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HOTS Patch notes [9/14/2012] - Page 36

Forum Index > StarCraft 2 HotS
1404 CommentsPost a Reply
Prev 1 34 35 36 37 38 71 Next
squanzo
Profile Joined May 2011
68 Posts
September 14 2012 20:49 GMT
#701
Any chance of removing the worker display at each base?
Account252508
Profile Joined February 2012
3454 Posts
September 14 2012 20:50 GMT
#702
--- Nuked ---
Shinespark
Profile Joined June 2011
Chile843 Posts
September 14 2012 20:50 GMT
#703
Good, now remove the widow mine and the battle hellion and terran will be better than ever!
Oh, wait...
"I, for one, welcome our new Korean overlords."
VeNoM HaZ Skill
Profile Blog Joined November 2010
United States1528 Posts
Last Edited: 2012-09-14 21:03:25
September 14 2012 20:51 GMT
#704
On September 15 2012 05:36 pyro19 wrote:
It's clear as day to see that Protoss is the Center of Attention for Blizzard Creativitiy team...They get all the cool shit and have their Abilities Reworked when complained about while the Terran Units get straight up removed from the game without any Nerfs or Experiments

The warhound was abominably terrible unit design. No amount of tweaks would have fixed it. Nobody wanted mech that plays like bio.

I like how Blizzard keeps moving towards BW-esque abilities and units without actually adding them. I've never seen a company so scared of using content from previous games.
Hellions -> Battle Hellions (Firebats)
Oracles (Arbitersssss)
Swarm Host is different than the lurker, but I personally don't feel that zergs should have a unit that slowly breaks seige lines. Given the current state of blinding cloud (now affects mech), lurkers could do the same job in a faster, zergier fashion (run forward -> burrow -> havoc+death).
Widow Mine (Vulture mines with bad splash)

Just reintroduce some old units. There is nothing wrong with it. You need it. Certain units will mesh really well with the current game design and it might lure in some of the BW followers (work that familiarity).
#1 MMA fan! I like you too Taeja. Still patiently waiting for the Crown Prince to become the King.
QNdie
Profile Joined June 2011
Poland210 Posts
September 14 2012 20:52 GMT
#705
On September 15 2012 04:01 ZanXala wrote:
Summary: Blizzard like people being able to do really annoying shit that takes exactly 0 skill to execute but that you have to control and multitask perfectly to deal with. (I'm talking about the a-move-ier being back, reaper getting op buff so you can bunker bellow main or nat on every single map, new oracle ability which just negates all abilities, buff on the entomb thing)

I'm happy about the swarm host nerf and the widow mine buff as well as the removal of the a-move hound though. But I seem to be the only one to be asd about the carrier being back...


Some people will never stop complaining. Carriers have started finding their place in the game as of late, in late game PvZ especially and in carrier based all-ins in PvT. Reapers are very fragile, you have to micro them to be able to use them to full effect, as they can die off easily. Obviously its just stutter-stepping and microing back the weak ones but it still requires amp and attention. Oracle abilities are overbuffed imo but it will get fixed in due time if it's too good, its only the 2nd beta patch.

Overall, I think Blizz is definitely on the right track. Add microability to carriers and change some stuff with terran as they seem to be lackluster for now and I think HotS will start sounding really legit. You can't be so negative and cry about imbalance before you even tried the new units...
GoldenH
Profile Blog Joined March 2010
1115 Posts
September 14 2012 20:53 GMT
#706
On September 15 2012 05:45 twndomn wrote:
I call it now, Protoss will have carrier + tempest + voidray + mothership deathball instead of the typical colosi + stalkers deathball.


