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[D] Warhound: Is it good or should it be changed? - Page 15

Forum Index > StarCraft 2 HotS
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SolidMoose
Profile Joined June 2011
United States1240 Posts
August 15 2012 05:25 GMT
#281
The argument that its an A move unit still makes no sense to me. You can still target fire with it, you can still kite with, you can still spread them out to avoid splash. Nothing makes it more A move than most units in the game.
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 15 2012 05:37 GMT
#282
On August 15 2012 11:05 Vindicare605 wrote:
I have two suggestions for the Warhound that might make it more interesting and more balanced also.

1. Remove the auto-cast on the Haywire Missle, make it manual cast only.

This change will eliminate a lot of the "a-click" stigma this unit has attached to it, by forcing the player using them to manually target mechanical units with the Haywire Missle, simply a-moving them will be a waste of their potential.

2. Change Haywire Missle from a cooldown ability to an energy ability similar to Graviton Beam. This gives Terran and Protoss players an additional counter to the unit in the form of Feedback and EMP. I think this dynamic would be a lot of fun to watch.


Terrible idea to give any mech unit an energy bar. They already screwed mech once like that with the thor's energy bar.
Sup
Absentia
Profile Joined March 2011
United Kingdom973 Posts
August 15 2012 05:42 GMT
#283
On August 15 2012 14:02 Whitewing wrote:
Show nested quote +
On August 15 2012 13:57 Absentia wrote:
Some decent mech AA would be really welcome. Weaker DPS vs ground than a stimmed marine, weaker DPS vs air than a viking. Provides a versatile mech unit in all the matchups.
Instead terran gets a mechnical marauder to fill a role the siege tank should already be performing.

There's so much bad about the unit but instead of writing an essay on the matter, i'd rather just add my dissent to most other people's.


The viking is intended to fill that role. Them having a separate upgrade path is a valid complaint about that, but it is a reactor-produced powerful anti-air unit with really good range, so it's not like terran doesn't have good anti-air. Terran doesn't really need more anti-air.

The role of the warhound is supposed to be a tank-line busting unit against a weak spot, so that mech vs. mech doesn't stalemate. I don't think it's necessary, but if blizzard wants to do that, I think the best way to do that would be to make it a defensively focused unit rather than a powerful damage dealer. Give them a self-cast defensive matrix instead of the missile cannon.


Terrans get vikings reactively because the unit is one of those 'don't build it unless you need it'. It fills one role - strict AA. If you don't need them right there, the unit is a waste of resources and you're weakening your mech army. It's not interesting to play with one dimensional counter units, as should be obvious by the amount of people complaining about the warhound in this very thread.
Giving mech some viable anti air doesn't do much to hurt the game - it could still be designed so that vikings are superior in the air, (in range, dps or whatever) and are still needed somewhat reactively. On the other hand it reduces the BS of 'well I didn't completely prepare for this in time' that's so prevalent in SC2's counter based game design. I don't want to build mech AA reactively all the time, I'd prefer it to be incorporated into a versatile mech unit that can keep me somewhat safe during the mid-game whilst still maintaining a level of utility late game.

The thor design is not too dissimilar from what i'm thinking except its AA is awful, has energy to be feedbacked, is supply heavy and its high dps vs ground units in combination with low movement speed makes it redundant in the face of siege tanks.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
August 15 2012 05:43 GMT
#284
--- Nuked ---
VictorJones
Profile Blog Joined December 2010
United States235 Posts
August 15 2012 05:47 GMT
#285
I just wrote a blog including an opinion about this!

This is how I see it. The warhound sucks. People have already gone over how it looks stupid. It serves too much as a backbone. 7 range, high dps, decent movement speed, lots of hp. The thing doesn't have any weaknesses. Needs to be changed in some way. Like at least one of those 4 things. I say change the range or the MS so that it isn't a good idea to A-Move em. I could accept the unit if it was much slower. Then it would be like a reaver. That would be fine by me. This unit is just too strong tho because it works well by itself and counters everything on the ground that battle hellions don't.
VictorJones
Profile Blog Joined December 2010
United States235 Posts
August 15 2012 05:51 GMT
#286
On August 15 2012 14:42 Absentia wrote:
Show nested quote +
On August 15 2012 14:02 Whitewing wrote:
On August 15 2012 13:57 Absentia wrote:
Some decent mech AA would be really welcome. Weaker DPS vs ground than a stimmed marine, weaker DPS vs air than a viking. Provides a versatile mech unit in all the matchups.
Instead terran gets a mechnical marauder to fill a role the siege tank should already be performing.

