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HOTS Patch notes [9/14/2012] - Page 59

Forum Index > StarCraft 2 HotS
1404 CommentsPost a Reply
Prev 1 57 58 59 60 61 71 Next
masaker
Profile Joined September 2012
23 Posts
September 15 2012 15:14 GMT
#1161
On September 15 2012 23:55 XiWi wrote:
As a terran player I'm quitting starcraft and not buying HotS

Who cares ? :D
VanillaSky
Profile Joined August 2010
41 Posts
September 15 2012 15:16 GMT
#1162
On September 15 2012 23:17 SlaverR wrote:
The Carrier
Oh Carrier, you are our love
Where you make zergs QQ from above
My buddy stay in space
Show us that you can crush some face!

The Warhound
Unable to walk, unable to shine
To put you in war was truely a crime
Today you're gone and this cheers me up
To all have fun and good luck!


♥


Now add some melody, upload to youtube and get to 500 milion viewers.
Sroobz
Profile Joined December 2011
United States1377 Posts
September 15 2012 15:16 GMT
#1163
On September 15 2012 23:55 XiWi wrote:
As a terran player I'm quitting starcraft and not buying HotS


As a terran player I'm buying HotS.
Flash---Taeja---Mvp---Byun---DRG
Herect
Profile Joined January 2012
Brazil216 Posts
September 15 2012 15:18 GMT
#1164
On September 16 2012 00:09 SarcasmMonster wrote:
Show nested quote +
On September 16 2012 00:06 Huragius wrote:
On September 15 2012 23:56 SarcasmMonster wrote:
On September 15 2012 23:53 Huragius wrote:
On September 15 2012 23:43 SarcasmMonster wrote:
It's depressing to watch people defending the Warhound. It would have ruined HOTS.


Roaches ruined PvZ.
Infestors ruined TvZ.
Zealots and Marauders made TvP/PvT very so-so match-up.

I can't see Warhound doing anything worse to the game than any of those mentioned units. Maybe they were too strong, but such design unit was needed for Terran.


and has shitty units therefore should get shitty units is a race to the bottom. The Warhound would have ruined the rest of the matchups and especially v.


You were trying to make fun out of me, but thats actually the whole point.
You either have to remove roaches/infestors/zealots/etc that reduce the complexity of other two races or give terran a unit/units that could make them just as forgiving as protoss and zerg. From what I'm seeing, that's not the case. Making Terran race equal to other races only on high korean level is a sign of very poor design game.


We both see the same problem, we just have different ideal solutions.

You want to stoop down to the level of and .
I want Blizz to bring and up to the level of (nerfing Fungal, replacing Colossus, etc etc)


The problem with taking out/tweak such a staple unit like Immortal/Roach/Stalker/Maruder is that you'll completely reset WoL metagame and making it back to zero. Blizz don't want that, HotS would be a whole new game instead of a expansion.

If you reset the metagame, units such Tempests, Mothership Core or BHs lose their purpose. They adress something specific on the game right now.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 15 2012 15:19 GMT
#1165
On September 16 2012 00:16 Sroobz wrote:
Show nested quote +
On September 15 2012 23:55 XiWi wrote:
As a terran player I'm quitting starcraft and not buying HotS


As a terran player I'm buying HotS.

As a Protoss player, I might just by HotS after all.

Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2012-09-15 15:28:39
September 15 2012 15:27 GMT
#1166
On September 15 2012 05:10 Qikz wrote:
Show nested quote +
On September 15 2012 05:07 niteReloaded wrote:
When I read things like "The tempest is now a specific counter-unit against massive units." - I know the game is going to fail.


Well it was kind of designed to counter mass mass broodlord but it'll have other uses too, just means it'll do bonus to massive.

No, it won't have any other uses besides counter to massive. People complained they sucked so hard before this patch, and vs non-massive all they did was reduce range by. 7, what makes you think they will be used vs non-massive now?
Qikz
Profile Blog Joined November 2009
United Kingdom12054 Posts
September 15 2012 15:31 GMT
#1167
15 range is still pretty large. so they'll still be able to force stuff to unsiege/force engagements etc. etc.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-09-15 15:41:23
September 15 2012 15:33 GMT
#1168
On September 16 2012 00:14 Hider wrote:
Great patch. However I am still looking for a slight buff to tanks to make mech a bit stronger (as tanks has got relatively weaker after the arrival of new units to the other races). This will indirectly buff widow mines due to the syngergy effect.


