HOTS Closed Beta Begins - Page 67
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Do not beg for keys, offer to trade things for keys, or offer to buy keys in this thread. | ||
Darpa
Canada4413 Posts
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Sbuiko
Switzerland56 Posts
On September 06 2012 10:42 Darpa wrote: LoL gretorp proxy warhound rushing on NASL Yeah after hours of complaining how he can't beat warhounds with Toss. He never built any air unit, never built a core (it's canon ability can kill 2 warhounds on its own!), and seldomly if ever made any upgrades... It was as if he was failing on purpose. But then, maybe he's really just so unable to imagine a solution when concentrating only on the problem? Either way, it weirded me out as hell to watch that. | ||
WombaT
Northern Ireland24985 Posts
PvZ is looking to be a more dynamic matchup than before, every other matchup I've looked at looks a bit worse, albeit with players who haven't figured out optimal builds. Again though, it's early days but a lot of the complaints that myself and others were shot down for posting on the BR report threads were entirely accurate. Also @ the UI changes, nope not liking that at all. That's personal preference I guess but for me good economy management/keeping track of idle units and the like is part of what differentiates competent players from incompetent ones. | ||
Sbuiko
Switzerland56 Posts
On September 06 2012 10:53 Wombat_NI wrote: Can you not click on enemy units now? Seems strange. I for one have always liked to check upgrades and stuff It's a setting, and it's on "can't click" by default. Just go to the settings, it's where you disable the red enemy health bars too. (this hint sadly not based on personal experience) | ||
Darpa
Canada4413 Posts
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norterrible
United States618 Posts
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absalom86
Iceland1770 Posts
What I'd like to see as a solution to this would actually be for them to attack faster or do more damage per shot the closer the target is. It would make sense that to send a missile longer you would spent some of the explosive force on that, hence the longer recharge between attacks. If Tempest had the damage it has now at max range ( 22 ) and when it got closer to the target the attack speed picked up, becoming on par dps with carrier or BC at 7-10 range or so I feel the unit would be worth it's weight in gold. Current Tempest dps is 9 for a pretty huge investment, with 30 damage being inflicted every 3,3 seconds. If Tempest had 3,3 attack speed at 16-22 yard range, 2.3 attack speed at 10-15 and 1.3 attack speed at 0-9 yards their DPS would be upped to 23 in a realistic battle instead of doing less dps than a single marine. | ||
neobowman
Canada3324 Posts
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chris5180
198 Posts
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Zdrastochye
Ivory Coast6262 Posts
On September 06 2012 11:39 absalom86 wrote: At the moment I feel like Tempest is dead supply once a team fight actually starts due to its dreadful dps. They are great harass / engage forcers and positional control units, but once the battle actually starts you'll have at least 6 basically dead supply for high cost. What I'd like to see as a solution to this would actually be for them to attack faster or do more damage per shot the closer the target is. It would make sense that to send a missile longer you would spent some of the explosive force on that, hence the longer recharge between attacks. If Tempest had the damage it has now at max range ( 22 ) and when it got closer to the target the attack speed picked up, becoming on par dps with carrier or BC at 7-10 range or so I feel the unit would be worth it's weight in gold. Current Tempest dps is 9 for a pretty huge investment, with 30 damage being inflicted every 3,3 seconds. If Tempest had 3,3 attack speed at 16-22 yard range, 2.3 attack speed at 10-15 and 1.3 attack speed at 0-9 yards their DPS would be upped to 23 in a realistic battle instead of doing less dps than a single marine. I really do think the problems with it would be fixed with an idea like this. It's intriguing to consider increasing it's attack speed as the range decreases, maybe have it increase exponentially? I'm not sure how the numbers would have to go but that's the best idea I've heard for the Tempest. | ||
zkeller51
United States25 Posts
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Headnoob
Australia2108 Posts
QUITE POSSIBLE. that's a joke. | ||
phaZe-PropheT
United States30 Posts
And anyone notice that there's a new hotkey: Select Army Now it's even easier to control your deathball! | ||
SeaSuh
United States11 Posts
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jnkw
Canada347 Posts
On September 06 2012 12:17 SeaSuh wrote: Would anyone be willing to sell me their beta key? It's a longshot but I might as well try ![]() 1) People in the beta right now have had their accounts flagged. Nobody has received keys. 2) TL isn't Craigslist or Ebay. | ||
WombaT
Northern Ireland24985 Posts
On September 06 2012 11:40 neobowman wrote: Is there a list of changes in the beta? I'd actually love to see a comprehensive list of these too. Didn't see them on the Blizz forums | ||
Zenbrez
Canada5973 Posts
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WickedBit
United States343 Posts
On September 06 2012 11:51 Zdrastochye wrote: I really do think the problems with it would be fixed with an idea like this. It's intriguing to consider increasing it's attack speed as the range decreases, maybe have it increase exponentially? I'm not sure how the numbers would have to go but that's the best idea I've heard for the Tempest. There is an even better idea I got from this that will be cool to see for the viewer. The tempest shoots a large ball that decreases in size the farther it gets. The tempest does aoe damage in the area of the ball. This means that at its full range it will do point damage and at closer ranges do aoe damage. Reading this thread I'm sure if we put 3-4 forum members together they can come up with really good concepts that will work well. This leads me to believe that blizzard is really incompetent. | ||
jnkw
Canada347 Posts
On September 06 2012 13:11 WickedBit wrote: There is an even better idea I got from this that will be cool to see for the viewer. The tempest shoots a large ball that decreases in size the farther it gets. The tempest does aoe damage in the area of the ball. This means that at its full range it will do point damage and at closer ranges do aoe damage. Reading this thread I'm sure if we put 3-4 forum members together they can come up with really good concepts that will work well. This leads me to believe that blizzard is really incompetent. This is a pretty neat idea. | ||
Pimpmuckl
Germany528 Posts
On September 06 2012 02:38 CamoPillbox wrote: who need siege if u can have better faster more dmg more hp warhounds tvt in hots 10 min game who have more warhounds of two base wins ![]() only zerg have some little chance to do muta and maybe catch him off guard ![]() Funny how one warning didn't shut your useless talk up, topic: I actually agree on the Warhound "thing" atleast it's something which brings mobility in the mech comp could make some really decent hitsquads with some hellions. And i really really REALLY want to see more Mass Recall Action looks so super promising right now! | ||
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