what skill is there involved in idol'ing a few liberators in front of your base/expo or in front of your army?
LotV Beta Balance Update -- July 16 - Page 5
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TT1
Canada9987 Posts
what skill is there involved in idol'ing a few liberators in front of your base/expo or in front of your army? | ||
coL.hendralisk
Zimbabwe1756 Posts
later on: a cannon that costs 150 gas with 2x immortal damage and good range which doesnt need babysitting feels really strong imo | ||
Lunareste
United States3596 Posts
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Big J
Austria16289 Posts
- upgrades with 10% of the attack damage - minimum of +1, maximum of +5 per upgrade The Tempest with its former +50 vs massive also only upgraded with +5. Banelings anti-building attack (80dmg) upgrades with +5. Hence the upgrade for the liberator should be +5. Also after playing against it a few times, this is definitely a unit that feels too strong when the map is not a plain field. On maps like D&T or Bridgehead you can just lock down all movement in certain chokepoints from like 15range and that's it. It's not like anybody can ever afford to engage them with ground units, they have waaaaaaaaaaaaaaaaaay too much damage and range for that. | ||
Jenia6109
Russian Federation1607 Posts
On July 18 2015 07:14 TT1 wrote: what skill is there involved in idol'ing a few liberators in front of your base/expo or in front of your army? The same skill as using Siege Tanks i think Also, TvZ is now Bio+Liberator+Raven vs Lurkers+something, feels very like BW ![]() | ||
TT1
Canada9987 Posts
On July 18 2015 13:16 Jenia6109 wrote: The same skill as using Siege Tanks i think Also, TvZ is now Bio+Liberator+Raven vs Lurkers+something, feels very like BW ![]() at least you have target units with tanks.. | ||
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Liquid`Jinro
Sweden33719 Posts
On July 17 2015 21:14 ZergLingShepherd1 wrote: And it looks like Ghosts new snipe has unlimited range... you dont even need to have vision after you marked the target. More gimmick that forces you to hit the ghosts, you cant just retreat or micro. Should maybe make it body-blockable by units that are bigger than zerglings or something? | ||
Kranyum
77 Posts
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iamkaokao
108 Posts
On July 18 2015 16:55 Kranyum wrote: Is it me or is this beta becoming worse and worse with every patch? It looks terrible... this is ridiculous - Terran --Vehicle and ship armor upgrades have been combined. considering bio was alrdy looking bad in lotv raven nerf was necesary . because how insanely op was in the late game , i cant believe some people here deny it.. like avilo it was clearly almost imposible for zerg to do anything against it i also agree protoss look a bit weak.. but its because colosus used to be op.. too easy and cost efficient , and they could FE and block your expansion everygame.. photon cannon made it even easier to have 0 risk.. so now that they actually have to micro or defend.. they are not the easiest class anymore ![]() | ||
Athenau
569 Posts
at least you have target units with tanks. You can target things with Liberators too. | ||
Beastyqt
Serbia516 Posts
On July 18 2015 07:14 TT1 wrote: the new liberator is a valkyrie and a tank in a single unit.. what skill is there involved in idol'ing a few liberators in front of your base/expo or in front of your army? Probably same amount of skill swarm hosts needed for 2 years to be used ![]() It's been a day and people are complaining. People expect the moment unit comes out to figure it's counter and purpose on the first day. It took people more than a year to start widow mine dropping a protoss or use swarm hosts properly. Not to mention this is beta and things will get changed a lot more. | ||
Hider
Denmark9341 Posts
It took people more than a year to start widow mine dropping a protoss What? Terran players did this in the first tournament post release. | ||
DoubleReed
United States4130 Posts
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pieroog
Poland146 Posts
I'd like to see the same for the Immortal. | ||
Vorck1
Finland16 Posts
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ZeromuS
Canada13379 Posts
On July 18 2015 15:11 Liquid`Jinro wrote: Should maybe make it body-blockable by units that are bigger than zerglings or something? I'm of the opinion that the spell should not provide vision in any circumstance and that all channeled abilities should require vision in this game. If vision is broken then the spell is also broken should be a consistent rule imo. | ||