What synergy effect ? Mines do not protect anything in their current state their wasted supply and resources . No armory is not going to change this they are not very well designed. They do not kill supply/resource effiecent enough with the current damage they deal and take away supply from your actual army. Not to mention you cannot control where and on what they blow up.
testthewest
Profile Joined October 2011
Germany274 Posts
September 15 2012 15:37 GMT
#1169
On September 16 2012 00:27 Ryder. wrote:
Show nested quote +
On September 15 2012 05:10 Qikz wrote:
On September 15 2012 05:07 niteReloaded wrote:
When I read things like "The tempest is now a specific counter-unit against massive units." - I know the game is going to fail.


Well it was kind of designed to counter mass mass broodlord but it'll have other uses too, just means it'll do bonus to massive.

No, it won't have any other uses besides counter to massive. People complained they sucked so hard before this patch, and vs non-massive all they did was reduce range by. 7, what makes you think they will be used vs non-massive now?


It is even questionable, if it will be used vs massive. But let's see what testing concludes (as soon as the pro's come back to streaming).
War is not about who is right, but who is left.
convention
Profile Joined October 2011
United States622 Posts
September 15 2012 15:45 GMT
#1170
On September 16 2012 00:31 Qikz wrote:
15 range is still pretty large. so they'll still be able to force stuff to unsiege/force engagements etc. etc.

I agree with you, as long as the range is greater than the range of a tank, they can at least force terran to either engange into protoss, take damage to keep the position, or to unsiege and retreat. In a sense I think it could be a good unit as it will be good to have 1-3 of them, but they won't scale well past that. I personally don't like units that you want to just mass up and it is never a wrong decision to get more of that specific unit (such as the infestor).
Rah
Profile Joined February 2010
United States973 Posts
September 15 2012 15:47 GMT
#1171
On September 16 2012 00:33 s3rp wrote:
Show nested quote +
On September 16 2012 00:14 Hider wrote:
Great patch. However I am still looking for a slight buff to tanks to make mech a bit stronger (as tanks has got relatively weaker after the arrival of new units to the other races). This will indirectly buff widow mines due to the syngergy effect.


What synergy effect ? Mines do not protect anything in their current state their wasted supply and resources . No armory is not going to change this they are not very well designed. They do not kill supply/resource effiecent enough with the current damage they deal and take away supply from your actual army. Not to mention you cannot control where and on what they blow up.


Give tanks 0 supply mines to drop and it's 2 birds with 1 stone. =D
Streaming on twitch. http://www.twitch.tv/rahsun86
testthewest
Profile Joined October 2011
Germany274 Posts
September 15 2012 15:49 GMT
#1172
On September 15 2012 19:24 monkybone wrote:
Show nested quote +
On September 15 2012 19:21 Wildmoon wrote:
"Giving the strike cannon ability new utility can potentially solve many problems in the game right now.

The main idea is to increase the range of strike cannons to 13. This will give Terran a way to break siege lines, just not in the way the warhound would. Of course the spell itself needs to be changed. The animation, duration, damage, energy cost, and perhaps the stunning effect might have to change.

I suggest stunning of non-massive units, and a short duration, say 5 seconds, with a slight animation delay. Capable of one-shotting a siege tanks. Possibly, but not necessarily immortals. With stunning of non-massive, I suggest not one-shotting immortals. I also think a high energy cost is reasonable, 125 energy is probably good.

(Warhound: This ability might also be something worthwhile to consider for a resurgence of the warhound as a spellcaster. It will definitely need more areas of usage, perhaps more spells. There's no reason to force this ability on the Thor.)

TvT:
Terran has a reliable way of dealing with siege lines from the ground. Even with a scan from the opponent, a single tank can't take out a Thor fast enough, and the Thor will kill the tank. With an energy requirement, it's not something that will clear an entire siege line, but something that can put you in a better spot.

