The warhound - a deathball unit, not a "mech" unit - Page 3
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aznball123
2759 Posts
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Godwrath
Spain10107 Posts
On September 06 2012 09:24 vOdToasT wrote: Are you saying I should be making threads about Zerg units? Or that I shouldn't talk about Terran? I may have played Zerg, but I have always appreciated what Terran has as well. I think Zerg and Terran are both designed evenly well, with Protoss being designed worse. Why should I be "proposing changes for Zergs"? :D What i am saying is you find 1 race interesting, but 2 others which aren't, then you would be more helpful trying to uplift those races in the very first place. Most people who complains about a-move units because they lack tactical depth never try to do a constructive criticism about his race a-move units, except if they are somewhat underpowered. By the way, warhounds right now give a lot of microable harass options. Could be OP ? Could be. Could be it needs another role ? Could be. But there's no metagame expert on HOTS after 1 day to open and comment on a TL post about a unit. If you really want that tactical depth, you should already start with what you already know, and that's why i am asking you why aren't you asking for zergs change so it can fulfill your expectations regarding a-move units ? | ||
Morton
United States152 Posts
On September 06 2012 09:17 vOdToasT wrote: No race should have easy mode 1a units. In Brood War, not even Protoss is an easy mode 1a2a3a race. Even Protoss is hard and interesting and fun to play as and against. Even if P and Z end up being 1a2a3a ezmode with no micro, that doesn't mean Terran should be dragged down as well. Let us have at least one interesting race, instead of none. As for the OP, I agree that the warhound is terribly designed, like a lot of SC2 units. It's just a marauder, but from the factory! It definitely needs to be given something to make it more interesting. I would argue that every race has gained some anti amove stuff. For instance: swarm host is nearly as positional as the siege tank mass recall from MC allows for awesome tactics widow mine requires positioning, and battle hellions are very beneficial to siege tank style mech, which is not A-move in the slightest (I am assuming the warhound is going to get nerfed down, probably in the form of reducing the fire rate) because they can both give map control AND defend the siege tanks. but I guarantee with all the shit about the warhound already it WILL get nerfed. | ||
vOdToasT
Sweden2870 Posts
On September 06 2012 09:28 Godwrath wrote: What i am saying is you find 1 race interesting, but 2 others which aren't, then you would be more helpful trying to uplift those races in the very first place. Most people who complains about a-move units because they lack tactical depth never try to do a constructive criticism about his race a-move units, except if they are somewhat underpowered. By the way, warhounds right now give a lot of microable harass options. Could be OP ? Could be. Could be it needs another role ? Could be. But there's no metagame expert on HOTS after 1 day to open and comment on a TL post about a unit. If you really want that tactical depth, you should already start with what you already know, and that's why i point you to zergs. I don't need to play Protoss to know that half their shit is terribly boring. It's uninteresting to watch, it's uninteresting to play against... and I can tell it's uninteresting to play as. I don't need to use warpgates to realize why they're bad. Or colossi. Or having a lategame revolving around archons and vortex. Anyway, I gave the OP's idea some more thought. At first I thought an "anti air siege mode" wasn't such a good idea, but vs broodlord infestor, it could be interesting. You'd have ravens to keep infestors away and vs broodlords like you already do, but you'd also have the warhounds to "zone" broodlords. It would add a lot of micro and positioning. Zerg could try to pull a few out with vipers, move around to force them to unsiege and siege, and so on. You could even move around to make them unsiege, then move in as they are sieging and pull them away with vipers! Edit: Also, if mech becomes viable in TvP, which seems possible, maybe Tempests will become useful PvT. And in that case, the warhound proposed in this thread could be used against the tempest. It would create a situation where parts of both armies have longer range than the rest, and would be fighting each other alone, while the rest of the army threatens to enter. If a Terran was pushing with siege tanks, tempests could try to get some shots in and snipe a few units while the warhounds are re-deploying. Tempests could also try to find angles where the warhound coverage is weaker. You could also have just one or two warhounds in your army for anti air (vs a protoss user going tempests, assuming they are actually going to be useful vs mech) just to force the air to come closer. If you have vikings above your army, and a few tempests just for the longer range, it would just sit there and bombard from long range while the vikings would protect it if anything actually gets close enough to attack it. On the other hand, if you only get one, and it gets sniped, the push is delayed by a lot. But if you lose too many tempests trying to snipe it, it wasn't worth it. I was of course assuming that tempests outrange vikings and that warhounds outrange tempests, and that tempests will be useful vs mech. And that mech will be viable TvP. But still, I actually think this idea could be quite good if done well. | ||
