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On September 08 2012 06:56 pmp10 wrote:Show nested quote +On September 08 2012 06:52 Qikz wrote:On September 08 2012 06:49 pmp10 wrote:On September 08 2012 06:48 Qikz wrote:On September 08 2012 06:47 larse wrote:On September 08 2012 06:15 Plexa wrote:Bosonic core is oracle energy - Widow mines will no longer damage each other with their splash damage. Sigh Don't sigh. Widow mine costs 2 supply so there will be no mine field like BW anyway. 2 supply you get 6 spider mines. That's a bad thing. Their should be minefields otherwise what's the point? Apart from that, pretty good changes for the first patch. To intercept warp prisms and deter roach drops? The whole point of mines is to slow the enemy down so you can reposition your tanks. They also help against drops but right now they're completely useless for their inteded purposes. You needed minefields in your own base to defend drops/recall in SC1, now since the mines are even weaker you need morre of them. Their purpose was always to manage back-stabs base-trades and flanks. Ironically they will do it best by countering air units.
idk, with the now pitiful splash damage and the fact that they still cost minerals/gas/supply mines seem incredibly underwhelming now
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To be honest, I am quite please with the changes.
I am a Prophet! I knew they will lower the damage of the Locusts from 16 to 14! HA! And I really like the Viper change, I also knew that the Blinding Cloud will be buffed.
Warhound change seems good, they won't have as much dps anymore, but don't know if it is enough. We will see, there will be a tons of more patches.
Overall, quite happy.
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I would love to try out zergling/viper/ultra/corrupter (if opponent has air) composition. I could see that being super strong.
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United Kingdom12021 Posts
On September 08 2012 06:57 KrazyTrumpet wrote:Show nested quote +On September 08 2012 06:56 pmp10 wrote:On September 08 2012 06:52 Qikz wrote:On September 08 2012 06:49 pmp10 wrote:On September 08 2012 06:48 Qikz wrote:On September 08 2012 06:47 larse wrote:On September 08 2012 06:15 Plexa wrote:Bosonic core is oracle energy - Widow mines will no longer damage each other with their splash damage. Sigh Don't sigh. Widow mine costs 2 supply so there will be no mine field like BW anyway. 2 supply you get 6 spider mines. That's a bad thing. Their should be minefields otherwise what's the point? Apart from that, pretty good changes for the first patch. To intercept warp prisms and deter roach drops? The whole point of mines is to slow the enemy down so you can reposition your tanks. They also help against drops but right now they're completely useless for their inteded purposes. You needed minefields in your own base to defend drops/recall in SC1, now since the mines are even weaker you need morre of them. Their purpose was always to manage back-stabs base-trades and flanks. Ironically they will do it best by countering air units. idk, with the now pitiful splash damage and the fact that they still cost minerals/gas/supply mines seem incredibly underwhelming now
Exactly. They could make them cost 50 minerals, you get 2 like with zerglings and build on reactor and nobody would mind.
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On September 08 2012 06:57 KrazyTrumpet wrote:Show nested quote +On September 08 2012 06:56 pmp10 wrote:On September 08 2012 06:52 Qikz wrote:On September 08 2012 06:49 pmp10 wrote:On September 08 2012 06:48 Qikz wrote:On September 08 2012 06:47 larse wrote:On September 08 2012 06:15 Plexa wrote:Bosonic core is oracle energy - Widow mines will no longer damage each other with their splash damage. Sigh Don't sigh. Widow mine costs 2 supply so there will be no mine field like BW anyway. 2 supply you get 6 spider mines. That's a bad thing. Their should be minefields otherwise what's the point? Apart from that, pretty good changes for the first patch. To intercept warp prisms and deter roach drops? The whole point of mines is to slow the enemy down so you can reposition your tanks. They also help against drops but right now they're completely useless for their inteded purposes. You needed minefields in your own base to defend drops/recall in SC1, now since the mines are even weaker you need morre of them. Their purpose was always to manage back-stabs base-trades and flanks. Ironically they will do it best by countering air units. idk, with the now pitiful splash damage and the fact that they still cost minerals/gas/supply mines seem incredibly underwhelming now Against ground unit it may look that way. But just imagine what they can do to a group of clumped mutas or overlords full of roaches.
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Did the patch not go out? It's now 3:00 PM Pacific and Stephano's been streaming since before 2:30. There is only one beta server, right?