It will depend on positioning and vision, as the Thor can't do this from anywhere against a well-positioned siege line. Several tanks will shut the expensive Thor down. It will also require vision to do. Siege tanks don't have range 13 vision, but they have 13 range, which makes engagements interesting if there's an interplay with air-superiority. With the ability on the warhound, this will make it less of a problem that Thors themselves are anti air.

Currently moving siege tanks in range of another siege tank in order to take it out is risky. If the opponent scanned you might just lose that tank for no benefit. The Thor change decreases the risk involved at the cost of an extra investment.

There's a micro aspect to it, it doesn't involve simply moving your army towards the tanks to attack it, so the integrity of mech play in TvT is preserved.

It isn't as much of an investment as ghosts + nukes is. We recently saw how this turned out in the GSL with MMA vs MvP. MMA was far ahead, teched into ghosts in order to break MvP's mech. The huge investment (4 ghost academies, cloak, energy upgrade, 4 nukes, several ghosts) didn't pay off accordingly and the game was reset.

With stunning to non-massive only, this will not turn into awkward Thor vs Thor stand-offs.



The problem in TvT you are talking about doesn't even exist imo so it shouldn't be fixed.


Blizzard certainly seem to be of the opinion that this is a problem in TvT.


That's why they removed warhound and replaced it with nothing, right?
Tnaks have their counter in TvT: Build a banshee (or just have more tanks).

War is not about who is right, but who is left.
Ozell
Profile Joined March 2011
Canada105 Posts
September 15 2012 15:51 GMT
#1173
wow, didn't thought Blizzard would have the balls to remove the warhound like they did. Big propos to them
LDub
Profile Joined March 2011
25 Posts
September 15 2012 15:51 GMT
#1174
they are just taking the warhound out of the beta testing right now. they said something about they dont want people to worry about that right now. it will be back and nerfed. thats why they still stated the immortal buff. why is it page 60 and people are still like "OMG, they took the warhound out.. IM SO HAPPY/SAD"?
RiPPy
Profile Joined March 2012
Norway23 Posts
September 15 2012 15:54 GMT
#1175
lol, basically everything i called before beta even came.
Howl41
Profile Joined September 2012
United States65 Posts
September 15 2012 15:56 GMT
#1176
Warhound will come back as something with a weak base attack, but still be strong vs mechanical with haywire missiles or something like it.
<3 Bomer/Flash/Innovation/MMA/MVP/Demuslim/Forgg/Gumiho/Lucifron/SeleCT
Howl41
Profile Joined September 2012
United States65 Posts
September 15 2012 15:57 GMT
#1177
On September 16 2012 00:51 LDub wrote:
they are just taking the warhound out of the beta testing right now. they said something about they dont want people to worry about that right now. it will be back and nerfed. thats why they still stated the immortal buff. why is it page 60 and people are still like "OMG, they took the warhound out.. IM SO HAPPY/SAD"?


lol I know right?
<3 Bomer/Flash/Innovation/MMA/MVP/Demuslim/Forgg/Gumiho/Lucifron/SeleCT
Crawdad
Profile Joined September 2012
614 Posts
September 15 2012 16:00 GMT
#1178
On September 16 2012 00:33 s3rp wrote:Not to mention you cannot control where and on what they blow up.


For the love of god, turn OFF autocast and target units manually. Micro the thing, dude.
s3rp
Profile Joined May 2011
Germany3192 Posts
September 15 2012 16:24 GMT
#1179
On September 16 2012 01:00 Crawdad wrote:
Show nested quote +
On September 16 2012 00:33 s3rp wrote:Not to mention you cannot control where and on what they blow up.


For the love of god, turn OFF autocast and target units manually. Micro the thing, dude.


Hmm ok someone told that is isn't possible. As i found out it is possible even though the damage is terrible and the range is super small.

I btw want to mention not only do Raven now have 125 Seeker again they are also at 2.25 speed again down from 2.5.

At least Yamato is still at 100 Energy...
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
September 15 2012 16:24 GMT
#1180
--- Nuked ---
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