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First Hots Beta Patch

Forum Index > StarCraft 2 HotS
399 CommentsPost a Reply
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Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 07 2012 21:06 GMT
#1
We will be bringing down the beta server today at 2:30 PM PDT in order to perform a few balance changes. We do not expect a lengthy downtime and will report to this thread when the service is live after the maintenance. Below are the changes being implemented:

BALANCE CHANGES

- Warhound Weapon attack delay has increased from 1.3 to 1.7.
- Swarm host locust attack damage has decreased from 16 to 14.
- Viper Consume can no longer be used on creep tumors.
- Oracle Preordain duration has decreased from 2 min to 1 min.
- Viper Blinding Cloud now hits everything, but the radius of effect has reduced from 2.5 to 1.5.
- Widow mines will no longer damage each other with their splash damage.
- The bug affecting the Overlord speed upgrade has been fixed. Upgraded Overlords will now travel at the expected speed of 1.88.


HOTKEY CHANGES

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


Mothership Core
- Energize has changed from N to E.
- Purify has changed from E to F.


Swarm host
- Spawn locust has changed from W to C.


Fleet Beacon
- Research Gravity Sling has changed from T to G.
- Research Bosonic Core has changed from G to A.


Hydralisk Den
- Evolve Muscular Augments has changed from C to A.


http://us.battle.net/sc2/en/forum/topic/6521292436#1

Disappointed there is no changes to the tempest.

Also, what is the Bosonic Core upgrade? Gravity Sling is the tempest range if I'm correct, but I can't check as I'm not in the beta.

Update:

We need to delay the update till 4:30 PM PDT. Will post with any additional changes.
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Cokefreak
Profile Joined June 2011
Finland8095 Posts
September 07 2012 21:08 GMT
#2
No surprise warhound got a nerf.
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2012-09-07 21:13:37
September 07 2012 21:09 GMT
#3
A nice start to testing balances, I guess, but I wish haywire missiles was not autocastable.

They should leave creep tumours consumable, that's pretty funny.

Blinding cloud will barely cover anything now. I think this will be buffed to 2. o.o

Are they seriously leaving the haywire missiles doing full damage to immortal shields?
T P Z sagi
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 07 2012 21:09 GMT
#4
I like it, especially the blinding cloud change, hopefully we'll see it get more use, the viper is so awesome imo, it should become a major unit.
VERY FRAGILE, LIKE A BABY PANDA EGG
Qgelfich
Profile Joined November 2011
Germany90 Posts
September 07 2012 21:09 GMT
#5
No suprises whatsoever. Good to see blinding cloud hit everything, since bio is very rarely used nowadays.
WoodLeagueAllStar
Profile Joined August 2012
United States806 Posts
September 07 2012 21:10 GMT
#6
Widow mines will no longer damage each other with their splash damage.

Oh, that could have been a problem lol. Maybe they don't suck like we thought.

Warhound Weapon attack delay has increased from 1.3 to 1.7.

Lets see if this nerf makes this unit less dominant.
In 1984, I was hospitalized for approaching perfection. --Random Rules
Brahoono
Profile Joined September 2012
119 Posts
September 07 2012 21:11 GMT
#7
On September 08 2012 06:06 Tao367 wrote:
- Viper Blinding Cloud now hits everything, but the radius of effect has reduced from 2.5 to 1.5



<3
j.k.l
Profile Joined September 2012
112 Posts
September 07 2012 21:11 GMT
#8
good changes.
~ Spirit will set you free ~
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 21:12 GMT
#9
2.5->1.5 radius is a big difference O_O
MMA: The true King of Wings
gedatsu
Profile Joined December 2011
1286 Posts
September 07 2012 21:13 GMT
#10
Blizz doesn't understand what the problem is with Warhound.
purakushi
Profile Joined August 2012
United States3300 Posts
September 07 2012 21:13 GMT
#11
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.
T P Z sagi
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 07 2012 21:15 GMT
#12
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2012-09-07 21:16:04
September 07 2012 21:15 GMT
#13
Bosonic core is oracle energy
- Widow mines will no longer damage each other with their splash damage.

Sigh
Administrator~ Spirit will set you free ~
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 21:17 GMT
#14
A 30% decrease in non-haywire DPS will probably make the Warhound nonviable in TvZ.
MMA: The true King of Wings
Hider
Profile Blog Joined May 2010
Denmark9387 Posts
September 07 2012 21:18 GMT
#15
Absolutely stupid. Blizzard chooses to "balance" the warhound instead of redesigning it. They have zero clue wtf they are doing.
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2012-09-07 21:22:11
September 07 2012 21:19 GMT
#16
On September 08 2012 06:15 Tao367 wrote:
Show nested quote +
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\
T P Z sagi
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 07 2012 21:20 GMT
#17
Haha, viper buffed even more, jesus
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 07 2012 21:21 GMT
#18
On September 08 2012 06:20 Torte de Lini wrote:
Haha, viper buffed even more, jesus

well, nerfed it vs bio, but I guess that playstyle seems to have died in HotS.
VERY FRAGILE, LIKE A BABY PANDA EGG
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 21:22 GMT
#19
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.
MMA: The true King of Wings
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 07 2012 21:22 GMT
#20
It's incredibly useful, but really frail.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
purakushi
Profile Joined August 2012
United States3300 Posts
September 07 2012 21:23 GMT
#21
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.


It is definitely not underpowered. It's abduct ability is quite useful.
T P Z sagi
urashimakt
Profile Joined October 2009
United States1591 Posts
September 07 2012 21:23 GMT
#22
On September 08 2012 06:21 MCDayC wrote:
Show nested quote +
On September 08 2012 06:20 Torte de Lini wrote:
Haha, viper buffed even more, jesus

well, nerfed it vs bio, but I guess that playstyle seems to have died in HotS.

3 days into the beta and people are still playing games just to see the units. Be reasonable.
Who dat ninja?
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 21:24 GMT
#23
On September 08 2012 06:23 purakushi wrote:
Show nested quote +
On September 08 2012 06:22 SarcasmMonster wrote:
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.


It is definitely not underpowered. It's abduct ability is quite useful.


Okay. Maybe I've just watched too much of Psystarcraft complaining about it -_-;;
MMA: The true King of Wings
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 07 2012 21:24 GMT
#24
I've seen it used to dismantle mech with the yank ability, and now the blinding cloud can be used on clumped tanks to make them absolutely useless.
Also, if ZvZ ever stops being swarmhost wars it'll be great in roach battles.
VERY FRAGILE, LIKE A BABY PANDA EGG
RaZorwire
Profile Joined April 2012
Sweden718 Posts
September 07 2012 21:24 GMT
#25
On September 08 2012 06:18 Hider wrote:
Absolutely stupid. Blizzard chooses to "balance" the warhound instead of redesigning it. They have zero clue wtf they are doing.


Not to be rude, but you didn't actually expect them to "redesign" an entire unit in a few days, right? They realized they needed to to something about it ASAP and did a quick balance change. They can always redesign it later if this isn't sufficient.
Jlei
Profile Joined November 2011
97 Posts
September 07 2012 21:25 GMT
#26
On September 08 2012 06:19 purakushi wrote:
Show nested quote +
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.
gedatsu
Profile Joined December 2011
1286 Posts
September 07 2012 21:25 GMT
#27
On September 08 2012 06:24 RaZorwire wrote:
Show nested quote +
On September 08 2012 06:18 Hider wrote:
Absolutely stupid. Blizzard chooses to "balance" the warhound instead of redesigning it. They have zero clue wtf they are doing.


Not to be rude, but you didn't actually expect them to "redesign" an entire unit in a few days, right? They realized they needed to to something about it ASAP and did a quick balance change. They can always redesign it later if this isn't sufficient.

This is a good point.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 07 2012 21:25 GMT
#28
On September 08 2012 06:23 urashimakt wrote:
Show nested quote +
On September 08 2012 06:21 MCDayC wrote:
On September 08 2012 06:20 Torte de Lini wrote:
Haha, viper buffed even more, jesus

well, nerfed it vs bio, but I guess that playstyle seems to have died in HotS.

3 days into the beta and people are still playing games just to see the units. Be reasonable.

yeah I know
I'm predicting a come back of bio into raven play, cause ravens are amazing now.
VERY FRAGILE, LIKE A BABY PANDA EGG
pmp10
Profile Joined April 2012
3323 Posts
September 07 2012 21:26 GMT
#29
Nice beginning for the warhound.
Just first of many drastic changes to make mech work vs protoss.
purakushi
Profile Joined August 2012
United States3300 Posts
September 07 2012 21:27 GMT
#30
I don't understand why they would decrease preordain from 2 minute to 1 minute. That is the only thing that gives tempests a chance to attack from long range (observers are easy to snipe, since they have to stay there). I guess they really do not want the tempest to work. lol
T P Z sagi
purakushi
Profile Joined August 2012
United States3300 Posts
September 07 2012 21:29 GMT
#31
On September 08 2012 06:25 Jlei wrote:
Show nested quote +
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


Actually, Blizzard's main goal of the warhound is to break the TvT siege tank scan wars. Of course, having a viable mech option versus Protoss is necessary to balance.
T P Z sagi
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 21:29 GMT
#32
On September 08 2012 06:24 MCDayC wrote:
I've seen it used to dismantle mech with the yank ability, and now the blinding cloud can be used on clumped tanks to make them absolutely useless.
Also, if ZvZ ever stops being swarmhost wars it'll be great in roach battles.


Just spread out your tanks like in BW. Radius 1.5 isn't all that large if you have good spread.
MMA: The true King of Wings
Cloak
Profile Joined October 2009
United States816 Posts
September 07 2012 21:30 GMT
#33
Honestly, BH/Tank holds fine against Protoss ground. There's no need to make a unit that absolutely decimates Protoss. If they're going to balance inch by inch, be prepared for like 3-4 more patches of Warhound nerfs.
The more you know, the less you understand.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 07 2012 21:32 GMT
#34
On September 08 2012 06:29 SarcasmMonster wrote:
Show nested quote +
On September 08 2012 06:24 MCDayC wrote:
I've seen it used to dismantle mech with the yank ability, and now the blinding cloud can be used on clumped tanks to make them absolutely useless.
Also, if ZvZ ever stops being swarmhost wars it'll be great in roach battles.


Just spread out your tanks like in BW. Radius 1.5 isn't all that large if you have good spread.

Yup, I think its a cool change. Against a good player yank will probably be better as it will kill the tank, but it punishes terrans having all the tanks bunched up and just sieging up.
VERY FRAGILE, LIKE A BABY PANDA EGG
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
September 07 2012 21:34 GMT
#35
Hmm, wondering if warhound change really is big enough
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Decendos
Profile Joined August 2011
Germany1338 Posts
September 07 2012 21:34 GMT
#36
On September 08 2012 06:30 Cloak wrote:
Honestly, BH/Tank holds fine against Protoss ground. There's no need to make a unit that absolutely decimates Protoss. If they're going to balance inch by inch, be prepared for like 3-4 more patches of Warhound nerfs.


this! i hope they nerf warhounds so they are pretty much antitankline only. BH + widow mine + tanks + thors will be fine vs toss.
Buchan
Profile Joined July 2011
Canada184 Posts
September 07 2012 21:34 GMT
#37
Why did they change the SCV from the top left to middle left?? Makes no sense and is really annoying. Put it back.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-09-07 21:35:26
September 07 2012 21:34 GMT
#38
Wow, more steps down towards the abyss of yet more hard counters. :-/
KT best KT ~ 2014
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 07 2012 21:35 GMT
#39
On September 08 2012 06:34 aZealot wrote:
Wow, more steps down towards the abyss of yet more hard counters. :-/

what are you basing this on?
VERY FRAGILE, LIKE A BABY PANDA EGG
Absentia
Profile Joined March 2011
United Kingdom973 Posts
September 07 2012 21:35 GMT
#40
Blizzard can nerf the warhound's damage output as much as they like but it doesn't change the fact the unit is terrible and bad for the game. Despite the almost universal vocal dislike of the unit, I have the disappointing feeling they're not going to do anything to overhaul it.

The blinding cloud semi-buff is nice but the AOE already looked pretty small beforehand.
I don't really understand how good the Swarm Host is at the moment since there doesn't seem to be much of a consensus. I'm not really sure how I feel about a damage nerf to positional units, (once again).
Herect
Profile Joined January 2012
Brazil216 Posts
September 07 2012 21:36 GMT
#41
On September 08 2012 06:09 purakushi wrote:
A nice start to testing balances, I guess, but I wish haywire missiles was not autocastable.

They should leave creep tumours consumable, that's pretty funny.

Blinding cloud will barely cover anything now. I think this will be buffed to 2. o.o

Are they seriously leaving the haywire missiles doing full damage to immortal shields?


You can abuse the fact that autocast is on. Blink one Stalker in range and let it take the whole volley of missiles. It will be overkill. Then, attack in the cooldown. If you just a-move against it, it won't overkill anything at the same time that Immortals wil lose almost all their shields and some stalkers will die before the real battle even begin. If you memorize the cooldown time well, you can even abuse it again blinking a stalker in the middle of warhounds to absord a whole volley again (Haywire attacks the nearest target).

But that's really hard to do it.
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
September 07 2012 21:37 GMT
#42
On September 08 2012 06:27 purakushi wrote:
I don't understand why they would decrease preordain from 2 minute to 1 minute. That is the only thing that gives tempests a chance to attack from long range (observers are easy to snipe, since they have to stay there). I guess they really do not want the tempest to work. lol


Pre-ordain gave me for a long period of time huge amounts of intel of which units were spawning from the hive for example which is incredible useful to react what the Zerg is producing. I can really see why they nerfed it. I also successful have won games by putting preordain on a factory along other production facilities for the terran so I knew for 2 full minutes what they were building was really handy. I think the nerf is reasonable as I actually thought that spell is, at the moment very underutilized but very powerful.
Pokemon Master
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2012-09-07 21:39:15
September 07 2012 21:38 GMT
#43
Oracle
- Revelation has changed from E to R.
- Entomb has changed from R to E.

lol
T P Z sagi
Aenur
Profile Joined April 2012
Germany66 Posts
September 07 2012 21:40 GMT
#44
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.
urashimakt
Profile Joined October 2009
United States1591 Posts
September 07 2012 21:41 GMT
#45
On September 08 2012 06:38 purakushi wrote:
Oracle
- Revelation has changed from E to R.
- Entomb has changed from R to E.

lol

Yeah, I liked that too.

It happens when you make one ability first, give it a key you think is appropriate, then add more abilities.
Who dat ninja?
Zane
Profile Joined January 2011
Romania3916 Posts
September 07 2012 21:42 GMT
#46
The cloud thingy affecting everything seems a bit ridiculous. I guess marine/tank will die completely and it's going to be either pure bio or tankless mech.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
September 07 2012 21:43 GMT
#47
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.


This. It's pretty much the roaches of WoL beta. Except now terran has them. Haywire missiles doing full damage to immortals is incredibly stupid. I understand you needed something to stop zealots and immortals from raping tank lines. But now what does protoss have? Zealots are hard countered. Anything mechnical is hardcountered. We are now forced into air units. There is no ground composition that will beat warhound/battle hellion in it's current state.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
September 07 2012 21:43 GMT
#48
On September 08 2012 06:42 Zane wrote:
The cloud thingy affecting everything seems a bit ridiculous. I guess marine/tank will die completely and it's going to be either pure bio or tankless mech.


1.5 radius is extremely small. It'll take 5 or 6 clouds to cover even a portion of what you're trying to hit.
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2012-09-07 21:46:13
September 07 2012 21:44 GMT
#49
On September 08 2012 06:36 Herect 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.

They should leave creep tumours consumable, that's pretty funny.

Blinding cloud will barely cover anything now. I think this will be buffed to 2. o.o

Are they seriously leaving the haywire missiles doing full damage to immortal shields?


You can abuse the fact that autocast is on. Blink one Stalker in range and let it take the whole volley of missiles. It will be overkill. Then, attack in the cooldown. If you just a-move against it, it won't overkill anything at the same time that Immortals wil lose almost all their shields and some stalkers will die before the real battle even begin. If you memorize the cooldown time well, you can even abuse it again blinking a stalker in the middle of warhounds to absord a whole volley again (Haywire attacks the nearest target).

But that's really hard to do it.


Haha, I like that idea, actually. However, the main problem I have with haywire is that you can just run around and kite (with haywire only) lesser ranged mech units and basically take no damage, because haywire is 10 range. Nearly all of the early game TvPs I have seen of HotS, T can just send their first warhound to attack and inevitably do way too much damage for one unit (and the P knows its coming). It would be fixed with a nerf to range or at least made a tad more difficult to do by making it not autocasted. However, the first solution is not what Blizzard is looking for, since warhounds were designed to break siege tank lines, so it basically is required to keep the longer haywire range.
T P Z sagi
ionONE
Profile Joined March 2011
Germany605 Posts
Last Edited: 2012-09-07 21:47:18
September 07 2012 21:45 GMT
#50
We need to delay the update till 4:30 PM PDT. Will post with any additional changes. - Blizzard

now they need science vessel against viper
JANGBI never forget
larse
Profile Blog Joined March 2012
1611 Posts
September 07 2012 21:47 GMT
#51
On September 08 2012 06:15 Plexa wrote:
Bosonic core is oracle energy
Show nested quote +
- 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.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2012-09-07 21:49:07
September 07 2012 21:48 GMT
#52
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.


That's a bad thing. There should be minefields otherwise what's the point?

Apart from that, pretty good changes for the first patch.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
pmp10
Profile Joined April 2012
3323 Posts
September 07 2012 21:49 GMT
#53
On September 08 2012 06:48 Qikz 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.


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?
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-09-07 21:53:33
September 07 2012 21:51 GMT
#54
On September 08 2012 06:35 MCDayC wrote:
Show nested quote +
On September 08 2012 06:34 aZealot wrote:
Wow, more steps down towards the abyss of yet more hard counters. :-/

what are you basing this on?


The very mild changes to the Warhound. Zealot/Immortal are both hard countered. As is everything mechanical.

(You want to do X, make Y, and so on - not you want to do X, you do Y. At least that's how I see it.)

To be fair to Blizzard though, it is only the first of numerous beta patches. But...

I haven't really seen any Zerg streams, been watching mainly TT1 and Thorzain, so have no real comment on Zerg.

From what I have seen, Zerg changes look cool though and fun to play.

KT best KT ~ 2014
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2012-09-07 21:53:09
September 07 2012 21:52 GMT
#55
On September 08 2012 06:49 pmp10 wrote:
Show nested quote +
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2012-09-07 21:53:41
September 07 2012 21:53 GMT
#56
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.
T P Z sagi
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
September 07 2012 21:53 GMT
#57
On September 08 2012 06:25 Jlei wrote:
Show nested quote +
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


If by more viable you mean completely irrelevant...

Why would you ever build tanks when the Warhound is so good?
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
September 07 2012 21:54 GMT
#58
I wonder if they will fix the SCV's build icon location on the command card grid. Right now, it's one grid square below where it was in WoL, while Drones and Probes have their command card locations unchanged.

This is really annoying as a player who uses grid hotkeys. I'm used to spamming the 'q' key to build workers for all races. While this is still the case for Protoss and Zerg in the HotS beta, the SCV hotkey is now 'a' which throws me off quite a bit.
ㅇㅅㅌㅅ
pmp10
Profile Joined April 2012
3323 Posts
Last Edited: 2012-09-07 21:57:06
September 07 2012 21:56 GMT
#59
On September 08 2012 06:52 Qikz wrote:
Show nested quote +
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.
On September 08 2012 06:53 KrazyTrumpet wrote:
Show nested quote +
On September 08 2012 06:25 Jlei wrote:
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


If by more viable you mean completely irrelevant...

Why would you ever build tanks when the Warhound is so good?

But the other side of that question is why would you build tanks if warhound is not good enough?
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
September 07 2012 21:56 GMT
#60
Can't wait to get my hands on the beta!
yummy tomatoes
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
September 07 2012 21:57 GMT
#61
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
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Ramiz1989
Profile Joined July 2012
12124 Posts
September 07 2012 21:57 GMT
#62
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.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Uhh Negative
Profile Joined May 2010
United States1090 Posts
September 07 2012 21:58 GMT
#63
I would love to try out zergling/viper/ultra/corrupter (if opponent has air) composition. I could see that being super strong.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 07 2012 21:58 GMT
#64
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
pmp10
Profile Joined April 2012
3323 Posts
September 07 2012 22:00 GMT
#65
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.
urashimakt
Profile Joined October 2009
United States1591 Posts
September 07 2012 22:03 GMT
#66
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?
Who dat ninja?
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
September 07 2012 22:04 GMT
#67
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.
Pokemon Master
testthewest
Profile Joined October 2011
Germany274 Posts
September 07 2012 22:04 GMT
#68
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).
War is not about who is right, but who is left.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-09-07 22:08:48
September 07 2012 22:08 GMT
#69
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.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
September 07 2012 22:09 GMT
#70
On September 08 2012 06:15 Plexa wrote:
Bosonic core is oracle energy
Show nested quote +
- Widow mines will no longer damage each other with their splash damage.

Sigh


If banelings dont damage each other with splash I dont see why mines should
"losers always whine about their best, Winners go home and fuck the prom queen"
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 22:10 GMT
#71
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
MMA: The true King of Wings
pmp10
Profile Joined April 2012
3323 Posts
September 07 2012 22:13 GMT
#72
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.
Nazeron
Profile Joined September 2010
Canada1046 Posts
September 07 2012 22:16 GMT
#73
i think everyone saw the warhound change coming
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
September 07 2012 22:18 GMT
#74
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
vibeo gane,
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
September 07 2012 22:18 GMT
#75
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.
Pokemon Master
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
September 07 2012 22:19 GMT
#76
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!
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Fig
Profile Joined March 2010
United States1324 Posts
September 07 2012 22:22 GMT
#77
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
Can't elope with my cantaloupe
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 07 2012 22:22 GMT
#78
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 .
Tuczniak
Profile Joined September 2010
1561 Posts
September 07 2012 22:27 GMT
#79
2pm PDT. Is it up already?
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 07 2012 22:29 GMT
#80
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
MMA: The true King of Wings
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
Denmark9387 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
3323 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 States3300 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 States3300 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
3323 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 ---
TSL-Lore
Profile Joined January 2009
United States412 Posts
September 07 2012 23:10 GMT
#101
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.
I want to become stronger. -Shindou Hikaru
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
September 07 2012 23:14 GMT
#102
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I agree. I am a huge defender of sc2, and I always hope for sc2 to be the best esports title, but I am kinda losing faith in it. Playing HOTS feels really really boring to me. Everything feels 1a, and I am not really amazed by the pros
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 07 2012 23:17 GMT
#103
On September 08 2012 08:14 Snowbear wrote:
Show nested quote +
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I agree. I am a huge defender of sc2, and I always hope for sc2 to be the best esports title, but I am kinda losing faith in it. Playing HOTS feels really really boring to me. Everything feels 1a, and I am not really amazed by the pros


It's the second day of the beta, talk about jumping to conclusions. o_O
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2012-09-07 23:18:56
September 07 2012 23:18 GMT
#104
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.
When I think of something else, something will go here
TSL-Lore
Profile Joined January 2009
United States412 Posts
September 07 2012 23:21 GMT
#105
On September 08 2012 08:18 blade55555 wrote:
Show nested quote +
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


I'm zerg as well, and I've been watching pro zerg streams. The Swarm Host, imo, is the most boring of all. It results in these long drawn out pushes with expendable slow moving units. There's no explosiveness like the Lurker from SCBW. Everything seems to promote turtle-based play. It's like the "turtle to hive - get big deathball" thing you described except its even slower now.

