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HOTS Patch notes [9/14/2012] - Page 52

Forum Index > StarCraft 2 HotS
1404 CommentsPost a Reply
Prev 1 50 51 52 53 54 71 Next
happyness
Profile Joined June 2010
United States2400 Posts
September 15 2012 04:00 GMT
#1021
Hmm, well good changes, the warhound was rather bad, but terran is in desperate need of something. Hopefully something to help with terran late game
DarkPlasmaBall
Profile Blog Joined March 2010
United States44043 Posts
September 15 2012 04:02 GMT
#1022
Oracles finally look useful, gtfo warhound, and CARRIER HAS ARRIVED.

Life. Is. Good.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 15 2012 04:02 GMT
#1023
On September 15 2012 13:00 mlspmatt wrote:
Show nested quote +
On September 15 2012 07:01 SarcasmMonster wrote:
On September 15 2012 07:00 PiPoGevy wrote:
Just give siege tanks their old damage and we are all good, make hellion in its quick mode shoot fireballs(vultures) and put widow mines on hellions, even of we have to pay to lay down one, Terran mech = solved


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.


That's a 10% increase vs Armor. Difference between 3-shotting and 4 shotting Stalkers, so yes it will change something. Not drastic, but don't pretened nothing will change.
MMA: The true King of Wings
mlspmatt
Profile Joined October 2011
Canada404 Posts
September 15 2012 04:06 GMT
#1024
On September 15 2012 07:36 Teoita wrote:
With the potential in the Widow Mine, mech still has a chance, come on people.

Besides, in BW Bio was only viable in one matchup, while mech was in all 3.
In WoL, Bio is viable in 3 matchups and Mech in 2.
Seems pretty acceptable to me even if mech v p doesn't work out.

No it doesn't. God gave you a brain, use it.

User was temp banned for this post.
AxionSteel
Profile Joined January 2011
United States7754 Posts
September 15 2012 04:06 GMT
#1025
Glad to see the warhound gone, but will be interesting to see how Terran can cope now :p
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
September 15 2012 04:10 GMT
#1026
Its kind of funny that everyone is so excited for the return of the carrier AKA The least used unit in all of WoL(Even the BC has shown itsself plenty in pro matches) We have seen the carrier in maybe 1-5 pro games?

At the same time, the removal of the warhound will result in less mech which will further deter any uses of the carrier.

Itl be an interesting patch for sure.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Krogan
Profile Joined January 2011
Sweden375 Posts
September 15 2012 04:12 GMT
#1027
Obviously blizzard is not saying that carriers are back for good nor that warhounds are gone for good, what this does tell us is that blizzard is listening and that they are willing to make huge changes during beta still.

Personally I think blizzard is shooting themselves in the foot with their refusal to simply bring in more of the older units, I guess that would feel lazy to some fans but imo what the terrans really need are goliaths and firebats not battle helions or warhounds. I'd even have prefered to give terrans the hidden flame turrets rather then widow mines.

Also these protoss changes sound amazing, the oracle suddenly became a powerful mid game harass unit and a mid to late game must have core army caster. I also REALLY love the idea of protoss having two capitol ships, feels just so right.
althaz
Profile Joined May 2010
Australia1001 Posts
September 15 2012 04:15 GMT
#1028
Blizzard have been getting better and better at patching since WoL came out. Then HotS came out and everybody thought they were backsliding. Turns out they just made some mistakes, this patch is actually perfect. I would like siege tanks to go to 2 supply though, then the game would be perfect (and I might consider switching to terran).
The first rule we don't talk about race conditions. of race conditions is
mlspmatt
Profile Joined October 2011
Canada404 Posts
Last Edited: 2012-09-15 04:25:44
September 15 2012 04:22 GMT
#1029
On September 15 2012 12:55 aZealot wrote:
Show nested quote +
On September 15 2012 12:40 mlspmatt wrote:
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.


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.

Mines are a useless unit that Blizzard keep buffing because nobody is using them, because they cost 2 supply, are useless if the opponent has detection. Nobody cares about the Reaper but Blizzard. The battle hellion has some use, but the Warhound was the expansion for terran and opened up Mech play. No warhound, no mech. Sure they can put something back in thats revamped, but as it stands, no dice.
althaz
Profile Joined May 2010
Australia1001 Posts
September 15 2012 04:22 GMT
#1030
On September 15 2012 13:06 mlspmatt wrote:
Show nested quote +
On September 15 2012 07:36 Teoita wrote:
With the potential in the Widow Mine, mech still has a chance, come on people.

Besides, in BW Bio was only viable in one matchup, while mech was in all 3.
In WoL, Bio is viable in 3 matchups and Mech in 2.
Seems pretty acceptable to me even if mech v p doesn't work out.

No it doesn't. God gave you a brain, use it.

Mech vs Toss is viable at LEAST up to mid/high master level, it's just WAY harder than Bio (and you still need ghosts and vikings). With battle hellions and no other changes, mech becomes more powerful than bio (if you can survive to three bases), if they could just bring back the highly mobile, AA factory unit known as the Goliath, mech would be back baby. As it is now mech is I think going to become the way the very best players play because tank-battle hellion-ghost is not beatable on the ground, even if you go pure chargelot-immortal (I beat these sorts of players daily on ladder). The counter to mech is definitely air of course (specifically the Carrier, void rays can obviously destroy mech armies, but they need to out-number the Thors and usually you can just build vikings and win vs Void Rays. Carriers rape thors and do ok vs Vikings (and toss should be ahead on upgrades because mech is incredibly gas expensive).
The first rule we don't talk about race conditions. of race conditions is
trips
Profile Joined December 2010
United Kingdom107 Posts
September 15 2012 04:26 GMT
#1031
With the new mothership core changes + price early game protoss will be more exciting.
¯\_(ツ)_/¯
734pot
Profile Joined June 2012
Australia294 Posts
September 15 2012 04:29 GMT
#1032
Why exactly do people say that the Goliath is needed in the game? As far as I know (which isn't a great amount), they were only really used in BW TvP against carriers and other air units (maybe). The viking essentially seems to have the same role as the Goliath, except its air attack can only be used when in air form. Is the issue that additional infrastructure is required to deal with tech switching?
Rimak
Profile Joined January 2012
Denmark434 Posts
Last Edited: 2012-09-15 04:38:56
September 15 2012 04:32 GMT
#1033
I really like that Blizz listened to us.

