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First Hots Beta Patch - Page 5

Forum Index > StarCraft 2 HotS
399 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 18 19 20 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-09-07 22:33:19
September 07 2012 22:30 GMT
#81
I'm glad that blinding cloud affects everything now, but I wish the radius stayed the same. Maybe the duration could be nerfed or something, instead. Vipers still seem less useful than infestors. Seems like leaving the radius large and nerfing fungal instead would be better.

Warhound nerf is expected, but I was kinda hoping for a movement speed reduction on it. I think it would be good at 2.25.

Also still hoping for a widow mine splash damage increase. (Also seems like it could use a +1 range upgrade.)
all's fair in love and melodies
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
September 07 2012 22:32 GMT
#82
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.


you lose all your credibility when you compare it to roaches and stalkers.
Compare it to a maurauder.
RinconH
Profile Joined April 2010
United States512 Posts
September 07 2012 22:32 GMT
#83
Pro-teams have to get together a petition to get Blizz to rework or remove warhound.

Or if Nazgul writes a plea and posts it on front page of TL...
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 07 2012 22:33 GMT
#84
On September 08 2012 06:22 SarcasmMonster wrote:
Show nested quote +
On September 08 2012 06:20 Torte de Lini wrote:
Haha, viper buffed even more, jesus


Is it strong? My impression of the community's impression is that it's underpowered.

I thought it was just underused. Its been like 3 days so no surprise there. Especially since the hot topic is everyone's favorite killer box.
Jaedong.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 07 2012 22:34 GMT
#85
On September 08 2012 07:30 Gfire wrote:
I'm glad that blinding cloud affects everything now, but I wish the radius stayed the same. Maybe the duration could be nerfed or something, instead. Vipers still seem less useful than infestors. Seems like leaving the radius large and nerfing fungal instead would be better.

Warhound nerf is expected, but I was kinda hoping for a movement speed reduction on it. I think it would be good at 2.25.

Also still hoping for a widow mine splash damage increase. (Also seems like it could use a +1 range upgrade.)

I would LOVE to see damage increased like 2 fold on the mine but add a tiny tiny delay. Not the 10 second snooze button they had before, but like a 2 second gosu split or die.
Jaedong.
pmp10
Profile Joined April 2012
3378 Posts
Last Edited: 2012-09-07 22:38:56
September 07 2012 22:37 GMT
#86
So many angry warhound haters.
How can you not love this wonderful bundle of contradictions?
It needs the hp and speed to break tank lines and it needs dps and range to fight immortals.
And yes it is necessary to make mech work vs protoss.
It'll be so much fun watching blizzard squirm trying to make it work somehow.

Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 07 2012 22:37 GMT
#87
On September 08 2012 06:47 larse wrote:
Show nested quote +
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.

lol cute, but if your going to drop knowledge do it right. Vultures were two supply. So 2 sup would give you 3 mines
Jaedong.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-09-07 22:40:14
September 07 2012 22:40 GMT
#88
On September 08 2012 07:37 Kal_rA wrote:
Show nested quote +
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.

lol cute, but if your going to drop knowledge do it right. Vultures were two supply. So 2 sup would give you 3 mines


:D Awkward.
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 07 2012 22:41 GMT
#89
On September 08 2012 07:37 pmp10 wrote:
So many angry warhound haters.
How can you not love this wonderful bundle of contradictions?
It needs the hp and speed to break tank lines and it needs dps and range to fight immortals.
And yes it is necessary to make mech work vs protoss.
It'll be so much fun watching blizzard squirm trying to make it work somehow.



Why on earth does the warhound need speed? They're close to outranging siege tanks with the haywire missiles anyway. Under no circumstances should they be faster than a stalker.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-09-07 22:49:54
September 07 2012 22:48 GMT
#90
--- Nuked ---
forelmashi
Profile Blog Joined August 2007
421 Posts
September 07 2012 22:49 GMT
#91
did beta break anyone else's normal sc2? I can't join games it just kicks me back to lobby when game starts
purakushi
Profile Joined August 2012
United States3301 Posts
September 07 2012 22:50 GMT
#92
On September 08 2012 07:04 testthewest wrote:
Show nested quote +
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).


That's true, but at least it gives some sort of micro to the warhound.
T P Z sagi
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-09-07 22:54:23
September 07 2012 22:52 GMT
#93
--- Nuked ---
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-09-07 22:53:46
September 07 2012 22:53 GMT
#94
On September 08 2012 07:22 Fig wrote:
Show nested quote +
On September 08 2012 06:53 purakushi wrote:
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


I kind of like this idea of switching the tank and warhound's supply costs (well, at least prepatched version) from a gameplay point of view, but it just does not make sense or feel right that a *tank* would be less than warhound. Meh, warhound just messes things up and takes away skill from the game.
T P Z sagi
DemigodcelpH
Profile Joined August 2011
1138 Posts
September 07 2012 22:54 GMT
#95
The Tempest isn't bad. It has 22 range for christ sake.

Protoss players just aren't used to having a non a-move/deathball unit.
pmp10
Profile Joined April 2012
3378 Posts
September 07 2012 23:00 GMT
#96
On September 08 2012 07:41 Tao367 wrote:
Show nested quote +
On September 08 2012 07:37 pmp10 wrote:
So many angry warhound haters.
How can you not love this wonderful bundle of contradictions?
It needs the hp and speed to break tank lines and it needs dps and range to fight immortals.
And yes it is necessary to make mech work vs protoss.
It'll be so much fun watching blizzard squirm trying to make it work somehow.



Why on earth does the warhound need speed? They're close to outranging siege tanks with the haywire missiles anyway. Under no circumstances should they be faster than a stalker.

Because the missiles alone don't have enough range and damage to trade with siege tank fire.
And because attacking defensive positions through choke points that can now be full of mines will require a lot of mobility.
Surely we wouldn't want TvTs to go back to siege-tank stand-offs.
Ramiz1989
Profile Joined July 2012
12124 Posts
September 07 2012 23:01 GMT
#97
On September 08 2012 07:54 DemigodcelpH wrote:
The Tempest isn't bad. It has 22 range for christ sake.

Protoss players just aren't used to having a non a-move/deathball unit.

Exactly. They don't have that high dps because they shouldn't have high dps with that kind of range. After loosing to mass Tempest, QuanticIllusion asked WhiteRA "Tempest>Carriers?", and WhiteRa replied "Something like this."

Don't know, they really don't seem that bad, even though I think that Blizzard will tweak them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-09-07 23:07:20
September 07 2012 23:04 GMT
#98
--- Nuked ---
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
September 07 2012 23:06 GMT
#99
I think it's time for blizzard to look at marine tank medivac vs zerg in HOTS. It's much weaker now, and imo terrans shouldn't be forced into mech every game.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-09-07 23:08:59
September 07 2012 23:08 GMT
#100
--- Nuked ---
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