LotV Balance Update Preview - May 21 - Page 17
Forum Index > Legacy of the Void |
-NegativeZero-
United States2141 Posts
| ||
dcemuser
United States3248 Posts
The ground shot is absolutely devastating (as previously listed, 85 damage). However, the Liberator can only hit targets inside a red circle (which you place when you send it into 'siege mode'). If a target is outside that circle, the Liberator can do nothing about it. It also can't attack air units in siege mode (or move). The morph/unmorph times are similar as for Siege Tanks, possibly even a bit slower. They could be very, very powerful when sieging ground to control small chokes/ramps, especially if you already had air control. Their siege damage is basically the opposite of the Siege Tank's damage (low damage + large splash vs very high damage + no splash), so there are definitely times where they would be useful. | ||
-NegativeZero-
United States2141 Posts
| ||
Caihead
Canada8550 Posts
On May 23 2015 15:06 -NegativeZero- wrote: damn it why couldn't they have just given the 85 damage shot to the siege tank itself... 85 damage tanks would be pretty overpowered with smart targeting | ||
Dmitry1
4 Posts
On May 23 2015 15:05 dcemuser wrote: Ground upgrade is at Starport Tech Lab, requires an Armory, and costs 200/200. The ground shot is absolutely devastating (as previously listed, 85 damage). However, the Liberator can only hit targets inside a red circle (which you place when you send it into 'siege mode'). If a target is outside that circle, the Liberator can do nothing about it. It also can't attack air units in siege mode (or move). The morph/unmorph times are similar as for Siege Tanks, possibly even a bit slower. They could be very, very powerful when sieging ground to control small chokes/ramps, especially if you already had air control. Their siege damage is basically the opposite of the Siege Tank's damage (low damage + large splash vs very high damage + no splash), so there are definitely times where they would be useful. is it possible to harras mineral lines from "nonground" places in lategame? or even just simply focus hatch/nexus/cc with 85dmg? could u please write movespeed / requirements / attackspeed / range? in both modes. | ||
dcemuser
United States3248 Posts
| ||
Cascade
Australia5405 Posts
On May 23 2015 15:04 -NegativeZero- wrote: wow, that model is pretty much a valkyrie yep... And the AA is pretty much a valkyrie as well. So it's a valkyrie that can transform into a flying siege tank? I find it a bit lame how they take BW units back into the third iteration of sc2.... Are they running out of ideas? :/ | ||
dcemuser
United States3248 Posts
| ||
dcemuser
United States3248 Posts
| ||
Dmitry1
4 Posts
On May 23 2015 15:35 dcemuser wrote: Album of pictures/mechanics: http://imgur.com/a/91zkv What is about attackspeed in ground mode? | ||
FrostedMiniWheats
United States30730 Posts
It's AG cooldown is 1.14 according to one of the pics. With a crazy range 15 >.> this thing seems way too good for only 2 supply. | ||
Hider
Denmark9341 Posts
On May 23 2015 14:49 dcemuser wrote: Yeah, it fires 2 sets of those missiles. In-game pic: http://i.imgur.com/nQBM2qk.jpg I'll post an album in a second. How did you get that data and play it? | ||
![]()
BLinD-RawR
ALLEYCAT BLUES49496 Posts
On May 23 2015 15:35 dcemuser wrote: Album of pictures/mechanics: http://imgur.com/a/91zkv fuck yes, flying tanks. | ||
eviltomahawk
United States11133 Posts
On May 23 2015 15:57 FrostedMiniWheats wrote: It's AG cooldown is 1.14 according to one of the pics. With a crazy range 15 >.> this thing seems way too good for only 2 supply. Time to buff tanks back to 2 supply ![]() | ||
DemigodcelpH
1138 Posts
And if they actually want to fix the game they'd remove macro super economy mechanics. On May 22 2015 16:39 Herecomestrouble wrote: You're clueless, Zergs don't need to build 8 barracks + addons to go bio nor 8 factories + addons to go mech, these buildings cost money and gas JUST TO GET THEM! and they can be killed ocationally, transitions do not exist if we are real unless you open slight bio (let's say 3 rack) and then go mech or vise versa, but that's not really all that great, its really down to the wire. Mech in sc2 is not like Brood War, BW mech had their upgrades divided because ground mech had a strong kit, Vultures which are like hellions except they can do more damage, cost less are faster and the most important part they can deploy 3 spider mines (similar to Widow mines except they don't hit air nor workers, only ground units) which requiered not only a lot of multitask to micro (move a mech army deploy mines or just as a harass unit, since it was the most iconic unit in the game because of its micro potential) and it also helped to cover flanks, something KEY that sc2 mech does not have and that's why everyone calls mech ¨turtle mech¨ because without something to cover your flank mech always gets swallowed by the fast/ strongly responsive/ easy to