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The warhound - a deathball unit, not a "mech" unit - Page 6

Forum Index > StarCraft 2 HotS
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The WingNut
Profile Joined February 2012
United States35 Posts
September 06 2012 02:19 GMT
#101
My prediction: The warhound in its current form isn't going anywhere. Blizzard won't change it; they specifically stated they don't like strong siege tank lines, and the warhound is designed to rip through siege lines. They also stated they WANTED to give terran an 'attack move friendly' unit.

In other words, Blizzard is on record stating that their design of the warhound is purposely antithetical to positional mech play.
HornyHerring
Profile Joined March 2011
Papua New Guinea1059 Posts
September 06 2012 02:19 GMT
#102
Warhound threads everywhere!
oh, hai
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2012-09-06 02:21:06
September 06 2012 02:20 GMT
#103
On September 06 2012 10:55 NeMeSiS3 wrote:
Show nested quote +
On September 06 2012 10:37 LgNKami wrote:
On September 06 2012 10:31 NeMeSiS3 wrote:
On September 06 2012 10:24 LgNKami wrote:
Dont mean to start an argument but...

Isn't mech a deathball in general? You sit behind tanks, turrets, PF's, and sensor towers until you have a maxed out deathball and then you move out.

sure you siege and unsiege every now and then but in general its just attack move. There are no spells to cast, no real micro besides siege and unsiege, and the person that makes a mistake first loses the game.

Just playing devils advocate.


I dunno how you cam to this conclusion but I will argue from a BW perspective leading into SC2

In BW mech was relatively about positioning, you cut the map with "less" units that could hold positions against bigger armies and then eventually you either win the war of attrition or you create a big enough army to push (usually leap frog) across the map and win.

In SC2 mech has turned a lot more into a "deathball" and it kind of defeats the purpose mainly because tanks a) can't hold the positions they could in BW against armies that are frankly stronger than BW armies and b) you don't have positional mines (not these new stupid mines) that can hold areas for long periods of time so that protoss would have to clear the fields before moving foward giving you time to reposition etc etc.

Now with SC2 mech, it's going from a mix between "positional" and "deathball" to pure deathball, who would make tanks in TvP and if you do it won't be many because they blow and then you'll just get this giant ball of warhound/batltehellion/thor/scvs and move around the map...

T.T

thats what im saying though. in sc2 whenever I see anyone play mech, they play "positional" mech until they max out and then just attack move. I have yet to see a full out positional mech game. Even in the GSL. If we were talking Marine Tank, that would be completely different but only in TvT as marine tank isn't an option vs toss and its starting to die out vs zerg as people are starting to use Mech or pure bio.


Ok well I agree, the "tank" is the issue here because it does like 30-35 dmg? You get to 100 shot a colossus down, in BW it was 2 shot on 3-4 clumped dragoons but in SC2 you'd be lucky to kill a stalker with that many shots...

I really don't know though, they're taking the game in the wrong direction though with mech and turning it into the 200/200 protoss deathball with humans instead of aliens.

I feel like the longevity of the game will be what kills esports, not the industry. It'd be like having a professional league based around checkers or something, there are only so many "balanced" moves you can make ...


Yeah currently the tank is absolute garbage in TvZ / TvP past a certain point because its anti-armor damage is simply too low. Vs Z they are very weak late game, and vs P they're weak as soon as enough zealot/immortal/colossus is out. Tank needs a serious buff if we're ever going to see anything resembling strategic positional mech play again. I REALLY hope they listen this time around, but if units like Colossus still being in game are any indication they won't :/
All we have to decide is what to do with the time that is given to us.
Parcelleus
Profile Joined January 2011
Australia1662 Posts
Last Edited: 2012-09-06 02:24:48
September 06 2012 02:23 GMT
#104
Just get the guys who created and balanced DoW1 to take over sc2. GG /thread.

*one can dream*

Was watching SjoW last nite, he admitted numerous times the warhound is imba.

SC2 already relies on 1 or 2 big main battles, adding a 1A unit just adds to that dumb mechanic for a RTS. Diversify the RTS play, encourage non-1A type RTS please blizzard. That would mean having weaker units in diverse roles, so it comes down to player control and reaction to decide outcomes moreso than 1A hard unit counter type play.

my 2 cents.

*burp*
johnny123
Profile Joined February 2012
521 Posts
Last Edited: 2012-09-06 02:29:40
September 06 2012 02:26 GMT
#105
On September 06 2012 11:19 HornyHerring wrote:
Warhound threads everywhere!



just like the marauder threads back in the Wings beta, saying OP marauder, op op op, yet no change happened to the marauder ( within the first week of the WOL beta they made concus to an upgrade and stayed the same ever since)

The warhound is getting the same treatment, yet its hovering on the same lines, its actually not that great of a unit

Protoss's are now figuring out mainly zealot/archon/templar/mothership combos rape it, or some air units. just dont build to many stalkers and you are fine. Massing tempest late game works as well, ( like 6-7 of them)


for tvt, marines shred em apart, and "battlehellions" , dont really counter marines, due to the range differences. Both strats are around 50/50 % to eachother in regards to what you are going ( either full mech or marine tank etc)


and for tvz, they are basically only being used really early in the game to apply some pressure, generally they are a waste in this matchup.


