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First Hots Beta Patch - Page 15

Forum Index > StarCraft 2 HotS
399 CommentsPost a Reply
Prev 1 13 14 15 16 17 20 Next All
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
September 09 2012 09:57 GMT
#281
The Warhound needs to get AA in its weaponry. Currently anyone going Mech is still forced to get a ton of Vikings.
Why not keep the Haywire missiles but increase the reload time a bit, reduce the regular attack damage but give it a separate AA weapon.
Haywire missiles, being a spell, would still do full damage to Immortals (or am I wrong here?) so Warhounds could help alleviate two of Mech's weakpoints: Immortals and Air units.
Blue flame Battle Hellions could keep the Chargelots at bay and Tanks/Thors could then demolish the rest.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Miscellany
Profile Joined September 2011
Wales125 Posts
September 09 2012 10:04 GMT
#282
On September 09 2012 18:57 Thezzy wrote:
The Warhound needs to get AA in its weaponry. Currently anyone going Mech is still forced to get a ton of Vikings.
Why not keep the Haywire missiles but increase the reload time a bit, reduce the regular attack damage but give it a separate AA weapon.
Haywire missiles, being a spell, would still do full damage to Immortals (or am I wrong here?) so Warhounds could help alleviate two of Mech's weakpoints: Immortals and Air units.
Blue flame Battle Hellions could keep the Chargelots at bay and Tanks/Thors could then demolish the rest.

Mech needs weakpoints, otherwise it would be imbalanced and no-one would go bio. And Thors + vikings do a pretty decent job of dealing with air. If that fails, just go biomech? (add a few marines)

I agree that the Warhound needs a redesign though. Even if they copypaste the Goliath it would be an improvement IMO.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
September 09 2012 10:32 GMT
#283
On September 09 2012 19:04 Miscellany wrote:
Show nested quote +
On September 09 2012 18:57 Thezzy wrote:
The Warhound needs to get AA in its weaponry. Currently anyone going Mech is still forced to get a ton of Vikings.
Why not keep the Haywire missiles but increase the reload time a bit, reduce the regular attack damage but give it a separate AA weapon.
Haywire missiles, being a spell, would still do full damage to Immortals (or am I wrong here?) so Warhounds could help alleviate two of Mech's weakpoints: Immortals and Air units.
Blue flame Battle Hellions could keep the Chargelots at bay and Tanks/Thors could then demolish the rest.

Mech needs weakpoints, otherwise it would be imbalanced and no-one would go bio. And Thors + vikings do a pretty decent job of dealing with air. If that fails, just go biomech? (add a few marines)

I agree that the Warhound needs a redesign though. Even if they copypaste the Goliath it would be an improvement IMO.


Mech has weak points; it's not as maneuverable as bio, you generally need a much bigger force to do damage, and losing mech units is generally a lot more expensive. The point is that being forced to make vikings all the time is boring and lacks flexibillity. If you go mech, you should be able to just go mech and then choose what support units you want to use.
http://na.op.gg/summoner/userName=FLABREZU
Leetley
Profile Joined October 2010
1796 Posts
September 09 2012 11:02 GMT
#284
Mines are still meh.
ClownPatrol
Profile Joined September 2012
9 Posts
Last Edited: 2012-09-09 11:30:39
September 09 2012 11:24 GMT
#285
Toss needs to be fixed.

Toss players, don't buy the game unless and until they fix Toss.
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
September 09 2012 11:49 GMT
#286
On September 09 2012 16:29 NukeD wrote:
I always tought when HOTS hits they would revert the suply depot before barracks requirement and maybe buff tanks to what they used to be. With HOTS they have another chance to make the game work like it was originally wanted to be designed (Dustin DID, in my opinion, understand that every race needs to be overpovered, but later made the game boring as fuck with stupid changes for stupid reasons like small maps, 2v2 reaper/voidray abuse, too much micro required etc.) but theyre just building ontop of WoL the way it is now (boring) which is imo a bad thing.

Kinda funnyy i was thinking this yesterday, now might just be the time for that
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
Evangelist
Profile Blog Joined June 2011
1246 Posts
September 09 2012 11:51 GMT
#287
Just a question. People were saying earlier in another thread against tank buffing that tanks shouldn't one shot zerglings/marines.

Why is this?
Leetley
Profile Joined October 2010
1796 Posts
Last Edited: 2012-09-09 11:56:50
September 09 2012 11:54 GMT
#288
On September 09 2012 19:04 Miscellany wrote:
Show nested quote +
On September 09 2012 18:57 Thezzy wrote:
The Warhound needs to get AA in its weaponry. Currently anyone going Mech is still forced to get a ton of Vikings.
Why not keep the Haywire missiles but increase the reload time a bit, reduce the regular attack damage but give it a separate AA weapon.
Haywire missiles, being a spell, would still do full damage to Immortals (or am I wrong here?) so Warhounds could help alleviate two of Mech's weakpoints: Immortals and Air units.
Blue flame Battle Hellions could keep the Chargelots at bay and Tanks/Thors could then demolish the rest.

Mech needs weakpoints, otherwise it would be imbalanced and no-one would go bio. And Thors + vikings do a pretty decent job of dealing with air. If that fails, just go biomech? (add a few marines)

I agree that the Warhound needs a redesign though. Even if they copypaste the Goliath it would be an improvement IMO.

