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First Hots Beta Patch - Page 11

Forum Index > StarCraft 2 HotS
399 CommentsPost a Reply
Prev 1 9 10 11 12 13 20 Next All
Snijjer
Profile Joined September 2011
United States989 Posts
September 08 2012 18:45 GMT
#201



HOTKEY CHANGES

Oracle
- Revelation has changed from E to R.
- Entomb has changed from R to E.



Oh man, who thought up these hotkeys in the first place?
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2012-09-08 19:00:41
September 08 2012 18:48 GMT
#202
On September 08 2012 19:36 Garmer wrote:
the speed of the warhound is crucial, or we have another immobile mech army, they should work in the other department, the speed is perfect


I signed in just for this.

Are you serious? Do you not understand the fundamentals of mech play?

*******MECH PLAY IS SUPPOSED TO BE IMMOBILE.********

The issue with 'Mech' in WoL was not its immobility, that is SHOULD be the problem with mech. The issue was, there was no way to deal with charge-lots effectively (hence battle hellion), and the lack of Anti-Air from factory tech.

So the battle hellion, and a unit that has a moderate ground attack and a very good aerial attack were the key additions needed.

So they fixed part of the issue with the battle hellion. The problem with the warhound is that it does not address any issues with mech. The unit makes mech a mobile composition, which is not what we want, does not provide a aerial attack for terrans to deal with voidray, tempest, phoenix, muta, ect, which is what terran needs.

Leave the battle hellion alone.
Make tanks siege mode attack a bit stronger. (or something of this sort, don't know how it would effect other match ups)
Nerf Warhound ground attack substantially, and add a effective aerial attack.

Ideally, the warhound should not be absolutely decimating stalkers, it should be matching up fairly to them. While also having the capability to pew pew some air units.
Drone then Own
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
September 08 2012 18:49 GMT
#203
Man, that is nowhere near enough of a war hound nerf. They litterally kill everything on the greound atm, including immortals and roaches, the so called anti mech units. And protoss needs buffs on their ground forces, becuase relying on heavy air styles means you die so hard to heavy viking or corrupter builds. I mayu be biased, but toss looks really weak atm.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
September 08 2012 18:51 GMT
#204
On September 09 2012 03:48 Smigi wrote:
Nerf Warhound ground attack substantially, and add a effective aerial attack.

And name it Goliath.

Exchange the model too, as Warhounds look hideous especially when they move.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
September 08 2012 18:52 GMT
#205
After watching a couple of HotS streams I thought the Viper's Blinding Cloud ability had actually been removed post Alpha. Don't think I've seen it used once yet, so hopefully this new buff will see to that.
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2012-09-08 18:55:42
September 08 2012 18:53 GMT
#206
On September 09 2012 03:51 Proseat wrote:
Show nested quote +
On September 09 2012 03:48 Smigi wrote:
Nerf Warhound ground attack substantially, and add a effective aerial attack.

And name it Goliath.

Exchange the model too, as Warhounds look hideous especially when they move.


Sadly, very true.

But the fact of the matter is, the role the goliath played, is a big chunk of what mech was missing in WoL. Other then having something to deal with those meddling charge-lots of course.

It can functionally be very similar to the goliath, but can still have a different model and name for the people that want something new..
Drone then Own
CikaZombi
Profile Joined August 2011
Serbia630 Posts
September 08 2012 18:59 GMT
#207
On September 08 2012 19:11 FeyFey wrote:
all changes as expected, can't belief they really want to stick with the speed of the warhound though. But i don't mind giving the other races some of their you cannot retreat medicine though for some while longer.
Well first round of changes were easy to guess, next round will be harder.

PS: i am above gold and i like the current warhound design and ... pilot <3.
Okay if they would make a MadCat design and put a girl with a neko hat in i would be even more of a fan of it.
But damn the warhound pilot is so cool.


What Protoss unit CAN actually retreat? Blink stalkers and pheonix? I really don't know whats with all these low blows in a expansion discussion when they aren't even remotely thought out and/or funny. Specially when the race with concussive says that >.<
You can no more evade my wrath, than you could your own shadow.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
September 08 2012 19:23 GMT
#208
disappointed with the tempest... that its still there hmph!
Also : give us some goliathtype unit like everyone is mentioning, this warhound is such a pain...
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-09-08 19:33:02
September 08 2012 19:32 GMT
#209
1 of the races got to have the slower unit, its been terran for a long time with the slower units ( 2.25 bio and mech ) and now the situation is turned around and they have a unit thats a little bit faster (0.125 above stalker?)
Donk think protoss should complain about the speed.
Most other complains i support though, the unit looks realy bad and unimaginative and its just to strong to simply mass it seems.
Somehow i dont like terran beeing op, i feel us terran players are meant to struggle and fight an up-hill battle in the evil universe
ClownPatrol
Profile Joined September 2012
9 Posts
Last Edited: 2012-09-08 19:37:19
September 08 2012 19:33 GMT
#210
So Toss is basically a dead race in the beta and their solution is to nerf it further.