all these retarded warhound threads, just calm down, keep playing folks. Save judgements for later.
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2012-09-06 02:35:38
September 06 2012 02:32 GMT
#106
I like the warhound more than the thor, but I don't like how the warhound is so fast, is beefy, and has a decently fast attack. this is the anti-tank? more like anti-early game unit, this thing massacres queens and any type of 1 base rax/warhound pressure in a TvP will be strong.

quite simply, mech needs to be reinvisioned imo.

mines need to have a greater emphasis on them. Why are they 2 supply and require an armory? the warhound should require an armory, the mine should be inexpensive, 1 supply and only attacks ground, but can be countered by strong micro, but still gives terran the map control they need to help get tank counts up. Warhounds need to be anti-air specialists, they essentially need to be a goliath. tanks need to be buffed, make them strong vs. everything, especially with vipers around. in TvP, mines will be essential against gateway units and in TvZ battle hellions will probably be a better choice to counter lings, while you mass tanks up for everything else.

the thor? keep it as it is, the thor is the ground walker that delivers a punch and has a long range anti-light anti air weapon. The warhound/goliath has a weaker ground attack like a vikings but packs a punch with it's anti-air missiles. maybe even keep haywire to attack ground, as long as it's primary role is for anti-air.\

mech doesn't need any more anti-ground units, the tank, battle hellion and mine are all designed for that.
Hellboy.100
Profile Joined June 2011
Slovenia135 Posts
September 06 2012 02:32 GMT
#107
I think like it's good to have a mech unit that actually has some micro involved when it's properly nerfed, but the problem is, mech gained so much with hots while bio hasn't at all, making me really wonder how much bio will we see in hots if things stay this way. I'm already prefering mech in ZvT current metagame, it's already strong in TvT and with hots, things for mech just get better.
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
September 06 2012 02:38 GMT
#108
On September 06 2012 11:19 The WingNut wrote:
Blizzard won't change it; they specifically stated they don't like strong siege tank lines, and the warhound is designed to rip through siege lines. They also stated they WANTED to give terran an 'attack move friendly' unit.

In other words, Blizzard is on record stating that their design of the warhound is purposely antithetical to positional mech play.

Blizzard is such a joke these days. The 'we support eSports' is just PR spin. The only thing they care about is making the game more noob-friendly to tap into the casual market.
Yhamm is the god of predictions
Scila
Profile Joined October 2010
Canada1849 Posts
September 06 2012 02:38 GMT
#109
On September 06 2012 11:32 emc wrote:
I like the warhound more than the thor, but I don't like how the warhound is so fast, is beefy, and has a decently fast attack. this is the anti-tank? more like anti-early game unit, this thing massacres queens and any type of 1 base rax/warhound pressure in a TvP will be strong.

quite simply, mech needs to be reinvisioned imo.

mines need to have a greater emphasis on them. Why are they 2 supply and require an armory? the warhound should require an armory, the mine should be inexpensive and 1 supply, but can be countered by strong micro, but still gives terran the map control they need to help get tank counts up. Warhounds need to be anti-air specialists, they essentially need to be a goliath. tanks need to be buffed, make them strong vs. everything, especially with vipers around.

the thor? keep it as it is, the thor is the ground walker that delivers a punch and has a long range anti-light anti air weapon. The warhound/goliath has a weaker ground attack like a vikings but packs a punch with it's anti-air missiles. maybe even keep haywire to attack ground, as long as it's primary role is for anti-air.


Agree absolutely but I seriously doubt they would give Warhounds AA since it would be too close to Goliath. The best I'm hoping for is Blizzard making Warhounds slower and giving Thors a strong AA versus all air units so I can finally go pure mech without needing Vikings. That way Thors aren't 100% replaced by Warhound since they have really similar roles.
All we have to decide is what to do with the time that is given to us.
LuckyMacro
Profile Joined July 2010
United States1482 Posts
September 06 2012 02:44 GMT
#110
I want to like it...but I really don't. :[...
antifan
Profile Joined August 2012
116 Posts
September 06 2012 02:47 GMT
#111
You kids do realize that this is a beta right?

Anyway, just take away Thor and this thing and bring back Goliath. Bring back things like marine range, firebats, science vessels, Valkyries, wraiths, vultures and medics and take away Thor, hellion, marauders, medivacs, ravens, banshees and Vikings.
rysecake
Profile Joined October 2010
United States2632 Posts
September 06 2012 02:49 GMT
#112
On September 06 2012 11:47 antifan wrote:
You kids do realize that this is a beta right?

Anyway, just take away Thor and this thing and bring back Goliath. Bring back things like marine range, firebats, science vessels, Valkyries, wraiths, vultures and medics and take away Thor, hellion, marauders, medivacs, ravens, banshees and Vikings.


keep the medivac, raven, banshee and viking. rest can go =)
The Notorious Winkles
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-09-06 02:51:20
September 06 2012 02:51 GMT
#113
On September 06 2012 11:47 antifan wrote:
You kids do realize that this is a beta right?
.


