 05 2012 05:39 Brahoono wrote:
On September 05 2012 05:34 Garmer wrote:
On September 05 2012 05:28 Ramiz1989 wrote:
On September 05 2012 05:25 archonOOid wrote:
On September 05 2012 05:21 Buchan wrote:
So i just set up 8 warhounds vs 14 stalkers and crushes through them with my warhounds. I loved it haha


what if you micro your stalkers then?

You can't... Stalkers have 2.95 movement speed, Warhounds have 2.81, and have 7 range, Haywire missiles have 9, while Stalkers have 6 range and stat wise are completely inferior to Warhounds, and cost 25/25 less... Warhounds definitely need nerf, and I would support the unit.

nerf is not needed, warhound is intended to be so strong vs stalker



Yeah thats another thing thats wrong with that unit. It ULTRA hardcounters some units without any micro involved...its not even funny.


Upon seeing the reaction here I'm fairly certain though that this unit won't make it in the game ~~.


Hai, chargelolz, archons, colossi, inmortals may want to have some words with you.


Woh now, don't go lumping Immortals in with units that don't require micro. Immortals are among the most micro intensive units in the protoss arsenal. Play a PvZ or two if you think otherwise.


You don’t understand. The Immortal has the two features that make it as skillless-A-move-Unit:
A: it is not a terran unit
B: You can use the A-move command to make it attack-move

This is what is required to be a skillless-A-move-unit. Really, some terran players will not be happy until they remove the attack-move command from all protoss and zerg units. And control groups.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
unteqair
Profile Joined November 2011
United States308 Posts
September 04 2012 21:25 GMT
#2652
Like I said before, I don't believe that the Warhound will be without micro. The pros will probably turn off the autocast for the missiles so that they can target down Collosi, Immortals, and individual Stalkers. Also, with their seemingly large collision size, studderstepping may be necessary to maximize damage, though this seems to be the case for all ground ranged units. Even with the high stats of the Warhound, most of the pro games I saw the protoss won without even going air.
DuckNuked
Profile Joined June 2012
France60 Posts
September 04 2012 21:25 GMT
#2653
On September 05 2012 06:14 TheDougler wrote:
Show nested quote +
On September 05 2012 05:45 Godwrath wrote:

Hai, chargelolz, archons, colossi, inmortals may want to have some words with you.


Woh now, don't go lumping Immortals in with units that don't require micro. Immortals are among the most micro intensive units in the protoss arsenal. Play a PvZ or two if you think otherwise.



But it's true. Without Micro involved, Immortals counter mech core army, as Stalker does, or chargelott, or collossus. Put any thing in Protoss arsenal and it will counter mech easily, and, for most of them, without involving micro.

So, if it's not the siege tank, Terran mech NEED one or two great units who stop that. Hi warhound, hi batlle hellion. As Bli² don't want to buff tanks. It's the only way to make TvP out of this stupid bio bullshit.
Terran Forum "TvP HELP", Protoss Forum "PvZ HELP!", Zerg Forum: "What use for Hydra???"
TheDougler
Profile Joined April 2010
Canada8313 Posts
September 04 2012 21:26 GMT
#2654
On September 05 2012 06:22 archonOOid wrote:
What if the the warhound could alternate between the haywire "anti mech" attack and the primary attack? That way you could pick a few warhounds to focus down an immortal and thereafter change back to target down a couple of zealots.


Are you saying you want to make the warhound even stronger?
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Cloak
Profile Joined October 2009
United States816 Posts
September 04 2012 21:26 GMT
#2655
Just use Zealots against Warhounds, it's a good thing they removed Battle Hellions from the game... oh wait...
The more you know, the less you understand.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 04 2012 21:29 GMT
#2656
On September 05 2012 06:26 Cloak wrote:
Just use Zealots against Warhounds, it's a good thing they removed Battle Hellions from the game... oh wait...

As long as we have sentries and force fields, I am sure protoss will figure out how to get those little cars with legs all by themselves. Then the zealots can deal with the warhounds.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
Last Edited: 2012-09-04 21:32:01
September 04 2012 21:30 GMT
#2657
On September 05 2012 06:07 Shiori wrote:
The biggest problem with the Warhound isn't that it's overpowered (don't get me wrong: it is) but that it has no micro potential and is basically just an a-move unit, as far as has been presented so far. It's basically a Stimmed Marauder with more HP and with a different unit type. Except it doesn't seem to have any of the Marauders already few weaknesses, and, unlike Marauders, can be gotten alongside Tanks and BFHs without production problems.



And Speed Zealots aren't A-move? Terran really needs something to either take care of the Zealots or Colossus. Blizzard decided to give Terran both but I think that's a little much. If Blizzard is going to dump either the Warhound or Battle Hellion. I'd much rather take the B.Hellion because it may help to clean up the Zealots and have uses in the TvZ match up. Whereas the Warhound is exclusively TvP. (Although I'm sure it could be used in a TvZ match up, its less likely to be used)

Nothing is wrong with giving Terran an A-move unit. Zerg and Protoss (especially P) have their fair share of A-Mover's.
transcendent one
Profile Joined July 2012
251 Posts
September 04 2012 21:32 GMT
#2658
On September 05 2012 06:14 TheDougler wrote:
Show nested quote +
On September 05 2012 05:45 Godwrath wrote:
On September 05 2012 05:39 Brahoono wrote:
On September 05 2012 05:34 Garmer wrote:
On September 05 2012 05:28 Ramiz1989 wrote:
On September 05 2012 05:25 archonOOid wrote:
On September 05 2012 05:21 Buchan wrote:
So i just set up 8 warhounds vs 14 stalkers and crushes through them with my warhounds. I loved it haha


what if you micro your stalkers then?