There's so much bad about the unit but instead of writing an essay on the matter, i'd rather just add my dissent to most other people's.


The viking is intended to fill that role. Them having a separate upgrade path is a valid complaint about that, but it is a reactor-produced powerful anti-air unit with really good range, so it's not like terran doesn't have good anti-air. Terran doesn't really need more anti-air.

The role of the warhound is supposed to be a tank-line busting unit against a weak spot, so that mech vs. mech doesn't stalemate. I don't think it's necessary, but if blizzard wants to do that, I think the best way to do that would be to make it a defensively focused unit rather than a powerful damage dealer. Give them a self-cast defensive matrix instead of the missile cannon.


Terrans get vikings reactively because the unit is one of those 'don't build it unless you need it'. It fills one role - strict AA. If you don't need them right there, the unit is a waste of resources and you're weakening your mech army. It's not interesting to play with one dimensional counter units, as should be obvious by the amount of people complaining about the warhound in this very thread.
Giving mech some viable anti air doesn't do much to hurt the game - it could still be designed so that vikings are superior in the air, (in range, dps or whatever) and are still needed somewhat reactively. On the other hand it reduces the BS of 'well I didn't completely prepare for this in time' that's so prevalent in SC2's counter based game design. I don't want to build mech AA reactively all the time, I'd prefer it to be incorporated into a versatile mech unit that can keep me somewhat safe during the mid-game whilst still maintaining a level of utility late game.

The thor design is not too dissimilar from what i'm thinking except its AA is awful, has energy to be feedbacked, is supply heavy and its high dps vs ground units in combination with low movement speed makes it redundant in the face of siege tanks.



"I didn't completely prepare for this in time" is the kind of stuff that makes Sc2 a good game. You need to prepare for things. Strategy. If you don't prepare for your opponents strategies and compositions, you shouldn't deserve to win the game. You're essentially asking for a unit that allows you to not think about what you're building. That's kind of a cop out >.>
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
August 15 2012 05:52 GMT
#287
Mech really isn't about micro except for your mech harassing units (hellions, Widow Mines, Vultures,) it's about positioning and Warhounds are going to be good for defending tanks from blinking stalkers and immortals that is their only job. As well as breaking out of Tank contains in TvT, they are a very specialized unit. They will be good for getting your units into good positions and holding those positions. I don't like them though I don't like any of the HOTS units except Oracle and Viper.
I am Godzilla You are Japan
Carbonthief
Profile Joined October 2010
United States289 Posts
August 15 2012 06:18 GMT
#288
I disagree with it being a-click like. To me it looks like the terran immortal, where you have to always make sure you're focusing armored units with them, and being precious expensive units have to pull them back when they get focused.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
August 15 2012 06:35 GMT
#289
Reposting my response on the "In Defence of Mech" blog.

You know, the Warhound could be made a lot more interesting with some simple changes..

-What if the Haywire missiles arent't autocast, and not anti mechanical ground unit.
-What if they have to be manually cast, and serve as an anti air attack, this could be a Valkyrie like aoe, or a single target missile.
-What if you have to produce a missile like an interceptor gets produced on a carrier, costing a small amount of minerals.
-Then lastly a missile limit could be set depending on the nature and overall power of the new AA spell.


Now you have a unit that has limited AA during battles and has to be used at the correct moment vs air units, but has a certain amount of firepower to it so that the enemy has to carefully time out air strikes and movement?

Seems like a way better design that also takes away the A-move syndrome of the new unit and replaces it with strategical depth and micro (focused launch etc).