move / control units that Sc2 has nowadays And that's not all! BW had Goliaths, mid tier units that had an Anti air attack! unlike every sc2 mech unit (don't even dare to name the Thor, the Thor is like a big Marauder that shoots up but not even decently, the damage is bad the unit takes ages to build it has 0 micro potential because it also moves slow, it's horrible and no answer to air, especially not vs protoss air since they are not ¨bio-light¨ like mutas or whatever the designation is for them) Goliaths had lot of micro involved they were numerous and simple to transition since you already had the factories and they were well rounded vs ground too unlike thors which are half ass vs everything, zerglings own them so bad, just like Queens own Battlecruisers. That's not all! Tanks were badass, and made tons of damage, the most Iconic Terran unit which now is just in some weird spot, (i would fix it by giving it a faster attack speed ratio, maybe take like 10% damage away but give 40-50% extra attack speed) the unit simply attacks too slow for what the mechanics are on this modern ages, sc2 units respond super fast, move fast and they are smart about what they target, yet the tank gets like no time to do damage nor can be repositioned (don't bring medivacs they are not there to move tanks around on a 200vs200 battle, it's just wasted effort and... ofcrs... supply on medivacs like lol wtf you want medivacs for on a mech army? rofl maybe to drop hellbats but that's just about it, and they can't do both things at the same time can they?) they can land 2 shots if lucky before they die. Sc2 mech is a combination of Air+ Ground, unless you are pretty all in and just rallying units across the map and killing your enemy with them (which is not that often and considered cheese) you always need Starport units such as the Viking, Raven or the Banshee Splitting the upgrades just allows me to see that the people in charge of these type of decitions don't play nor watch their own game, maybe they're thinking about Heroes a bit too much. Well said. When it comes to ability to tech switch it's Zerg >>>>>>>> Protoss >>>> Terran. | ||
JackODerp
1 Post
| ||
Valon
United States329 Posts
On May 23 2015 15:21 Cascade wrote: yep... And the AA is pretty much a valkyrie as well. So it's a valkyrie that can transform into a flying siege tank? I find it a bit lame how they take BW units back into the third iteration of sc2.... Are they running out of ideas? :/ Well Hots basically added the spider mine, fire bat, gave the zerg disruption web and legacy is bringing back lurker, Valkyrie, Stasis, and another version of storm. I would say that their problem is more they don't listen rather than they run out of ideas. Plenty of well thought ideas on the forums/TL/reddit but it seems they don't want to try them even if they are better than what they came up with. | ||
404AlphaSquad
839 Posts
On May 23 2015 09:26 usethis2 wrote: If my memory serves, SH was the most beloved new units of HOTS in this community during its beta testing period. It goes to show a lot.. about the said community. To be fair, the abomination called Warhound drew alot of attention away from the Swarmhost. | ||
JCoto
Spain574 Posts
On May 23 2015 15:57 FrostedMiniWheats wrote: It's AG cooldown is 1.14 according to one of the pics. With a crazy range 15 >.> this thing seems way too good for only 2 supply. Are we crazy? 74 DPS as antiground in 15 range for 150/150/2? And people really blames at Tempests? How OP do they want terran to be with this numbers for Liberators and the power of Cyclones? That damage values can't be realistic.The max damage I could accept would be some Tempest-like attack for that costs. Tempests are annoying as a cheese unit, I can't imagine this... You simply go for a Banshee pressure with that thing, and it is going to be impossible to stop it. | ||
Ramiz1989
12124 Posts
On May 23 2015 17:51 404AlphaSquad wrote: To be fair, the abomination called Warhound drew alot of attention away from the Swarmhost. Swarm Host was pretty good in the beta because most of the people used them aggressively, sieging enemy bases or just pushing directly into enemy with a lot of Zerglings, Roaches, Hydras and Swarm Hosts. It is much later that people figured out turtle Swarm Host style which was horrible but sadly easier to execute and really strong, and that's the point where everyone started to call unit terrible. About Liberator, I am not too worried about numbers as they can tweak them, but the design is worrying. I mean, it basically is half Valkyrie half Siege Tank(kind of) with even higher range than Siege Tank. I don't know why they insist on these high range units. Having Thors, Siege Tanks, Liberators, Vikings and Ravens as your composition pretty much just deflects your opponent for ever wanting to come close to you. They also might counter Siege Tanks in TvT, the only match up where Siege Tanks are mandatory and still used in every game. | ||
| ||