I dont know, I just wish they'd bring back something like the Lurker. Maybe make the Swarm Host more like it.
I want to become stronger. -Shindou Hikaru
urashimakt
Profile Joined October 2009
United States1591 Posts
September 07 2012 23:22 GMT
#106
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.

The Warhound is the only unit I've feel that way about so far. The battle hellion, the widow mine, and all of the protoss and zerg units excite me.
Who dat ninja?
Zergrusher
Profile Joined November 2011
United States562 Posts
September 07 2012 23:28 GMT
#107
Now they just need to make fungul a slowing spell

Increase ultralisk base damage to 20

Undo the 2 nerfs the hydralisk got in the past.

Nerf roach speed to Make roaches move at 2.95.

Burrow charge should be auto cast and make ultras move at a speed of 3 when doing it

For protoss

the tempest needs a buff.

For terran

make haywire missles a upgrade.


I really Hope I get a beta key, because the Hype and the gameplay for HOTS is getting me dizzy with excitement. !

Sroobz
Profile Joined December 2011
United States1377 Posts
September 07 2012 23:29 GMT
#108
On September 08 2012 08:21 TSL-Lore wrote:
Show nested quote +
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


I'm zerg as well, and I've been watching pro zerg streams. The Swarm Host, imo, is the most boring of all. It results in these long drawn out pushes with expendable slow moving units. There's no explosiveness like the Lurker from SCBW. Everything seems to promote turtle-based play. It's like the "turtle to hive - get big deathball" thing you described except its even slower now.

I dont know, I just wish they'd bring back something like the Lurker. Maybe make the Swarm Host more like it.


Completely disagree. The best part of the beta BY FAR is the swarm host. It makes more positional wars and ZvZ and ZvT are like BW TvT now. It's like watching chess. Just wait until we start seeing muta ---> swarm host+hydra/roach or the other way around. The swarm host is slight too powerful (which is why it's getting a nerf). Currently people are learning how powerful units are and what is good against what. Yesterday it seemed like TvT was just going to be Warhound vs Warhound. Today, I've seen Terran pros RAPING warhounds with bio or bio+tank. Protoss is the only shitty part of Hots. Still boring as fuck rofl
Flash---Taeja---Mvp---Byun---DRG
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
September 07 2012 23:31 GMT
#109
On September 08 2012 08:28 Zergrusher wrote:
Now they just need to make fungul a slowing spell

Increase ultralisk base damage to 20

Undo the 2 nerfs the hydralisk got in the past.

Nerf roach speed to Make roaches move at 2.95.

Burrow charge should be auto cast and make ultras move at a speed of 3 when doing it

For protoss

the tempest needs a buff.

For terran

make haywire missles a upgrade.


I really Hope I get a beta key, because the Hype and the gameplay for HOTS is getting me dizzy with excitement. !



Very objective, LOL. If I would balance the same way as you, I would give my tanks +20 damage, undo the hellion nerf, make marinesplit autosplit and make marines move double as fast. Seriously dude, you are not even in the beta and you decided that the tempest needs a buff?
usethis2
Profile Joined December 2010
2164 Posts
September 07 2012 23:36 GMT
#110
I agree with others that the problem of warhound isn't its op-ness, but rather its design (both the form and the function). I tried them on and they look like bunch of walking match boxes. And they basically do the exact same thing marauders do as of now, only difference being that they come out of factories instead of rax.
Fig
Profile Joined March 2010
United States1324 Posts
September 07 2012 23:40 GMT
#111
On September 08 2012 08:18 blade55555 wrote:
Show nested quote +
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.

Yeah. I discovered that watching the beta was really fun, but for a completely different reason than I expected.

I usually like to watch Protoss, but I just can't stand it now. Players make the new oracle and do boring shift-click micro, and then play with normal toss units. Or they make tempests and I watch them flail as they try to make the long range units worthwhile. Meanwhile the rest of their army is again the same old same old. It was so boring!

Then I move over to a terran stream, and in between the warhound OP stomps I see unbelievably dynamic games with every terran unit under the sun. Well almost, it was really fun to watch and no one was even using widow mines yet. I get curious and flip on a zerg stream. New units and old units galore mixing and matching and making the gameplay fresh. TvZ is going to go from being the best matchup, to the bestest matchup. The other races not only got units that can be a core part of the game, they also got their underused units redesigned (reaper, battlecruiser, raven, hydra). They even changed something on the infestor!

And what happened to toss? Any current units updated? No. We LOST A UNIT! The carrier, which was used more than the reaper, bc, hydra, and maybe even the raven, gets taken out of the game... I thought this was an expansion... O wait, I forgot that they added on two stargate units to replace the one we lost. Except they are both just gimmicky things that cost 150/200 and 300/300. And they take away the only interesting thing about the oracle (cloak). But wait! There's more! We are giving you a single unit that guards your base with a cannon that costs energy. But we nerfed it's cool energize ability so that it's never useful. And if you ever don't get attacked by cool new units and can actually save up energy, you can recall too! O wait, you could already do that?

I am terribly disappointed that Blizzard would have failed this hard with toss. When you compare the races, it is painfully obvious which one is getting the short end of the stick in this expansion. If things don't get added, there is no way I'll be playing toss. Why play WoL when the other races are playing HotS?
Can't elope with my cantaloupe
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2012-09-07 23:45:53
September 07 2012 23:41 GMT
#112
Got to say I LOVE THESE CHANGES! I cant imagine a much better patch right now, lets see how it works out!

I knew they needed to decrease the swarm host DPS, but I really wish they increased the hp/armor or something at the same time (and decreased the dps some more).
usethis2
Profile Joined December 2010
2164 Posts
September 07 2012 23:43 GMT
#113
The oracle ability is dumb as well. I wonder if Blizzard thought toss players need more macro practice or something. Basically you just block the mineral patches like clockwork. You just have to remember to do it over and over again. It's kind of like larva inject.
Danzo
Profile Joined March 2011
2820 Posts
September 07 2012 23:43 GMT
#114
On September 08 2012 06:18 Hider wrote:
Absolutely stupid. Blizzard chooses to "balance" the warhound instead of redesigning it. They have zero clue wtf they are doing.

I'm pretty certain at this point I'm not going to hold my breath about the Warhound. Time to accept the modern rts style and how the warhound plays the role of Starcraft.
Getting too old for this..
Sufinsil
Profile Joined January 2011
United States760 Posts
September 07 2012 23:45 GMT
#115
Servers just shut down now.
Kireak
Profile Joined March 2011
Sweden358 Posts
September 07 2012 23:47 GMT
#116
They should just go out with a message that the will bring down the beta to redesign 50% of the new units and abilites from scratch. The game is heading in the wrong direction.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 07 2012 23:53 GMT
#117
On September 08 2012 08:08 monkybone wrote:
I actually feel like the siege tank needs a damage increase in light of the new changes, in particular vs armored units, and perhaps a slightly wider distribution of aoe.

I think bliz is so hesitant on buffing the siege tank for tvp cause it will totally mess up tvz. Tanks are really good vs roaches and taking down infestors / blings. With the warhound, battle hellion, buffed tank and the thor as an option mech would be unstoppable in tvz. And that's ignoring the fact that you would probably end up mixing some of t's air arsenal into your mech composition.
Jaedong.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 07 2012 23:57 GMT
#118
On September 08 2012 08:21 TSL-Lore wrote:
Show nested quote +
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


I'm zerg as well, and I've been watching pro zerg streams. The Swarm Host, imo, is the most boring of all. It results in these long drawn out pushes with expendable slow moving units. There's no explosiveness like the Lurker from SCBW. Everything seems to promote turtle-based play. It's like the "turtle to hive - get big deathball" thing you described except its even slower now.

I dont know, I just wish they'd bring back something like the Lurker. Maybe make the Swarm Host more like it.

Lurkers were generally used to hold out till hive in bw. Yes if you saw an opportunity you would jump in and rape everything with your baller spines / burrow ability, but if your opponent was any little bit competent / playing standard the lurkers would be used to delay the opponent's push till hive (looking at zvt here especially).
Jaedong.
ArtemisKnives
Profile Joined March 2010
United States210 Posts
September 08 2012 00:01 GMT
#119
From playing about 20 hours of the beta so far as protoss... My thoughts were that the warhound pushes were extremely strong. The swarm host pushes were extremely strong as well. I think the changes they made for them will make them much more manageable.

For the oracle, I feel like I can really only use the new units in PvP at high level play. Any time I tried a transition into the new units pre-4 base in the other matchups, I got clobbered because of it. The tempests tickle damage needs to be addressed. It only shines in PVP during the typical war of the worlds mexican stand off point. Basically immortal + tempest > 2 collosus now in PVP since they are the same gas cost. Other than that, I couldn't figure out how to get the tempest to work against zerg unless I had already put my opponent in a wheelchair and the same goes for terran. Overall good changes, excited to see how things go moving forward.
Masters/GM S1/2/3/4/5/6/7/8 Macro Toss // twitch.tv/artemisknives [1080p stream]
DuckNuked
Profile Joined June 2012
France60 Posts
September 08 2012 00:02 GMT
#120
Well, well, well.

Nerf the warhound, but keep killing mech playstyle.

Switch to zerg => Viper/swarm Host will be more mechlike than terran mech.
Terran Forum "TvP HELP", Protoss Forum "PvZ HELP!", Zerg Forum: "What use for Hydra???"
Mazzi
Profile Joined August 2012
440 Posts
September 08 2012 00:05 GMT
#121
glad the swarm and warhound got a nerf, lets see if its nerfed eneough tho
Account252508
Profile Joined February 2012
3454 Posts
September 08 2012 00:06 GMT
#122
--- Nuked ---
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2012-09-08 00:09:36
September 08 2012 00:09 GMT
#123
good changes, SH needed the nerf and we'll see how effective the nerf to warhounds is. Love that blinding cloud will be strong against everything! but we'll just have to see how that goes.

they made hotkey changes to the exact same hotkeys as mine 0_0
DemigodcelpH
Profile Joined August 2011
1138 Posts
September 08 2012 00:14 GMT
#124
On September 08 2012 08:18 blade55555 wrote:
Show nested quote +
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


Zerg already had a plethora of viable options to win before hive. It's not that Zerg had to go hive, but that they get it for free because creep/mobility gives them map control by default.
Rorschach
Profile Joined May 2010
United States623 Posts
September 08 2012 00:18 GMT
#125
I already have nightmares of chain fungals, now it will be chain fungas AND my all my ranged units won't be able to micro out of blinding cloud - t.t
En Taro Adun, Executor!
sjperera
Profile Blog Joined April 2011
Canada349 Posts
September 08 2012 00:20 GMT
#126
what' Bosonic core?
Stormbringer!!!
Wafflelisk
Profile Joined October 2011
Canada1061 Posts
September 08 2012 00:21 GMT
#127
On September 08 2012 09:20 sjperera wrote:
what' Bosonic core?


Increases starting Oracle energy by.. 25 I think
Waffles > Pancakes
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 08 2012 00:25 GMT
#128
On September 08 2012 09:14 DemigodcelpH wrote:
Show nested quote +
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


Zerg already had a plethora of viable options to win before hive. It's not that Zerg had to go hive, but that they get it for free because creep/mobility gives them map control by default.


They really don't have that many options to win before hive. Zvp they could do roach aggression but if toss defends properly they rarely lose the game unless they mess up.

zvt is the same if zerg does a mid game push it HAS to do a ton of damage. If terran defends appropriately then zerg loses unless again terran does a huge mistake.

Now with the swarmhost zerg can do aggression before hive and not be "all in".
When I think of something else, something will go here
emc
Profile Joined September 2010
United States3088 Posts
September 08 2012 00:25 GMT
#129
On September 08 2012 09:21 Wafflelisk wrote:
Show nested quote +
On September 08 2012 09:20 sjperera wrote:
what' Bosonic core?


Increases starting Oracle energy by.. 25 I think


the only other new upgrade protoss gets besides gravity sling, so yes, it's oracle energy.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 08 2012 00:27 GMT
#130
On September 08 2012 08:31 Snowbear wrote:
Show nested quote +
On September 08 2012 08:28 Zergrusher wrote:
Now they just need to make fungul a slowing spell

Increase ultralisk base damage to 20

Undo the 2 nerfs the hydralisk got in the past.

Nerf roach speed to Make roaches move at 2.95.

Burrow charge should be auto cast and make ultras move at a speed of 3 when doing it

For protoss

the tempest needs a buff.

For terran

make haywire missles a upgrade.


I really Hope I get a beta key, because the Hype and the gameplay for HOTS is getting me dizzy with excitement. !



Very objective, LOL. If I would balance the same way as you, I would give my tanks +20 damage, undo the hellion nerf, make marinesplit autosplit and make marines move double as fast. Seriously dude, you are not even in the beta and you decided that the tempest needs a buff?

to be fair

tempest is pretty fuckin garbage T_T
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-09-08 00:37:16
September 08 2012 00:34 GMT
#131
On September 08 2012 09:25 blade55555 wrote:
Show nested quote +
On September 08 2012 09:14 DemigodcelpH wrote:
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


Zerg already had a plethora of viable options to win before hive. It's not that Zerg had to go hive, but that they get it for free because creep/mobility gives them map control by default.


They really don't have that many options to win before hive. Zvp they could do roach aggression but if toss defends properly they rarely lose the game unless they mess up.

zvt is the same if zerg does a mid game push it HAS to do a ton of damage. If terran defends appropriately then zerg loses unless again terran does a huge mistake.

Now with the swarmhost zerg can do aggression before hive and not be "all in".


Zerg doesn't have to all-in to win or do aggression before hive. This is a flawed mindset popularized by Zergs who think making units before full saturation is "damage" or "all-in".

Zerg has just as many, if not more, options to win in the mid-game compared to the other races. Win upfront with roach/bane, ling/bane, mass muta (Protoss and unprepared Ts), muta/ling/bling, mass seedlings, circumvent defense with drop play, banes, nydus, et cetera.
Aristotle7
Profile Blog Joined January 2011
United States120 Posts
September 08 2012 00:38 GMT
#132
On September 08 2012 06:17 SarcasmMonster wrote:
A 30% decrease in non-haywire DPS will probably make the Warhound nonviable in TvZ.

It's not 30%, it's 24% reduction.
Master Terran on NA
Jarree
Profile Joined January 2012
Finland1004 Posts
September 08 2012 00:51 GMT
#133
Before anything haywire missiles or what ever they are should not be autocast. I can understand medivac healing being autocast but nothing else.
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2012-09-08 00:58:35
September 08 2012 00:52 GMT
#134
On September 08 2012 08:40 Fig wrote:
Show nested quote +
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.

Yeah. I discovered that watching the beta was really fun, but for a completely different reason than I expected.

I usually like to watch Protoss, but I just can't stand it now. Players make the new oracle and do boring shift-click micro, and then play with normal toss units. Or they make tempests and I watch them flail as they try to make the long range units worthwhile. Meanwhile the rest of their army is again the same old same old. It was so boring!

Then I move over to a terran stream, and in between the warhound OP stomps I see unbelievably dynamic games with every terran unit under the sun. Well almost, it was really fun to watch and no one was even using widow mines yet. I get curious and flip on a zerg stream. New units and old units galore mixing and matching and making the gameplay fresh. TvZ is going to go from being the best matchup, to the bestest matchup. The other races not only got units that can be a core part of the game, they also got their underused units redesigned (reaper, battlecruiser, raven, hydra). They even changed something on the infestor!

And what happened to toss? Any current units updated? No. We LOST A UNIT! The carrier, which was used more than the reaper, bc, hydra, and maybe even the raven, gets taken out of the game... I thought this was an expansion... O wait, I forgot that they added on two stargate units to replace the one we lost. Except they are both just gimmicky things that cost 150/200 and 300/300. And they take away the only interesting thing about the oracle (cloak). But wait! There's more! We are giving you a single unit that guards your base with a cannon that costs energy. But we nerfed it's cool energize ability so that it's never useful. And if you ever don't get attacked by cool new units and can actually save up energy, you can recall too! O wait, you could already do that?

I am terribly disappointed that Blizzard would have failed this hard with toss. When you compare the races, it is painfully obvious which one is getting the short end of the stick in this expansion. If things don't get added, there is no way I'll be playing toss. Why play WoL when the other races are playing HotS?

Yes! Exactly sums up what I think, toss have been given no love this beta, either for new or existing units. I recently heard about an upgrade I'd never heard about; Bosonic Core or something, and got excited cause I thought it could have been a cool upgrade to an existing unit, like how Terran and Zerg got all their under used units looked at and adjusted. But NOPE just energy upgrade for mothership core lol, I'll definitely be building a fleet beacon to get that!

I've been watching a lot of streams and oracle entomb shift click is already boring, and I've never seen somebody go Tempest and win unless they had already pretty much won at that stage.

You should post this on the bnet forums, Blizzard needs to have a read of this.

Edit: I forgot they nerfed high ground warp ins, so they haven't forgotten about protoss after all!
Scurvy
Profile Joined March 2012
United States117 Posts
September 08 2012 00:58 GMT
#135
Overall, I like these changes:D simply from what I have seen on streams.
With it or on it.
Maghetti
Profile Joined May 2008
United States2429 Posts
September 08 2012 01:06 GMT
#136
Maybe I haven't seen enough streams but I thought the blinding cloud looked like it covers way to small of an area because the enemies can simply walk out of it? And they reduce its radius?
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 08 2012 01:10 GMT
#137
why do widow mines activate on workers
starleague forever
Rah
Profile Joined February 2010
United States973 Posts
September 08 2012 01:14 GMT
#138
On September 08 2012 06:15 Tao367 wrote:
Show nested quote +
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


I like how people went from complaining about warhound's a skilless 1A unit to complaining that the warhound's too good when it's micro'd. Be careful what you wish for I guess.
Streaming on twitch. http://www.twitch.tv/rahsun86
Omnidroid
Profile Joined November 2011
New Zealand214 Posts
September 08 2012 01:15 GMT
#139
On September 08 2012 09:34 DemigodcelpH wrote:
Show nested quote +
On September 08 2012 09:25 blade55555 wrote:
On September 08 2012 09:14 DemigodcelpH wrote:
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


Zerg already had a plethora of viable options to win before hive. It's not that Zerg had to go hive, but that they get it for free because creep/mobility gives them map control by default.


They really don't have that many options to win before hive. Zvp they could do roach aggression but if toss defends properly they rarely lose the game unless they mess up.

zvt is the same if zerg does a mid game push it HAS to do a ton of damage. If terran defends appropriately then zerg loses unless again terran does a huge mistake.

Now with the swarmhost zerg can do aggression before hive and not be "all in".


Zerg doesn't have to all-in to win or do aggression before hive. This is a flawed mindset popularized by Zergs who think making units before full saturation is "damage" or "all-in".

Zerg has just as many, if not more, options to win in the mid-game compared to the other races. Win upfront with roach/bane, ling/bane, mass muta (Protoss and unprepared Ts), muta/ling/bling, mass seedlings, circumvent defense with drop play, banes, nydus, et cetera.

You're exaggerating the number of options we have. I only see in ZvT mid game either Ling/Bling/Muta or mass sling/infestor against non-mech. And either Roach/muta or roach/infestor with or without dropplay against mech.Roach/bane is good for all in.
Synche
Profile Joined May 2010
United States1345 Posts
September 08 2012 01:20 GMT
#140
Increase in tank damage would be fucking amazing. I hope Bliz sees the light and nerfs or removes the WH and makes tanks like BW tanks.

Then we'd be getting somewhere.
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 08 2012 01:20 GMT
#141
On September 08 2012 10:14 Rah wrote:
Show nested quote +
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


I like how people went from complaining about warhound's a skilless 1A unit to complaining that the warhound's too good when it's micro'd. Be careful what you wish for I guess.


But... it wasn't/isn't micro'd vs bio...
Hider
Profile Blog Joined May 2010
Denmark9387 Posts
September 08 2012 01:24 GMT
#142
On September 08 2012 08:40 Fig wrote:
Show nested quote +
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.

Yeah. I discovered that watching the beta was really fun, but for a completely different reason than I expected.

I usually like to watch Protoss, but I just can't stand it now. Players make the new oracle and do boring shift-click micro, and then play with normal toss units. Or they make tempests and I watch them flail as they try to make the long range units worthwhile. Meanwhile the rest of their army is again the same old same old. It was so boring!

Then I move over to a terran stream, and in between the warhound OP stomps I see unbelievably dynamic games with every terran unit under the sun. Well almost, it was really fun to watch and no one was even using widow mines yet. I get curious and flip on a zerg stream. New units and old units galore mixing and matching and making the gameplay fresh. TvZ is going to go from being the best matchup, to the bestest matchup. The other races not only got units that can be a core part of the game, they also got their underused units redesigned (reaper, battlecruiser, raven, hydra). They even changed something on the infestor!

And what happened to toss? Any current units updated? No. We LOST A UNIT! The carrier, which was used more than the reaper, bc, hydra, and maybe even the raven, gets taken out of the game... I thought this was an expansion... O wait, I forgot that they added on two stargate units to replace the one we lost. Except they are both just gimmicky things that cost 150/200 and 300/300. And they take away the only interesting thing about the oracle (cloak). But wait! There's more! We are giving you a single unit that guards your base with a cannon that costs energy. But we nerfed it's cool energize ability so that it's never useful. And if you ever don't get attacked by cool new units and can actually save up energy, you can recall too! O wait, you could already do that?

I am terribly disappointed that Blizzard would have failed this hard with toss. When you compare the races, it is painfully obvious which one is getting the short end of the stick in this expansion. If things don't get added, there is no way I'll be playing toss. Why play WoL when the other races are playing HotS?


In TVP terran is supposed to play an immobile version of Mech. The fact that there is a mech version of the maurauder completely destroys the matchup for both races. If immobile mech were an viable option we would see toss every single tool they had to abuse the immobility of the mech. And most likely tempest would be more usefull as well to break siege line. Recall would be extremelye used given mech and would make for interesting gameplay.

I believe oracle can be interesting if you have 3-4 of them and they constantly are used to harass mineral fields. Because then the economic consequences will acutally be severe. However as pro players currently play its kind of boring, indeed. But I wan't to wait and see.

Im not sure why you think bc and reapers were redesigned. Rather rebalanced. They still have the same role. What change has there been to the raven?
aklambda
Profile Joined October 2010
Austria48 Posts
Last Edited: 2012-09-08 02:01:45
September 08 2012 02:01 GMT
#143
On September 08 2012 10:24 Hider wrote:
Im not sure why you think bc and reapers were redesigned. Rather rebalanced. They still have the same role. What change has there been to the raven?


Increased movement speed from 2.25 to 2.5 as well as reduced Seeker Missile cost from 125 energy to 100.
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2012-09-08 02:06:58
September 08 2012 02:01 GMT
#144
^Raven speed increased, as well as energy cost for HSM decreased.

I don't think he meant redesigned, more like Blizzard have tried to make them work. Breathe some life into them so to speak
Belha
Profile Joined December 2010
Italy2850 Posts
September 08 2012 02:11 GMT
#145
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U
Chicken gank op
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-09-08 02:35:34
September 08 2012 02:34 GMT
#146
Warhound is not needed to break tvt siege lines, tvt was a perfectlly fine matchup annyway.