You can't... Stalkers have 2.95 movement speed, Warhounds have 2.81, and have 7 range, Haywire missiles have 9, while Stalkers have 6 range and stat wise are completely inferior to Warhounds, and cost 25/25 less... Warhounds definitely need nerf, and I would support the unit.

nerf is not needed, warhound is intended to be so strong vs stalker



Yeah thats another thing thats wrong with that unit. It ULTRA hardcounters some units without any micro involved...its not even funny.


Upon seeing the reaction here I'm fairly certain though that this unit won't make it in the game ~~.


Hai, chargelolz, archons, colossi, inmortals may want to have some words with you.


Woh now, don't go lumping Immortals in with units that don't require micro. Immortals are among the most micro intensive units in the protoss arsenal. Play a PvZ or two if you think otherwise.

In other news this is almost a bit much:


Show nested quote +
On September 05 2012 04:22 L3gendary wrote:
On September 05 2012 04:20 Plansix wrote:
On September 05 2012 04:19 L3gendary wrote:
Why is everyone discussing the auto rally point and not the initial workers being sent to mining automatically?

Are people missing the part where it says:
"...and order starting workers to harvest there."


Doesn't the game already do that? I mean, I rally my workers to a mineral patch to have them mine.


No? You still have to box ur workers and send them to the minerals. With this you won't. That is unless blizzard worded it incorrectly.



I'm fine with simplifying the game for lower leagues but that's starting to get a little silly...

On the other hand, if initial workers start mining I guess that takes out a bit of the initial lag factor and that's kinda helpful.



Immortals are not micro intensive. they're as micro intensive as any other unit with a range of 6. you just lose more rescources if you lose an immortal therefore it's advised to micro them.


the other note i wanted to mention is that

warhounds are the most cost efficient unit in the game vs mech

and top3 cost efficient unit EVEN VS NON MECH.

also the most supply efficient unit in the game.

needs nerf of stats, current stats are unacceptable.
Herect
Profile Joined January 2012
Brazil216 Posts
September 04 2012 21:32 GMT
#2659
On September 05 2012 06:21 Achaia wrote:
Show nested quote +
On September 05 2012 05:56 witktom wrote:
On September 05 2012 05:54 Achaia wrote:
On September 05 2012 05:34 Garmer wrote:
On September 05 2012 05:28 Ramiz1989 wrote:
On September 05 2012 05:25 archonOOid wrote:
On September 05 2012 05:21 Buchan wrote:
So i just set up 8 warhounds vs 14 stalkers and crushes through them with my warhounds. I loved it haha


what if you micro your stalkers then?

You can't... Stalkers have 2.95 movement speed, Warhounds have 2.81, and have 7 range, Haywire missiles have 9, while Stalkers have 6 range and stat wise are completely inferior to Warhounds, and cost 25/25 less... Warhounds definitely need nerf, and I would support the unit.

nerf is not needed, warhound is intended to be so strong vs stalker


Aren't Marauders and Siege Tanks already good vs Stalkers? Seems like a lot of overlap.


Siege tanks are the worst possible thing to have against protoss after early allins like 1/1/1. EVERYTHING with stalkers involved just rapes them. Marauders aren't mech, and the point of putting warhounds in is just to make mech against protoss viable. Makes sense?


No, because with other options vs Stalkers (i.e. Siege Tanks and Marauders) why wouldn't you put a unit in that fills the roles that are needed to make mech play viable without overlapping with Siege Tanks. Obviously you're not going to build just a mass army of Siege Tanks but as it is now there's no reason to build them at all from what I can gather. Just build mass Warhounds and Battle Hellions with maybe some Viking/Raven support.

If the Warhounds weren't so good against stalkers you would still have to make Siege tanks making the mech army more diverse and it would make positional play with mech important whereas with mass Warhound/Battle Hellion it would be more of a 1-a blob. No need to be so condescending either by the way dude. It's just a simple discussion. Obviously no one really knows (yourself included) how this will effect the game so we're all just theory crafting with the information given to us.


I'm tired to say that just Warhound/BH is a pretty retarded composition. It doesn't have AoE, it doesn't have ground control, it's a nightmare on chokepoints and doesn't have skirmish/sniping potential, and Hellions are the only way to Harass. Archons alone pretty much hard counter it, Storms and Massa chargelot are great too.

You need tanks and/or mines to increase ground control/AoE. Warhound/BH it's just the meat shield against mass immortal and mass chargelot that pretty much roflstomp WoL Mech.


archonOOid
Profile Blog Joined March 2011
1983 Posts
September 04 2012 21:33 GMT
#2660
On September 05 2012 06:26 TheDougler wrote:
Show nested quote +
On September 05 2012 06:22 archonOOid wrote:
What if the the warhound could alternate between the haywire "anti mech" attack and the primary attack? That way you could pick a few warhounds to focus down an immortal and thereafter change back to target down a couple of zealots.


Are you saying you want to make the warhound even stronger?


I'm saying it would make it weaker and more inclined to micro. If you are commanding the haywire "anti mech" attack to be used when a handful of zerglings are attacking tour precious warhounds they won't attack since zerglings aren't mechanical units.
I'm Quotable (IQ)
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