This would probably be easier than to ask Blizzard to start from scratch after working on this unit since Blizzcon 2011, and makes Mech more interesting at the same time. That coupled with some slight changes being made to the widow mine would recreate the core mechanics that made BW mech so awesome, without actually copying BW.
Balance. Enjoy the process instead of focusing on musts.
SgtSlick
Profile Joined April 2011
Australia92 Posts
Last Edited: 2012-08-15 06:57:19
August 15 2012 06:54 GMT
#290
On August 15 2012 01:45 Sircoolguy wrote:

1. Yes the warhound may not be the most asthetically appealing unit, but honestly does the supposed bad looks even matter. I don't think so, SC2 is a strategy game after all not a game about turning our units into runyway models, but the skin is not that hard to change


It should look like this:
+ Show Spoiler +
[image loading]


Surely futuristic terrans realise wheels are faster than walking not to mention more stable/balanced.
Hammer Time
Jarvs
Profile Joined December 2009
Australia639 Posts
August 15 2012 07:10 GMT
#291
I really hate the unit. The haywire missiles only targeting mechanical means this unit is useless vs Zerg, no? One dimensional design with hardcounters in mind. Hate it.
Gigaschatten
Profile Joined January 2011
Germany79 Posts
Last Edited: 2012-08-15 07:22:10
August 15 2012 07:11 GMT
#292
I don't care yet if the unit is A-move or whatever since the beta will show how it plays out.

Although i normally don't care much about art in a RTS game - the unit is really sluggish and ugly. They will hopefully replace it (as done before with the Night-Hawk if i remember correctly.)
I said good day, sir! Axe-actly!
i)awn
Profile Joined October 2011
United States189 Posts
August 15 2012 07:16 GMT
#293
I find it the most horrible unit among all the new ones. In fact the terran changes are all horrible; they are introducing a much uglier game.
MasterFischer
Profile Joined August 2009
Denmark836 Posts
August 15 2012 07:29 GMT
#294
Enlighten me again, as to why people are overly whiny about balance in HOTS now?

The beta aint even fucking out yet, let alone the full game.... so? Why whine about it now and not wait and see how it pans out?

Theory crafting on baseless grounds is just dumb...

I will agree that the unit DESIGN and look, of especially the warhound, looks kinda silly... but thats another thing (also subject to change)
WHO is this who speaks to me as though I needed his advice?
Absentia
Profile Joined March 2011
United Kingdom973 Posts
August 15 2012 08:04 GMT
#295
On August 15 2012 14:51 VictorJones wrote:
Show nested quote +
On August 15 2012 14:42 Absentia wrote:
On August 15 2012 14:02 Whitewing wrote:
On August 15 2012 13:57 Absentia wrote:
Some decent mech AA would be really welcome. Weaker DPS vs ground than a stimmed marine, weaker DPS vs air than a viking. Provides a versatile mech unit in all the matchups.
Instead terran gets a mechnical marauder to fill a role the siege tank should already be performing.

There's so much bad about the unit but instead of writing an essay on the matter, i'd rather just add my dissent to most other people's.


The viking is intended to fill that role. Them having a separate upgrade path is a valid complaint about that, but it is a reactor-produced powerful anti-air unit with really good range, so it's not like terran doesn't have good anti-air. Terran doesn't really need more anti-air.

The role of the warhound is supposed to be a tank-line busting unit against a weak spot, so that mech vs. mech doesn't stalemate. I don't think it's necessary, but if blizzard wants to do that, I think the best way to do that would be to make it a defensively focused unit rather than a powerful damage dealer. Give them a self-cast defensive matrix instead of the missile cannon.


Terrans get vikings reactively because the unit is one of those 'don't build it unless you need it'. It fills one role - strict AA. If you don't need them right there, the unit is a waste of resources and you're weakening your mech army. It's not interesting to play with one dimensional counter units, as should be obvious by the amount of people complaining about the warhound in this very thread.
Giving mech some viable anti air doesn't do much to hurt the game - it could still be designed so that vikings are superior in the air, (in range, dps or whatever) and are still needed somewhat reactively. On the other hand it reduces the BS of 'well I didn't completely prepare for this in time' that's so prevalent in SC2's counter based game design. I don't want to build mech AA reactively all the time, I'd prefer it to be incorporated into a versatile mech unit that can keep me somewhat safe during the mid-game whilst still maintaining a level of utility late game.

The thor design is not too dissimilar from what i'm thinking except its AA is awful, has energy to be feedbacked, is supply heavy and its high dps vs ground units in combination with low movement speed makes it redundant in the face of siege tanks.