The truth is that Toss always gets the raw deal, and I'm sick and tired of it. For over a year Terran players could get to grandmaster without even bothering to upgrade to ghosts. Now in WoL Zerg have to do nothing but follow a recipe.

And now they basically kill Toss in the expansion and don't even make a token gesture toward rectifying the weak and tedious-as-fuck-to-control units.

I won't be buying the game unless and until they fix this broken bullshit.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
September 08 2012 19:35 GMT
#211
On September 08 2012 06:08 Cokefreak wrote:
No surprise warhound got a nerf.

And it's still far from balance...
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
Mistakes
Profile Joined February 2011
United States1102 Posts
September 08 2012 19:36 GMT
#212
They need to get rid of the stupid automine stuff on the start. That's just crying for change.

Also, is there an option to change the red health bars of the enemy back into the old colors? I'm not in the BETA but I think I saw an option when I was watching Stephano's stream.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
September 08 2012 19:48 GMT
#213
On September 09 2012 04:36 Mistakes wrote:
They need to get rid of the stupid automine stuff on the start. That's just crying for change.

You can turn it off. It's made for players that came to match at +0:05. Which is pretty unfair to them.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
InoyouS2
Profile Joined December 2011
1005 Posts
September 08 2012 19:57 GMT
#214
On September 09 2012 04:33 ClownPatrol wrote:
So Toss is basically a dead race in the beta and their solution is to nerf it further.

The truth is that Toss always gets the raw deal, and I'm sick and tired of it. For over a year Terran players could get to grandmaster without even bothering to upgrade to ghosts. Now in WoL Zerg have to do nothing but follow a recipe.

And now they basically kill Toss in the expansion and don't even make a token gesture toward rectifying the weak and tedious-as-fuck-to-control units.

I won't be buying the game unless and until they fix this broken bullshit.


You must be joking...

The amount of non-Korean Terran players in master-GM compared to the other two races is laughable.
IMMvp|fOrGG|IMNesTea|oGsMC|Liquid`Hero|DongRaeGu|Slayers_MMA|Liquid`TLO|MarineKingPrime|IMSeed
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
Last Edited: 2012-09-08 20:04:35
September 08 2012 20:00 GMT
#215
Obviously all this is subject to further change prior to release so I think we should all take what's in the patch a little...impartially.

The Blinding Cloud change is big. It was always a problem that no one is going bio now that mech is much easier, and a spell that affects only bio would essentially be limited to ZvZ. So it's cool to see it affect everything, it'll be a much bigger part of the game now.
However it already had a small radius. Now it's teeny 0_0

The warhound should just go. It's bad. I genuinely wonder what the fuck they were thinking. It's so...nothing. It's just a ranged ground to ground unit. It's unmicroable. It's about as interesting as a worker. And on top, and most importantly, of that it solves a problem that doesn't exist. What is it's PURPOSE? What does it add to the game? It makes going mech easier because it's an easy, boring unit. This can't be the best they can come up with.

EDIT: basically everyone should be lobbying Blizz as hard as possible to get the fuck rid of this piece of shit unit. I'm sorry but there it is; it's awful. Some people think it's game breakingly strong but I don't believe it will be by release, but it won't be 'balanced' because you can't balance a unit that doesn't fit in the game. You can force it in and make sure it doesn't kill other shit too fast.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-09-08 20:03:59
September 08 2012 20:01 GMT
#216
On September 09 2012 03:48 Smigi wrote:
Show nested quote +
On September 08 2012 19:36 Garmer wrote:
the speed of the warhound is crucial, or we have another immobile mech army, they should work in the other department, the speed is perfect


I signed in just for this.

Are you serious? Do you not understand the fundamentals of mech play?

*******MECH PLAY IS SUPPOSED TO BE IMMOBILE.********

The issue with 'Mech' in WoL was not its immobility, that is SHOULD be the problem with mech. The issue was, there was no way to deal with charge-lots effectively (hence battle hellion), and the lack of Anti-Air from factory tech.

So the battle hellion, and a unit that has a moderate ground attack and a very good aerial attack were the key additions needed.

So they fixed part of the issue with the battle hellion. The problem with the warhound is that it does not address any issues with mech. The unit makes mech a mobile composition, which is not what we want, does not provide a aerial attack for terrans to deal with voidray, tempest, phoenix, muta, ect, which is what terran needs.