To terrans.

You will get your mech back, Blizz gave us all a favor removing an UGLY, stupid and uninteresting mech-marauder from the game.
Seeing that immos got buff against the haywire missile my bet is that you will receive a fully redesigned unit, that would look and feel MECH.

You haven't lost the whole race, just stupid unit removed, 90% new unit will be added when blizz will design it.

Also if someone missed It - Tanks now are much better with upgrades.

And just in case - Battle Helions are light unit, so immortal only deals 20 dmg, not 50. And blue flame will melt chargelots.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
NEOtheONE
Profile Joined September 2010
United States2233 Posts
September 15 2012 04:36 GMT
#1034
On September 15 2012 05:15 SC_THORLORD wrote:
Thats weird, Zeg got nerfed, that has never happened before


Happened in SC2 WoL beta, but yeah I believe that was the most recent Zerg nerf.
Abstracts, the too long didn't read of the educated world.
734pot
Profile Joined June 2012
Australia294 Posts
September 15 2012 04:39 GMT
#1035
On September 15 2012 13:36 NEOtheONE wrote:
Show nested quote +
On September 15 2012 05:15 SC_THORLORD wrote:
Thats weird, Zeg got nerfed, that has never happened before


Happened in SC2 WoL beta, but yeah I believe that was the most recent Zerg nerf.


Actually the infestor nerf happened quite a while later than the beta and was quite significant.
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2012-09-15 04:41:48
September 15 2012 04:39 GMT
#1036
Well, they had no choice but to remove Warhound FOR NOW. (I am feeling it'll be back in the future) The #1 reason warhounds are removed for now is to measure the power (or the lack of it) of widow mines. As long as there are warhounds people don't experiment with the mines, so Blizzard have no idea how the mines will work. With warhounds and mine together, blizzard could not figure out either of them.

It's amusing though to hear some people applauding "Blizzard listens to us!" (I'm sure they do, but the purpose wasn't exactly to please us)
althaz
Profile Joined May 2010
Australia1001 Posts
September 15 2012 04:41 GMT
#1037
On September 15 2012 13:29 734pot wrote:
Why exactly do people say that the Goliath is needed in the game? As far as I know (which isn't a great amount), they were only really used in BW TvP against carriers and other air units (maybe). The viking essentially seems to have the same role as the Goliath, except its air attack can only be used when in air form. Is the issue that additional infrastructure is required to deal with tech switching?

Because the Goliath would probably be decent (but not amazing) vs the following units:
Immortal
Zealot
Void Ray
Carrier
Warp Prism
Broodlord
Mutalisk
Banelings

Vikings fly and because of that have to be more frail. The Goliath doesn't require different upgrades to remain relevant as the game wears on (and you don't want to play quick games with mech).

The Goliath is just a great solid all-around unit that gives mech some mobility but needs to not stray too far as they are not the monsters on the ground that the Warhound was. You would still rather a tank than a Goliath any day of the week, except vs air and drops, which is why you would build some Goliaths, but later on they would help out with mech's main problems.
The first rule we don't talk about race conditions. of race conditions is
dynwar7
Profile Joined May 2011
1983 Posts
September 15 2012 05:00 GMT
#1038
I have 2 questions:

1. the Phase Shield, so this will counter fungal? How good that protoss has a spell to counter fungal, what can terrans do?

2. With the increased range from 7 to 10 of purifier core, will this kill bio play in tvp? Certainly hope not :/
Regarding the imbalance, hilarious to see Zergs defending themselves....
Sparkman
Profile Blog Joined April 2011
United States60 Posts
September 15 2012 05:02 GMT
#1039
Alright guys the Carrier is back, now lets go use it!!!!!!!!
ZenZombie
Profile Joined September 2011
United States58 Posts
September 15 2012 05:07 GMT
#1040
On September 15 2012 13:41 althaz wrote:
Show nested quote +
On September 15 2012 13:29 734pot wrote:
Why exactly do people say that the Goliath is needed in the game? As far as I know (which isn't a great amount), they were only really used in BW TvP against carriers and other air units (maybe). The viking essentially seems to have the same role as the Goliath, except its air attack can only be used when in air form. Is the issue that additional infrastructure is required to deal with tech switching?

Because the Goliath would probably be decent (but not amazing) vs the following units:
Immortal
Zealot
Void Ray
Carrier
Warp Prism
Broodlord
Mutalisk
Banelings

Vikings fly and because of that have to be more frail. The Goliath doesn't require different upgrades to remain relevant as the game wears on (and you don't want to play quick games with mech).

The Goliath is just a great solid all-around unit that gives mech some mobility but needs to not stray too far as they are not the monsters on the ground that the Warhound was. You would still rather a tank than a Goliath any day of the week, except vs air and drops, which is why you would build some Goliaths, but later on they would help out with mech's main problems.


I personally would love to see the goliath. It would be interesting, balanceable, and would need a balance of use, because if overused would die to roaches, if underused mutas could still clean it up with ling/bling support.
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