"I didn't completely prepare for this in time" is the kind of stuff that makes Sc2 a good game. You need to prepare for things. Strategy. If you don't prepare for your opponents strategies and compositions, you shouldn't deserve to win the game. You're essentially asking for a unit that allows you to not think about what you're building. That's kind of a cop out >.>


Where 'completely prepare' means 'I didn't have 20 vikings to deal with double robo into 6 colossus switch' late game TvP or 'I didn't have a vortex ready to deal with this broodlord army'. Is there anybody who genuinely finds games where player x loses because they didn't build enough vikings to beat y number of colossus interesting? Of course there's got to be some level of 'countering ' otherwise people would just build whatever they want. Yet SC2 hard counter units scale so ridiculously. Look no further than the warhound vs mechanical units at the moment. Why utilise superior strategical positioning, or bio drops to beat siege tank lines when you can build and A move warhounds.
You can call building units strategy, sure, but building hard counter units to beat others? That's a cop-out in game design. It's lazy, unimaginative and undermines other elements of strategy like micro and positioning that I imagine most people find more interesting and dynamic.

You need to be able to build some units without thinking about counters (e.g. marines) otherwise the game just ends up being a complete mess. Siege tanks should somewhat fulfil this role in a mech army but they only start reaching good levels of damage output once you start reaching a critical mass out of them. But where is mechs midgame AA? I can make vikings but I referenced the issues with this in my last post.

I personally like the idea of 'buying time units/strategy' where if you don't have, say, enough vikings to beat a broodlord/infestor straight up, you can load up a lot of medivacs and go for a mass drop or push marines back and forth to make the zerg retreat for a few moments. It's that kind of versatility i'm interested in, not just 'build whatever you want and smash two armies together'. In that sense, I don't see any kind of versatile mech unit.
Surriel
Profile Joined July 2011
United Kingdom198 Posts
August 15 2012 08:05 GMT
#296
On August 15 2012 16:29 MasterFischer wrote:
Enlighten me again, as to why people are overly whiny about balance in HOTS now?

The beta aint even fucking out yet, let alone the full game.... so? Why whine about it now and not wait and see how it pans out?

Theory crafting on baseless grounds is just dumb...

I will agree that the unit DESIGN and look, of especially the warhound, looks kinda silly... but thats another thing (also subject to change)


Maybe because if you dont voice your opinions now, nothing is going to change when the beta comes around. Let Blizzard knows what you think about the new units from what they show you! Despite what majority of the people seem to believe Im sure some of them read feedback online.

Secondly if we do nothing and the beta comes around and the new stuffs do turn out to be horrible, there isnt much time to do any major changes is there, and certainly not major unit design overhaul. This is a unique period of time where Blizzard can make major changes and I really hope they make the best of it. If the warhound make it to the beta, it is not going anywhere.
Burns
Profile Blog Joined December 2010
United States2300 Posts
August 15 2012 08:06 GMT
#297
out of all the a click units i think this one is the least a clicky
What do you mean you heard me during the night, these are quiet pants!
Gben592
Profile Joined August 2012
United Kingdom281 Posts
August 15 2012 08:07 GMT
#298
Along with removing the autocast on the haywire missile, I also think it should have a minimum range. You could get this whole dynamic of having to stay at range, essentially kiting, or kiting sometimes... and stuff.. Idk in my head it just seems way cooler! And then if the missile could actually hit bio targets it would be pretty cool :D

Also, everyone should read this: http://www.teamliquid.net/blogs/viewblog.php?topic_id=360325
"The more skilled player is the one who wins, and I don't think there's better balance than what we have now." INnoVation
dynwar7
Profile Joined May 2011
1983 Posts
August 15 2012 08:07 GMT
#299
On August 15 2012 16:29 MasterFischer wrote:
Enlighten me again, as to why people are overly whiny about balance in HOTS now?

The beta aint even fucking out yet, let alone the full game.... so? Why whine about it now and not wait and see how it pans out?

Theory crafting on baseless grounds is just dumb...

I will agree that the unit DESIGN and look, of especially the warhound, looks kinda silly... but thats another thing (also subject to change)


How many times must we tell you? We need to be vocal so Blizzard can get some feedback

...............
Regarding the imbalance, hilarious to see Zergs defending themselves....
Burns
Profile Blog Joined December 2010
United States2300 Posts
August 15 2012 08:13 GMT
#300
The worst fucking unit is the protoss oracle, its not even skill based harras its just stupid
What do you mean you heard me during the night, these are quiet pants!
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