Naw, the tempest is still too awful to live. I can't think of any Massive unit that can threaten protoss air. It is now trying to fill a niche that doesn't exist.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 14 2012 20:53 GMT
#707
On September 15 2012 05:47 monkybone wrote:
Show nested quote +
On September 15 2012 05:41 SarcasmMonster wrote:
On September 15 2012 05:36 monkybone wrote:
On September 15 2012 05:33 SarcasmMonster wrote:
On September 15 2012 05:30 monkybone wrote:
On September 15 2012 05:28 SarcasmMonster wrote:
On September 15 2012 05:26 monkybone wrote:
On September 15 2012 04:51 SarcasmMonster wrote:
Give a mech spell caster

It also has an ability to place (nerfed) Widow Mines, so you don't need to build them from your factory.


We already have one, it's called the Thor, and the fact that it is a caster is one of the reasons that it is useless.


I refuse to acknowledge the Thor as a mech spellcaster.


Point is, spellcasters get feedbacked.


Spellcasters get emp'd. Doesn't stop them from being useful if designed correctly.

Especially a mech spellcaster which are under protection from 13-range Siege tanks vs 9-range feedback. If still manages to land feedbacks against a mech army, then congrats, good play.


Feedback drains HP, that's the problem. The spell doesn't matter. And there's no problem at all feedbacking Thors vs a meching Terran, even if he goes siege tanks. By your logic a marine tank army should never get fungaled if properly controlled.


This is why I'm confused.

Your argument: Mech spellcaster impossible because feedback makes it useless because it drains HP.

But Marine-Tank is viable even though Fungal is in the game?


I'm saying that spellcasters (obviously not ghosts) vs Protoss are useless, and units which are not only spellcasters, but also fighting units (like Thors) suffers a disadvantage of being so because of feedback (draining HP). I.e. the caster role is made largely irrelevant, and additionally the fighting role is diminished because of HT.

I have no idea what your point was with the fungal comment. My point was that tanks doesn't remove casters from the game at all.


My suggestion was to have a spell caster that lays down mines. Lay them down before the engagement.

Just because HTs hard counter spell-casters does not mean its impossible to have some hypothetical spell caster in your composition. It's like saying Infestors are useless because of HT's...
MMA: The true King of Wings
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2012-09-14 20:54:20
September 14 2012 20:53 GMT
#708
On September 15 2012 05:49 squanzo wrote:
Any chance of removing the worker display at each base?


Kinda hoping that goes away as well.


On September 15 2012 05:51 VeNoM HaZ Skill wrote:
Show nested quote +
On September 15 2012 05:36 pyro19 wrote:
It's clear as day to see that Protoss is the Center of Attention for Blizzard Creativitiy team...They get all the cool shit and have their Abilities Reworked when complained about while the Terran Units get straight up removed from the game without any Nerfs or Experiments

The warhound was abominably terrible unit design. No amount of tweaks would have fixed it. Nobody wanted mech that plays like bio.



Also it looked stupid xD
Rah
Profile Joined February 2010
United States973 Posts
September 14 2012 20:54 GMT
#709
On September 15 2012 05:37 trbot wrote:
Show nested quote +
On September 15 2012 05:34 monkybone wrote:
On September 15 2012 05:32 trbot wrote:
On September 15 2012 05:24 Rah wrote:
On September 15 2012 05:13 trbot wrote:
As for goliaths, they overlap too much with vikings. Tank goliath battle hellion viking will be too universally strong versus ground and air alike.


uh, no shit, it should be. That army would take so long to build up.. vikings and goliath take gas from tanks you know? Even then it would still come down to positional play with tanks involved, and if you lose an army gl building it back up. That's mech.


mech should be formidable and difficult to break. it shouldn't be impossible to break.

think of broodlord infestor corruptor. it's essentially equivalent of mech for zerg, but while it's formidable and difficult to break, it's not impossible. if you have mass tank, air is the only viable response. (i challenge you to crash any 200/200 protoss army into mass tank. the result isn't even close.) then, if you have an abundance of anti-air weaponry, the fight is just hopeless. i'm only speculating, since we haven't seen how it would play out, but it sounds like a bad idea to me. i could be wrong.