MadChem
Germany218 Posts
IMO it should be 15 seconds initially and be upgradeable with durable materials to 30 seconds. This would give meaning to the turret as a zoning tool. | ||
ffadicted
United States3545 Posts
I think the ghost ability definitely needs to be changed to require at the very minimum vision, but even then it's still an ability that makes little sense. The liberator might be the most boring unit I've ever seen. The disruptor is actually a good unit, but the invincibility amount is far too great; I do like the range change though, that was a long time coming. | ||
Qwyn
United States2779 Posts
On July 18 2015 20:00 iamkaokao wrote: It looks terrible... this is ridiculous - Terran --Vehicle and ship armor upgrades have been combined. considering bio was alrdy looking bad in lotv raven nerf was necesary . because how insanely op was in the late game , i cant believe some people here deny it.. like avilo it was clearly almost imposible for zerg to do anything against it i also agree protoss look a bit weak.. but its because colosus used to be op.. too easy and cost efficient , and they could FE and block your expansion everygame.. photon cannon made it even easier to have 0 risk.. so now that they actually have to micro or defend.. they are not the easiest class anymore ![]() You realize they're combined in HOTS right? Now only armor upgrades are combined, which is fine considering how expensive they are. I think the raven could do with a bit of a redesign rather than just changing the stats on the spells. But Blizzard has made it clear that they intend to remove any possibility of Terran players using mass raven to force stalemates. Liberator seems to be lacking an important element. Just have to figure out what it is. Not in its final place, but the concept seems pretty cool. Tank drops are awesome...They're really fun. The gimmick about tanks is that they are not very strong in straight army engagements... My beef with the unit side of SC2 is that Blizzard is not focusing on the flow of straight army engagements. It's all about harassment this, harassment that. But the flow of army battles is being ignored, and that's IMO the most important part of the micro side of SC2. That is what all the little micro should lead up to. What the whole game leads up to. And it could use a lot of love from the perspective of all 3 races. Zerg feels more swarmy than ever before. And that's because the ling has a proper place in the mid and late game. The key to making Zerg feel even more swarmy lies in the economy. Less drones for same income = even more swarm play. Roaches and ravagers, if anything, are not "swarmy." Not zerg units. But zerglings are. With the new adrenal, even more so. Baneling free! The problem with Protoss is that the disruptor is the only non-stargate option toss players have, besides gateway all-ins. Protoss players have no way to fight against Zerg in the late game now. Lurkers are far, far too powerful. Disruptors cannot possibly be cost efficient against lurkers if they are spread. All you have to do is have 8 or so mutas snipe obs and the Protoss can never move out. Which leaves either a struggle trying to establish tempo control in the early/mid game, or stargate. Colossus are terrible now, lol. | ||
[PkF] Wire
France24192 Posts
On July 19 2015 02:44 ffadicted wrote: This new stuff is becoming more and more gimmicky... I would've hoped taht the farther along we go, the more solid we get, not the more "random test"-y. The disruptor, liberator and ghost all have really wonky, almost random configuration, and are joining things like that silly reaper bomb and speed banshees in the realm of "wtf were they thinking" hah. I think the ghost ability definitely needs to be changed to require at the very minimum vision, but even then it's still an ability that makes little sense. The liberator might be the most boring unit I've ever seen. The disruptor is actually a good unit, but the invincibility amount is far too great; I do like the range change though, that was a long time coming. I kinda agree. What we're aiming for (except mundane things like "the best RTS we can make" or "an amazing e-sports") remains quite unclear. Of course it's beta, but it's already been quite a long one and while things got better, I feel the development has been a bit underwhelming so far. Community updates are great, but I would like to feel we're heading in a clear direction and reaching the stage of polishing/balancing rather than still throwing out random ideas. | ||
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