Yeah, I wouldn't mind if they would bring out more of the 'older' units. Goliath is a very versatile unit and isn't terrible, terrible damage.
InoyouS2
Profile Joined December 2011
1005 Posts
September 09 2012 11:56 GMT
#289
On September 09 2012 20:51 Evangelist wrote:
Just a question. People were saying earlier in another thread against tank buffing that tanks shouldn't one shot zerglings/marines.

Why is this?


Probably because people don't like their mistakes punished.
IMMvp|fOrGG|IMNesTea|oGsMC|Liquid`Hero|DongRaeGu|Slayers_MMA|Liquid`TLO|MarineKingPrime|IMSeed
ClownPatrol
Profile Joined September 2012
9 Posts
Last Edited: 2012-09-09 12:03:37
September 09 2012 12:02 GMT
#290
On September 09 2012 20:56 InoyouS2 wrote:
Show nested quote +
On September 09 2012 20:51 Evangelist wrote:
Just a question. People were saying earlier in another thread against tank buffing that tanks shouldn't one shot zerglings/marines.

Why is this?


Probably because people don't like their mistakes punished.
Even collossi and high templar don't one-shot marines. Harder units to acquire than tanks because they require unit-specific tech buildings. It's retarded.

Terran needs to be nerfed in a big way or Toss needs a huge buff.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
September 09 2012 12:03 GMT
#291
On September 09 2012 20:51 Evangelist wrote:
Just a question. People were saying earlier in another thread against tank buffing that tanks shouldn't one shot zerglings/marines.

Why is this?


I've never understood this either.

The tank SHOULD one shot Marines. Sure bio would be much harder in TvT, but the siege tank is supposed to be powerful and a good way of holding spaces with smaller amounts of units. In Mech vs Bio TvT right now if you don't have all your tanks in a damn ball you just lose and in that case they just run around the entire map avoiding your tanks. You can't possibly split your tanks up as bio is just far too good against small numbers of tanks.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Probe1
Profile Blog Joined August 2010
United States17920 Posts
September 09 2012 12:10 GMT
#292
Just call it fucking dark swarm already.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Garmer
Profile Joined October 2010
1286 Posts
September 09 2012 12:18 GMT
#293
On September 09 2012 20:51 Evangelist wrote:
Just a question. People were saying earlier in another thread against tank buffing that tanks shouldn't one shot zerglings/marines.

Why is this?

zergling yes marine no, like in BW , was perfect there
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 09 2012 12:43 GMT
#294
On September 09 2012 21:10 Probe1 wrote:
Just call it fucking dark swarm already.


That would confuse people who know what BW Dark Swarm does.
MMA: The true King of Wings
ClownPatrol
Profile Joined September 2012
9 Posts
September 09 2012 12:44 GMT
#295
On September 09 2012 21:03 Qikz wrote:

The tank SHOULD one shot Marines. Sure bio would be much harder in TvT, but the siege tank is supposed to be powerful and a good way of holding spaces with smaller amounts of units. In Mech vs Bio TvT right now if you don't have all your tanks in a damn ball you just lose and in that case they just run around the entire map avoiding your tanks. You can't possibly split your tanks up as bio is just far too good against small numbers of tanks.
Believe it or not, but Terran isn't the only race.

Tanks one-shotting marines makes them more powerful than collossi and high templars even though they don't require unit-specific buildings.

If tanks one-shot marines, then collossi should deal more damage and so should high templars.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45212 Posts
September 09 2012 12:49 GMT
#296
I'm glad to see that the warhound and the swarm host got nerfed. Those two looked to be the strongest at the moment.

This made me chuckle:

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


Couldn't figure that one out ahead of time, eh?

Also: the tempest needs to be changed somehow. It's just getting shat on.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Kireak
Profile Joined March 2011
Sweden358 Posts
September 09 2012 12:52 GMT
#297
Its funny how people bitching about tanks one shotting marines and draw parallels to how the collosus should behave forget that the collosus is a very mobile unit while a tank in siegemode is freaking stuck.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
September 09 2012 12:58 GMT
#298
I would like a change the haywire ability. Have overkill when auto-casted and no overkill when manually casted. Would entice crazy micro...
Team Liquid needs more Terrans.
ClownPatrol
Profile Joined September 2012
9 Posts
September 09 2012 13:10 GMT
#299
On September 09 2012 21:52 Kireak wrote:
Its funny how people bitching about tanks one shotting marines and draw parallels to how the collosus should behave forget that the collosus is a very mobile unit while a tank in siegemode is freaking stuck.
You mean like the raven?

Collossi are much more expensive than tanks and require a special building. You get what you pay for. They're also necessary for Toss to stay in the game against marines and marauders.

Nerfing tanks seems the best way to nerf Terran. And they need a nerf ATM.
Ramiz1989
Profile Joined July 2012
12124 Posts
September 09 2012 13:15 GMT
#300
On September 09 2012 22:10 ClownPatrol wrote:
Show nested quote +
On September 09 2012 21:52 Kireak wrote:
Its funny how people bitching about tanks one shotting marines and draw parallels to how the collosus should behave forget that the collosus is a very mobile unit while a tank in siegemode is freaking stuck.
You mean like the raven?

Collossi are much more expensive than tanks and require a special building. You get what you pay for. They're also necessary for Toss to stay in the game against marines and marauders.

Nerfing tanks seems the best way to nerf Terran. And they need a nerf ATM.

Tanks need nerf? Ok...
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
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