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Active: 1825 users

Why the Warhound should NOT be balanced - Page 34

Forum Index > StarCraft 2 HotS
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slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
September 23 2012 06:39 GMT
#661
I agree more could be added to enhance the game micro wise but the warhound should stay. They made mech viable because terrans needed something to battle immortals or colossus and the warhound was it. If 250mm were fixed on the thor, i could accept losing the warhound because thors are even harder to manage because of their size. But, now I don't get that luxury either. Back to bio.
The best Flash meme ever: http://imgur.com/zquoK
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2012-09-23 07:06:03
September 23 2012 07:02 GMT
#662
Immoral wasnt the issue....it was the chargelots. I dont understand why people keep complaining about immortal it was teh chargelots. There was nothing in mech composition that counter chargelots. Hellion? No, hellion are only good in hit and run situtation but if they are force to fight head on, they get owned. Also, during direct confrontation, hellion splash are not as effective, and without splash and the ability to hit and run against zealot, they get destroy. Also the splash on your own unit from the tank destroy them. That why the battle hellion was added.

Immortal can be counter by ghost, which is rare, but they can be overwhelmed by just massing hellion as meat shield and hellion do fairly well against them in small numbers. They are strong vs mech, but I dont think they were insanely to powerful and was the reason mech isnt viable.

Regarding collosus, the tank counter them fairly well if you just use your tank to focus fire the collosus down.
I may not be the best, but i will be some day...
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 23 2012 07:57 GMT
#663
On September 23 2012 16:02 SheaR619 wrote:
Immoral wasnt the issue....it was the chargelots. I dont understand why people keep complaining about immortal it was teh chargelots. There was nothing in mech composition that counter chargelots. Hellion? No, hellion are only good in hit and run situtation but if they are force to fight head on, they get owned. Also, during direct confrontation, hellion splash are not as effective, and without splash and the ability to hit and run against zealot, they get destroy. Also the splash on your own unit from the tank destroy them. That why the battle hellion was added.

Immortal can be counter by ghost, which is rare, but they can be overwhelmed by just massing hellion as meat shield and hellion do fairly well against them in small numbers. They are strong vs mech, but I dont think they were insanely to powerful and was the reason mech isnt viable.

Regarding collosus, the tank counter them fairly well if you just use your tank to focus fire the collosus down.


That's why conical AOE aka firebat was reintroduced in a CHEAPER (100m vs. 75m 25g) and VERSATILE version as battle hellion and ppl are bitching about "sense".

BH are now are direct counter to mass chargelots remaxed army.
Switching factory out to Reactors will allow HOTS Terrans to effectively remax to deal with any kind of remaxed 3/3 T1 army (zealot/ling) all in late game counter-rush.
Cauterize the area
Carnate
Profile Joined September 2010
United States62 Posts
September 23 2012 09:12 GMT
#664
Should change the thor 250mm to a aoe barrage. Something to make it different from just firing normal, and also make it seem worht while that you mayu need ghosts to protect its energy.
DEN1ED
Profile Joined December 2009
United States1087 Posts
September 25 2012 02:20 GMT
#665
On September 10 2012 15:51 yanot wrote:
Agree completely. I didn't really like the "easy to learn, hard to master" way of designing. Sports, piano, guitar, are all hard to learn and hard to master. And they have a lot of depth. And I never understood that "casual" is associated as "easy" in the developer mind. One can play 1 hour a day and still want challenge, difficults things to overcome in a video game.


Ya I agree completely as well. At first SC2 was fun becuase I too had "AMAZING" force fields but it just got boring pretty quickly. Meanwhile, in BW, I could just spend all day only practicing muta-micro and never get bored.
ezAction
Profile Joined July 2011
United States12 Posts
September 25 2012 04:33 GMT
#666
I love it. All the protoss players are uniting in their QQ! """Omg Warhound so powerful all they need to do is 1a, whine, cry, QQ.""" Collosus anyone? Protoss is so rediculous op right now. They could give terran back all the stuff they nerfed now that Protoss has finally learned to play their race. OrbRAGEQQ

User was temp banned for this post.
Live to win!!!
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
Last Edited: 2012-09-25 04:42:25
September 25 2012 04:42 GMT
#667
Yes, because Orb's perfectly coherent, rational argument against the Warhound is equal to balance whining.

Also, I don't think you'll find many Protosses who are in favor of the Colossus either (not on this forum at any rate). And most who are only want it because if it weren't replaced with something their race would lose.
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
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
September 25 2012 08:33 GMT
#668
On September 19 2012 02:25 Rabiator wrote:
Most of the "basic changes" made to the core mechanics have been made to make the game easier to play for newbies and thus the core design concept of Blizzard is to make an accessible game rather than a challenging game. Macroing boost mechanics, production speed boost mechanics, the unlimited unit selection and the "perfectly tight" unit movement AI are all together things which make it a lot easier to play SC2 compared to BW. Thus it is highly unlikely that the Warhound will be taken out and it doesnt make sense to start the process of making SC2 challenging at the expansion when it should be started at the beginning and at those things I mentioned above. Those are the real culprits which make the boring deathball possible and which remove any strategic positional play.


Eh, yeah...no. The perfectly tight unit movement is what makes this game harder to play then bw, as you need to constantly keep attention on your army and spread it out properly every single time you move it, otherwise you will get wrecked by banelings, storms, fungal growth, siege fire, and other AoE that rips apart your army in mere seconds. Also you don't change core mechanics of a game in an expansion. Especially when it's a game that people make a living out of. You simply cannot do that.
sighsigh
Profile Joined August 2012
Australia40 Posts
September 27 2012 06:38 GMT
#669
On September 23 2012 18:12 Carnate wrote:
Should change the thor 250mm to a aoe barrage. Something to make it different from just firing normal, and also make it seem worht while that you mayu need ghosts to protect its energy.


I like the aoe idea on the thor, right now 250mm cannon is pretty much a useless upgrade.But the aoe, in my opinion, needs to hit friendly units like the seige tank otherwise it will be too powerful. Also the aoe range should be a bit further than normal thor range and have an animation delay like the beams of collossus or else muta balls just disappear.
The worker is the most OP unit in the game... End of Story
IPS.Blue
Profile Joined January 2004
Germany309 Posts
October 26 2012 07:11 GMT
#670
On September 10 2012 15:39 -orb- wrote: ... Since their AoE attack was clearly ridiculously overpowered, it was balanced out not by reducing the damage or some other boring stat change to make every unit equally powerful (which almost seems to be Blizzard's intention with SC2), but instead by making it hopelessly immobile and by making the ammunition cost resources and take time to build. ...


True that. Suspected this since I saw those videos in which Blizzard was letting certain unit compositions attack each other time after time ...

I too miss reavers (and shield batteries ;P) ...
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