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?
Forum Index > StarCraft 2 HotS |
Snijjer
United States989 Posts
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
United States328 Posts
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. | ||
Jaaaaasper
United States10225 Posts
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Proseat
Germany5113 Posts
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. | ||
Greendotz
United Kingdom2053 Posts
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Smigi
United States328 Posts
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.. | ||
CikaZombi
Serbia630 Posts
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 >.< | ||
[]Phase[]
Belgium927 Posts
Also : give us some goliathtype unit like everyone is mentioning, this warhound is such a pain... | ||
Rassy
Netherlands2308 Posts
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
9 Posts
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
Finland7524 Posts
On September 08 2012 06:08 Cokefreak wrote: No surprise warhound got a nerf. And it's still far from balance... | ||
Mistakes
United States1102 Posts
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. | ||
TheBloodyDwarf
Finland7524 Posts
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. | ||
InoyouS2
1005 Posts
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. | ||
The KY
United Kingdom6252 Posts
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
1286 Posts
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
United States740 Posts
blizzard gotta make new fucking series soon please dont make Word of Starcraft -___- BW was the best and they killed it ...now what... | ||
ChoDing
United States740 Posts
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 | ||
Chaosvuistje
Netherlands2581 Posts
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
United States603 Posts
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 | ||
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