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On September 08 2012 07:00 pmp10 wrote:Show nested quote +On September 08 2012 06:57 KrazyTrumpet wrote:On September 08 2012 06:56 pmp10 wrote:On September 08 2012 06:52 Qikz wrote:On September 08 2012 06:49 pmp10 wrote:On September 08 2012 06:48 Qikz wrote:On September 08 2012 06:47 larse wrote:On September 08 2012 06:15 Plexa wrote:Bosonic core is oracle energy - Widow mines will no longer damage each other with their splash damage. Sigh Don't sigh. Widow mine costs 2 supply so there will be no mine field like BW anyway. 2 supply you get 6 spider mines. That's a bad thing. Their should be minefields otherwise what's the point? Apart from that, pretty good changes for the first patch. To intercept warp prisms and deter roach drops? The whole point of mines is to slow the enemy down so you can reposition your tanks. They also help against drops but right now they're completely useless for their inteded purposes. You needed minefields in your own base to defend drops/recall in SC1, now since the mines are even weaker you need morre of them. Their purpose was always to manage back-stabs base-trades and flanks. Ironically they will do it best by countering air units. idk, with the now pitiful splash damage and the fact that they still cost minerals/gas/supply mines seem incredibly underwhelming now Against ground unit it may look that way. But just imagine what they can do to a group of clumped mutas or overlords full of roaches.
having a single mine behind every mineral line can also be really handy to defend pesky little drops.
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On September 08 2012 06:09 purakushi wrote:A nice start to testing balances, I guess, but I wish haywire missiles was not autocastable.
But aren't there some situations were autocast is bad? Let's say you fight an toss army of stalkers and some immortals. If you could target the haywire missles yourself, you could a-move into the stalker, firing the regular shots against them, and manually target the immortals with the missles (instead of wasting regular shots on hardend shields).
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Warhound is still OP after this patch.
It still has 13.6 DPS with normal attack, and 18.6 DPS with missile. It has 220 HP. It's 2 supply and cost 25/25 more than stalker. While stalker has 6.7 DPS, 160 HP, and 2 supply. And roach has 8 DPS, 145 HP, and 2 supply. And it kites like crazy with their normal attack range of 7 and missile range of 10. It's fucking longer than colossus.
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On September 08 2012 06:15 Plexa wrote:Bosonic core is oracle energy Sigh
If banelings dont damage each other with splash I dont see why mines should
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If they keep Locust at 14 dmg, then they should decrease upgrades from +2 -> +1 to match Stalkers. Although this would make them worse in the late game
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On September 08 2012 07:08 larse wrote: Warhound is still OP after this patch.
It still has 13.6 DPS with normal attack, and 18.6 DPS with missile. It has 220 HP. It's 2 supply and cost 25/25 more than stalker. While stalker has 6.7 DPS, 160 HP, and 2 supply. And roach has 8 DPS, 145 HP, and 2 supply. And it kites like crazy with their normal attack range of 7 and missile range of 10. It's fucking longer than colossus. Missile range is 9.
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i think everyone saw the warhound change coming
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On September 08 2012 07:10 SarcasmMonster wrote:If they keep Locust at 14 dmg, then they should decrease upgrades from +2 -> +1 to match Stalkers. Although this would make them worse in the late game more like stalkers should be the ones getting an upgrade increase to +2
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On September 08 2012 07:08 larse wrote: Warhound is still OP after this patch.
It still has 13.6 DPS with normal attack, and 18.6 DPS with missile. It has 220 HP. It's 2 supply and cost 25/25 more than stalker. While stalker has 6.7 DPS, 160 HP, and 2 supply. And roach has 8 DPS, 145 HP, and 2 supply. And it kites like crazy with their normal attack range of 7 and missile range of 10. It's fucking longer than colossus.
Which is fine, no need for large sweeping nerfs, do it incremental until you get a sweet spot.
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Warhound just needs a complete redesign, nobody happy with them atm. I think most other units will need to be seen more before blizz decides what to do with them, except the toss units. Its pretty obvious that toss got shafted in hots, we could seriously use some type of ground aoe unit besides the archon or colossus that can take a few hits and comes from the gateway. Also bring carrier + the old tempest shield back!
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On September 08 2012 06:53 purakushi wrote:Show nested quote +On September 08 2012 06:40 Aenur wrote: I don't think that the warhounds are nerfed enough. The main problems are their ridiculous fast moving speed, the cost of 2 supply and the abit to high hitpoints. At least two of these points must be changed. I would not mind leaving the other problems with the warhound you mentioned, but I think Blizzard would be smart to make it cost 3 supply. This will encourage less massing of these units, leading to more variety in unit composition. I'm all for making haywire missiles not autocastable, though. I would actually switch the supply on tanks and warhounds. With 2 supply tanks, it would be more incentive to make them a main part of the army, and the opposite for 3 supply warhounds. It would reward good micro, but if you wanted to just a-move, you could still do it, just need more supply depots
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On September 08 2012 07:10 SarcasmMonster wrote:If they keep Locust at 14 dmg, then they should decrease upgrades from +2 -> +1 to match Stalkers. Although this would make them worse in the late game Don't worry, they're pretty insane in the late-game as it is .
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2pm PDT. Is it up already?
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On September 08 2012 07:22 ZAiNs wrote:Show nested quote +On September 08 2012 07:10 SarcasmMonster wrote:If they keep Locust at 14 dmg, then they should decrease upgrades from +2 -> +1 to match Stalkers. Although this would make them worse in the late game Don't worry, they're pretty insane in the late-game as it is .
I'm not really worrying.
Blizz can nerf into oblivion for all I care
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