By Mengsk's beard!
Quit yer belly aching and start owning those zealot/Archon 2base all-ins already!
Forum Index > StarCraft 2 HotS |
Hattori_Hanzo
Singapore1229 Posts
By Mengsk's beard! Quit yer belly aching and start owning those zealot/Archon 2base all-ins already! | ||
Twine
France246 Posts
(Sorry for my bad english) | ||
Qikz
United Kingdom12022 Posts
On September 22 2012 19:22 Twine wrote: Does someone knows if the battle helion will get the biologicals upgrades(Like marines or marauders for example) when turned into ? (Sorry for my bad english) It still uses mech upgrades. | ||
YyapSsap
New Zealand1511 Posts
Hellions introduced in WoL. Hellbats introduced in HOTS? .. Ahh the circle of life is complete. | ||
Account252508
3454 Posts
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Twine
France246 Posts
On September 22 2012 19:23 Qikz wrote: Show nested quote + On September 22 2012 19:22 Twine wrote: Does someone knows if the battle helion will get the biologicals upgrades(Like marines or marauders for example) when turned into ? (Sorry for my bad english) It still uses mech upgrades. Thanks ! | ||
IGotPlayguuu
Italy660 Posts
Give Bio unit out of factory | ||
Qikz
United Kingdom12022 Posts
On September 22 2012 19:36 IGotPlayguuu wrote: Blizzard: we're gonna make mech powerful Give Bio unit out of factory It's got a biological tag, it's still a mech unit. You're talking about bio as if it counts as everything biological. Bio in Starcraft 2 has always been Marine/Medic/Marauder. If anything that's another misconception like the use of the word "mech". Mech doesn't so much mean only mechanical units, it's more the playstyle. Same goes for bio. | ||
Monkeyballs25
531 Posts
On September 22 2012 19:56 Qikz wrote: Show nested quote + On September 22 2012 19:36 IGotPlayguuu wrote: Blizzard: we're gonna make mech powerful Give Bio unit out of factory It's got a biological tag, it's still a mech unit. You're talking about bio as if it counts as everything biological. Bio in Starcraft 2 has always been Marine/Medic/Marauder. If anything that's another misconception like the use of the word "mech". Mech doesn't so much mean only mechanical units, it's more the playstyle. Same goes for bio. This. Saying Bio/Mechanical BHellions mean it isn't mech anymore is like saying MMM isn't bio because it has Mechanical Medivacs in the unit composition. | ||
DarkSeth
4 Posts
I am not saying Blizzard is a doing a good job with HotS so far. Quite the opposite in fact, but complaining about a unit-tag when there are so many other issues to adress is rather stupid. | ||
PiLoKo
Mexico144 Posts
On September 22 2012 20:40 DarkSeth wrote: Incredible how this thread has derailed into a whining-thread about a bloody unit-tag. Does it really matter if the hellion is considered bio when in battle-mode? Does it matter if it shares characteristics with a BW unit? Why is it so damn important for some of you that SC2 is either a BW remake or something completely different than BW? Is it so fucking difficult to accept the fact that they are using both old and new ideas? I never thought I would see so many from the TL community reduced to CoD/BC3-like haters. You whine for the sake of whining. How the hell can you advocate for realism in a damn sci-fi RTS? It's not a simulator... If your only argument against the BH is that it's not realistic that it is tagged as bio in BH-mode, then you do not have an argument at all... It does not matter what tag it is. What matters is how it works when playing, and personally I like the new hellion. It is versatile, fun, and I even like how it looks... I am not saying Blizzard is a doing a good job with HotS so far. Quite the opposite in fact, but complaining about a unit-tag when there are so many other issues to adress is rather stupid. People like whining about stuff, as the patch is pretty good that is what is left i guess | ||
Lelden
United States24 Posts
1. They don't want to just put in units from BW. 2. There are enough things in the game that can melt workers so they don't want to put in more. And then they make BH even more like firebats and give Widow Mines the ability to one shot mass amounts of workers. As a Protoss player who was hoping for a harass unit that could melt workers or a unit like one of the BW Protoss favorites (obviously the Reaver would be awesome) I'm just a bit put off by these changes. | ||