Annyway:Now that i found out that the missles has 9 range its easy for me to see whats wrong with it.
9 range is way to much.
Not sure why they thought it needed 9 range, to counter siege tanks or to counter collosus..
It does make it way overpowerd against annything else though.

Maybe problem is also that they build to fast, so that terran can get to manny of them on only 1-2 factorys in a to short of a time, think missle range is the main isue though.
Seraphic
Profile Joined September 2010
United States3849 Posts
September 08 2012 02:46 GMT
#147
There, are quite a lot of reasons why I'm switching to Terrans again after playing Toss for the majority of BW. The moment I saw how HotS is, I knew right away how bad Toss got it this expansion.

All other races got something to contribute to the ground army either early or mid game. Toss got completely fucked over because Blizz refuses to add anything to the race. Everything is so... half assed as it seems I don't even know what to make of it.

My beloved Toss... just don't feel like Toss anymore. Until they add something worth using, I'm gonna go to Terran.
Natus Vincere Fan | Team Secret Fan | SK Telecom T1 Fan | Lanaya the Templar Assassin <3
lowercase
Profile Joined September 2010
Canada1047 Posts
September 08 2012 03:58 GMT
#148
I've watched a lot of HotS streams and Protoss players are learning to just not build HotS units if they want to win. Both (is that it, two new units?) new units are pretty rubbish right now.
That is not dead which can eternal lie...
summerloud
Profile Joined March 2010
Austria1201 Posts
September 08 2012 05:22 GMT
#149
On September 08 2012 08:00 pmp10 wrote:
Show nested quote +
On September 08 2012 07:41 Tao367 wrote:
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.


if you are afraid of that, increase range on nuke

boom - i solved the problem. not please get rid off this shitty unit everyone hates
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
September 08 2012 05:39 GMT
#150
On September 08 2012 11:46 Seraphic wrote:
There, are quite a lot of reasons why I'm switching to Terrans again after playing Toss for the majority of BW. The moment I saw how HotS is, I knew right away how bad Toss got it this expansion.

All other races got something to contribute to the ground army either early or mid game. Toss got completely fucked over because Blizz refuses to add anything to the race. Everything is so... half assed as it seems I don't even know what to make of it.

My beloved Toss... just don't feel like Toss anymore. Until they add something worth using, I'm gonna go to Terran.


I feel the same way but gotta be true to my protoss roots man.

I think. For now. Until I play HotS.

I am afraid that blizzard knows they fucked up and dont want to admit it -_-
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
734pot
Profile Joined June 2012
Australia294 Posts
September 08 2012 06:09 GMT
#151
I like the change to disruption swarm, though it will be a hard thing to balance. Many things in the game might seem ridiculously powerful, but I think too many people take that as instantly meaning that it will be imbalanced. In BW different races had ridiculously powerful things (dark swarm, d-web, plague, tanks, recall, mines, nydus, hold lurker...) and yet the game was balanced, so I think people should be a bit more reserved about instantly jumping on the imbalance train.

I think it could be good for gameplay if tanks were stronger and if blinding cloud was stronger. Mech would be viable in TvP (and it would actually be mech instead of mechanical infantry), and you would get very interesting positional play with the great power of tanks and blinding cloud in TvZ (somewhat akin to dark swarm/tank play). Also I wouldn't mind if the nerfed fungal somehow, its role will be less integral in HotS if they keep blinding cloud and abduct somewhat powerful, thus making it easier to balance.
lemagrag
Profile Joined April 2009
Sweden32 Posts
September 08 2012 06:47 GMT
#152
I love how the HotS looks, only A move "new" unit is warhound. Other than that i think the games will be more micro then WoL
FATJESUSONABIKE
Profile Joined November 2011
184 Posts
September 08 2012 07:02 GMT
#153
EVERYBODY in the community who's above gold is telling blizzard to redesign the warhound, and i mean EVERYBODY. are they really not going to change it?
AnomalySC2
Profile Joined August 2012
United States2073 Posts
September 08 2012 07:19 GMT
#154
On September 08 2012 06:13 gedatsu wrote:
Blizz doesn't understand what the problem is with Warhound.


They created it, they definitely know whats up.
Herect
Profile Joined January 2012
Brazil216 Posts
Last Edited: 2012-09-08 07:24:13
September 08 2012 07:23 GMT
#155
On September 08 2012 16:02 FATJESUSONABIKE wrote:
EVERYBODY in the community who's above gold is telling blizzard to redesign the warhound, and i mean EVERYBODY. are they really not going to change it?


Sometimes, what people need is not what they want.

And I like the Warhound. I prefer it instead of a spellcaster or something like that. Almost ll units of terran are so stressful. You have to split your marines, you have to kite, you have to position your tanks, control properly your ghosts, and if you don't do that your shit will just die to a lot of lazers, storms, acid or broodlings.

I like that, it's cool to micro, take a good position, etc. But, sometimes, when i'm raging, i just want to have a unit that makes my opponent deal with what i'm doing and suffer instead of the reverse. It's frustating to see all my tanks (that usually i spend so much time/effort macroing) becomes useless after just some Broodlords come into play.

Browder said on some interview that Terrans already have so much shit to micro, Blizz didn't want to give one more shit to Terran players worry. When People start to incorporate more Tank/Widow Mine play into Warhound compositions this will become clear.
Deleted User 183001
Profile Joined May 2011
2939 Posts
September 08 2012 07:35 GMT
#156
On September 08 2012 06:38 purakushi wrote:
Oracle
- Revelation has changed from E to R.
- Entomb has changed from R to E.

lol

Just noticed that. I laughed too hard lol.
foxmulder_ms
Profile Joined February 2011
United States140 Posts
September 08 2012 07:35 GMT
#157
Just axe the warhound!!!!
SupItsG
Profile Joined March 2011
United States59 Posts
September 08 2012 07:44 GMT
#158
Cool to see a warhound nerf but I think they either need to up the cost or change the supply to 3. Way to easily massible right now. Making the haywire not autocast would be cool maybe
InVerno
Profile Joined May 2011
258 Posts
Last Edited: 2012-09-08 07:55:13
September 08 2012 07:54 GMT
#159
The wh still op and we all know, what is interesting (or maybe, depressing) is the way they nerf , bit by bit, just to be sure it will stay a "all-around unit" ... i feel they are afraid to cut corners, so they will nerf it very slowly ..
Well.. a new monster is born
Ramiz1989
Profile Joined July 2012
12124 Posts
September 08 2012 07:56 GMT
#160
On September 08 2012 10:15 Omnidroid wrote:
Show nested quote +
On September 08 2012 09:34 DemigodcelpH wrote:
On September 08 2012 09:25 blade55555 wrote:
On September 08 2012 09:14 DemigodcelpH wrote:
On September 08 2012 08:18 blade55555 wrote:
On September 08 2012 08:10 TSL-Lore wrote:
Does anyone else feel like there is absolutely nothing exciting about the new units in HOTS? I find myself getting really bored of watching HOTS streams even though the beta has only been out for a few days.


I have the opposite impression (this from a zerg side though).

I feel the Swarmhost has brought a lot more excitement to zvp/zvt imo. We all know current WoL play is zerg has to go hive if they want to win. With the swarmhost being added zerg can be doing aggressive actions all game and not have to turtle - hive tech - get big deathball.

Dunno warhound is boring, I like the battlehellion/widow mine and new toss units just suck.

Watching the swarmhost only makes me wish I had a hots beta account more and more T_T.


Zerg already had a plethora of viable options to win before hive. It's not that Zerg had to go hive, but that they get it for free because creep/mobility gives them map control by default.


They really don't have that many options to win before hive. Zvp they could do roach aggression but if toss defends properly they rarely lose the game unless they mess up.

zvt is the same if zerg does a mid game push it HAS to do a ton of damage. If terran defends appropriately then zerg loses unless again terran does a huge mistake.

Now with the swarmhost zerg can do aggression before hive and not be "all in".


Zerg doesn't have to all-in to win or do aggression before hive. This is a flawed mindset popularized by Zergs who think making units before full saturation is "damage" or "all-in".

Zerg has just as many, if not more, options to win in the mid-game compared to the other races. Win upfront with roach/bane, ling/bane, mass muta (Protoss and unprepared Ts), muta/ling/bling, mass seedlings, circumvent defense with drop play, banes, nydus, et cetera.

You're exaggerating the number of options we have. I only see in ZvT mid game either Ling/Bling/Muta or mass sling/infestor against non-mech. And either Roach/muta or roach/infestor with or without dropplay against mech.Roach/bane is good for all in.

He isn't exaggerating, he doesn't have a clue what he is talking about.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Spidinko
Profile Joined May 2010
Slovakia1174 Posts
September 08 2012 08:55 GMT
#161
Is the patch live?
Ramiz1989
Profile Joined July 2012
12124 Posts
September 08 2012 08:59 GMT
#162
On September 08 2012 17:55 Spidinko wrote:
Is the patch live?

It is. Btw, I was watching BabyKnights stream, and came to conclusion that WH nerf actually nerfed their dps by a lot. Don't know if it is enough, I would put them to be at least 3 population, since WH being the same population as Zealot or Roach is ridiculous, but we will see.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 08 2012 09:28 GMT
#163
On September 08 2012 16:02 FATJESUSONABIKE wrote:
EVERYBODY in the community who's above gold is telling blizzard to redesign the warhound, and i mean EVERYBODY. are they really not going to change it?


Ugliest unit Blizzard have designed in their history. The Command and Conquer dev team acquisitions is starting to show through.
Startyr
Profile Joined November 2011
Scotland188 Posts
September 08 2012 09:32 GMT
#164
Has anyone tried siege tanks protected by widow mines and battle hellions? seems like it would provide really interesting games and then the opponent might try air units and terran gets viking/battlecruiser/raven.

But no the above is redundant as just massing warhounds is better.

NATO
Profile Joined April 2010
United States459 Posts
September 08 2012 09:38 GMT
#165
On September 08 2012 06:15 Tao367 wrote:
Show nested quote +
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


This is simply not true. Do you have the beta? I've been testing it myself and it actually loses to everything the toss has but stalkers (pre-patch) per cost.
Dyme
Profile Joined November 2010
Germany523 Posts
Last Edited: 2012-09-08 09:43:43
September 08 2012 09:42 GMT
#166
- Viper Blinding Cloud now hits everything, but the radius of effect has reduced from 2.5 to 1.5.

Isn't mech kinda spread out anyways? Usually? And even if you hit a ball of Hellions perfectly, how many do you get? Like 6?
/edit: Forgot about Protoss... probably really okay against Toss...

I think they could have easily left this at 2.5. Or at least 2, so that it works nicely with Fungal.
To be honest, I just hate that Blizzard slowly is making every spell 1.5 radius <.<
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 08 2012 10:02 GMT
#167
Warhounds are not as powerful as people think. Zerg knows how to handle them now like any other unit, and Protoss will figure it out pretty soon. If Protoss doesn't...then obviously they will tweak the haywire missile.

Void ray openings vs mech are really good btw.
Sup
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
September 08 2012 10:06 GMT
#168
On September 08 2012 19:02 avilo wrote:
Warhounds are not as powerful as people think. Zerg knows how to handle them now like any other unit, and Protoss will figure it out pretty soon. If Protoss doesn't...then obviously they will tweak the haywire missile.

Void ray openings vs mech are really good btw.


i already posted in your topic but will here again

what about protoss players trying immortals in warp prisms and dodging auto attack and rockets from warhounds? I mean it would probably help a lot in early to mid game, as for mid late game mass colossus should do well?
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 08 2012 10:11 GMT
#169
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.
Primal666
Profile Joined November 2010
Slovenia418 Posts
September 08 2012 10:13 GMT
#170
On September 08 2012 18:28 Cabinet Sanchez wrote:
Show nested quote +
On September 08 2012 16:02 FATJESUSONABIKE wrote:
EVERYBODY in the community who's above gold is telling blizzard to redesign the warhound, and i mean EVERYBODY. are they really not going to change it?


Ugliest unit Blizzard have designed in their history. The Command and Conquer dev team acquisitions is starting to show through.

excactly my thoughts, even the warhound fire looks like something from CC: generals
Telenil
Profile Joined September 2010
France484 Posts
September 08 2012 10:25 GMT
#171
On September 08 2012 16:02 FATJESUSONABIKE wrote:
EVERYBODY in the community who's above gold is telling blizzard to redesign the warhound, and i mean EVERYBODY. are they really not going to change it?

Look, it's been three or four days since the beta began. Even if they started re-designing it the second it was first suggested on the forum, they wouldn't even have time to change the art. Give them a few weeks before saying they "won't" change it.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Garmer
Profile Joined October 2010
1286 Posts
September 08 2012 10:36 GMT
#172
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
Evangelist
Profile Blog Joined June 2011
1246 Posts
September 08 2012 10:45 GMT
#173
On September 08 2012 06:42 Zane wrote:
The cloud thingy affecting everything seems a bit ridiculous. I guess marine/tank will die completely and it's going to be either pure bio or tankless mech.


Really? I got the impression they're trying to break up deathballs. Range 1.5 practically screams "spread your fucking units."
Cirqueenflex
Profile Joined October 2010
499 Posts
September 08 2012 10:55 GMT
#174
if a sieged tank is affected by the cloud, its range gets reduced to melee. Does that mean it can now shoot itself? Or does it not shoot at all because of minimum range?

(new meme incoming: "i was a tank, but then i took my own arrow to the knee" :p )
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2012-09-08 11:14:19
September 08 2012 11:10 GMT
#175
I wonder how strategies will evolve around new blinding cloud. I guess we will see more vipers.

I hope they will add better maps for Hots. With these we wont see true super late games very often and it may stay quite imbalanced until game is released.
Cirqueenflex
Profile Joined October 2010
499 Posts
September 08 2012 11:31 GMT
#176
actually, i think the Viper change is really good, as they destroyed pure bio with the cloud, and they were also very well against few key units (marine/tank with few tanks, protoss Deathball with few colossi), but they really could not deliver against pure mech, where you would basically need to abduct every single terran unit (and abduct costs too much energy for mass use).
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 08 2012 12:18 GMT
#177
On September 08 2012 19:25 Telenil wrote:
Show nested quote +
On September 08 2012 16:02 FATJESUSONABIKE wrote:
EVERYBODY in the community who's above gold is telling blizzard to redesign the warhound, and i mean EVERYBODY. are they really not going to change it?

Look, it's been three or four days since the beta began. Even if they started re-designing it the second it was first suggested on the forum, they wouldn't even have time to change the art. Give them a few weeks before saying they "won't" change it.



It's been suggested since practically the first battle report.
Naphal
Profile Joined December 2010
Germany2099 Posts
September 08 2012 12:25 GMT
#178
if blizzard redesigns the warhound, they better redesign the colossus, the archon, the chargelot and the roach as well, because these double standards have existed long enough ^.<
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 08 2012 12:29 GMT
#179
On September 08 2012 21:25 Naphal wrote:
if blizzard redesigns the warhound, they better redesign the colossus, the archon, the chargelot and the roach as well, because these double standards have existed long enough ^.<


I'm gonna drop a guess here but I'd say almost every single person whining about the warhound isn't just whining about the damage / attack style of the unit. We're just as flabberghasted at how awful and ugly it looks as we are at it's stupid autocasting missles.

You could completely re-write the units damage / stats and we'd still think it's a shitty looking unit. The autocasting missles are just icing on the cake.
Blizzard literally interpreted "mech" completely and utterly incorrectly. It's embarassing.
kusto
Profile Joined November 2010
Russian Federation823 Posts
September 08 2012 12:45 GMT
#180
So does the warhound completely take the function as a better marauder?
the game is the game
Rah
Profile Joined February 2010
United States973 Posts
September 08 2012 13:28 GMT
#181
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.
Streaming on twitch. http://www.twitch.tv/rahsun86
InoyouS2
Profile Joined December 2011
1005 Posts
Last Edited: 2012-09-08 13:47:50
September 08 2012 13:46 GMT
#182
Umm, okay, I get that Blizzard don't like siege tanks, but seriously?

I mean, in WoL, siege tanks weren't even that scary, as a zerg you could ling surround, flank, roaches, as a Protoss, immortals, you name it. Tanks did very mediocre DPS with a slight splash (not exactly a large splash either).

However, with this expansion, every single unit is designed to counter the siege tank:
- Warhound (anti-mechanical, ridiculous HP, very fast)
- Battle Hellion (very beefy, takes the shots so that the higher damage units can snipe the tanks)
- Tempest (obvious)
- Viper (abduct and now blinding cloud)
- Swarm host (free units to take shots and attack tanks)

I really don't understand what was the point of it all, if you don't want Terran to build tanks in any match-up then simply remove the unit and put some units in with better thought-out skills.
IMMvp|fOrGG|IMNesTea|oGsMC|Liquid`Hero|DongRaeGu|Slayers_MMA|Liquid`TLO|MarineKingPrime|IMSeed
tns
Profile Joined June 2011
1054 Posts
Last Edited: 2012-09-08 14:35:30
September 08 2012 14:35 GMT
#183
Was wondering what kind of new hotkeys did they add?

Like what's the hotkey for "select all army" ? Ctrl A ?

And maybe other stuff? but I can't tell ~~ ... what's new for "in game features" hotkeys?
firebathero miss u♥! http://youtu.be/AXkoG9GnpcM - 1998/11/30 to 2001/05/18 BW stabilized! - WoL v.alpha HotS v.beta LotD v.gamma... summer 2017 SC3 (sc1remastered)
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
September 08 2012 14:53 GMT
#184
The best way to change WH is to just redesign it to be anti-air unit. lol
SiroKO
Profile Joined February 2012
France721 Posts
September 08 2012 15:01 GMT
#185
-2 dmg dmg to locus host ?
This wouldn't balance anything.
Our envy always last longer than the happiness of those we envy
Baalthersar
Profile Joined December 2011
Germany239 Posts
September 08 2012 15:01 GMT
#186
Like the changes
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 08 2012 15:06 GMT
#187
On September 09 2012 00:01 SiroKO wrote:
-2 dmg dmg to locus host ?
This wouldn't balance anything.


No no no, the locusts themselves do -2 less damage.

Also after the warhound nerf I've seen a lot of Terrans completely getting owned with just warhounds as their army with battle hellions. Seems to have worked quite well! More tanks folks <3
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
blug
Profile Joined February 2011
Australia623 Posts
September 08 2012 15:16 GMT
#188
Good changes. Sheesh I wish they would get rid of the WarHound though.
Derp
pmp10
Profile Joined April 2012
3323 Posts
Last Edited: 2012-09-08 15:20:16
September 08 2012 15:20 GMT
#189
On September 09 2012 00:06 Qikz wrote:
Show nested quote +
On September 09 2012 00:01 SiroKO wrote:
-2 dmg dmg to locus host ?
This wouldn't balance anything.


No no no, the locusts themselves do -2 less damage.

Also after the warhound nerf I've seen a lot of Terrans completely getting owned with just warhounds as their army with battle hellions. Seems to have worked quite well! More tanks folks <3

Tanks currently get owned by mothership.
This beta has a long way to go.
Garmer
Profile Joined October 2010
1286 Posts
September 08 2012 15:22 GMT
#190
how can i have this patch via editor? i must reinstall the client?
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 08 2012 15:38 GMT
#191
On September 09 2012 00:20 pmp10 wrote:
Show nested quote +
On September 09 2012 00:06 Qikz wrote:
On September 09 2012 00:01 SiroKO wrote:
-2 dmg dmg to locus host ?
This wouldn't balance anything.


No no no, the locusts themselves do -2 less damage.

Also after the warhound nerf I've seen a lot of Terrans completely getting owned with just warhounds as their army with battle hellions. Seems to have worked quite well! More tanks folks <3

Tanks currently get owned by mothership.
This beta has a long way to go.


Call me dumb, but what's your point about a mothership beating a tank? Tanks can't shoot up, or am I missing something?
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-09-08 15:41:57
September 08 2012 15:39 GMT
#192
Blinding Cloud in it's current state seems pretty strong. It works on Siege Tanks in Siege Mode. Even Dark Swarm was susceptitle to splash damage. For example, in Brood War late game versus Dark Swarm, Protoss had to rely on Archons, Reavers, and High Templar to kill units under Dark Swarm. Terran relied on Irradiate, Siege Mode, and Spider Mines.

Also, Blinding Cloud combined with chain Fungal means you can't micro out of it. Seems nuts. Hopefully we'll see some new tactics along with some updates to old ones to deal with this. :D
pmp10
Profile Joined April 2012
3323 Posts
September 08 2012 15:41 GMT
#193
On September 09 2012 00:38 Tao367 wrote:
Show nested quote +
On September 09 2012 00:20 pmp10 wrote:
On September 09 2012 00:06 Qikz wrote:
On September 09 2012 00:01 SiroKO wrote:
-2 dmg dmg to locus host ?
This wouldn't balance anything.


No no no, the locusts themselves do -2 less damage.

Also after the warhound nerf I've seen a lot of Terrans completely getting owned with just warhounds as their army with battle hellions. Seems to have worked quite well! More tanks folks <3

Tanks currently get owned by mothership.
This beta has a long way to go.


Call me dumb, but what's your point about a mothership beating a tank? Tanks can't shoot up, or am I missing something?

I meant tank-heavy terran compositions in TvP.
Which is likely why they don't get used.
Redox
Profile Joined October 2010
Germany24794 Posts
September 08 2012 16:45 GMT
#194
I still hope they will completely redesign the Warhound, and the dmg nerf is just a short fix for the meantime.
Off-season = best season
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 08 2012 17:03 GMT
#195
On September 08 2012 22:28 Rah wrote:
Show nested quote +
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.


Of course not. Why would they? It's one of the most beloved unit.

Poll: Most loved protoss unit?

Stalker (76)
 
27%

Immortal (73)
 
26%

Warp Prism (39)
 
14%

Sentry (38)
 
13%

Phoenix (27)
 
10%

Colossus (12)
 
4%

Mothership (12)
 
4%

Void Ray (5)
 
2%

282 total votes

Your vote: Most loved protoss unit?

(Vote): Stalker
(Vote): Sentry
(Vote): Immortal
(Vote): Warp Prism
(Vote): Colossus
(Vote): Phoenix
(Vote): Void Ray
(Vote): Mothership

MMA: The true King of Wings
chris5180
Profile Joined July 2012
198 Posts
September 08 2012 18:17 GMT
#196
glad that there's going to be a patch that weakens the warhound, it seems really powerful
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 08 2012 18:19 GMT
#197
Also, Blinding Cloud combined with chain Fungal means you can't micro out of it. Seems nuts. Hopefully we'll see some new tactics along with some updates to old ones to deal with this. :D

But viper+infestor requires 350 gas
Buchan
Profile Joined July 2011
Canada184 Posts
September 08 2012 18:30 GMT
#198
Nerf warhound and buff tanks please
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 08 2012 18:36 GMT
#199
On September 09 2012 02:03 SarcasmMonster wrote:
Show nested quote +
On September 08 2012 22:28 Rah wrote:
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.


Of course not. Why would they? It's one of the most beloved unit.

Poll: Most loved protoss unit?

Stalker (76)
 
27%

Immortal (73)
 
26%

Warp Prism (39)
 
14%

Sentry (38)
 
13%

Phoenix (27)
 
10%

Colossus (12)
 
4%

Mothership (12)
 
4%

Void Ray (5)
 
2%

282 total votes

Your vote: Most loved protoss unit?