Mech gets broken all the time, just watch the gumiho vs polt games in the gsl yesterday. Gumiho showcases the beauty of mech, and polt shows how to break it, without air. In fact, it's the meching player who needs air, namely ravens, to withstand marauders.


Notice how I talked about a 200/200 protoss army...


If only protoss had an anti mech unit as durable as the marauder.. I imagine breaking the mech army would be similiar to it was in Broodwar, so look there for inspiration. Protoss who only played SC2 feel like nothing should be able to challenge the protoss army in an A move fight, but that sounds backwards to me. With the new harassment options being introduced to the race along with amazing units like the immortal and blink stalker I don't see why it's so hard to imagine a protoss player hindering and picking apart a meching player in HotS. They'll have to adapt sure, but this is how StarCraft should be. There's a reason terran upgrades are the way they are, the game isn't working as intended atm.
Streaming on twitch. http://www.twitch.tv/rahsun86
obsid
Profile Joined November 2008
United States389 Posts
September 14 2012 20:55 GMT
#710
The other thing to note is how the oracle's new spell also buffs void rays in PvZ. Mass Voidrays was most easily countered by mass fungal, not so much anymore......
Adonminus
Profile Joined January 2012
Israel543 Posts
September 14 2012 20:55 GMT
#711
Really great move towards Protoss. Carrier is back, and I'm so happy about that. I feel bad for terran though, I hope blizzard won't disappoint us and will bring a great replacement for the warhound.
wangstra
Profile Joined March 2011
922 Posts
September 14 2012 20:55 GMT
#712
Hang on, maybe I have to read some more, but if the warhound was removed, why do the Immortal's shields need to updated to not be affected by them?
Zer atai
Profile Joined September 2011
United States691 Posts
September 14 2012 20:55 GMT
#713
YES!!!!! CARRIER!!!!!!
Want to sport eSports? Disable adblock. P.S. En Taro Adun!!
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
September 14 2012 20:56 GMT
#714
Really nice patch. There's hope in PvP again
Flexis
Profile Joined April 2010
Sweden235 Posts
September 14 2012 20:57 GMT
#715
Now, get rid of swarm hosts and add lurkers, or simply only add lurkers!
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
September 14 2012 20:57 GMT
#716
On September 15 2012 05:55 wangstra wrote:
Hang on, maybe I have to read some more, but if the warhound was removed, why do the Immortal's shields need to updated to not be affected by them?


Because it's the 2nd week of beta and not release. They are trying to find a way to make it work, so it might be added in later.
xzidez
Profile Joined April 2010
Sweden147 Posts
Last Edited: 2012-09-14 20:59:09
September 14 2012 20:57 GMT
#717
Seriously... .they put in carrier and everyone thinks protoss is fine? How does this change the fact that air is shit and easily countered by vikings or corruptors? And with tempest "nerf" it will be even worse against this kind of units.. Are you going to battle it with carriers?....

Stargate tech is just as bad now as before.. Only difference is that you cant use tempest late to siege anymore..
I guess mothershipcore change was nice.. but rest is still bullshit. Fungal will still rofl air.. or you are going to put that oracle crap on every airunit.. and just die 5 seconds later..

Edit: Yes removing the warhound is nice.. So we can go back to our normal deathball.. without stargate : P.. fun times.
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
September 14 2012 20:57 GMT
#718
widow mines need to cost less and not be 2 supply... maybe then people will make them blizzard lol
@KawaiiRiceLighT
Little-Chimp
Profile Joined February 2008
Canada951 Posts
September 14 2012 20:58 GMT
#719
They should have scrapped Thor and kept Warhound as a goliath type unit IMO.
FeUerFlieGe
Profile Joined April 2011
United States1193 Posts
September 14 2012 20:58 GMT
#720
It's like everything they said on ITG game to life
To unpathed waters, undreamed shores. - Shakespeare
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