HOTS Patch notes [9/14/2012] - Page 51
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Kovaz
Canada233 Posts
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3clipse
Canada2555 Posts
On September 15 2012 11:30 BigKahunaBurger wrote: >Such low range >15 >Larger range than any unit in game >mfw Please don't bring 4chan to teamliquid. ![]() | ||
Sroobz
United States1377 Posts
On September 15 2012 11:31 aZealot wrote: Man, so much QQ about the Warhound and it's only the first day of the patch. The only new playstyle the Warhound brought was more Warhound. More to the point, it's effect was to neuter experimentation with the Hellion and Reaper. This way, these units get more play in HotS towards hopefully, a traditional SC mech style. The Warhound may yet return, and in a far better iteration. (More to the point. Play, just play.) Like no QQ anywhere about the warhound lol wtf | ||
Belisarius
Australia6225 Posts
Best ability ever. I've wanted something like this from day 1 of WoL. Finally something that can counter fungal. So happy right now. | ||
vik7
United States227 Posts
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Kal_rA
United States2925 Posts
![]() WOO CARRIER | ||
Bananas1
Canada5 Posts
Now that the swarm hosts locusts are 2 range, they'll do even less damage before dying to fire, therefore you'll need even MORE to be effective. The viper is the only good thing for Zerg after this patch. Now, this Tempest buff to massive? Are you KIDDING me? 50 Damage to broodlords, no upgrades? Zerg without a shout of a doubt does not stand a chance against any kind of air play. No slow moving broodlord army is going to be able to kill a protoss army AND get close enough to snipe Tempests which are 15 range away before all the broodlords die. The effects of Mothership recall with Tempests late game vs broodlords is just going to be the dumbest thing ever now. No corrupter, hydralisk, or infestor is going to be able to go kill or neural a tempest before 2-3 broodlords die and then a recall happens, sorry but this massive bonus change is going to completely kill zerg endgame. If Blizzard doesnt change that, or buff Zerg's units correctly (specifically the hydralisk), or give us a third new unit, this expansion is already dead in the water. Ultralisks won't even work since their burrow charge is completely messed up, not to mention they're also massive units. What kind of person would make a hard counter unit for both Zerg's T3 units? Like seriously. We don't want to use shitty corruptors until 2015. User was banned for this post. | ||
mlspmatt
Canada404 Posts
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blade55555
United States17423 Posts
On September 15 2012 12:30 Belisarius wrote: FUCK YES PHASE SHIELD Best ability ever. I've wanted something like this from day 1 of WoL. Finally something that can counter fungal. So happy right now. Now zerg needs a way to get around Forcefields other then ultralisks ![]() | ||
mlspmatt
Canada404 Posts
On September 15 2012 11:31 aZealot wrote: Man, so much QQ about the Warhound and it's only the first day of the patch. The only new playstyle the Warhound brought was more Warhound. More to the point, it's effect was to neuter experimentation with the Hellion and Reaper. This way, these units get more play in HotS towards hopefully, a traditional SC mech style. The Warhound may yet return, and in a far better iteration. (More to the point. Play, just play.) Your an idiot. The warhound allowed Terran to mech in all MU's. With no Warhound terran is an all Bio, all the time race, just like it is now. That was the point of putting it in. TvP will still be the stale MU it is now. TvZ won't change at all, and TvT will remain the same. Essentially terran got next to nothing out of an entire expansion. The blowback on this will be huge. | ||
Elitios
France164 Posts
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Belisarius
Australia6225 Posts
On September 15 2012 12:36 blade55555 wrote: Now zerg needs a way to get around Forcefields other then ultralisks ![]() ...burrow move, drops, having a gajillion units, having a flying deathball that shoots units... FFs are strong early game, but they really do lose their effectiveness after a certain point. They're also the only thing that stops roach spam winning every single ZvP. Comparatively, fungal remains powerful the whole way through the game, and had a grand total of zero ways out until now. Personally, I've always felt that queens or perhaps unburrowed spine crawlers should be massive. That would deal with the ramp block cheese without really messing with FFs in the field. | ||
Kharnage
Australia920 Posts
On September 15 2012 12:35 mlspmatt wrote: So Terran is an all tier 1 bio race again? Thanks Blizzard. Just saved me the cost of buying the expansion. lol, you're an idiot They clearly know a new units is required for mech play, and are looking for a way to make it work, including taking suggestions. They removed the warhound because a: it's bad design, and b: all every terran was doing was making warhounds because they were so imba. they want people to explore widow mine and c-hellion and reapers more. | ||
MaTaAeRuKaNa
United States95 Posts
Even though I'm a Terran player, I'm relieved that the Warhound was removed... TvT stands for Tanks vs. Tanks. It is a tradition that should not be broken. I don't agree that mech isn't viable, because it was pretty scary in WoL with banshee/viking support. I'm interested to see how the mines will work out, but I think mines that cost supply is a concept that's destined to fail. | ||
mlspmatt
Canada404 Posts
On September 15 2012 05:08 Coffee Zombie wrote: <Blizzard> We refuse to put in BW-esque units so we'll remove the Warhound despite the fact that the original Goliath-style design would've been one of the things Terran Mech actually needed <Blizzard> We're still stubbornly clinging to the idea of a no-kill harassment unit, here's tweaks while we try to get this gimmicky abomination to work <Blizzard> For some reason people don't want to use 2-pop Spider Mines. We think making them not require Armory will help things <Blizzard> In other news, we still won't redesign toss so they'd have solid fundamentals. We'd rather make gimmicks instead. <Blizzard> We also still hate Tanks. Tanks need to be crap Best Post I've read in a long time. Well done. | ||
aZealot
New Zealand5447 Posts
On September 15 2012 12:29 Sroobz wrote: Like no QQ anywhere about the warhound lol wtf Yeah. My bad. Was responding to a post a little above mine (there is a little QQ) and went overboard. Nice to see most SC2 opinion (pro and community) was, and is, so solidly against the Warhound. | ||
lowercase
Canada1047 Posts
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aZealot
New Zealand5447 Posts
On September 15 2012 12:40 mlspmatt wrote: Your an idiot. The warhound allowed Terran to mech in all MU's. With no Warhound terran is an all Bio, all the time race, just like it is now. That was the point of putting it in. TvP will still be the stale MU it is now. TvZ won't change at all, and TvT will remain the same. Essentially terran got next to nothing out of an entire expansion. The blowback on this will be huge. Right. It's the first day of the new patch. Let's let Pros and the community play before forecasting doom and gloom. Opinions like yours are idiotic. They also don't advance Terran mech play. If you have access to the beta, try mech with Hellions and Mines. See what you can do. Experiment. If it looks seriously viable, then we may even see buffs to Mines such as lower supply, and, who knows, maybe even small Tank buffs. If not, the Warhound may return in a form better suited to SC. (Battlehellion, Banshee, Mines, Tanks, Vikings, Thors would be fearsome. Terran may not even need the Warhound or similar.) GL. And have fun. | ||
734pot
Australia294 Posts
CARRIER HAS ARRIVED!! | ||
mlspmatt
Canada404 Posts
On September 15 2012 07:01 SarcasmMonster wrote: From 35/50 to 60dmg flat? That's quite the buff you are asking for. I'd be happy with 35/55. Giving Siege tanks +5 will change anything? OK. | ||
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