(Vote): Stalker
(Vote): Sentry
(Vote): Immortal
(Vote): Warp Prism
(Vote): Colossus
(Vote): Phoenix
(Vote): Void Ray
(Vote): Mothership


yeah wtf, Immortal is awesome. Immortal and Warp Prism is even better
VERY FRAGILE, LIKE A BABY PANDA EGG
testthewest
Profile Joined October 2011
Germany274 Posts
September 08 2012 18:41 GMT
#200
On September 09 2012 02:03 SarcasmMonster wrote:
Show nested quote +
On September 08 2012 22:28 Rah wrote:
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.


Of course not. Why would they? It's one of the most beloved unit.

Poll: Most loved protoss unit?

Stalker (76)
 
27%

Immortal (73)
 
26%

Warp Prism (39)
 
14%

Sentry (38)
 
13%

Phoenix (27)
 
10%

Colossus (12)
 
4%

Mothership (12)
 
4%

Void Ray (5)
 
2%

282 total votes

Your vote: Most loved protoss unit?

(Vote): Stalker
(Vote): Sentry
(Vote): Immortal
(Vote): Warp Prism
(Vote): Colossus
(Vote): Phoenix
(Vote): Void Ray
(Vote): Mothership



You purposefully left out the charge-lot! *shakesfist* Damn you!
War is not about who is right, but who is left.
Snijjer
Profile Joined September 2011
United States989 Posts
September 08 2012 18:45 GMT
#201



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
Profile Joined April 2010
United States328 Posts
Last Edited: 2012-09-08 19:00:41
September 08 2012 18:48 GMT
#202
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.
Drone then Own
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
September 08 2012 18:49 GMT
#203
Man, that is nowhere near enough of a war hound nerf. They litterally kill everything on the greound atm, including immortals and roaches, the so called anti mech units. And protoss needs buffs on their ground forces, becuase relying on heavy air styles means you die so hard to heavy viking or corrupter builds. I mayu be biased, but toss looks really weak atm.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
September 08 2012 18:51 GMT
#204
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.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
September 08 2012 18:52 GMT
#205
After watching a couple of HotS streams I thought the Viper's Blinding Cloud ability had actually been removed post Alpha. Don't think I've seen it used once yet, so hopefully this new buff will see to that.
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2012-09-08 18:55:42
September 08 2012 18:53 GMT
#206
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..
Drone then Own
CikaZombi
Profile Joined August 2011
Serbia630 Posts
September 08 2012 18:59 GMT
#207
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 >.<
You can no more evade my wrath, than you could your own shadow.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
September 08 2012 19:23 GMT
#208
disappointed with the tempest... that its still there hmph!
Also : give us some goliathtype unit like everyone is mentioning, this warhound is such a pain...
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-09-08 19:33:02
September 08 2012 19:32 GMT
#209
1 of the races got to have the slower unit, its been terran for a long time with the slower units ( 2.25 bio and mech ) and now the situation is turned around and they have a unit thats a little bit faster (0.125 above stalker?)
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
Profile Joined September 2012
9 Posts
Last Edited: 2012-09-08 19:37:19
September 08 2012 19:33 GMT
#210
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.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
September 08 2012 19:35 GMT
#211
On September 08 2012 06:08 Cokefreak wrote:
No surprise warhound got a nerf.

And it's still far from balance...
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
Mistakes
Profile Joined February 2011
United States1102 Posts
September 08 2012 19:36 GMT
#212
They need to get rid of the stupid automine stuff on the start. That's just crying for change.

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.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
September 08 2012 19:48 GMT
#213
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.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
InoyouS2
Profile Joined December 2011
1005 Posts
September 08 2012 19:57 GMT
#214
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.
IMMvp|fOrGG|IMNesTea|oGsMC|Liquid`Hero|DongRaeGu|Slayers_MMA|Liquid`TLO|MarineKingPrime|IMSeed
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
Last Edited: 2012-09-08 20:04:35
September 08 2012 20:00 GMT
#215
Obviously all this is subject to further change prior to release so I think we should all take what's in the patch a little...impartially.

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
Profile Joined October 2010
1286 Posts
Last Edited: 2012-09-08 20:03:59
September 08 2012 20:01 GMT
#216
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
Profile Joined November 2009
United States740 Posts
Last Edited: 2012-09-08 20:41:09
September 08 2012 20:40 GMT
#217
good bye, sc 2 forever

blizzard gotta make new fucking series soon

please dont make Word of Starcraft -___-

BW was the best and they killed it ...now what...
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
ChoDing
Profile Joined November 2009
United States740 Posts
September 08 2012 20:42 GMT
#218
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
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 08 2012 20:45 GMT
#219
I like the tinkering with blinding cloud, but I feel that it lacks excitement because of the long range. I think it would bring more excitement if the range was reduced so the viper has to be more exposed, I mean 9 range is a lot for a spell that basically makes tanks useless if they are sieged up.

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
Profile Blog Joined February 2011
United States603 Posts
September 08 2012 20:52 GMT
#220
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
A person that attempts to diagnose themselves has a fool for a doctor and a bigger fool for a patient.
ChoDing
Profile Joined November 2009
United States740 Posts
September 08 2012 21:33 GMT
#221
On September 09 2012 05:52 Serpest wrote:
Show nested quote +
On September 09 2012 05:42 ChoDing wrote:
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


+1 :D

i wasnt going to talk about bw players and bw units.. but thank you for adding this

even in sc 2 if you use hellions correctly...like LAST vs NESTEA in OSL round 16...you will see mech isnt immobile
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 08 2012 21:36 GMT
#222
On September 09 2012 06:33 ChoDing wrote:
Show nested quote +
On September 09 2012 05:52 Serpest wrote:
On September 09 2012 05:42 ChoDing wrote:
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


+1 :D

i wasnt going to talk about bw players and bw units.. but thank you for adding this

even in sc 2 if you use hellions correctly...like LAST vs NESTEA in OSL round 16...you will see mech isnt immobile


Well again when most people are talking about mech they are talking about the composition to take out a base for example. Hellion/vultures obviously aren't immobile but the heavy hitters that crush ground units like Thor/tanks shouldn't be fast and they aren't.
When I think of something else, something will go here
ChoDing
Profile Joined November 2009
United States740 Posts
Last Edited: 2012-09-08 21:50:34
September 08 2012 21:46 GMT
#223
On September 09 2012 06:36 blade55555 wrote:
Show nested quote +
On September 09 2012 06:33 ChoDing wrote:
On September 09 2012 05:52 Serpest wrote:
On September 09 2012 05:42 ChoDing wrote:
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


+1 :D

i wasnt going to talk about bw players and bw units.. but thank you for adding this

even in sc 2 if you use hellions correctly...like LAST vs NESTEA in OSL round 16...you will see mech isnt immobile


Well again when most people are talking about mech they are talking about the composition to take out a base for example. Hellion/vultures obviously aren't immobile but the heavy hitters that crush ground units like Thor/tanks shouldn't be fast and they aren't.


Thors and Tanks can be immobile yes yes sure why not

but that composition isnt THAT immobile either. learn2turle, get 200 push ...win...omg terran op

EDIT: considering no one has used medivacs + mechs..idk it is immobile yet..we got alot of bw pros moving on to sc 2.. we will see this composition soon.. and this isNt immobile at all
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
Cloak
Profile Joined October 2009
United States816 Posts
September 08 2012 21:53 GMT
#224
If you want mobile mech, it needs to be weak. Mech usually means strong and bulky, so it runs counter to the theme of mech in the first place. Something so big looks ridiculous when it goes fast. Bio- small, cheap, numerous, mobile, swarm. Mech- big, few, powerful, expensive, immobile.
The more you know, the less you understand.
antifan
Profile Joined August 2012
116 Posts
September 08 2012 22:08 GMT
#225
The oracle change was pretty uncalled for. I'd say keep on needing Zerg though. Vipers pull back thing is too good at the moment
FortMonty
Profile Joined May 2012
United States63 Posts
September 08 2012 22:15 GMT
#226
I still feel that people are putting too much of a label on mech and saying that mech's core must be tanks and it must be slow and positional. Sorry, but I don't remember reading in the rule book that mech was necessarily supposed to be this way, it just happened to be this way.

If you ask me, I think the warhound should get 2 more nerfs to help it be more balanced, maybe 3.

My first opinion, it should be changed from 2 supply to 3 supply, this is an absolute must, it's just too strong regardless to be only 2 supply and it shadows the marauder.

Second, it should be light, not armored, this way, it would still hold an advantage over tanks and immortals, however, it would fall faster to marines, helions, pheonix, reapers, and so on and so forth. This could actually solve a lot of problems.

Last, I think it should have it's health reduced from 220 to around 150-170, this way it won't have an enormous advantage in health and shouldn't be seriously hard to deal with over all.

Granted these are just changes proposed by a layman, I think they would serve to keep the Warhound at it's original purpose of breaking tank lines and being viable in TvP, but wouldn't drastically over power an opponent. Thoughts?
Expect Nothing, Prepare for Anything.
InoyouS2
Profile Joined December 2011
1005 Posts
September 08 2012 22:17 GMT
#227
On September 09 2012 06:53 Cloak wrote:
If you want mobile mech, it needs to be weak. Mech usually means strong and bulky, so it runs counter to the theme of mech in the first place. Something so big looks ridiculous when it goes fast. Bio- small, cheap, numerous, mobile, swarm. Mech- big, few, powerful, expensive, immobile.


Exactly, tanks should deal a LOT more damage than they currently do, at the moment they are awful in all match-ups.

Likewise the warhound should be a lot slower, be more expensive and cost more supply.

Battle hellions are nice, and I don't think they should be touched for the moment, I don't see much imbalance with them.

Widow mine direct damage is high, so perhaps it can be used to snipe key units, but the problem is that those units are constantly being babysitted by detectors and meat shields.

Ravens are a lot better now, and we actually see them in match-ups more than before.

For Protoss, mothership core needs slower movement speed and more health and cannon damage.

Oracle needs higher vision range or higher HP, it's way too easy to snipe at the moment, alternatively give it a temporary cloak with a high energy cost (so that it can either scout or entomb, but not both).

Tempest needs a small splash against air units (maybe reduce range vs air to 10 or so?) but at the moment it gets picked off far too easily by air units.
IMMvp|fOrGG|IMNesTea|oGsMC|Liquid`Hero|DongRaeGu|Slayers_MMA|Liquid`TLO|MarineKingPrime|IMSeed
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2012-09-08 22:30:17
September 08 2012 22:20 GMT
#228
On September 09 2012 07:15 FortMonty wrote:
I still feel that people are putting too much of a label on mech and saying that mech's core must be tanks and it must be slow and positional. Sorry, but I don't remember reading in the rule book that mech was necessarily supposed to be this way, it just happened to be this way.

If you ask me, I think the warhound should get 2 more nerfs to help it be more balanced, maybe 3.

My first opinion, it should be changed from 2 supply to 3 supply, this is an absolute must, it's just too strong regardless to be only 2 supply and it shadows the marauder.

Second, it should be light, not armored, this way, it would still hold an advantage over tanks and immortals, however, it would fall faster to marines, helions, pheonix, reapers, and so on and so forth. This could actually solve a lot of problems.

Last, I think it should have it's health reduced from 220 to around 150-170, this way it won't have an enormous advantage in health and shouldn't be seriously hard to deal with over all.

Granted these are just changes proposed by a layman, I think they would serve to keep the Warhound at it's original purpose of breaking tank lines and being viable in TvP, but wouldn't drastically over power an opponent. Thoughts?


Well, it's not just an arbitrary designation. It's differentiating mech from bio, otherwise the strategic choices are meaningless and contribute to no gameplay diversity. If you make a game where Speed, Range, and Strength all trade off with eachother, you ruin balance by making something have everything. Hellions are mech, and they're fast, but they're weak, because they have to be. Mech could just as easily be the numerous yet weak variety, while bio the few but strong, but you don't want both sides to be the same.

Edit: I agree with your balance suggestions. Very reasonable, and gives reason to build Tanks.
The more you know, the less you understand.
InoyouS2
Profile Joined December 2011
1005 Posts
September 08 2012 22:23 GMT
#229
On September 09 2012 07:15 FortMonty wrote:
I still feel that people are putting too much of a label on mech and saying that mech's core must be tanks and it must be slow and positional. Sorry, but I don't remember reading in the rule book that mech was necessarily supposed to be this way, it just happened to be this way.

If you ask me, I think the warhound should get 2 more nerfs to help it be more balanced, maybe 3.

My first opinion, it should be changed from 2 supply to 3 supply, this is an absolute must, it's just too strong regardless to be only 2 supply and it shadows the marauder.

Second, it should be light, not armored, this way, it would still hold an advantage over tanks and immortals, however, it would fall faster to marines, helions, pheonix, reapers, and so on and so forth. This could actually solve a lot of problems.

Last, I think it should have it's health reduced from 220 to around 150-170, this way it won't have an enormous advantage in health and shouldn't be seriously hard to deal with over all.

Granted these are just changes proposed by a layman, I think they would serve to keep the Warhound at it's original purpose of breaking tank lines and being viable in TvP, but wouldn't drastically over power an opponent. Thoughts?


The armour idea is interesting, although the battle hellion is still light armour for tanking shots from siege lines. Also the warhound just looks like it has a lot of armour, it wouldn't seem right for it to be light armoured.

I main balance concern is the speed, it's ridiculously fast, and add to that the damage, it's just a bigger and better marauder (doesn't even need to stim).

HP and supply nerfs are a given, damage as well I feel.

The core unit to mech is and always has been the tank, this unit should have been implemented with the sole purpose of PROTECTING the siege tanks, not making them worthless.

Siege tank damage should be buffed, then you can either do a deathball style play as Terran that isn't too fragile whilst still being able to go bio play and pick apart your opponent with flanks and harass.
IMMvp|fOrGG|IMNesTea|oGsMC|Liquid`Hero|DongRaeGu|Slayers_MMA|Liquid`TLO|MarineKingPrime|IMSeed
FortMonty
Profile Joined May 2012
United States63 Posts
September 08 2012 22:31 GMT
#230
On September 09 2012 07:20 Cloak wrote:
Show nested quote +
On September 09 2012 07:15 FortMonty wrote:
I still feel that people are putting too much of a label on mech and saying that mech's core must be tanks and it must be slow and positional. Sorry, but I don't remember reading in the rule book that mech was necessarily supposed to be this way, it just happened to be this way.

If you ask me, I think the warhound should get 2 more nerfs to help it be more balanced, maybe 3.

My first opinion, it should be changed from 2 supply to 3 supply, this is an absolute must, it's just too strong regardless to be only 2 supply and it shadows the marauder.

Second, it should be light, not armored, this way, it would still hold an advantage over tanks and immortals, however, it would fall faster to marines, helions, pheonix, reapers, and so on and so forth. This could actually solve a lot of problems.

Last, I think it should have it's health reduced from 220 to around 150-170, this way it won't have an enormous advantage in health and shouldn't be seriously hard to deal with over all.

Granted these are just changes proposed by a layman, I think they would serve to keep the Warhound at it's original purpose of breaking tank lines and being viable in TvP, but wouldn't drastically over power an opponent. Thoughts?


Well, it's not just an arbitrary designation. It's differentiating mech from bio, otherwise the strategic choices are meaningless and contribute to no gameplay diversity. If you make a game where Speed, Range, and Strength all trade off with eachother, you ruin balance by making something have everything. Hellions are mech, and they're fast, but they're weak, because they have to be. Mech could just as easily be the numerous yet weak variety, while bio the few but strong, but you don't want both sides to be the same.


Yes, but the problem is people dislike the warhound because it doesn't follow the suit of say Siege Tanks or Thors because it doesn't serve the same basic function. Barring out that it is simply OP at the present moment, I would say it can be categorized with the Helions, banshee's and such mobile mech units. The problem is that people place the Tank as the core unit for mech, I personally play relatively tankless when I go mech, that's just how I like to play it, now that Blizzard has added a unit that strays off from that position play (Which mind you only exists because of the tank) people are saying it's poor design choice when in reality it's the tank that differs from every other mech unit.

Helions are mobile and good for harass, Thors are essentially an A move unit, Banshee's are good added DPS while also being decent harass, and Viking rule the air, really there's nothing stopping this army from being an A move army, EXCEPT the tank. So now that they've introduced a mobile unit that could compliment this army, the tank is becoming less and less used in favor of mobility. Although I would argue that the tank is still the best option in TvZ and it can still be Decent in TvP and TvT, it's just not the star of the show anymore in TvT and now that battle helions and Warhounds have eliminated it's main threats, it's free to be utilized in TvP.

Again, just a laymans perspective, but I think with changes to the Warhound that I suggested or possibly something better to balance out the equation, Warhounds would be a nice way to implement tanks safely into TvP and would possibly remove some of the spotlight from tanks in TvT.
Expect Nothing, Prepare for Anything.
Laneir
Profile Joined September 2010
United States1160 Posts
September 08 2012 22:32 GMT
#231
Lol warhound nerf who didnt see that coming
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Bippzy
Profile Blog Joined March 2011
United States1466 Posts
Last Edited: 2012-09-08 22:41:35
September 08 2012 22:39 GMT
#232
I'm just gonna go ahead and throw it out there.

Describing the warhound as conceptually not allowed to be a unit because it does not fit as into the concept of "mech" is an impossible argument and it's clear the developer's don't have this mindset, otherwise the warhound wouldn't exist yet. So, while I love to hear complaints on the warhound(sarcasm), that's the least of the reasoning that should ever be put against it.

Edit: The warhound in eearly TvZ is basically a stalker that micros back with it's range and takes potshots.

Otherwise, what I want to say about this patch is a warning. Looking at how stale WOL can get if you watch the same matchup too much, I realize all the things lost. Void ray speed? etc etc the one thing I hope Blizzard can do with HOTS is balance the game but at the same time maintain a large amount of diversity into the gameplay. It's the only thing that WOL's missing in my eyes.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
September 08 2012 22:50 GMT
#233
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


perhaps in your D league mech can be fast, where mech is nothing but vultures? LOOOOL


RavenLoud
Profile Joined March 2011
Canada1100 Posts
Last Edited: 2012-09-08 22:55:19
September 08 2012 22:54 GMT
#234
Get the goddamn carriers back in the game and buff the tempest. I simply cannot comprehend the minds that would replace the carrier with the tempest. You'd think that the super advanced protoss fleet will look at their overwhelming carrier fleets and go "hum...this sucks, let's replace it with a spoon killing artillery ship. It feels way more badass yo to kill something 5x slower but 2x further"

Mothership core is a bit underwhelming now too.

In fact, everything about protoss is underwhelming. I facepalm nearly everytime I'm watching beta PvT in hots so far.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-09-08 23:00:03
September 08 2012 22:55 GMT
#235
On September 09 2012 07:54 RavenLoud wrote:
Get the goddamn carriers back in the game and buff the tempest. I simply cannot comprehend the minds of a sane mind that would replace the carrier with the tempest. You'd think that the super advanced protoss fleet will look at their overwhelming carrier fleets and go "hum...this sucks, let's replace it with a spoon killing artillery ship. It feels way more badass yo to kill something 5x slower but 2x further"

Mothership core is a bit underwhelming now too.

In fact, everything about protoss is underwhelming. I facepalm nearly everytime I'm watching beta PvT in hots so far.


Uhm.

What you just described is the mindset of every major military force for the last two hundred years.

Tanks didn't make Brood War. A combination of tanks, vultures, goliaths and mines made BW mech. We're got most of those unit types. Tanks are in game. Vultures are hellions in a roundabout way. Goliaths can easily be vikings/warhounds. Now we just need the mines to work and BW mech becomes a reality in SC2.

BW mech has been wrongly portrayed as an invincible positional spread of doom, blocking off entire avenues of attack. If this was true, how the hell did anyone ever win against it? It was never like that. Every game I ever saw of BW mech turned out more or less the same way as every marine tank game I've ever seen - the tanks whittle down numbers, the buffer does damage as the tanks whittle the numbers down. The only major difference is that mines made it so cost ineffective to go down certain pathways.

What is missing isn't awesome tanks. It's mines. The Widow Mine is the key to making an awesome mech playstyle work.
FortMonty
Profile Joined May 2012
United States63 Posts
September 08 2012 22:56 GMT
#236
On September 09 2012 07:39 Bippzy wrote:
I'm just gonna go ahead and throw it out there.

Describing the warhound as conceptually not allowed to be a unit because it does not fit as into the concept of "mech" is an impossible argument and it's clear the developer's don't have this mindset, otherwise the warhound wouldn't exist yet. So, while I love to hear complaints on the warhound(sarcasm), that's the least of the reasoning that should ever be put against it.

Edit: The warhound in eearly TvZ is basically a stalker that micros back with it's range and takes potshots.

Otherwise, what I want to say about this patch is a warning. Looking at how stale WOL can get if you watch the same matchup too much, I realize all the things lost. Void ray speed? etc etc the one thing I hope Blizzard can do with HOTS is balance the game but at the same time maintain a large amount of diversity into the gameplay. It's the only thing that WOL's missing in my eyes.


I agree with the comment on the Warhounds speed, and I agree with this post as well. There's no sense in classifying an entire tech path based on what the current metagame for it is or the traditional way it was played.

The main point I agree with in this post is the comment on how stale the gameplay has become in WOL. To me, it's lost all surprise, and really the match-ups in general seem like they can be predicted rather easily. Most TvT on the professional level are marine tank vs marine tank, and while this can be entertaining to watch, it gets rather dull as the game goes on and the match-up continues this course, it doesn't help that this very same composition is extremely optimal in TvZ as well and is also the standard for that matchup as well. Although the difference is that it alters near the end game when you want to switch to marauder productions for Ultralisks and tanks become less viable regardless due to broodlords, which in my opinion becomes even more of a concern with the introduction of the swarm hosts.

TvP is another relatively predictable match up where it's always safe to assume that the opponent is going to go bio centric which makes me happy that with the introduction fot he warhound and the Battle Helion, this will open a bit more diversity in this match up. TvZ can actually be very interesting due to mech being highly optimal as well with Raven Transitions being viable as well, So for the most part, I'd say TvZ is Terran's most diverse match up in terms of strategy and composition, where as in TvT if you do mech it's more to gain the element of surprise on your opponent and never really goes past the tank war part of it.

So I think the Warhound abd battlehelion being introduced will add a bit more depth to TvT rather than just simple positioning, in the end people call TvT like a chess match, but in my opinion it's more like trench warfare, vast stretches of boredom follow by brief moments of sheer terror.
Expect Nothing, Prepare for Anything.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
Last Edited: 2012-09-08 23:05:04
September 08 2012 22:59 GMT
#237
On September 09 2012 07:55 Evangelist wrote:
Show nested quote +
On September 09 2012 07:54 RavenLoud wrote:
Get the goddamn carriers back in the game and buff the tempest. I simply cannot comprehend the minds of a sane mind that would replace the carrier with the tempest. You'd think that the super advanced protoss fleet will look at their overwhelming carrier fleets and go "hum...this sucks, let's replace it with a spoon killing artillery ship. It feels way more badass yo to kill something 5x slower but 2x further"

Mothership core is a bit underwhelming now too.

In fact, everything about protoss is underwhelming. I facepalm nearly everytime I'm watching beta PvT in hots so far.


Uhm.

What you just described is the mindset of every major military force for the last two hundred years.

No, the mindset was to make shit that not only shoot further but also blow up stuff bigger and faster and to merge everything coherently.

