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HOTS Patch notes [9/14/2012] - Page 39

Forum Index > StarCraft 2 HotS
1404 CommentsPost a Reply
Prev 1 37 38 39 40 41 71 Next
anotherone
Profile Joined October 2009
90 Posts
September 14 2012 21:21 GMT
#761
On September 15 2012 06:15 S_SienZ wrote:
Any Terrans interested in forming a group and just play WoL TvT all day long when HotS comes out?

At this rate Flash will be playing P when HotS is out.

Count me in.
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
September 14 2012 21:21 GMT
#762
The fact that Blizzard removed a unit AND brought back the carrier shocks me... in a great way. I'm really loving the direction they're taking the game now.
Sup.
Swiv
Profile Joined October 2011
Germany3674 Posts
September 14 2012 21:21 GMT
#763
this patch sounds delicious! keep up the good work with the community and pro gamers, blizzard! <3
[_] Terran [_] Zerg [_] Protoss [X] Random ------- Fantasy - hyvaa - sOs
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
September 14 2012 21:21 GMT
#764
This patch is HUGE!
Terran

Warhound
This unit has been removed from the game.


whoa!
Carrier!
Reworks everywhere!
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
laerteis
Profile Joined August 2012
United States78 Posts
September 14 2012 21:22 GMT
#765
I like this patch a lot, but it does seem like T is going to be ... well I hate to say *dead* but...
support Axiom eSports http://www.axiomesports.com/
obsid
Profile Joined November 2008
United States389 Posts
September 14 2012 21:22 GMT
#766
My guess is the next patch will be something like this (This is a blind guess, we will see!):

Void rays lose the +20% to massive. Voidrays attack goes from 6/8 + 4/8 vs armored to 6/8 + 5/10 vs armored. (makes voidrays 10% better vs armored, but no change to non-armored and loses the bonus vs massive). This would better distinguish void ray's from tempests.

Tempest attack goes from 30+20 vs massive to 30+30 vs massive. (I think it will need a little be more umph vs massive to really hold that role well).

Phase Shield's duration reduced from 5 seconds to 3 seconds (5 seconds is going to get chained together for a long time with multiple oracles).

Tank siege mode damage goes from 35+15 vs armored to 35+20 vs armored in siege mode. (Lots of anti-tank stuff added in Hots and so far tank has gotten nothing, give it a 5 extra damage boost in siege mode vs armored units would help keep it viable)
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 14 2012 21:23 GMT
#767
On September 15 2012 06:22 obsid wrote:
My guess is the next patch will be something like this (This is a blind guess, we will see!):

Void rays lose the +20% to massive. Voidrays attack goes from 6/8 + 4/8 vs armored to 6/8 + 5/10 vs armored. (makes voidrays 10% better vs armored, but no change to non-armored and loses the bonus vs massive). This would better distinguish void ray's from tempests.

Tempest attack goes from 30+20 vs massive to 30+30 vs massive. (I think it will need a little be more umph vs massive to really hold that role well).

Phase Shield's duration reduced from 5 seconds to 3 seconds (5 seconds is going to get chained together for a long time with multiple oracles).

Tank siege mode damage goes from 35+15 vs armored to 35+20 vs armored in siege mode. (Lots of anti-tank stuff added in Hots and so far tank has gotten nothing, give it a 5 extra damage boost in siege mode vs armored units would help keep it viable)

Pretty sure tank has gotten a small buff to how much it gets from upgrades.
VERY FRAGILE, LIKE A BABY PANDA EGG
NuclearJudas
Profile Blog Joined July 2011
6546 Posts
September 14 2012 21:24 GMT
#768
Carrier yusssssss
Life is like Tetris. Your errors pile up but your accomplishments disappear. - Robert Ohlén | http://railroaddiary.wordpress.com/ - My words about stuff.
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
September 14 2012 21:24 GMT
#769
On September 15 2012 06:21 anotherone wrote:
Show nested quote +
On September 15 2012 06:15 S_SienZ wrote:
Any Terrans interested in forming a group and just play WoL TvT all day long when HotS comes out?

At this rate Flash will be playing P when HotS is out.

Count me in.


I can't imagine a worse kind of hell when there are protosses and zergs to mech against to be playing TvT all day with whiny terrans. I'd rather play TvP and TvZ any day.