Leave the battle hellion alone.
Make tanks siege mode attack a bit stronger. (or something of this sort, don't know how it would effect other match ups)
Nerf Warhound ground attack substantially, and add a effective aerial attack.

Ideally, the warhound should not be absolutely decimating stalkers, it should be matching up fairly to them. While also having the capability to pew pew some air units.

i'm with you, mech should be about positional play i know, i come from BW too ,but the goliath was fast, and the problem with the warhound is not the speed, but the other stats
we don't need another thor
anyway if it was for me i would remove it instantly
ChoDing
Profile Joined November 2009
United States740 Posts
Last Edited: 2012-09-08 20:41:09
September 08 2012 20:40 GMT
#217
good bye, sc 2 forever

blizzard gotta make new fucking series soon

please dont make Word of Starcraft -___-

BW was the best and they killed it ...now what...
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
ChoDing
Profile Joined November 2009
United States740 Posts
September 08 2012 20:42 GMT
#218
On September 09 2012 03:48 Smigi wrote:
Show nested quote +
On September 08 2012 19:36 Garmer wrote:
the speed of the warhound is crucial, or we have another immobile mech army, they should work in the other department, the speed is perfect


I signed in just for this.

Are you serious? Do you not understand the fundamentals of mech play?

*******MECH PLAY IS SUPPOSED TO BE IMMOBILE.********

The issue with 'Mech' in WoL was not its immobility, that is SHOULD be the problem with mech. The issue was, there was no way to deal with charge-lots effectively (hence battle hellion), and the lack of Anti-Air from factory tech.

So the battle hellion, and a unit that has a moderate ground attack and a very good aerial attack were the key additions needed.

So they fixed part of the issue with the battle hellion. The problem with the warhound is that it does not address any issues with mech. The unit makes mech a mobile composition, which is not what we want, does not provide a aerial attack for terrans to deal with voidray, tempest, phoenix, muta, ect, which is what terran needs.

Leave the battle hellion alone.
Make tanks siege mode attack a bit stronger. (or something of this sort, don't know how it would effect other match ups)
Nerf Warhound ground attack substantially, and add a effective aerial attack.

Ideally, the warhound should not be absolutely decimating stalkers, it should be matching up fairly to them. While also having the capability to pew pew some air units.


double post but mech isnt immobile, if you know how to use them correctly

they CAN be the fastest and most annoying mofos outhere

learn2play bw kthxbye
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 08 2012 20:45 GMT
#219
I like the tinkering with blinding cloud, but I feel that it lacks excitement because of the long range. I think it would bring more excitement if the range was reduced so the viper has to be more exposed, I mean 9 range is a lot for a spell that basically makes tanks useless if they are sieged up.

That way you can have the spell be either used in retreat or in have the viper be more at risk for trying to use it offensively. To have it work more positionally rather than the feel that it can just be cast from everywhere like the abduct spell.

I agree with the warhound and the swarm host change though. While I love the swarm host's concept the locusts were just a little bit too beefy for a free unit. Warhound should really just be removed, see absolutely no room for excitement in that unit.

Serpest
Profile Blog Joined February 2011
United States603 Posts
September 08 2012 20:52 GMT
#220
On September 09 2012 05:42 ChoDing wrote:
Show nested quote +
On September 09 2012 03:48 Smigi wrote:
On September 08 2012 19:36 Garmer wrote:
the speed of the warhound is crucial, or we have another immobile mech army, they should work in the other department, the speed is perfect


I signed in just for this.

Are you serious? Do you not understand the fundamentals of mech play?

*******MECH PLAY IS SUPPOSED TO BE IMMOBILE.********

The issue with 'Mech' in WoL was not its immobility, that is SHOULD be the problem with mech. The issue was, there was no way to deal with charge-lots effectively (hence battle hellion), and the lack of Anti-Air from factory tech.

So the battle hellion, and a unit that has a moderate ground attack and a very good aerial attack were the key additions needed.

So they fixed part of the issue with the battle hellion. The problem with the warhound is that it does not address any issues with mech. The unit makes mech a mobile composition, which is not what we want, does not provide a aerial attack for terrans to deal with voidray, tempest, phoenix, muta, ect, which is what terran needs.

Leave the battle hellion alone.
Make tanks siege mode attack a bit stronger. (or something of this sort, don't know how it would effect other match ups)
Nerf Warhound ground attack substantially, and add a effective aerial attack.

Ideally, the warhound should not be absolutely decimating stalkers, it should be matching up fairly to them. While also having the capability to pew pew some air units.


double post but mech isnt immobile, if you know how to use them correctly

they CAN be the fastest and most annoying mofos outhere

learn2play bw kthxbye


Fantasy vultures are the scariest harassing unit in the game O_o
A person that attempts to diagnose themselves has a fool for a doctor and a bigger fool for a patient.
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