Replacing the carrier with the tempest is like getting rid of all the AKs and submachine guns and only use bolt actioned sniper rifles instead.

EDIT: Basically, there will always be a room for big accurate long range stuff i.e. tempests, but it's just stupid lore wise and gameplay wise to replace the extremely solid and overwhelming brute force that should compose the beef off the army aka carriers.
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2012-09-08 23:14:13
September 08 2012 23:12 GMT
#238
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


No need to be immature with your quick little snarky comments at the end.

I've played BW for a very long time, and a lot of us have, so do not assume.

Mech is mobile? Hmmm, let me see. If you mech army consists of JUST vultures, then indeed yes.

But what about tanks? You think you can just torpedo walk your tanks from one side of the map to the other and just siege them up? No, you will be caught out of position and you will die a horrible death.

Obviously the harassment of vultures/hellions and their maneuverability was/is not immobile, but when the actual units that win you battles come into play, mech was the most immobile unit composition in the game. You can't sit there and say that you were bouncing from base to base all over the map with Siege Tanks and Goliaths, don't be silly.
Drone then Own
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
September 08 2012 23:28 GMT
#239
Remove warhound, insert goliath.
Remove immortals, give stalkers weird pathing and longer range.

Remove swarm host, insert lurker.

Game will be about 128% more awesome with these changes.
maru G5L pls
Channel Pressure
Profile Joined July 2011
United States62 Posts
September 08 2012 23:54 GMT
#240
Ok so I completely understand some of the complaints here, particularly about the hidious warhound.

But there seems to be a bit of amnesia here with some of the doom-forecasting. Remember Flux Vanes? Remember Void Ray's original damage?

Werent roaches like, 1 supply 2 armour, and lower cost than they are now?

Remember when A nexus wasnt 1000/1500 or whatever it is now?

Remember this is a beta. Bliz has a good record of tweaking the game until it works right.

Before you toss out HoTs (some of you who refuse to buy the game) remember what SC2 looked like in its early days.

As an aside, more than balancing the Warhound, they really need to redesign how it looks. Its painfully ugly, and looks markedly different really than any unit in the game, in a bad way.
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-09-09 00:07:19
September 09 2012 00:05 GMT
#241
Someone somewhere posted this suggestion for the Tempest, and I think it's a great idea. Remove the Fleet Beacon requirement and just give it the range upgrade to begin with. However, tune it to be a Tier 2 Stargate Unit instead of a Tier 3 unit, in both stats and cost/build time. That way it feels like the Protoss have a new mid tier unit. Also, you can put the Carrier back in as the Stargate Tier 3 Fleet Beacon required unit.

The Carrier and Tempest have vastly different roles, despite both being "siege range capital ships."

The Carrier is used as a late game money dump to add to the deathball, particularly against Broodlords. Also, we've recently seen MC use it for a very strong two base all in. Clearly, the Carrier is a "direct confrontation" army unit.

The Tempest is a very long range siege unit that can be used to harass expansions, pick off key units such as Infestors before battles, and other random uses.

I say, keep 'em both with these changes!
Rah
Profile Joined February 2010
United States973 Posts
Last Edited: 2012-09-09 00:09:57
September 09 2012 00:09 GMT
#242
On September 09 2012 03:36 MCDayC wrote:
Show nested quote +
On September 09 2012 02:03 SarcasmMonster wrote:
On September 08 2012 22:28 Rah wrote:
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.


Of course not. Why would they? It's one of the most beloved unit.

Poll: Most loved protoss unit?

Stalker (76)
 
27%

Immortal (73)
 
26%

Warp Prism (39)
 
14%

Sentry (38)
 
13%

Phoenix (27)
 
10%

Colossus (12)
 
4%

Mothership (12)
 
4%

Void Ray (5)
 
2%

282 total votes

Your vote: Most loved protoss unit?

(Vote): Stalker
(Vote): Sentry
(Vote): Immortal
(Vote): Warp Prism
(Vote): Colossus
(Vote): Phoenix
(Vote): Void Ray
(Vote): Mothership


yeah wtf, Immortal is awesome. Immortal and Warp Prism is even better


Way to make a poll which purposely leaves out most of the cool protoss units. What MCDayC says backs up my point though. If Immortal was designed as a high burst damage/ droppable type of unit (like reaver), rather than a siege tank counter from the start it would be even more interesting than it is today. Blizzard even admitted they were surprised to find the immortal most often being used in a specialized damage role rather than a damage taking role. The shield ability does nothing good, give it more offense instead to compliment warp prism strategies for it. Then tanks can have a role in the matchup without a crazy addition like warhounds to cover up an old design flaw.
Streaming on twitch. http://www.twitch.tv/rahsun86
.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2012-09-09 00:20:09
September 09 2012 00:18 GMT
#243
Exchange oracle for a similar unit of the reaver or just give us the reaver itself and take away the oracle....make tempest tier 2 and adjust stats for it to be tier 2 like and bring back carriers...they need to stop poking toss with these half ass units when the other race are getting decent new units...shit now we have blinding cloud+fungal to deal with let alone abduction+ neural parasite, spine+ swarm host rush, warhound, battle hellion+marauder, etc

/rant lol
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
September 09 2012 00:21 GMT
#244
On September 09 2012 05:40 ChoDing wrote:
good bye, sc 2 forever

blizzard gotta make new fucking series soon

please dont make Word of Starcraft -___-

BW was the best and they killed it ...now what...




So. Sick. Of. This.

GTFO already with the brood war shit. We're on the topic of HOTS ffs.

That having been said, all I want is something to breakup the Toss deathball. It's neither fun to play or play against.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
ChoDing
Profile Joined November 2009
United States740 Posts
Last Edited: 2012-09-09 00:30:25
September 09 2012 00:28 GMT
#245
On September 09 2012 09:21 Crownlol wrote:
Show nested quote +
On September 09 2012 05:40 ChoDing wrote:
good bye, sc 2 forever

blizzard gotta make new fucking series soon

please dont make Word of Starcraft -___-

BW was the best and they killed it ...now what...




So. Sick. Of. This.

GTFO already with the brood war shit. We're on the topic of HOTS ffs.

That having been said, all I want is something to breakup the Toss deathball. It's neither fun to play or play against.


Deal. With. It.

GTFO im just being realistic and i am also comparing with HOTS

and if you cant breakup the toss deathball, you are playing wrong fucking game

On September 09 2012 07:50 wcr.4fun wrote:
Show nested quote +
On September 09 2012 05:42 ChoDing wrote:
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


perhaps in your D league mech can be fast, where mech is nothing but vultures? LOOOOL




i got to C+ in iccup thx Xeris_ChoDing

User was warned for this post
관광 since 2008. Master of Cheese. God of Heartbreak Ridge.
Account252508
Profile Joined February 2012
3454 Posts
September 09 2012 00:33 GMT
#246
--- Nuked ---
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-09-09 00:38:48
September 09 2012 00:36 GMT
#247
On September 09 2012 09:09 Rah wrote:
Show nested quote +
On September 09 2012 03:36 MCDayC wrote:
On September 09 2012 02:03 SarcasmMonster wrote:
On September 08 2012 22:28 Rah wrote:
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.


Of course not. Why would they? It's one of the most beloved unit.

Poll: Most loved protoss unit?

Stalker (76)
 
27%

Immortal (73)
 
26%

Warp Prism (39)
 
14%

Sentry (38)
 
13%

Phoenix (27)
 
10%

Colossus (12)
 
4%

Mothership (12)
 
4%

Void Ray (5)
 
2%

282 total votes

Your vote: Most loved protoss unit?

(Vote): Stalker
(Vote): Sentry
(Vote): Immortal
(Vote): Warp Prism
(Vote): Colossus
(Vote): Phoenix
(Vote): Void Ray
(Vote): Mothership


yeah wtf, Immortal is awesome. Immortal and Warp Prism is even better


Way to make a poll which purposely leaves out most of the cool protoss units. What MCDayC says backs up my point though. If Immortal was designed as a high burst damage/ droppable type of unit (like reaver), rather than a siege tank counter from the start it would be even more interesting than it is today. Blizzard even admitted they were surprised to find the immortal most often being used in a specialized damage role rather than a damage taking role. The shield ability does nothing good, give it more offense instead to compliment warp prism strategies for it. Then tanks can have a role in the matchup without a crazy addition like warhounds to cover up an old design flaw.


The poll isn't mine, it's from around May. The thread was about "What is your favorite new WOL unit" or something like that, so it only included units not from BW.

But calling Immortals retarded and demanding a replacement does not reflect the community's wishes at all.
MMA: The true King of Wings
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-09-09 00:45:09
September 09 2012 00:43 GMT
#248
On September 09 2012 09:28 ChoDing wrote:
Show nested quote +
On September 09 2012 09:21 Crownlol wrote:
On September 09 2012 05:40 ChoDing wrote:
good bye, sc 2 forever

blizzard gotta make new fucking series soon

please dont make Word of Starcraft -___-

BW was the best and they killed it ...now what...




So. Sick. Of. This.

GTFO already with the brood war shit. We're on the topic of HOTS ffs.

That having been said, all I want is something to breakup the Toss deathball. It's neither fun to play or play against.


Deal. With. It.

GTFO im just being realistic and i am also comparing with HOTS

and if you cant breakup the toss deathball, you are playing wrong fucking game

Show nested quote +
On September 09 2012 07:50 wcr.4fun wrote:
On September 09 2012 05:42 ChoDing wrote:
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


perhaps in your D league mech can be fast, where mech is nothing but vultures? LOOOOL




i got to C+ in iccup thx Xeris_ChoDing


C+ jezus? Next up OSL? lol. No offense, but saying mech is fast was ridiculous. I've seen enough pro tvp to know mech is not fast.

Not to mention you told people to learn2play when you're only C. If you were A on iccup and maybe 1500+ FISH or something your opinion would hold some truth. But for now I'll accept what I see in top korean games and not what a C level player on iccup has to say...
nojok
Profile Joined May 2011
France15845 Posts
September 09 2012 00:53 GMT
#249
Hots makes me wish there is a genius who can provide the RTS we are waiting for, CS & DotA were home made afterall, I don't believe in blizzard anymore.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 09 2012 01:04 GMT
#250
I hope both mech and bio is gonna be viable for Terran, I play them because I have options, not just to do one strat >.<
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Tao367
Profile Joined June 2012
United Kingdom324 Posts
Last Edited: 2012-09-09 01:35:36
September 09 2012 01:35 GMT
#251
On September 09 2012 10:04 GhandiEAGLE wrote:
I hope both mech and bio is gonna be viable for Terran, I play them because I have options, not just to do one strat >.<


Protoss had one viable strat in every match up in the game at one point. Count your blessings already, protoss is already the race with the least options of which to choose. The biggest choice you have to make in pvt for example is which aoe you want first, colossus or storm.
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
September 09 2012 02:10 GMT
#252
Is there any change with hydra speed going down to lair tech? I have no seen a lot of HOTS yet but are hydras used more now?
Master Chief
Vindicare605
Profile Blog Joined August 2011
United States16071 Posts
September 09 2012 02:29 GMT
#253
The real problem I was noticing with the Warhound was the haywire missle, not necessarily the Railgun.

I assume the next patch will address that, because that's the real balance problem (that and its cost).
aka: KTVindicare the Geeky Bartender
Vindicare605
Profile Blog Joined August 2011
United States16071 Posts
September 09 2012 02:30 GMT
#254
On September 09 2012 10:35 Tao367 wrote:
Show nested quote +
On September 09 2012 10:04 GhandiEAGLE wrote:
I hope both mech and bio is gonna be viable for Terran, I play them because I have options, not just to do one strat >.<


Protoss had one viable strat in every match up in the game at one point. Count your blessings already, protoss is already the race with the least options of which to choose. The biggest choice you have to make in pvt for example is which aoe you want first, colossus or storm.


So we should be focusing on giving Protoss more options, not trying to limit what Terrans can do because Protoss is poorly designed that way.

Better idea no?
aka: KTVindicare the Geeky Bartender
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 09 2012 02:34 GMT
#255
On September 09 2012 09:43 wcr.4fun wrote:
Show nested quote +
On September 09 2012 09:28 ChoDing wrote:
On September 09 2012 09:21 Crownlol wrote:
On September 09 2012 05:40 ChoDing wrote:
good bye, sc 2 forever

blizzard gotta make new fucking series soon

please dont make Word of Starcraft -___-

BW was the best and they killed it ...now what...




So. Sick. Of. This.

GTFO already with the brood war shit. We're on the topic of HOTS ffs.

That having been said, all I want is something to breakup the Toss deathball. It's neither fun to play or play against.


Deal. With. It.

GTFO im just being realistic and i am also comparing with HOTS

and if you cant breakup the toss deathball, you are playing wrong fucking game

On September 09 2012 07:50 wcr.4fun wrote:
On September 09 2012 05:42 ChoDing wrote:
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


perhaps in your D league mech can be fast, where mech is nothing but vultures? LOOOOL




i got to C+ in iccup thx Xeris_ChoDing


C+ jezus? Next up OSL? lol. No offense, but saying mech is fast was ridiculous. I've seen enough pro tvp to know mech is not fast.

Not to mention you told people to learn2play when you're only C. If you were A on iccup and maybe 1500+ FISH or something your opinion would hold some truth. But for now I'll accept what I see in top korean games and not what a C level player on iccup has to say...

C+ back before SC2 was released, which is like at least B nowadays k. A lot better than you can do, judging from what I can tell eh?

There's a key difference between "fast" and "immobile" .. mech can be "fast", but it's "immobile" when it needs to effectively engage in a fight. So yes, mech is actually pretty fuckin quick, especially when the other player doesn't stall the push by repeatedly engaging (this happens more often than you think in timing push TvP)

IMO part of the solution of making warhound fit into mech, is to give it a transformation mode much like Siege tanks and Hellions.

Also, Protoss having a deathball is not the problem. In fact in BW, Protoss had deathballs in PvZ, and Terran had deathballs in TvP, and Terran/Zerg would have their own deathballs in TvZ. The problem is that in SC2 the interactions against these deathballs are not interesting (i.e. PvZ, where Zerg resorts to Broodlords because it's impossible to beat Protoss deathball otherwise). It also doesn't help that a certain unit (colossus) doesn't make controlling these deathballs very interesting either. It's up to Blizzard to make fighting against the deathball more interesting, and I think Vipers are a good step toward that direction.
Writerptrk
cosmo.6792
Profile Joined September 2010
161 Posts
September 09 2012 02:39 GMT
#256
On September 09 2012 05:40 ChoDing wrote:
good bye, sc 2 forever


I don't understand. Why have you posted another half dozen times in this thread since you've said your goodbye? You sure do have an odd definition of "good bye" and "forever".
RoyMadman
Profile Joined April 2012
United States18 Posts
September 09 2012 03:22 GMT
#257
On September 09 2012 05:45 Chaosvuistje wrote:
I like the tinkering with blinding cloud, but I feel that it lacks excitement because of the long range. I think it would bring more excitement if the range was reduced so the viper has to be more exposed, I mean 9 range is a lot for a spell that basically makes tanks useless if they are sieged up.

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.



So it would be like a zerg raven???
StarStruck
Profile Blog Joined April 2010
25339 Posts
September 09 2012 03:48 GMT
#258
Hello Dark Swarm.
734pot
Profile Joined June 2012
Australia294 Posts
September 09 2012 03:49 GMT
#259
On September 09 2012 12:48 StarStruck wrote:
Hello Dark Swarm.


More like disruption swarm :D
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2012 03:53 GMT
#260
Think the warhound design itself is flawed but they're probably not going to change it this late in production.
734pot
Profile Joined June 2012
Australia294 Posts
September 09 2012 03:58 GMT
#261
On September 09 2012 05:45 Chaosvuistje wrote:
I like the tinkering with blinding cloud, but I feel that it lacks excitement because of the long range. I think it would bring more excitement if the range was reduced so the viper has to be more exposed, I mean 9 range is a lot for a spell that basically makes tanks useless if they are sieged up.

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.



Well the Thor's air attack has a range of 10 so i guess if they mix some Thors into their composition then they cannot cast without being hit. It would be good if they could make it so that battles come down to micro between vipers and ghosts, but there should be an even playing field for it, so that its purely reaction time and focus fire that determines the outcome, as opposed to the outcome being determined purely by whether or not one side fucks up somehow.
cLAN.Anax
Profile Blog Joined July 2012
United States2847 Posts
Last Edited: 2012-09-09 04:36:00
September 09 2012 04:35 GMT
#262
On September 08 2012 06:29 purakushi wrote:
Show nested quote +
On September 08 2012 06:25 Jlei wrote:
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


Actually, Blizzard's main goal of the warhound is to break the TvT siege tank scan wars. Of course, having a viable mech option versus Protoss is necessary to balance.


I thought that's what we had Battlecruisers and Banshee's for, the TvT siege lines. O_o

Go to the Sky, Terrans. Please. T_T
┬─┬___(ツ)_/¯ 彡┻━┻ I am the 4%. "I cant believe i saw ANAL backwards before i saw the word LAN." - Capped
Cainam
Profile Blog Joined January 2011
United States421 Posts
September 09 2012 04:41 GMT
#263
On September 09 2012 12:58 734pot wrote:
Show nested quote +
On September 09 2012 05:45 Chaosvuistje wrote:
I like the tinkering with blinding cloud, but I feel that it lacks excitement because of the long range. I think it would bring more excitement if the range was reduced so the viper has to be more exposed, I mean 9 range is a lot for a spell that basically makes tanks useless if they are sieged up.

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.



Well the Thor's air attack has a range of 10 so i guess if they mix some Thors into their composition then they cannot cast without being hit. It would be good if they could make it so that battles come down to micro between vipers and ghosts, but there should be an even playing field for it, so that its purely reaction time and focus fire that determines the outcome, as opposed to the outcome being determined purely by whether or not one side fucks up somehow.


Was watching IdrA use them earlier and if they had any less range they would just get killed before they could get a cast off. They only have 120 HP which isn't a whole lot when Thors and Vikings are pounding away.
Random_Guy09
Profile Joined April 2012
Canada1010 Posts
September 09 2012 05:03 GMT
#264
On September 08 2012 06:25 Jlei wrote:
Show nested quote +
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


How do warhounds make tanks more viable when they're build out of the same structure? "oh look tanks get ripped apart screw building them lets just mass warhounds hellions and vikings and we'll win"

In WoL its zealots counter tanks, hellions counter zealots, stalkers counter hellions/reapers, marauders counter stalkers/immortal (unless you have korean micro)

By looking at HotS its zealots/immortals counter tanks, battle hellions rip apart zealots, stalkers kind of counter hellions, warhounds completely destroy stalkers/immortals and everything else in the way that comes out of robo tech.

With the way haywire missles looks to be there isnt even a need for tanks. People will probably still favour warhounds over tanks as they completely destroy almost every protoss ground unit...
Fortissimo
Profile Joined December 2010
Canada145 Posts
September 09 2012 05:18 GMT
#265
I personally always thought that warhounds should have been made more like ghosts except instead of cloak, they got speed and durability and instead of snipe they got missiles. Like the one thing I always wanted to see was a spell caster like unit from the factory.
TheEmulator
Profile Blog Joined July 2010
28090 Posts
September 09 2012 06:17 GMT
#266
Seems like a fair balance patch. Pretty much expected the warhound to get nerfed.
Administrator
eden-san
Profile Joined October 2010
Belgium42 Posts
September 09 2012 06:23 GMT
#267
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.

Let me use two words to describe a solution to your problem: "Goliath online".
Infernal_dream
Profile Joined September 2011
United States2359 Posts
September 09 2012 06:24 GMT
#268
On September 09 2012 14:03 Random_Guy09 wrote:
Show nested quote +
On September 08 2012 06:25 Jlei wrote:
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


How do warhounds make tanks more viable when they're build out of the same structure? "oh look tanks get ripped apart screw building them lets just mass warhounds hellions and vikings and we'll win"

In WoL its zealots counter tanks, hellions counter zealots, stalkers counter hellions/reapers, marauders counter stalkers/immortal (unless you have korean micro)

By looking at HotS its zealots/immortals counter tanks, battle hellions rip apart zealots, stalkers kind of counter hellions, warhounds completely destroy stalkers/immortals and everything else in the way that comes out of robo tech.

With the way haywire missles looks to be there isnt even a need for tanks. People will probably still favour warhounds over tanks as they completely destroy almost every protoss ground unit...

Which is why protoss will go air.... OH WAIT THEY REMOVED CARRIERS! Loloolol. Let me go air without any air units that provide good dps. They tried to make stargate viable by removing the only unit that stargates made that had a good amount of dps. Then threw in a bunch of trash. And gave terran a unit that roflstomps all over every ground composition protoss can make. GG blizz.
734pot
Profile Joined June 2012
Australia294 Posts
September 09 2012 06:42 GMT
#269
I think it would be good to increase the damage of siege tanks as long as the Zerg counter in the form of vipers is strong enough.
kidcrash
Profile Joined September 2009
United States620 Posts
September 09 2012 06:53 GMT
#270
On September 09 2012 15:24 Infernal_dream wrote:
Show nested quote +
On September 09 2012 14:03 Random_Guy09 wrote:
On September 08 2012 06:25 Jlei wrote:
On September 08 2012 06:19 purakushi wrote:
On September 08 2012 06:15 Tao367 wrote:
On September 08 2012 06:13 purakushi wrote:
I think that the main problem with warhounds is the haywire, not necessarily the main attack. You can just kite stalkers/sentries with its range.


I disagree, even on non mechanical units it beats everything. It destroys bio army's extremely quickly and efficiently.


Ah, that's true. I guess it needs both nerfs >_< Well, I would mainly like to see haywire be castable, so it at least takes some micro to use. I doubt Blizzard is going to do that, though. Catering to making the game easier...

Should haywire still completely ignore immortal shields, though? =\


That's the point of the unit. Make it so Immortal's don't ass rape Tanks. Battle Hellions is so that Zealots don't ass rape tanks. Now that it's DPS is lowered and the Warhound doesn't counter everything, people might actually make Tanks.

It's a terribly designed unit but they are trying to make Tanks more viable in TvP.


How do warhounds make tanks more viable when they're build out of the same structure? "oh look tanks get ripped apart screw building them lets just mass warhounds hellions and vikings and we'll win"

In WoL its zealots counter tanks, hellions counter zealots, stalkers counter hellions/reapers, marauders counter stalkers/immortal (unless you have korean micro)

By looking at HotS its zealots/immortals counter tanks, battle hellions rip apart zealots, stalkers kind of counter hellions, warhounds completely destroy stalkers/immortals and everything else in the way that comes out of robo tech.

With the way haywire missles looks to be there isnt even a need for tanks. People will probably still favour warhounds over tanks as they completely destroy almost every protoss ground unit...

Which is why protoss will go air.... OH WAIT THEY REMOVED CARRIERS! Loloolol. Let me go air without any air units that provide good dps. They tried to make stargate viable by removing the only unit that stargates made that had a good amount of dps. Then threw in a bunch of trash. And gave terran a unit that roflstomps all over every ground composition protoss can make. GG blizz.