Yeah, like we did during the WoL beta... and look how that turned out.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
WombaT
Profile Blog Joined May 2010
Northern Ireland26244 Posts
September 06 2012 02:51 GMT
#114
Sigh, HoTS beta is so depressing thus far. At least WoL I felt excited watching it, even though many of the games were terrible. Just not getting that sign yet, albeit it's early days.

As I and many others predicted, warhound is terrible from a design perspective, and indeed it somehow also made it into the beta with broken stats to boot!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2012-09-06 04:08:18
September 06 2012 02:58 GMT
#115
Knights were too complicated. Many lower level players found it difficult to take full advantage of the "L" shaped movement, so we decided to add a more user friendly piece to replace the Knight called the Executioner. He can move in all directions much like the Queen, but can also jump over units killing them in the process. We believe this will add fun and dynamic strategies into the game of Chess

- David Kim(If he was "Balancing" Chess)
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Cedstick
Profile Blog Joined November 2009
Canada3336 Posts
September 06 2012 03:20 GMT
#116
On September 06 2012 11:38 Scarecrow wrote:
Show nested quote +
On September 06 2012 11:19 The WingNut wrote:
Blizzard won't change it; they specifically stated they don't like strong siege tank lines, and the warhound is designed to rip through siege lines. They also stated they WANTED to give terran an 'attack move friendly' unit.

In other words, Blizzard is on record stating that their design of the warhound is purposely antithetical to positional mech play.

Blizzard is such a joke these days. The 'we support eSports' is just PR spin. The only thing they care about is making the game more noob-friendly to tap into the casual market.

They do support eSports, though. Have you completely forgot this whole WCS thing? They just have their priorities a little skewed -- instead of designing so that higher-level games can be mechanically and intellectually fun, challenging and rewarding, as well as fun to watch, they're... well, doing as you said. You can't say they don't support eSports, though.

As has been mentioned, another problem with mech is simply the tank itself; immortals rip it to shreds. I do think that widow mines will hugely change how mech-vs-protoss battles will pan-out, though, assuming the warhound isn't in the picture. I've seen a pretty well-positioned mech army take-on an army of stalkers and immortals, with a huge number of the ladder, and I think if we threw mines in to the equation things would make mech a lot more viable. If not... well, something will either have to be done about the tank or the immortal.

In the end, though, the first step is to take the warhound out, or significantly change it. As I mentioned earlier, I'd love if the thor and warhound were replaced by the goliath. Bam, we have BW mech -- and being similar to BW is not a bad thing.
"What does Rivington do when he's not commentating?" "Drool." ~ Categorist
Skwid1g
Profile Joined April 2011
United States953 Posts
Last Edited: 2012-09-06 03:25:33
September 06 2012 03:24 GMT
#117
On September 06 2012 08:55 avilo wrote:
Show nested quote +
On September 06 2012 08:49 DKR wrote:
Where does leave the Thor? Why have the Warhound when you can just use a Thor which can do both without limiting it's movement?

Not suggesting (inb4 flamers), that it's balanced or that we should keep it, just that the proposal isn't a good one, or at least, isn't a fully thought out one.


Yes, I would have that question too, "where does it leave the thor?" Because the change i propose may overlap with the thor's AA role as well. Since none of us directly work for blizzard, that would be up to them to handle :D

The reason I mention the design idea I came up with is in line with blizzard's concept for the warhound is because originally they indeed were having a similar ideas for the role of the warhound to be an anti-air unit, to the point they previously considered removing the thor if necessary.


The warhound would be good against smaller numbers of stronger air units, while Thors could support versus larger numbers of weaker air units. Thors would force mutas to split so that they're less effective against the warhound, etc.

Really, there just needs to be a seige tank upgrade available at the fusion core that makes them do 15-20 more damage or something. They're pretty good in WoL, but they feel WAY weaker in HotS.

With that being said, I'm actually impressed with the HotS beta, it's far better than I expected. Literally the only thing I actually STRONGLY dislike is the warhound, and even that is only a few minor changes away from being useful, balanced, and interesting.
NaDa/Fantasy/Zero/Soulkey pls
JimmyJRaynor
Profile Blog Joined April 2010
Canada17259 Posts
September 06 2012 03:27 GMT
#118
after briefly perusing the forums here on TL and watching a few HotS streams i'm not sure what i'm seeing more of...

Warhounds .. or Warhound complaint threads
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
DreamTheaterFan
Profile Joined August 2012
Canada52 Posts
September 06 2012 03:30 GMT
#119
I have to agree with pretty much everybody. So far I'm a little dissapointed with how the beta is turning out, especially with how the warhound looks like. Protoss will pretty much have the same unit composition, zergs are getting a bit better fortunately, it looks a lot more like defiler+lurker slow push sort of composition, but for the terran, they just made the race easier and less dynamic...let's see how things shape up!
Noocta
Profile Joined June 2010
France12578 Posts
September 06 2012 03:31 GMT
#120
Sadly, we all know Blizzard wont rework the whole unit.
It will stay a 1a unit because there's no time designing something else
" I'm not gonna fight you. I'm gonna kick your ass ! "
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