Godwrath
Spain10107 Posts
On September 06 2012 09:32 vOdToasT wrote: I don't need to play Protoss to know that half their shit is terribly boring. It's uninteresting to watch, it's uninteresting to play against... and I can tell it's uninteresting to play as. I don't need to use warpgates to realize why they're bad. Or colossi. Or having a lategame revolving around archons and vortex. Anyway, I gave the OP's idea some more thought. At first I thought an "anti air siege mode" wasn't such a good idea, but vs broodlord infestor, it could be interesting. You'd have ravens to keep infestors away and vs broodlords like you already do, but you'd also have the warhounds to "zone" broodlords. It would add a lot of micro and positioning. Zerg could try to pull a few out with vipers, move around to force them to unsiege and siege, and so on. You could even move around to make them unsiege, then move in as they are sieging and pull them away with vipers! You don't need to, but your feedback would be more accurate and useful ^^ Thors and vikings are already terran mech anti-air. Siege tanks are our positional unit. Mech needs some mobility aside hellions to be able to compete on maps withouth easy thirds/fourths. Warhound tries to give them that. | ||
Scila
Canada1849 Posts
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Headnoob
Australia2108 Posts
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perser84
Germany399 Posts
because mech is fucking slow you have a hard time with mech these days yeah sure terran tanks epecialy terran tvt is all about postioning there terrans that love that shit i am not one of them that postioning that you mention is very very unforgiving if you make a slight mistake btw warhound is not the only 1A mech unit mass thor is the same and when warhound is not mech or bio what should it else be huh ? | ||
Belha
Italy2850 Posts
Its just a retarded 1a machine | ||
coolcor
520 Posts
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Highways
Australia6098 Posts
Love the widow mines though. | ||
Polar_Nada
United States1548 Posts
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rysecake
United States2632 Posts
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SickeL
110 Posts
On September 06 2012 08:57 Qikz wrote: Honestly a ridiculous number of thors will die to a high number of mutas if they're magic boxed. I'm not even kidding. Micro goes a long way; as it should. Marine spread will nullifie a huge number of banelings, I'm not even kidding. | ||
Headnoob
Australia2108 Posts
On September 06 2012 09:40 rysecake wrote: remove the thor, warhound -> goliath. Buff tanks. GG boys Imagine how much better things could be if mech was based around goliaths and tanks and vult... i mean hellions. | ||
Cabinet Sanchez
Australia1097 Posts
I realised why the War Hound is such a shit unit now. If you look at how slow and cumbersome the thor is, it feels kind of realistic, in regards to the physics of a giant mech suit. The thing movies like you would expect. The Warhound looks like a kid designed it and straight out of a video game. It's not cool, it's - well lame. It moves and animates far far too freely and quickly. Same with the colossus, the immortal the stalker. Think about it - for the most part, most of the units in the game move in a somewhat realistic manner for their estimated size and weight. The warhound COMPLETELY breaks that and just goes full, kiddy, Supreme Commander video game look and feel. Despite the nature of the attack, if it's op or not, regardless - feedback needs to be made to Blizzard regarding the poor art of this unit. | ||
SnipedSoul
Canada2158 Posts
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Cabinet Sanchez
Australia1097 Posts
On September 06 2012 09:55 SnipedSoul wrote: Couldn't agree more. I find it curious that Blizzard thought we just wanted mechanical units. They don't seem to understand that we want a different playstyle based on positioning. We don't just want to play bio-style with mechanical units. It shows a huge misunderstanding with the mechanics of the game and the community. I blame teamliquid for promoting the use of the word mech in balance discussions over the years without clear clarification for simple people (the developers) to understand the intention. | ||
ROOTheognis
United States4482 Posts
On September 06 2012 09:24 aznball123 wrote: Who gives a shit, we finally get a good 1A unit. I concur with this statement. Two years of dying to colossus... let's do it! :D | ||
BlackPride
United States186 Posts
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