Protoss needs the tempest to be a big heavy hitter from the air but it's a bit lackluster and almost makes stargate a dead end tech path. I'd like to see a long distance shot that had a projectile animation that was dodgeable. In turn make it much more powerful almost like a reaver but in the air. Distance would give the enemy a 1 to 2 second window to micro his units out of the way or they get blasted.
XenoX101
Profile Joined February 2011
Australia729 Posts
September 09 2012 07:08 GMT
#271
I think a tiny patch was just released because when I loaded the HOTS client just showed 100% and made the patch complete sound.
MoonCricket
Profile Joined September 2011
222 Posts
September 09 2012 07:24 GMT
#272
On September 08 2012 06:20 Torte de Lini wrote:
Haha, viper buffed even more, jesus


To me, it's a nerf, the appeal of Bliding Swarm was its effectiveness at being a large, area of effect cover spell vs Terran and Zerg biological forces, with the exception of Stalkers, everything else was dealt with via Abduct. Now Abduct is more of a niche spell and Bliding Cloud is the go to spell, it's bad game design IMO.
NukeD
Profile Joined October 2010
Croatia1612 Posts
September 09 2012 07:29 GMT
#273
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.
sorry for dem one liners
Ramiz1989
Profile Joined July 2012
12124 Posts
September 09 2012 07:42 GMT
#274
On September 09 2012 16:24 MoonCricket wrote:
Show nested quote +
On September 08 2012 06:20 Torte de Lini wrote:
Haha, viper buffed even more, jesus


To me, it's a nerf, the appeal of Bliding Swarm was its effectiveness at being a large, area of effect cover spell vs Terran and Zerg biological forces, with the exception of Stalkers, everything else was dealt with via Abduct. Now Abduct is more of a niche spell and Bliding Cloud is the go to spell, it's bad game design IMO.

I see it in a different way. Now both spells will be equally useful. If you are fighting slow units, or immobile like Siege Tanks, it is better to use Blinding Cloud even though it has small AoE, but on the other hand, vs. Protoss I would still only use Abduct, since Protoss can just retreat from Blinding Cloud. Then, I would also use Blinding Cloud on Bio army that has to reposition themselves to be able to shoot, and there isn't a unit in a bio that I should use Abduct over Blinding Cloud. On Warhounds abduct, on Thors you can use both. And obviously everybody will be using Abduct vs. Air units, since Blinding Cloud doesn't work on them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
REFLEX_500
Profile Joined February 2012
162 Posts
September 09 2012 07:54 GMT
#275
The Blinding Cloud...affected area is only 1.5? What is the AOE for Fungal Growth, EMP and Psi Storm? I"m asking because I don't actually know. But would it be reasonable for all four of these to have a similar AOE?
MrJack1337
Profile Joined August 2011
Germany38 Posts
September 09 2012 08:48 GMT
#276
On September 09 2012 16:54 REFLEX_500 wrote:
The Blinding Cloud...affected area is only 1.5? What is the AOE for Fungal Growth, EMP and Psi Storm? I"m asking because I don't actually know. But would it be reasonable for all four of these to have a similar AOE?


It's really small. There is a video where you can see the past-patch Blinding Cloud from Catz I think but I could find it right now.
Btw: EMP has 1.5 radius after patch. - So it's really small :D
Tuczniak
Profile Joined September 2010
1561 Posts
September 09 2012 09:04 GMT
#277
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.
There is no reason to revert rax change. Early game didn't changed almost at all except for some early warhound rushes.
Patate
Profile Joined January 2011
Canada441 Posts
September 09 2012 09:40 GMT
#278
When you look at the warhound, you don't feel that the terrans have human technology and the protoss are the advanced aliens. It should be like BW: Terrans having to cover behind mines to avoid direct confrontation with protoss and firing on them with long range weapons. This actual race design really is the opposite: with colossus doing the siege tank's job, and the Forcefields doing the spider mines' job.

Also, the widow mines shouldn't hit air.. I mean seriously, what is this?
Dead game.
Garmer
Profile Joined October 2010
1286 Posts
September 09 2012 09:52 GMT
#279
yeah protoss are not anymore what they used to be..terran take their role which is stupid enough
FrozenProbe
Profile Joined March 2012
Italy276 Posts
September 09 2012 09:55 GMT
#280
Just Nerf Warhound with 3 supply, also this units should be a little slower.. atm early warhound in no-ramp maps are just a gg call.
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 Kingdom12022 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 States44339 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."
ClownPatrol
Profile Joined September 2012
9 Posts
September 09 2012 13:17 GMT
#301
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.
Svetgm
Profile Joined July 2012
Canada76 Posts
September 09 2012 13:30 GMT
#302
Well terran brethren I had foretold this first patch and a nerf its ok, its okay we've been through this since the beginning of time.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44339 Posts
Last Edited: 2012-09-09 13:45:35
September 09 2012 13:40 GMT
#303
On September 09 2012 22:17 ClownPatrol wrote:
Show nested quote +
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.


As a Protoss player who's been constantly watching HotS streams (especially the Protoss ones), I'm kind of afraid of this too... after all, it seems that the warhound, swarm host, and viper have all been integrated incredibly well into army compositions, and the three new Protoss units have really failed to impress me too. The Terran and Zerg units have strengthened glaring weaknesses (e.g. warhound allows for mech play, viper allows for breaking siege lines, swarm host allows for a siege contain of the Zerg variety).

On the other hand, it seems the intent of the new Protoss units were for peripheral assistance, like light harassment or making it easier to get up a fast expansion. And with these peripherals, I feel that their main purpose can be shut down rather easily. See an oracle that wants to harass your mineral line? Make a spore crawler or turret and you're fine (oracles are incredibly brittle too)... not to mention the fact that players will get used to instantly killing off the frozen minerals. Early mothership core for fast expansion in PvP? I've already seen standard blink observer play and even 4gate easily shut that down (they just run circles around- or focus down- the mothership core, and the expander simply doesn't have enough units to defend). That being said, I'm hoping that eventual strategies and cute tricks can evolve around the oracle and mothership core, simply because they've got so many different abilities. I think the potential is there, and I recognize that it's only in the early beta stages of HotS. Hopefully, my optimism isn't completely naive

On the other hand, the tempest seems to be a rather dead end unit unless Blizzard gives it an actual ability or changes something standard about it (e.g. give it splash damage, considering how slowly it attacks). I've seen even mass tempest (a huuuge resource sink and tech tree focus, mind you) get shut down with relative ease by most things that shoot air. I don't see how the tempest can ever evolve into a useful unit because it lacks the potential to be used in any way other than a "long range tickler" at the moment.

So while I think that- at the moment- all of our units were designed with less useful intentions than the Terran and Zerg ones, I'm hoping that we Protoss players can find a way to come up with some ways to make some of our new units useful. (Basically, we need Kiwikaki.) I just think we're really screwed with the current tempest model though.

This gives me hope: http://i.minus.com/ibtmfIaY1rXUZV.gif
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Rah
Profile Joined February 2010
United States973 Posts
September 09 2012 13:52 GMT
#304
On September 09 2012 09:36 SarcasmMonster wrote:
Show nested quote +
On September 09 2012 09:09 Rah wrote:
On September 09 2012 03:36 MCDayC wrote:
On September 09 2012 02:03 SarcasmMonster wrote:
On September 08 2012 22:28 Rah wrote:
On September 08 2012 11:11 Belha wrote:
Stupid Blizzard proud. They will never redisign the retarded Warhound.

U.U


If they weren't too proud to redesign the retarded immortal and rebalance the tank, they wouldn't need the retarded warhound.


Of course not. Why would they? It's one of the most beloved unit.

Poll: Most loved protoss unit?

Stalker (76)
 
27%

Immortal (73)
 
26%

Warp Prism (39)
 
14%

Sentry (38)
 
13%

Phoenix (27)
 
10%

Colossus (12)
 
4%

Mothership (12)
 
4%

Void Ray (5)
 
2%

282 total votes

Your vote: Most loved protoss unit?

(Vote): Stalker
(Vote): Sentry
(Vote): Immortal
(Vote): Warp Prism
(Vote): Colossus
(Vote): Phoenix
(Vote): Void Ray
(Vote): Mothership


yeah wtf, Immortal is awesome. Immortal and Warp Prism is even better


Way to make a poll which purposely leaves out most of the cool protoss units. What MCDayC says backs up my point though. If Immortal was designed as a high burst damage/ droppable type of unit (like reaver), rather than a siege tank counter from the start it would be even more interesting than it is today. Blizzard even admitted they were surprised to find the immortal most often being used in a specialized damage role rather than a damage taking role. The shield ability does nothing good, give it more offense instead to compliment warp prism strategies for it. Then tanks can have a role in the matchup without a crazy addition like warhounds to cover up an old design flaw.


The poll isn't mine, it's from around May. The thread was about "What is your favorite new WOL unit" or something like that, so it only included units not from BW.

But calling Immortals retarded and demanding a replacement does not reflect the community's wishes at all.


I was calling for a redesign of the immortal to get rid of the power shield and replace it with something like a powershot or a similiar ability to compliment it's offensive power. Then immortal becomes stronger in the back lines, and with a warp prism, tanks become more viable, everyone's happy. The shield is retarded, it was only there to make sure that pure mech never became viable against protoss in WoL. Now they're adding warhound with a silly autocast missile because they want to revert that decision, and the missiles are the only thing in the mech arsenal that can pierce through immortal shields effectively. It's an easy problem to fix, remove the shield and you can scale back the missiles. Maybe my suggestion doesn't reflect the community's wishes because they don't understand what they're missing? That's what his post suggested to me.
Streaming on twitch. http://www.twitch.tv/rahsun86
GregMandel
Profile Blog Joined December 2011
France822 Posts
September 09 2012 13:57 GMT
#305
1.5 radius ? Holy crap that's small

I don't think you would want to use Dark swar... Uh Blinding cloud over abduct because let's say you want to engage vs marine tank with Muta/Ling/Viper, I'd rather abduct the tanks than use the blinding clouds on the tanks.

Effectively, the cloud will only blind one tank, and so will the abduct, but abduct costs less energy and means a free tank for you.
http://www.youtube.com/watch?v=RD8QLNiolfk - Racing with the sun
Rah
Profile Joined February 2010
United States973 Posts
Last Edited: 2012-09-09 14:14:33
September 09 2012 13:59 GMT
#306
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.


If they do mech right, we'll be seeing missile turrets and mines accompanying pushes and back at home to deal with some of the air threats.
Streaming on twitch. http://www.twitch.tv/rahsun86
DarkPlasmaBall
Profile Blog Joined March 2010
United States44339 Posts
Last Edited: 2012-09-09 14:09:52
September 09 2012 14:08 GMT
#307
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.


Needs chitinous plating too. And should move as fast as speedlings. Also, why aren't they permanently cloaked units and count as Terran buildings? They should be able to lift off.

You realize that one unit isn't supposed to be able to automatically kill everything else in the game, right? Besides, after the warhound nerf (which came because every Terran player was just massing warhounds and winning games), a bunch of Terrans are going only warhound + thor and still winning. Thors shoot up, by the way. And thors are mech. Also, there's no rule that says you're never allowed to make vikings or marines for light support.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Rah
Profile Joined February 2010
United States973 Posts
September 09 2012 14:15 GMT
#308
On September 09 2012 22:40 DarkPlasmaBall wrote:
Show nested quote +
On September 09 2012 22:17 ClownPatrol wrote:
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.


As a Protoss player who's been constantly watching HotS streams (especially the Protoss ones), I'm kind of afraid of this too... after all, it seems that the warhound, swarm host, and viper have all been integrated incredibly well into army compositions, and the three new Protoss units have really failed to impress me too. The Terran and Zerg units have strengthened glaring weaknesses (e.g. warhound allows for mech play, viper allows for breaking siege lines, swarm host allows for a siege contain of the Zerg variety).

On the other hand, it seems the intent of the new Protoss units were for peripheral assistance, like light harassment or making it easier to get up a fast expansion. And with these peripherals, I feel that their main purpose can be shut down rather easily. See an oracle that wants to harass your mineral line? Make a spore crawler or turret and you're fine (oracles are incredibly brittle too)... not to mention the fact that players will get used to instantly killing off the frozen minerals. Early mothership core for fast expansion in PvP? I've already seen standard blink observer play and even 4gate easily shut that down (they just run circles around- or focus down- the mothership core, and the expander simply doesn't have enough units to defend). That being said, I'm hoping that eventual strategies and cute tricks can evolve around the oracle and mothership core, simply because they've got so many different abilities. I think the potential is there, and I recognize that it's only in the early beta stages of HotS. Hopefully, my optimism isn't completely naive

On the other hand, the tempest seems to be a rather dead end unit unless Blizzard gives it an actual ability or changes something standard about it (e.g. give it splash damage, considering how slowly it attacks). I've seen even mass tempest (a huuuge resource sink and tech tree focus, mind you) get shut down with relative ease by most things that shoot air. I don't see how the tempest can ever evolve into a useful unit because it lacks the potential to be used in any way other than a "long range tickler" at the moment.

So while I think that- at the moment- all of our units were designed with less useful intentions than the Terran and Zerg ones, I'm hoping that we Protoss players can find a way to come up with some ways to make some of our new units useful. (Basically, we need Kiwikaki.) I just think we're really screwed with the current tempest model though.

This gives me hope: http://i.minus.com/ibtmfIaY1rXUZV.gif


I feel like Blizzard is pulling some power out of the protoss deathball by removing the carrier, and adding in new units that don't compliment the deathball at all, but are instead useful for harassing the army or economy of the opponent long before any big fight happens. I think this is a good direction to go for protoss, but I don't think protoss was ever intended to be the stronger race in a straight up lategame fight on the ground. They're too mobile for that, compared to broodwar mech. The shock from newer protoss players over losing these 1A fights to mech in hots is funny to me. Now they have to learn to play more like BW toss. Whitera was handling mech pretty decently when I watched his stream.
Streaming on twitch. http://www.twitch.tv/rahsun86
Diabulus
Profile Joined February 2011
Bolivia105 Posts
September 09 2012 14:16 GMT
#309
so, the warhound is just as op as before? Just shooting slower, a massive unit that costs the same as a stalker and can kill immortals stalkers and zealots with ease, not to mention roaches and queens -.-
" GO PROTOSS!!! "
DarkPlasmaBall
Profile Blog Joined March 2010
United States44339 Posts
Last Edited: 2012-09-09 14:23:58
September 09 2012 14:22 GMT
#310
On September 09 2012 23:16 Diabulus wrote:
so, the warhound is just as op as before? Just shooting slower, a massive unit that costs the same as a stalker and can kill immortals stalkers and zealots with ease, not to mention roaches and queens -.-


I don't think warhounds are massive units (I've seen them get stopped by forcefields before, rather than crushing through them).

Other than that... I suppose they're going to get nerfed until "mass warhound" or "warhound + 1 other unit" doesn't become a standard army composition. I've even seen warhound rushes that just straight up roll over other players, but I'm not sure if that's because the warhound is still overpowered or because players haven't figured out how to handle the attacks yet.

The only time I've seen big, early warhound all-in attacks really get shut down in TvP is when the Protoss player rushes for stargate tech and (almost blindly) pumps out void rays (probably assuming that warhounds were coming).
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
GregMandel
Profile Blog Joined December 2011
France822 Posts
September 09 2012 14:40 GMT
#311
On September 09 2012 23:08 DarkPlasmaBall 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.


Needs chitinous plating too. And should move as fast as speedlings. Also, why aren't they permanently cloaked units and count as Terran buildings? They should be able to lift off.

You realize that one unit isn't supposed to be able to automatically kill everything else in the game, right? Besides, after the warhound nerf (which came because every Terran player was just massing warhounds and winning games), a bunch of Terrans are going only warhound + thor and still winning. Thors shoot up, by the way. And thors are mech. Also, there's no rule that says you're never allowed to make vikings or marines for light support.

Funny coming from a guy who plays a race that shares upgrade for gateway units and robo, and that always stick to one tech path.
What he says is : make the WH a goliath.
If you think this is a bad idea then GL playing against the WH in its current state and get your immo/stalkers raped hardcore
http://www.youtube.com/watch?v=RD8QLNiolfk - Racing with the sun
Elitios
Profile Joined February 2012
France164 Posts
September 09 2012 14:49 GMT
#312
I still don't get how in hell the warhound is still 2 supply.

I like the change for the viper cloud though, I saw sheth and slush murder every bio comp with it, the radius nerf makes a chance for the mobile bio to dodge them clouds.

Also, why not buff the tempest? Everyone is unanimously agreeing that as it stands now it's utterly worthless. Can't wait for the next patch!
An2quamaraN
Profile Joined March 2011
Poland379 Posts
September 09 2012 14:52 GMT
#313
I like how the biggest nerf is to the most underpowered unit (oracle)...^^ Yep, let's make tempest even more useless.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44339 Posts
September 09 2012 14:55 GMT
#314
On September 09 2012 23:40 GregMandel wrote:
Show nested quote +
On September 09 2012 23:08 DarkPlasmaBall wrote:
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.


Needs chitinous plating too. And should move as fast as speedlings. Also, why aren't they permanently cloaked units and count as Terran buildings? They should be able to lift off.

You realize that one unit isn't supposed to be able to automatically kill everything else in the game, right? Besides, after the warhound nerf (which came because every Terran player was just massing warhounds and winning games), a bunch of Terrans are going only warhound + thor and still winning. Thors shoot up, by the way. And thors are mech. Also, there's no rule that says you're never allowed to make vikings or marines for light support.

Funny coming from a guy who plays a race that shares upgrade for gateway units and robo, and that always stick to one tech path.
What he says is : make the WH a goliath.
If you think this is a bad idea then GL playing against the WH in its current state and get your immo/stalkers raped hardcore


I'm sorry you feel that the only way to fix the warhound is to make it worse against some ground and also give it anti-air... which would actually make Protosses *less* likely to ever make air units, not more likely (which is rather interesting, considering you're simultaneously harping on Protosses for not making air in PvT, but that's because of things like vikings and marines that existed in WoL. Blizzard did say that they were trying to make Protoss air more viable for HotS, so I don't see how making another AA beast in PvT would do that.)

Also, last year called: they wanted their invalid upgrade arguments back. Go look at any ancient threads about comparing different race's upgrades for different units, how much armor/ shields/ hp they actually help, etc. Please don't change the subject here.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
September 09 2012 14:59 GMT
#315
good to see warhound and swarm host getting nerfed, although i think they need to nerf them even more, espeically the swarm host
Zaurus
Profile Joined October 2010
Singapore676 Posts
September 09 2012 15:00 GMT
#316
Buff tanks since, Toss get mothership core to stop early tank pressure, and remove the hound or just make it a mech AA with rubbish ground attack.
Fus
Profile Joined August 2010
Sweden1112 Posts
September 09 2012 15:14 GMT
#317
The warhound is still boring
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 09 2012 15:26 GMT
#318
still not over the aspd nerf of the warhound. The only thing mech needed was a high aspd tanking unit (or a multiple hitter like the banshee) ... one that isn't armored and gets crushed while peeling of immortal shields or tanking zealots, while tank shells go down.
I mean missiles are great for breaking immortal shields, but the warhound doesn't feel like its helping the mech composition (only in terms of denying any mechanical unit on the ground). Mostly because it is so fast and has a pretty good range allowing you to kite, something that doesn't really help tanks, as we can witness in tvz, where tanks are the first to fall since the bio has to kite away.

But overall i am confused anyway, since airplay feels less viable in HotS for the toss as well, with a unit missing that can babysit the army and tank alot, while also able to attack over a pretty high range and snipe units fast.
The tempest can only do a small fraction of this, though much easier.
But going for toss airplay in the lategame feels easier in WoL.

But Mech play works fine without the warhound, as long as you have ghosts for depleting shields. Even on the big maps. The battle hellion really rocks.

Well WoL was great unitwise, so maybe HotS turns out good too. Though i liked the design of every WoL unit, with just a few minor tweaks missing to fill holes in the play of WoL.
FATJESUSONABIKE
Profile Joined November 2011
184 Posts
September 09 2012 15:28 GMT
#319
On September 09 2012 22:40 DarkPlasmaBall wrote:
Show nested quote +
On September 09 2012 22:17 ClownPatrol wrote:
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.


This gives me hope: http://i.minus.com/ibtmfIaY1rXUZV.gif


a three tech routes ultra-gimmicky endlessly gas-heavy drop play that noone will ever be able to use in pro games gives you hope?
then what doesn't?
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
September 09 2012 15:36 GMT
#320
On September 10 2012 00:28 FATJESUSONABIKE wrote:
Show nested quote +
On September 09 2012 22:40 DarkPlasmaBall wrote:
On September 09 2012 22:17 ClownPatrol wrote:
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.


This gives me hope: http://i.minus.com/ibtmfIaY1rXUZV.gif


a three tech routes ultra-gimmicky endlessly gas-heavy drop play that noone will ever be able to use in pro games gives you hope?
then what doesn't?


In the late game this can be stupidly powerful and very useful, it makes storm drops much more reliable as unless they pull drones right away all the drones clump up because they go to the only patches that are mining. I can see how players will try to keep at least one mineral patch open for maximum effect.

To rush this is stupid but as a late game play, why not? Especially considering the speed of the oracle and speed warp prism.
Pokemon Master
DarkPlasmaBall
Profile Blog Joined March 2010
United States44339 Posts
Last Edited: 2012-09-09 15:58:59
September 09 2012 15:46 GMT
#321
On September 10 2012 00:28 FATJESUSONABIKE wrote:
Show nested quote +
On September 09 2012 22:40 DarkPlasmaBall wrote:
On September 09 2012 22:17 ClownPatrol wrote:
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.


This gives me hope: http://i.minus.com/ibtmfIaY1rXUZV.gif


a three tech routes ultra-gimmicky endlessly gas-heavy drop play that noone will ever be able to use in pro games gives you hope?
then what doesn't?


Haha... let me clarify, since you took this out of context from the rest of my (long) post.

Upon first seeing how quickly early oracle harass can get shut down, I was unsure if the oracle would ever be useful as an offensive unit past, say, the ten minute mark or so. After all, they're relatively brittle units, and their ability to freeze minerals would become less and less useful as time goes by (because of the threat of defensive AA, the opponent taking more bases, etc.).

I figured that maybe the oracle would centrally become a defensive unit after the early game has ended (unless a Protoss player can pull of an incredibly lucky scouting path and not get shot down).

But then I see this gif, and realize that the oracle may actually have some potential in the late game on the offense in the mineral fields... not by itself, but when warp prisms and high templar are already on the field. (There's no reason to *rush* to do this kind of harassment, but think about Hero doing this with his already-great warp prism harassment.) It's a way to cause your opponent's workers to clump. That's not necessarily a bad thing. Go ask a hellion.

I just think that the new units with multiple abilities have much greater potential when complementing other units... and that we can't only think of them in a vacuum (without other units in a composition). And these types of strategies will emerge over time, and won't only be found in the early game, or in the first month of HotS.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Big-t
Profile Joined January 2011
Austria1350 Posts
September 09 2012 15:55 GMT
#322
On September 10 2012 00:46 DarkPlasmaBall wrote:
Show nested quote +
On September 10 2012 00:28 FATJESUSONABIKE wrote:
On September 09 2012 22:40 DarkPlasmaBall wrote:
On September 09 2012 22:17 ClownPatrol wrote:
On September 09 2012 21:49 DarkPlasmaBall wrote:
Also: the tempest needs to be changed somehow. It's just getting shat on.
What's your problem, son? The entire Protoss race is getting shat on, not just the Tempest.


This gives me hope: http://i.minus.com/ibtmfIaY1rXUZV.gif


a three tech routes ultra-gimmicky endlessly gas-heavy drop play that noone will ever be able to use in pro games gives you hope?
then what doesn't?


