HOTS Patch notes [9/14/2012] - Page 5
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ZenZombie
United States58 Posts
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Erik.TheRed
United States1655 Posts
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The KY
United Kingdom6252 Posts
On September 15 2012 03:15 StreetWise wrote: I hope they leave it out long enough for them to realize its not worth putting back in. Sadly I think that you are right in the fact that they will re-introduce it. A rethink is still good news. It implies that they won't just tweak the stats and will instead come up with a better and more interesting way for it to work. | ||
Deleted User 135096
3624 Posts
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WickedBit
United States343 Posts
On September 15 2012 03:17 DevilofDeath wrote: Guys I'm happy the carrier is back and warhound is gone But why, why is an armory required to build a hellion now? I think only battle hellion. And that too I think because early game everyone just ran upto a mineral line and then shifted into battle mode and walked up and killed all workers. It took a long time for anythign to kill them. | ||
EGLzGaMeR
United States1867 Posts
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Condor Hero
United States2931 Posts
AND THE CARRIER!!!! | ||
Treehead
999 Posts
Did they... um... nerf the Tempest? Or does it deal a bunch of extra damage to massive units now? | ||
Account252508
3454 Posts
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Evangelist
1246 Posts
On September 15 2012 03:17 Areon wrote: LOL Warhound removed, but much cleaner than just gradually nerfing it into oblivion. Interesting to see how mech is going to change with this. They're going to need to buff the shit out of tanks. It'll be back to the usual - hellion banshee into hellion banshee thor into seige tank battlecruiser into dying to templar. Terran desperately needs SOMETHING without energy in mech. Give it another patch or two and the carrier will be gone again. Why? Not a soul is going to use it, despite it sitting there, waiting to arrive. I hope you're all prepared to lose a shitload to keep that rubbish unit in the game because that's what its going to take. | ||
Existor
Russian Federation4295 Posts
http://us.battle.net/sc2/en/forum/topic/6572357553 | ||
di3alot
172 Posts
On September 15 2012 03:17 DevilofDeath wrote: Guys I'm happy the carrier is back and warhound is gone But why, why is an armory required to build a hellion now? because it prevents a lot of all ins // delays them | ||
absalom86
Iceland1770 Posts
On September 15 2012 03:09 heyoka wrote: I'm really glad Blizzard is willing to look a things like the Warhound and take them out for now if necessary, but a little confused as to how it made it this far to begin with. Mind you they said they removed warhound for now.. chances are they want to see how the gameplay looks without and and if they see a role for it still, it will come back, perhaps in a slightly altered form. | ||
Toads
Canada1795 Posts
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Bowzer
Canada214 Posts
This is so awesome :D I can't wait to use the new oracle defensive capabilities, it sounds amazing. Bye bye warhound! Hello Carrier! /dance | ||
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ZeromuS
Canada13386 Posts
It was promptly deleted. Luckily, I had it on my page and could copy pasta it for you guys :D As you may know, we have entered the second week of the Heart of the Swarm beta test. Thank you all for the time and effort you have put in to playing and testing the game these last few weeks. Our plan to deliver balance patches for the beta will be very different from how we do patches on the live game. We will be making frequent iterations on balance throughout the beta test in order to reach our goals as quickly as possible. Accordingly, we expect that some of the changes we make will naturally have a larger impact on overall balance and that additional tuning may be necessary; however, we feel that the beta test is the perfect time to take these risks and learn from the results. Here are some of the major changes we’re making this week: Remove oracle ability: Preordain Because Preordain overlaps with Revelation in that both spells grant vision, we’ve decided to remove Preordain. All in all, we feel that Revelation is a cooler spell because it also acts as a soft detection mechanism. New oracle ability: Phase Shield -- Targeted friendly units are shielded from harmful effects for 5 seconds Phase Shield is a new oracle ability that can be used to prevent harmful effects like the marauder’s Concussive Shells, the infestor’s Fungal Growth, or the viper’s Abduct. We feel that with the addition of swarm hosts and vipers, protoss is in need of a spell that can help against some of the new unit compositions. Carrier is back! We continue to receive a lot of feedback from both our community and professional players suggesting that the Tempest is difficult to use. We agree that it’s not an easy-to-use capital ship like the carrier, and feel it could be cool to have two big air units in the protoss fleet. The carrier will be the easy to use, multifunctional capital ship, whereas the tempest will be a more strategic and positional unit that can’t just be blindly massed. We know how much the carrier means to everyone and think that this is a great opportunity to give the carrier another chance before making a final decision on the unit’s future. Mothership core’s Recall energy reduced from 150 to 100 Initially, we were worried Recall would be too brutal in the early game, especially in the PvZ matchup; however, this has not been the case in the early stages of the beta test. We’d like to really push this ability as much as we can to ensure that the unit is widely used in all matchups in Heart of the Swarm. Mothership core’s Purify attack range increased from 7 to 10 Due to the slow movement speed of the mothership core and its 7 attack range, we feel it is too easy to move out of attack range. With this change, we’re hoping the mothership core serves as a better defensive tool in the early game. Mothership starts with 50 energy when upgraded from the mothership core Motherships starting out with max energy was an unintended side effect of the change in how it’s built. Vortex is an especially deadly ability, and we feel it’s important to give players fighting against the mothership some time to react. A mothership being able to cast 2 Vortexes right when they finish building was just too much. New hellion upgrade: Transformation Servos -- allows hellions to change to Battle mode In TvZ, battle hellions with good split micro are performing a bit too well vs. zergling/baneling openers. Therefore, we are adding an upgrade requirement to change modes, giving zerg players more time to make the necessary adjustments to their unit composition. Swarm host’s locust attack range decreased from 3 to 2 We are decreasing the range of the swarm host’s locusts from 3 to 2 to slightly reduce the unit’s effectiveness while still maintaining its usefulness in a number of different situations. After this change, when locusts are able to freely attack things, they should still be pretty deadly. Additionally, small to medium-sized armies will have to do some kiting in order to reduce locust counts, because head-on battles will not be cost-effective. On the other hand, larger armies (especially those with lots of splash damage) can take down swarms of locusts fairly efficiently unless swarm hosts are backed up by other units. Swarm hosts in the earlier stages of a game can be used by themselves, but in the later parts of the game, they will need to be used in combination with other units such as corruptors or infestors. Thanks again for all of your feedback. We look forward to hearing your thoughts on these changes. | ||
Greem
730 Posts
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Lunareste
United States3596 Posts
On September 15 2012 03:13 Mutation wrote: and t mech suck again I read it in this voice rofl. | ||
InfusedTT.DaZe
Romania693 Posts
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MiND.GaMeS
Germany218 Posts
What's kinda weird in my eyes: Warhound removed!? wtf??? why, i'm not even a terran and i thought it's OP but completely remove it?? :-S i guess they tweak the Warhound a bit and add it later again, because the Immortal hardened shield stuff wouldnt make sense elsewise.. | ||
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