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.)
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Gfire
United States1699 Posts
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.) | ||
Hider
Denmark9340 Posts
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
United States512 Posts
Or if Nazgul writes a plea and posts it on front page of TL... | ||
Kal_rA
United States2925 Posts
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. | ||
Kal_rA
United States2925 Posts
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. | ||
pmp10
3229 Posts
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
United States2925 Posts
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 | ||
larse
1611 Posts
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
United Kingdom324 Posts
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
3454 Posts
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forelmashi
421 Posts
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purakushi
United States3300 Posts
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. | ||
Account252508
3454 Posts
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purakushi
United States3300 Posts
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. | ||
DemigodcelpH
1138 Posts
Protoss players just aren't used to having a non a-move/deathball unit. | ||
pmp10
3229 Posts
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
12124 Posts
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. | ||
Account252508
3454 Posts
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Snowbear
Korea (South)1925 Posts
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Account252508
3454 Posts
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