Haha... let me clarify, since you took this out of context from the rest of my (long) post.

Upon first seeing how quickly early oracle harass can get shut down, I was unsure if the oracle would ever be useful as an offensive unit past, say, the ten minute mark or so. After all, they're relatively brittle units, and their ability to freeze minerals would become less and less useful as time goes by (because of the threat of defensive AA, the opponent taking more bases, etc.).

I figured that maybe the oracle would centrally become a defensive unit after the early game has ended (unless a Protoss player can pull of an incredibly luck scouting path and not get shot down).

But then I see this gif, and realize that the oracle may actually have some potential in the late game on the offense in the mineral fields... not by itself, but when warp prisms and high templar are already on the field. (There's no reason to *rush* to do this kind of harassment, but think about Hero doing this with his already-great warp prism harassment.) It's a way to cause your opponent's workers to clump. That's not necessarily a bad thing.

I just think that the new units with multiple abilities have much greater potential when complementing other units... and that we can't only think of them in a vacuum (without other units in a composition). And these types of strategies will emerge over time, and won't only be found in the early game, or in the first month of HotS.


You Sir hit the nail right on the head!
monchi | IdrA | Flash
unteqair
Profile Joined November 2011
United States308 Posts
September 09 2012 15:57 GMT
#323
I agree with DarkPlasmaBall. All of the new Protoss units look like they need a buff. Giving the MSC a wider purify range would be a good start.

It's odd seeing the projectile of a tempest hit one marine in a bio ball and not damage the ones next to it, given the size of the projectile and the way it looks like when it explodes. That's just cosmetic, but right now the unit is also not balanced to be worth the cost. I say give it splash.

I don't know what to think about the oracle. Maybe replace entomb with an ability that spawns microable, psionic attack units. Anything is preferable to entomb.

As for the warhound, once it is balanced, I think it will be fine. I understand that Protoss loves stalkers and immortals, but these units are too strong against mech for it to be viable. The warhound's trading well with them is what makes mech viable in the matchup. What no one wants to see, however, is mass warhound every game. Sadly, I think that is what blizzard wants; afterall, they stated they wanted it to be a core unit. If Protoss players start opening stargate, then in the meta we will see fewer warhounds, though. Right now they are still fixated on mass stalkers.
ClownPatrol
Profile Joined September 2012
9 Posts
Last Edited: 2012-09-09 16:05:18
September 09 2012 16:04 GMT
#324
On September 09 2012 22:40 DarkPlasmaBall wrote:

So while I think that- at the moment- all of our units were designed with less useful intentions than the Terran and Zerg ones, I'm hoping that we Protoss players can find a way to come up with some ways to make some of our new units useful. (Basically, we need Kiwikaki.) I just think we're really screwed with the current tempest model though.
Or better yet, don't buy the game unless they fix Toss.

The fact that they're not giving us anything other than possibly slightly handy support units should be enough to provoke the outrage of Toss players.

Zerg players and Terran players wouldn't stand for it. Not for a moment. I think it's time for the Ents to rise up and start ruining some shit.
Sumahi
Profile Blog Joined January 2012
Guam5609 Posts
September 09 2012 16:33 GMT
#325
Glad to see the warhound getting nerfed. It seemed like for days that's all anyone was talking about. It's been fun watching the streams and see how the players are experimenting.
Startale <3, ST_July <3, HongUn <3, Savior <3, Gretorp <3, Nada <3, Rainbow <3, Ret <3, Squirtle <3, Bomber <3
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
September 09 2012 16:34 GMT
#326
The oracle + templar drop sure was cool. But I can't see it working versus a high level player who has decent overlord spread. Unless somehow protoss will revolve more about air control late game?

In bw protoss had corsairs to kill overlords and drops could go unnoticed easier + storm killed almost everything in one hit.
rpgalon
Profile Joined April 2011
Brazil1069 Posts
September 09 2012 16:43 GMT
#327
On September 10 2012 01:34 wcr.4fun wrote:
The oracle + templar drop sure was cool. But I can't see it working versus a high level player who has decent overlord spread. Unless somehow protoss will revolve more about air control late game?

In bw protoss had corsairs to kill overlords and drops could go unnoticed easier + storm killed almost everything in one hit.


how can protoss achieve air control?
in WoL, protoss only gets air control when terran or zerg allows/don't care about it....
badog
AKomrade
Profile Blog Joined March 2010
United States582 Posts
September 09 2012 16:59 GMT
#328
Warhounds and mines are godfuckingawful. Mines deal no damage, but still consume supply and resources and Warhounds are mobile siege mode tanks. Blizzard is still missing the point of mech, even after all of the near articles posted about it. Good to feel like the community input matters, right?
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
Psychobabas
Profile Blog Joined March 2006
2531 Posts
September 09 2012 17:11 GMT
#329
On September 10 2012 01:59 AKomrade wrote:
Warhounds and mines are godfuckingawful. Mines deal no damage, but still consume supply and resources and Warhounds are mobile siege mode tanks. Blizzard is still missing the point of mech, even after all of the near articles posted about it. Good to feel like the community input matters, right?


that would be colossus. Warhounds are like something between a stalker and an immortal but cheaper.
Ramiz1989
Profile Joined July 2012
12124 Posts
September 09 2012 17:16 GMT
#330
On September 09 2012 22:57 GregMandel wrote:
1.5 radius ? Holy crap that's small

I don't think you would want to use Dark swar... Uh Blinding cloud over abduct because let's say you want to engage vs marine tank with Muta/Ling/Viper, I'd rather abduct the tanks than use the blinding clouds on the tanks.

Effectively, the cloud will only blind one tank, and so will the abduct, but abduct costs less energy and means a free tank for you.

You should watch this:
http://sc2casts.com/cast9835-PsY-vs-Unknown-Player-1-Game-Starcraft-Ladder-Heart-of-the-Swarm-Beta

Trust me, if you don't have Ghosts/High Templars, Vipers are gamebreaking units, both abilities are super strong, and with them, you can crush a lot stronger army. You can pull few units with Abduct, while using Blinding Cloud on everything else, so they can attack.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Psychobabas
Profile Blog Joined March 2006
2531 Posts
September 09 2012 17:19 GMT
#331
On September 10 2012 02:16 Ramiz1989 wrote:
Show nested quote +
On September 09 2012 22:57 GregMandel wrote:
1.5 radius ? Holy crap that's small

I don't think you would want to use Dark swar... Uh Blinding cloud over abduct because let's say you want to engage vs marine tank with Muta/Ling/Viper, I'd rather abduct the tanks than use the blinding clouds on the tanks.

Effectively, the cloud will only blind one tank, and so will the abduct, but abduct costs less energy and means a free tank for you.

You should watch this:
http://sc2casts.com/cast9835-PsY-vs-Unknown-Player-1-Game-Starcraft-Ladder-Heart-of-the-Swarm-Beta

Trust me, if you don't have Ghosts/High Templars, Vipers are gamebreaking units, both abilities are super strong, and with them, you can crush a lot stronger army. You can pull few units with Abduct, while using Blinding Cloud on everything else, so they can attack.


i'd rather get vikings vs vypers than ghosts
Godwrath
Profile Joined August 2012
Spain10126 Posts
September 09 2012 17:31 GMT
#332
On September 10 2012 02:19 Psychobabas wrote:
Show nested quote +
On September 10 2012 02:16 Ramiz1989 wrote:
On September 09 2012 22:57 GregMandel wrote:
1.5 radius ? Holy crap that's small

I don't think you would want to use Dark swar... Uh Blinding cloud over abduct because let's say you want to engage vs marine tank with Muta/Ling/Viper, I'd rather abduct the tanks than use the blinding clouds on the tanks.

Effectively, the cloud will only blind one tank, and so will the abduct, but abduct costs less energy and means a free tank for you.

You should watch this:
http://sc2casts.com/cast9835-PsY-vs-Unknown-Player-1-Game-Starcraft-Ladder-Heart-of-the-Swarm-Beta

Trust me, if you don't have Ghosts/High Templars, Vipers are gamebreaking units, both abilities are super strong, and with them, you can crush a lot stronger army. You can pull few units with Abduct, while using Blinding Cloud on everything else, so they can attack.


i'd rather get vikings vs vypers than ghosts


Snipe is better and faster at taking them down. Also. EMP.
Burns
Profile Blog Joined December 2010
United States2300 Posts
September 09 2012 17:36 GMT
#333
I dont understand why the hotkeys arnt just set to the
qwer
asdf
zxcv

block by default, thats where everyones hands rest
What do you mean you heard me during the night, these are quiet pants!
Cyro
Profile Blog Joined June 2011
United Kingdom20286 Posts
September 09 2012 17:39 GMT
#334
On September 10 2012 02:36 Burns wrote:
I dont understand why the hotkeys arnt just set to the
qwer
asdf
zxcv

block by default, thats where everyones hands rest


Theres a limit of how many hotkeys you can put there, and the grid style in general has some pretty big flaws.

Theres nothing wrong with playing close to default, and making some key remaps (like patrol to q)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cloak
Profile Joined October 2009
United States816 Posts
September 09 2012 19:11 GMT
#335
Ya know since there was 0 Drone micro, he could've just stormed twice for the same effect. We already know HTs kill things.

I'm okay with non-deathball units, but not when Terran and Zerg get uber deathball units and a billion more midgame options, while Aiur gets a giant shit taken on it.
The more you know, the less you understand.
Zion9
Profile Blog Joined January 2011
Romania347 Posts
September 09 2012 19:23 GMT
#336
And already begins the TERRAN nerf :D I understand Warhound is OP so no bashing please it's just a fun fact
¯\_(ツ)_/¯ SlayerS_MMA| Taeja | ThorZain and Naama Fan!!
Ramiz1989
Profile Joined July 2012
12124 Posts
September 09 2012 19:30 GMT
#337
On September 10 2012 02:19 Psychobabas wrote:
Show nested quote +
On September 10 2012 02:16 Ramiz1989 wrote:
On September 09 2012 22:57 GregMandel wrote:
1.5 radius ? Holy crap that's small

I don't think you would want to use Dark swar... Uh Blinding cloud over abduct because let's say you want to engage vs marine tank with Muta/Ling/Viper, I'd rather abduct the tanks than use the blinding clouds on the tanks.

Effectively, the cloud will only blind one tank, and so will the abduct, but abduct costs less energy and means a free tank for you.

You should watch this:
http://sc2casts.com/cast9835-PsY-vs-Unknown-Player-1-Game-Starcraft-Ladder-Heart-of-the-Swarm-Beta

Trust me, if you don't have Ghosts/High Templars, Vipers are gamebreaking units, both abilities are super strong, and with them, you can crush a lot stronger army. You can pull few units with Abduct, while using Blinding Cloud on everything else, so they can attack.


i'd rather get vikings vs vypers than ghosts

And what will you do when the Zerg get the Corruptors? As other guy said, both Snipe and EMP counter Vipers a lot better and faster than Vikings.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Decendos
Profile Joined August 2011
Germany1338 Posts
September 09 2012 20:01 GMT
#338
On September 10 2012 04:23 Zion9 wrote:
And already begins the TERRAN nerf :D I understand Warhound is OP so no bashing please it's just a fun fact


swarmhost nerf. bc + raven superduperbuffs. but yeah its beta and awesome blizzard tries so many things.

hope they make units like hydras, mutas (in zvt) and toss air also more viable. every T unit is really nice if raven and bc buffs stay in the game. if they take out warhound they could buff tank and widow mine also. but hey, they do a nice job and i hope they continue trying buffing old units and checking them out in the beta.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-09-09 20:53:58
September 09 2012 20:52 GMT
#339
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.


They need to greatly nerf the movespeed. Mech isn't supposed to be fast running around like that. It is supposed to be slow, but can defeat any ground army with the power of siege tanks. You outmaneuver it to win, while Terran positions well to win. Warhounds just roll around and stomp everything now...
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
September 09 2012 21:18 GMT
#340
On September 10 2012 05:52 BronzeKnee 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.


They need to greatly nerf the movespeed. Mech isn't supposed to be fast running around like that. It is supposed to be slow, but can defeat any ground army with the power of siege tanks. You outmaneuver it to win, while Terran positions well to win. Warhounds just roll around and stomp everything now...


But Blizzard is clearly not aiming to make HOTS like BW mech. I actually kinda like having a fast mech unit that has synergy with the hellions. The warhound might be a uninspired unit but lets face it, there are worse units already in the game. Atleast with the speed it makes it a little more unique, it did seem a little strong though, wonder how it looks after the nerf.



Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Nakwa
Profile Joined August 2011
Sweden93 Posts
September 09 2012 21:44 GMT
#341
They made the warhound with only one reason:
So they can keep nerfing terran
Midnight come and we wanna go home
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-09-09 21:49:05
September 09 2012 21:48 GMT
#342
Very very good changes overall. (considering the time frame and such)

I think warhound's movement speed should be 2.25-2.75 or something though.

Tempest should probably get 50 more shields or something. It's damage is kinda reasonable, because if you use it with photon cannons, there's not much weakness vs Terran (mostly just marauder, which isn't common if the terran is going mech)

The biggest problem I have with tempest is that it's a really bland unit (aside from the range), like the hydralisk and corruptor. On that note, another problem is that they seem really weak vs zerg (aside from killing swarm hosts), namely due to the previously mentioned corruptor and hydralisk, and also zerglings (which don't die fast to tempests, and kill ground units like stalkers and photon cannons.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2012-09-09 22:08:44
September 09 2012 21:53 GMT
#343
I would highly caution against demanding buffs to all underused abilities after a few days of beta. You will just get a yo-yo effect where they have to get buffed and nerfed constantly based on the frequency of use. Furthermore, nobody is using new units correctly. I get that they are new and we want them to be useful and have a legitimate place in the game, but try to think long-term: the tempest buffs you're proposing now won't seem as amusing anymore when every game devolves into mass tempest. (random example) I remember in the WoL beta they constantly nerfed the brood lord and people kept complaining, since the unit wasn't used so much. Yet now brood lords are still almost too strong.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Godwrath
Profile Joined August 2012
Spain10126 Posts
Last Edited: 2012-09-09 21:58:01
September 09 2012 21:56 GMT
#344
On September 10 2012 06:44 Nakwa wrote:
They made the warhound with only one reason:
So they can keep nerfing terran


Oh man, now i can't get out of my head David Kim nerfing the crap outta terrans throwing nerfs like lightnings from his fingertips on a Palpatine's fashion.
Duncaaaaaan
Profile Joined May 2012
United Kingdom101 Posts
September 09 2012 22:03 GMT
#345
I fear the warhound will be pretty useless now that so much DPS has been taken off it. It's a failed unit.
rotinegg
Profile Blog Joined April 2009
United States1719 Posts
September 09 2012 22:28 GMT
#346
redesign the warhound wtf
Translator
Kajarn
Profile Joined September 2010
United States126 Posts
September 09 2012 22:34 GMT
#347
Man, I really like the 2.5 Size bio only cloud as it added to ZvZ late game complexity.

Warhounds won't be used in TvZ anymore. Still probably too good vs Stalkers. They need less HP and I would like them to start slower, but have a movespeed buff.

P.S. Swarm Hosts are terrible in ZvZ, they are just a new unit. Its so easy to out manuever them in ZvZ.
D_K_night
Profile Joined April 2010
Canada615 Posts
September 09 2012 22:46 GMT
#348
I too concur that, if Blizzard designs so many counters to the siege tank, why does the siege tank exist at all?

I was however pleasantly surprised at the swarm host usage, eg. TLO used them in combination with queens, now that was really ironic(?) to see the locusts crack a turtling terran(PainUser).

Not 100% on the warhound yet but would like to see more widow mine usage and see how it stacks up.

wonder if it's possible to use widow mine/siege tank/turret push like the Boxer's Terran in BW(vulture/tank/turret)
Canada
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
September 09 2012 23:00 GMT
#349
On September 10 2012 07:34 Kajarn wrote:
Man, I really like the 2.5 Size bio only cloud as it added to ZvZ late game complexity.

Warhounds won't be used in TvZ anymore. Still probably too good vs Stalkers. They need less HP and I would like them to start slower, but have a movespeed buff.

P.S. Swarm Hosts are terrible in ZvZ, they are just a new unit. Its so easy to out manuever them in ZvZ.


The swarm host is a horrible design idea in general. I never liked brood Lord that much but I could cope with it since that was the only one of a kind but now we have this second unit with mobaish characteristics but on ground. And compared to the lurker which makes damage on his own this annoying unit spawns other units which really doesn't serve the purpose of micro intensive direct battles, I'd guess.
The heart's eternal vow
ref4
Profile Joined March 2012
2933 Posts
September 09 2012 23:25 GMT
#350
fuck warhound, bring back goliath

fuck widow mine, enable vultures in multiplayer

fuck swarm host, bring back defiler

fuck viper, bring back devourer

fuck oracle and colossus bring back reaver and carrier

If Blizz did this they can end the beta and start selling HoTS tomorrow.

there SC2 is fun to watch again. None of this retarded stupid balancing and redesigning fail units like warhounds and vipers and shit.
playa
Profile Blog Joined December 2010
United States1284 Posts
September 09 2012 23:43 GMT
#351
I really don't feel like playing BW, as, after so long, you would like to change it up, even if the game is inferior. That said, after watching the game, I find it startling at how bad it is (imo) to watch. I know it doesn't help that the players play at a poor level due to lack of experience, but I get a sense of it doesn't matter much. At this point, I would much prefer that this expansion would simply be BW in 3D, with maybe chrono boost and the other other macro mechanics staying.

This could be the longest beta ever if they are genuinely concerned with balancing this game, while adding enough units for each race to get people to justify buying it. I really wish they would just combine these units with w/e they are planning in the next expansion. It's hard to believe that protoss could be this weak without it being intentional/some grand plan thing. Curious as to what it is, as no one needed to play the beta to know how it would look at this stage. The only x factor was how strong would cloak be if the Oracle had it. Perhaps they couldn't balance it for P vs Z.

Either way, it feels like they are pushing an incomplete game that isn't close to being enjoyable. If you're already planning a third expansion, may as well take that time and release something that isn't half-assed. After 2 years, you simply have to come up with better ideas than this for protoss. I'd like to know who the balance tester for Blizz is that plays toss. A pro team should be calling this guy up and trying to get him to quit. He must be amazing...
Dox
Profile Blog Joined April 2010
Australia1199 Posts
September 09 2012 23:45 GMT
#352
On September 08 2012 06:13 gedatsu wrote:
Blizz doesn't understand what the problem is with Warhound.

Give it time. They've stated in interviews that they'll often introduce something new during the design process that is blatantly overpowered, and they'll continue to gauge and scale it back until it reaches that "sweet spot." This gives them a great volume of test data, rather than putting something in the game that is too weak and no-one actually tests it.
@NvDox | Plantronics Nv: Rossi . mOOnGLaDe . deth . JazBas | @NvSC2 | @NvCoD | @NvLeague | @NvHearthstone | @NvDotA2 | @PLT_MF
MattBarry
Profile Joined March 2011
United States4006 Posts
September 09 2012 23:54 GMT
#353
On September 10 2012 08:25 ref4 wrote:
fuck warhound, bring back goliath

fuck widow mine, enable vultures in multiplayer

fuck swarm host, bring back defiler

fuck viper, bring back devourer

fuck oracle and colossus bring back reaver and carrier

If Blizz did this they can end the beta and start selling HoTS tomorrow.

there SC2 is fun to watch again. None of this retarded stupid balancing and redesigning fail units like warhounds and vipers and shit.

Son, I think you're a little confused as to unit counterparts
Platinum Support GOD
Jasiwel
Profile Joined June 2012
United States146 Posts
Last Edited: 2012-09-10 00:01:02
September 09 2012 23:59 GMT
#354
The changes are better and are going to help hone in on accomplishing other changes, but honestly Blizz hasn't done much to help Protoss at all. The Warhound is still an incredible A-Move unit regardless of the new update. I am beginning to see its point though, that being for Terran to have a decent counter for dealing with Stalker/Sentries and giving Mech some breathing space against Protoss Immortals. But looking at a lot of videos and listening to a lot of feedback from streams, it's way too easy for Terran to rock the shit out of Protoss the entire game. Protoss has to be exceptionally good in Macro to keep knocking heads with Terran every single encounter, which I'm fine with to an extent. However, when it's apparent that Protoss can barely make it out of their base at the 12 Minute mark, somethings need addressing. Regardless, I feel that the Goliath with some balanced design tweaks for Multiplayer could be so much better for balancing PvT and Terran Mech options in the matchup.

The real problem with Stargate in PvT is that Marines are simply too good versus Stargate units, all of which have no AoE to actual fight the Marines cost-effectively. Stimmed Marines are even worse because they can move faster and kill faster. You might think Vikings are the bain of Stargate, but Phoenix can actually kick the crud out of Vikings if you micro them and keep up with upgrades. The Oracle just doesn't do enough for how much it costs Protoss and it's too damn fragile to feel comfortable with the tech-paths/opportunities it opens. The Tempest is just too slow and weak (though I'm very surprised how durable it turned out to be) to be used cost-effectively. It simply lacks power for what it is and really isn't worth the Stargate tech nor the investment to Stargate.

I would talk about PvZ, but because Zerg in general is extremely wacky right now in HotS, I feel I need a LOT more time to analyze it.
Ritchie
Profile Joined July 2012
Canada206 Posts
September 10 2012 00:30 GMT
#355
Very good changes. Interesting to see how Viper can be put into more uses
After all, we just want to be happy, don't we?
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
September 10 2012 00:38 GMT
#356
I think the tempest is kinda fun and great to use right now, i find it kinda needed to get when you see swarmhosts slwoly eating away at your units.


The only problem is its

Unit 300/300 + 6 Supply 75sec
Fleet Bacon 300/200 75~sec?
Upgrade 150/150 100sec?
Stargate 150/150 60~sec?



Such an incredible sink of time and minerals and gas to get even one of these units out. Would love to see the upgrade come as standard would be the first move in a right direction for this unit.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
Fig
Profile Joined March 2010
United States1324 Posts
Last Edited: 2012-09-10 00:51:11
September 10 2012 00:50 GMT
#357
On September 10 2012 09:38 inFeZa wrote:
I think the tempest is kinda fun and great to use right now, i find it kinda needed to get when you see swarmhosts slwoly eating away at your units.


The only problem is its

Unit 300/300 + 6 Supply 75sec
Fleet Bacon 300/200 75~sec?
Upgrade 150/150 100sec?
Stargate 150/150 60~sec?



Such an incredible sink of time and minerals and gas to get even one of these units out. Would love to see the upgrade come as standard would be the first move in a right direction for this unit.

I was thinking the same thing. It makes no sense to have the increased range as an upgrade, since the Tempest is completely useless without it. But after thinking about it longer, I realized that the change should be more drastic.

Very simply: the Tempest is not a capital ship. It's role is merely to poke units and annoy a player enough to eventually force them into action. This is not the kind of unit that one finds at the end of a tech tree. Not at all.

I believe it would be better to just make the Tempest into a normal stargate unit, no fleet beacon required. Scale everything down: the size, cost, you name it. Give it like 15 range. And then it has a clear role as an annoying unit during the mid game. Then you can have it's upgrade on the Fleet Beacon still, in order for it to go all the way up to 22 range and (hopefully) become more useful lategame.