Ontopic: I love this. Hope they change the WH and bring it back somehow... loved the sounds they made for it :D
Scila
Profile Joined October 2010
Canada1849 Posts
September 14 2012 21:26 GMT
#770
Entomb is still a silly ability. As long as it is "click to harass" it will never be a "skillful" strategy to pull off.
All we have to decide is what to do with the time that is given to us.
DKing6297
Profile Joined July 2011
United States78 Posts
Last Edited: 2012-09-14 21:31:20
September 14 2012 21:26 GMT
#771
Immortal Buff Too strong, banishes the entire unit from the game

p.s. SOOO glad that no-micro-needed-A-Move-More-people unit is GONE finally
I was a ACE fan. I still am.
Prime Directive
Profile Joined December 2011
United States186 Posts
September 14 2012 21:28 GMT
#772
only way I would want the warhound back was if they removed the Thor. I think battlehellions fill the mech tank role nicely with this current beta build. Really excited to see it pan out.
Bam Lee
Profile Joined June 2012
2336 Posts
September 14 2012 21:28 GMT
#773
wow the new oracle ability sounds HUGE. i mean immunity against fungal? The damage is still there but you can move in and blink away and zealots can actually do something against infestors. Also no more concussive shells on zealots? 5 seconds is quite long imo. Also tempests are finally starting to sound useful in terms of forcing fights. 50 damage against broodlords is quite a bit
jake1138
Profile Joined September 2011
United States82 Posts
Last Edited: 2012-09-14 21:29:52
September 14 2012 21:29 GMT
#774
Someone mentioned that the Oracle's entomb ability is stupid (the shields-over-mineral thing). I am inclined to agree. Most of the time you'll have to use your workers to destroy the things. Then you have to put them all back to work. It is too disruptive given how easy the ability is to use and how difficult it is to defend against it.

I'd rather see an ability to freeze some workers in place. Like an AoE stasis field that only affects workers. That way it's still easy to use but you have to get a little closer to the workers to use it and thus it can be more easily defended against. Also, your workers go right back to doing what they were doing before it happened so there is no micro necessary from the victim to recover from it.

Also make it so the units don't take damage while in stasis so you can't statis and storm. You'd have to wait for the stasis to expire to storm. This would give the victim some time to defend it. An interesting side-effect is that you could freeze the SCV's that Terran sends at you in all-ins. That would be fun! :-)
lim1017
Profile Joined April 2010
Canada1278 Posts
September 14 2012 21:29 GMT
#775
seemed legit until i saw carrier back in game, followed by warhound out of game...
Emuking
Profile Joined June 2012
United States144 Posts
September 14 2012 21:29 GMT
#776
well played blizzard... now what will replace the warhound; a 2nd siege tank upgrade form!
When you want to succeed as bad as you want to breath, then you'll be successful.
S_SienZ
Profile Joined September 2011
1878 Posts
September 14 2012 21:30 GMT
#777
On September 15 2012 06:29 jake1138 wrote:
Someone mentioned that the Oracle's entomb ability is stupid (the shields-over-mineral thing). I am inclined to agree. Most of the time you'll have to use your workers to destroy the things. Then you have to put them all back to work. It is too disruptive given how easy the ability is to use and how difficult it is to defend against it.

I'd rather see an ability to freeze some workers in place. Like an AoE stasis field that only affects workers. That way it's still easy to use but you have to get a little closer to the workers to use it and thus it can be more easily defended against. Also, your workers go right back to doing what they were doing before it happened so there is no micro necessary from the victim to recover from it.

Also make it so the units don't take damage while in stasis so you can't statis and storm. You'd have to wait for the stasis to expire to storm. This would give the victim some time to defend it. An interesting side-effect is that you could freeze the SCV's that Terran sends at you in all-ins. That would be fun! :-)

You already can do that. They're called Sentries. FF in the mineral line delays mining by a lot.
mrtomjones
Profile Joined April 2011
Canada4020 Posts
September 14 2012 21:31 GMT
#778
On September 15 2012 06:26 Scila wrote:
Entomb is still a silly ability. As long as it is "click to harass" it will never be a "skillful" strategy to pull off.

It is extra multitasking. Is sending a DT into a base skillful? Is a ling runby? No.

Loving this patch.. looks like the Tempest might fix the Brood/Infestor vs Vortex issue and the Oracle now has a big role there too...
obsid
Profile Joined November 2008
United States389 Posts
September 14 2012 21:31 GMT
#779
On September 15 2012 06:23 MCDayC wrote:
Pretty sure tank has gotten a small buff to how much it gets from upgrades.


Its still +3 (+2 vs armored) in HotS right?
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
September 14 2012 21:31 GMT
#780
Holy fucking shitballs yes. Fuck you Warhounds, may you be forever forgotten in Starcraft hell together with Kulas Ravine.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
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