And then everyone wins because the Carrier returns to it's rightful place as the true Protoss capital ship. (and it would obviously get a buff for the first time ever, since it needs one)
Can't elope with my cantaloupe
Cyrak
Profile Joined July 2011
Canada536 Posts
September 10 2012 01:00 GMT
#358
HOTS, like WOL is still a deathball vs. deathball based game and in that context it does not make a lot of sense to build a 6 food extremely high tech unit that does less DPS than 6 probes. It is just wasted food in a deathball fight and will cause you to lose games if you build it.
Fortune favors the prepared mind.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 10 2012 02:09 GMT
#359
Still waiting for Warhound supply cost to be increased to 3.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
woodstock006
Profile Joined April 2010
United States16 Posts
September 10 2012 02:22 GMT
#360
you really want tempest on non fleet becon tech?
id race swap asap
Jumbled
Profile Joined September 2010
1543 Posts
September 10 2012 02:24 GMT
#361
On September 10 2012 08:45 Dox wrote:
Show nested quote +
On September 08 2012 06:13 gedatsu wrote:
Blizz doesn't understand what the problem is with Warhound.

Give it time. They've stated in interviews that they'll often introduce something new during the design process that is blatantly overpowered, and they'll continue to gauge and scale it back until it reaches that "sweet spot." This gives them a great volume of test data, rather than putting something in the game that is too weak and no-one actually tests it.

That's the point, Dox. The issues with the Warhound aren't just about its power. The entire role it is designed to play is problematic.
Elvin
Profile Blog Joined May 2010
149 Posts
September 10 2012 02:36 GMT
#362
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100
Corrosive
Profile Joined August 2010
Canada3741 Posts
September 10 2012 02:49 GMT
#363
On September 10 2012 08:25 ref4 wrote:
fuck warhound, bring back goliath

fuck widow mine, enable vultures in multiplayer

fuck swarm host, bring back defiler

fuck viper, bring back devourer

fuck oracle and colossus bring back reaver and carrier

If Blizz did this they can end the beta and start selling HoTS tomorrow.

there SC2 is fun to watch again. None of this retarded stupid balancing and redesigning fail units like warhounds and vipers and shit.

Sorry, this is Starcraft 2, not Starcraft BW: HD version.
Maruprime.
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 10 2012 02:53 GMT
#364
On September 10 2012 11:36 Elvin wrote:
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100


They probably didn't want a repeat of BW where mech >>>>> bio.
MMA: The true King of Wings
AnomalySC2
Profile Joined August 2012
United States2073 Posts
September 10 2012 03:17 GMT
#365
On September 10 2012 11:36 Elvin wrote:
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100


Because SC2 is easier in the mechanics department, that powerful of a board control unit would be way too good in this game.
Slago
Profile Joined August 2010
Canada726 Posts
September 10 2012 03:22 GMT
#366
I just wish i was in the beta
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Protein
Profile Joined August 2010
United States132 Posts
Last Edited: 2012-09-10 04:46:28
September 10 2012 04:35 GMT
#367
On September 08 2012 06:37 Seiniyta wrote:
Show nested quote +
On September 08 2012 06:27 purakushi wrote:
I don't understand why they would decrease preordain from 2 minute to 1 minute. That is the only thing that gives tempests a chance to attack from long range (observers are easy to snipe, since they have to stay there). I guess they really do not want the tempest to work. lol


Pre-ordain gave me for a long period of time huge amounts of intel of which units were spawning from the hive for example which is incredible useful to react what the Zerg is producing. I can really see why they nerfed it. I also successful have won games by putting preordain on a factory along other production facilities for the terran so I knew for 2 full minutes what they were building was really handy. I think the nerf is reasonable as I actually thought that spell is, at the moment very underutilized but very powerful.


Yeah, too bad pre-ordain doesn't tell you what is spawning from the larvae.

Thanks for your input, though.

Imo, the spell is next to useless because more often than not you know what your opponent is building or researching ANYway. It's never going to be a wide range of things, especially late game. If you see a barracks with a tech lab, you pretty much know what he's building - same goes for factory with reactor or factory with tech lab. Pre-ordain is mostly for vision... which could be granted with an observer.


On September 10 2012 06:44 Nakwa wrote:
They made the warhound with only one reason:
So they can keep nerfing terran


A little off topic, but I never really understood why Terran players complained about their so called massive nerfs.

Did you ever bother to look at all the nerfs that Protoss has accumulated?

The nerfs that occurred in the beta were insane, so I won't go there. I'll name a few just to give you an idea. Warpgate researched in 60 seconds (yes, I admit that that was op. You could do us the courtesy of admitting that T was op as well.)

But I supposed the WoL Beta is irrelevant so I'll move right into the good stuff.

KA was removed. Flux vanes was removed. Storm radius was decreased (That may have been WoL beta, I forgot). Blink research time was increased. Warpgate research time was increased (again). Pylon radius was decreased.

So tell me, how do your "nerfs" (stim research time increased oh noez) compare to what happened to Toss?

The fact is, David Kim and Dustin Browder have hard-ons for Terran. The truth of the matter is that they made the Winhound so that Protoss would be an even shittier race.

On September 10 2012 07:03 Duncaaaaaan wrote:
I fear the warhound will be pretty useless now that so much DPS has been taken off it. It's a failed unit.


That's rather dramatic. The dps nerf is not THAT massive, so I doubt a unit will go from dominating a match up - and let me tell you, PvT is damn near impossible - to being "pretty useless."

Don't worry, your new terran toy is still gonna be ridiculous.
Protein
Profile Joined August 2010
United States132 Posts
Last Edited: 2012-09-10 04:41:42
September 10 2012 04:40 GMT
#368
Double posted by accident. Sawee. How do I delete? :o
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 10 2012 05:21 GMT
#369
On September 10 2012 11:36 Elvin wrote:
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100


Siege tanks for 2 supply would devestate zerg. Siege tanks are good vs zerg, no matter what any terran says they are good vs zerg. The only time they aren't good vs zerg is when it's late game and there are broodlords and what not. You have to think of more then one match up, tvz tanks are already good, if they were 2 supply they would be rediculously good in that match up. While it may fix tvp mech (i don't know) it would just make tvz bad.
When I think of something else, something will go here
Ramiz1989
Profile Joined July 2012
12124 Posts
September 10 2012 07:32 GMT
#370
On September 10 2012 14:21 blade55555 wrote:
Show nested quote +
On September 10 2012 11:36 Elvin wrote:
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100


Siege tanks for 2 supply would devestate zerg. Siege tanks are good vs zerg, no matter what any terran says they are good vs zerg. The only time they aren't good vs zerg is when it's late game and there are broodlords and what not. You have to think of more then one match up, tvz tanks are already good, if they were 2 supply they would be rediculously good in that match up. While it may fix tvp mech (i don't know) it would just make tvz bad.

If STs would be 2 population, we would have some ridiculous things like Hydras and Roaches being 1 population, Ultras being 4 population etc.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Falling
Profile Blog Joined June 2009
Canada11350 Posts
September 10 2012 08:33 GMT
#371
On September 10 2012 16:32 Ramiz1989 wrote:
Show nested quote +
On September 10 2012 14:21 blade55555 wrote:
On September 10 2012 11:36 Elvin wrote:
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100


Siege tanks for 2 supply would devestate zerg. Siege tanks are good vs zerg, no matter what any terran says they are good vs zerg. The only time they aren't good vs zerg is when it's late game and there are broodlords and what not. You have to think of more then one match up, tvz tanks are already good, if they were 2 supply they would be rediculously good in that match up. While it may fix tvp mech (i don't know) it would just make tvz bad.

If STs would be 2 population, we would have some ridiculous things like Hydras and Roaches being 1 population, Ultras being 4 population etc.

Is that a bad thing? Zerg used to be the race of 1 or 1/2 supply massable units. Not all this high supply, tanky mid-tier stuff. Bring on more powerful tanks. You can always balance other things by adding overkill for instance.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
September 10 2012 09:00 GMT
#372
I think Blizzard should increase the speed of the widow mine to something like the hellion otherwise it's useless . It's slow as hell from what i've seen and hardly a thread if your opponent sees where it burrows .
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2012-09-10 09:47:38
September 10 2012 09:44 GMT
#373
On September 10 2012 17:33 Falling wrote:
Show nested quote +
On September 10 2012 16:32 Ramiz1989 wrote:
On September 10 2012 14:21 blade55555 wrote:
On September 10 2012 11:36 Elvin wrote:
Why don't they just increase warhounds supply to 3 and decrease siege tank supply cost to 2?

I have always wondered why is SC2 siege tank (which is even worse than BW tank) 3 supply and 150/125 instead of 2 supply and 150/100


Siege tanks for 2 supply would devestate zerg. Siege tanks are good vs zerg, no matter what any terran says they are good vs zerg. The only time they aren't good vs zerg is when it's late game and there are broodlords and what not. You have to think of more then one match up, tvz tanks are already good, if they were 2 supply they would be rediculously good in that match up. While it may fix tvp mech (i don't know) it would just make tvz bad.

If STs would be 2 population, we would have some ridiculous things like Hydras and Roaches being 1 population, Ultras being 4 population etc.

Is that a bad thing? Zerg used to be the race of 1 or 1/2 supply massable units. Not all this high supply, tanky mid-tier stuff. Bring on more powerful tanks. You can always balance other things by adding overkill for instance.

It wasn't a bad thing in SC BW, but in SC2, units are different. Zerg used to be race of units that cost 1 or 1/2 supply when their units weren't that strong and because of that they were coming in great numbers. Same can be said for Zerglings in SC2, but not for Roaches that have tons of HP, low dps but really good focus fire, and are quite fast when upgraded. The whole concept of SC2 Zerg needs to be changed if you want again to mass units that cost 1 supply. Units need to be weaker, stat wise, Roaches have almost the same stats as Zealots or Stalkers, they almost feel like Protoss unit. The only reason why they feel like Zerg units is because they are quite fast and massable even though they are 2 supply. Roaches are way too strong for 1 supply, if you want 1 supply Roaches, you have to nerf them to compensate for the buff. I am all for it, but Blizzard won't do that, because they would have to completely change the Roach, or heavily nerf the stats.

And yes, I am all for buffing Tanks and adding overkill because not having overkill completely contradicts how Tanks should be countered and played. It was the most retarded change ever. But buff them differently, not through the supply, because you have to buff other units to compensate, and that is a lot of units.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 10 2012 09:50 GMT
#374
Thanks definately need a little bit of a damage buff. They get rolled over by every damn unit in the game. :/
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-09-10 10:19:52
September 10 2012 10:16 GMT
#375
all those things were repeated to death since the WOL beta, and guess what? nothing has changed, i don't care anymore, i will play this game for what it is, a bad BW sequel
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 10 2012 10:17 GMT
#376
On September 10 2012 19:16 Garmer wrote:
all those things was repeated to death since the WOL beta, and guess what? nothing has changed, i don't care anymore, i will play this game for what it is, a bad BW sequel


I don't care if it was repeated a lot, now is the time they can actually change it.

Tanks need to be better. They get rolled by everything, period.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Appendix
Profile Joined July 2009
Sweden979 Posts
September 10 2012 12:18 GMT
#377
They have to nerf the warhound into the ground, to the point where it is only is better than bio if the bio is controlled real poorly. A flat unit like the warhound will never be able to be used together with dynamic bio play, it is going to be either or. Then it would become a skill baseline for terran; "If your micro sucks harder than this, build warhounds".
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 10 2012 12:30 GMT
#378
On September 10 2012 19:17 Qikz wrote:
Show nested quote +
On September 10 2012 19:16 Garmer wrote:
all those things was repeated to death since the WOL beta, and guess what? nothing has changed, i don't care anymore, i will play this game for what it is, a bad BW sequel


I don't care if it was repeated a lot, now is the time they can actually change it.

Tanks need to be better. They get rolled by everything, period.

see, you lose credibility when you say this, its just not true. They're bad vs Protoss, but great in both other matchups, we've been seeing top level Terrans using tanks consistently in TvZ and TvT, sprouting rubbish about them doesn't help anyone.
VERY FRAGILE, LIKE A BABY PANDA EGG
Warpish
Profile Joined June 2011
834 Posts
September 10 2012 13:43 GMT
#379
What saddens me is that Blizzard is still working around the same basic concepts that were presented during Blizzcon. I'm not even going to discuss the fact that all the HotS units are are a bad copy of BW units. The fact is that these are pretty much the only units that Blizzard has ever shown to the public.

It is very discouraging to see that these unit concepts have evolved so little and are simply being hammered down until they fit into the game. I no longer expect to see the Warhound being reinvented or new units being tested; we will be force-fed these units.

I would really like to see more experimentation, more unit concepts, more ideas and creativity. Unfortunately that is not Blizzard's mindset. Moreover, TL doesn't allow open discussions about new units and concepts which is peculiar, to say the least.

gplayer
Profile Joined March 2011
Romania106 Posts
September 10 2012 13:44 GMT
#380
Good changes I'd say. Warhounds could still use a bit of nerfing imo.
Ramiz1989
Profile Joined July 2012
12124 Posts
September 10 2012 14:31 GMT
#381
On September 10 2012 22:44 gplayer wrote:
Good changes I'd say. Warhounds could still use a bit of nerfing imo.

Definitely. Let it cost 3 supply, and have movement speed reduced to 2.5 and I feel like it would be ok.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Mortal
Profile Blog Joined November 2010
2943 Posts
September 10 2012 14:54 GMT
#382
No Tempest change lol. Such a trash and uninteresting unit. WH could also use some additional tuning I believe, but I understand they don't want to be too brash with their changes out of the gate.
The universe created an audience for itself.
Moonsalt
Profile Joined May 2011
267 Posts
September 10 2012 17:31 GMT
#383
God, I hate the swarm host, it's going to kill ZvZ and it will be such a stupid match-up...
kaokentake
Profile Joined July 2012
383 Posts
Last Edited: 2012-09-10 17:36:24
September 10 2012 17:36 GMT
#384
On September 11 2012 02:31 Moonsalt wrote:
God, I hate the swarm host, it's going to kill ZvZ and it will be such a stupid match-up...


agreed zerg doesnt even need more anti-ground options.


zerg doesnt need a siegetank too. zerg wasnt designed to have a siegetank


Please blizzard think of another unit to add to zerg. Honestly I think zerg needs a ranged anti-light unit now to hopefully deal with hellion/marines. Possibly at tier2. And anti-light lurker seems all too fitting now.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2012-09-10 18:12:37
September 10 2012 18:10 GMT
#385
well all im going to say from someone whos watching far too much of this shit is . . . its more death ball than ever before and way too fucking confusing. Serious, when these games get to late games i think its a mess. WOL it wasnt too bad, there are too many units now. this is even worse ZvT
The_Masked_Shrimp
Profile Joined February 2012
425 Posts
September 10 2012 19:21 GMT
#386
So does this patch mean that the blinding cloud of the viper which actually works on planetary fortress.... is an intended mechanism? O_o
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 10 2012 19:25 GMT
#387
On September 11 2012 04:21 The_Masked_Shrimp wrote:
So does this patch mean that the blinding cloud of the viper which actually works on planetary fortress.... is an intended mechanism? O_o


Does it work? Holy shit that would be awesome
When I think of something else, something will go here
The_Masked_Shrimp
Profile Joined February 2012
425 Posts
Last Edited: 2012-09-10 19:57:37
September 10 2012 19:38 GMT
#388
On September 11 2012 04:25 blade55555 wrote:
Show nested quote +
On September 11 2012 04:21 The_Masked_Shrimp wrote:
So does this patch mean that the blinding cloud of the viper which actually works on planetary fortress.... is an intended mechanism? O_o


Does it work? Holy shit that would be awesome


well i saw it on CatZ stream, he killed a planetary with like 7 roaches, it did not fire back because of a viper cloud he kept casting on it :o

i asked thorzain on the chat of his stream and he confirmed xD
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 10 2012 19:54 GMT
#389
On September 11 2012 02:36 kaokentake wrote:
Show nested quote +
On September 11 2012 02:31 Moonsalt wrote:
God, I hate the swarm host, it's going to kill ZvZ and it will be such a stupid match-up...


agreed zerg doesnt even need more anti-ground options.


zerg doesnt need a siegetank too. zerg wasnt designed to have a siegetank


Please blizzard think of another unit to add to zerg. Honestly I think zerg needs a ranged anti-light unit now to hopefully deal with hellion/marines. Possibly at tier2. And anti-light lurker seems all too fitting now.


Hydras are pretty sick against light units dude.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
rotinegg
Profile Blog Joined April 2009
United States1719 Posts
September 10 2012 20:22 GMT
#390
On September 10 2012 22:43 Warpish wrote:
What saddens me is that Blizzard is still working around the same basic concepts that were presented during Blizzcon. I'm not even going to discuss the fact that all the HotS units are are a bad copy of BW units. The fact is that these are pretty much the only units that Blizzard has ever shown to the public.

It is very discouraging to see that these unit concepts have evolved so little and are simply being hammered down until they fit into the game. I no longer expect to see the Warhound being reinvented or new units being tested; we will be force-fed these units.

I would really like to see more experimentation, more unit concepts, more ideas and creativity. Unfortunately that is not Blizzard's mindset. Moreover, TL doesn't allow open discussions about new units and concepts which is peculiar, to say the least.


? really? If true, I find that peculiar too
Translator
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
September 10 2012 20:44 GMT
#391
On September 11 2012 05:22 rotinegg wrote:
Show nested quote +
On September 10 2012 22:43 Warpish wrote:
What saddens me is that Blizzard is still working around the same basic concepts that were presented during Blizzcon. I'm not even going to discuss the fact that all the HotS units are are a bad copy of BW units. The fact is that these are pretty much the only units that Blizzard has ever shown to the public.

It is very discouraging to see that these unit concepts have evolved so little and are simply being hammered down until they fit into the game. I no longer expect to see the Warhound being reinvented or new units being tested; we will be force-fed these units.

I would really like to see more experimentation, more unit concepts, more ideas and creativity. Unfortunately that is not Blizzard's mindset. Moreover, TL doesn't allow open discussions about new units and concepts which is peculiar, to say the least.


? really? If true, I find that peculiar too


Why should TL allow such discussions? They're not going anywhere. It's not like Blizzard is sifting through the TL forum hoping that someone will post that perfect unit concept that they can implement.

If you want to discuss unit ideas, there are plenty of places to do that. It doesn't need to happen here. It's just not productive.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
archon256
Profile Joined August 2010
United States363 Posts
September 10 2012 20:44 GMT
#392
On September 11 2012 05:22 rotinegg wrote:
Show nested quote +
On September 10 2012 22:43 Warpish wrote:
I would really like to see more experimentation, more unit concepts, more ideas and creativity. Unfortunately that is not Blizzard's mindset. Moreover, TL doesn't allow open discussions about new units and concepts which is peculiar, to say the least.


? really? If true, I find that peculiar too

I think the problem there is that it's all too easy to suggest new units and concepts, but very few of those will be good, and even less of those will actually get back to Blizzard and be implemented. And with threads like those, they have very little "worth" unless they get implemented, whereas other threads like strategy discussions or talking about a pro's gameplay are useful regardless of a Blizzard response.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
rotinegg
Profile Blog Joined April 2009
United States1719 Posts
September 10 2012 23:06 GMT
#393
I see, but you can still make blog posts about new unit ideas if you want, right?
Translator
Appendix
Profile Joined July 2009
Sweden979 Posts
September 10 2012 23:28 GMT
#394
On September 11 2012 05:22 rotinegg wrote:
Show nested quote +
On September 10 2012 22:43 Warpish wrote:
What saddens me is that Blizzard is still working around the same basic concepts that were presented during Blizzcon. I'm not even going to discuss the fact that all the HotS units are are a bad copy of BW units. The fact is that these are pretty much the only units that Blizzard has ever shown to the public.

It is very discouraging to see that these unit concepts have evolved so little and are simply being hammered down until they fit into the game. I no longer expect to see the Warhound being reinvented or new units being tested; we will be force-fed these units.

I would really like to see more experimentation, more unit concepts, more ideas and creativity. Unfortunately that is not Blizzard's mindset. Moreover, TL doesn't allow open discussions about new units and concepts which is peculiar, to say the least.


? really? If true, I find that peculiar too


He probably says that because of this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=366746

I think TL gladly welcomes new idea discussing threads, however they hold them to very high standards. They probably have to be very specific: targeting a precise problem, with a precise idea of how, where and when it would function, and you would have to be someone with a good reputation or have another way to put weight behind your opinion. And the OP itself would have to be written in a very organized manner.

This is my guess because they surely wouldn't want your random gold player get a random idea, start a thread with no work behind it with a OP like "Wouldn´t it be cool if larvae could shoot lasers!". Then we wouldn't be any better than Dustin Browder, and that is what put us in this awkward situation to begin with.
archon256
Profile Joined August 2010
United States363 Posts
September 11 2012 01:19 GMT
#395
On September 11 2012 02:36 kaokentake wrote:
agreed zerg doesnt even need more anti-ground options.

zerg doesnt need a siegetank too. zerg wasnt designed to have a siegetank

I disagree.
Well actually if Zerg got an actual siege-tank variant (like a Baneling launcher) then I'd agree with you. But the Swarm Host isn't a direct-fire unit like that. If you have sufficient defenses you can kill all the locusts without them doing any damage.

The real role is to pressure the enemy to stop turtling and move out to engage the Zerg on his own terms, or suffer an ever-increasing barrage of locusts. Zerg in WoL don't have that luxury, and the only cost-efficient option even against someone who you have an advantage against is to tech to midgame. Swarm Hosts offer another midgame option.

"The troupe is ready, the stage is set. I come to dance, the dance of death"
james5
Profile Joined September 2012
United Kingdom26 Posts
September 11 2012 09:44 GMT
#396
I like it, especially the stunning reasoning modify, hopefully we'll see it get more use, the viper is so amazing imo, it should become a significant device.
Cubu
Profile Blog Joined February 2011
1171 Posts
Last Edited: 2012-09-11 17:13:06
September 11 2012 17:12 GMT
#397
nooooo, why nerf the warhound? Now it's almost useless.
Svennedude
Profile Joined April 2011
Belgium86 Posts
September 12 2012 18:04 GMT
#398
from what i've seen in tvt lately, mass warhounds loses to mass marauder... I don't understand why people keep making warhounds and battlehellions but refuse to add siegetanks.. siegetanks is the thing that should counter roaches and marauders, warhounds and battlehellions should be the meatshield just like vultures and goliaths were in bw..
Habitus
Profile Joined May 2012
United Kingdom120 Posts
September 12 2012 18:56 GMT
#399
On September 11 2012 10:19 archon256 wrote:
Show nested quote +
On September 11 2012 02:36 kaokentake wrote:
agreed zerg doesnt even need more anti-ground options.

zerg doesnt need a siegetank too. zerg wasnt designed to have a siegetank

The real role is to pressure the enemy to stop turtling and move out to engage the Zerg on his own terms, or suffer an ever-increasing barrage of locusts.


The most effect response I've seen to them being used offensively is just to counter attack their base, the unborrow, move forward, burrow, spawn units and kill stuff in a area is rather slow in base trade situtations and they aren't quick at getting back to defend. As long as you have afew siege tanks+marines in bunkers/cannons+stalkers/afew spawnhosts+spine crawlers to hold them off for awhile you should always come out ahead.
Seigifried
Profile Joined January 2012
United States60 Posts
September 22 2012 23:56 GMT
#400
Warhound OP!!!!!
Normal
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