Crawdad
614 Posts
On September 22 2012 22:19 Lelden wrote: As a Protoss player who was hoping for a harass unit that could melt workers Phoenixes and HTs. | ||
habeck
1120 Posts
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ejozl
Denmark3326 Posts
Seems pretty weird and makes me wonder, if they should do the same with Vikings going into Assault mode, if this is the direction they wanna go. Battlehellions does have a lot of hp, so i don't think Medivacs will be ridiculous in conjunction with the Battlehellions and it is kind of cool, how this makes it even easier to mix Bio and Mech play, which i think is pretty cool. | ||
Lelden
United States24 Posts
On September 22 2012 22:23 Crawdad wrote: Show nested quote + On September 22 2012 22:19 Lelden wrote: As a Protoss player who was hoping for a harass unit that could melt workers Phoenixes and HTs. Eh, lets compare the damage 4 Phoenixes can do straight out of the stargate vs 4 Hellions straight out of the factory. Or compare the fun factor even. With Hellions a bit of miss micro on your enemy or even a bit of luck and 10+ workers are gone in less than 5 seconds. Same thing can be said of Banelings (although you would probably need more than just 4 or have ling support to get them to the mineral lines). That's interesting to watch, a challenge to play and seeming fun. The Phoenix picks up workers one at a time, so if the enemy does nothing to defend his workers you can then . . . pick them up one at a time. If they do defend Phoenixes are hard pressed to do any more damage without taking heavy fire. This is partially due to one being immobilized for a second or two each lift and partially due to their short range. Hellions again, one good shot has the potential to kill a bunch of workers. With HTs that is so true. If you can storm drop that is insane. I don't really consider that a 'harassing unit' because it is more late game. Maybe I'm wrong in my mind, but I view 'harassing units' as more early-to-mid game units that can deal a lot of damage to mineral lines if not defended properly. HTs don't really fit this because not only does it take forever to get HTs and storm, but then you also have to go down a second tech patch for Toss to make them be able to get to the mineral lines. And I know you can't directly compare races. Apples and oranges and what not, but I see those fun opportunities for other races and am sadly disappointed that Toss's new fun mid game harass unit can't kill a single worker. Meanwhile Terran is given another unit that can kill multiple workers in one go. | ||
SnipedSoul
Canada2158 Posts
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dreadlordx
United States80 Posts
Terran: 1--upgrade to hellion 2--widow mine 3---Reaper upgrade Zerg: 1---swarm host 2---viper (great new caster, not like infestor was bad enough) 3--burrow charge ultra 4---speed hydras Protoss 1---Mothership core (with some ridiculously good spells) 2---Oracle (i mean hi temps were a powerful caster already, but hey fuck terran right) Phase shields make it retarded how good it will be. And it can see what you are building and block minerals, and i believe cloak your army. 3---Tempest So we are clear, terran got no new casters, our raven is still worthless, our entire tier 2.5---3 is worthless and unusable. So everyone else got these amazing new abilities (recall, blinding cloud, viper pull, phase shields, etc etc) and we still can't use ravens or even get a another caster. So we are stuck with a reaper that is only good at very early game, since there is no more building dmg it is worthless past 6 min, and therefore terran late game still screwed. Battle hellion is a good buff, but still no late game viability, it helps, but fungal, broods, colosus, storm, infested terrans, blinding cloud, vortex, ultras, roaches, stalkers, and tempest make it worthless late game. And the widow mine which is nice, but it is super situational and will not be a long term viable unit. All and all terran is getting screwed yet again and will still be worthless in the late game and will now have to deal with a bunch of new OP spells and abilities?!?!???? Blizzard needs to fix the raven and give us some sort of usefull caster. That way toss and zerg can learn to micro away from a HSM, or god forbid something that allows us to "a-click and cast" like zerg and toss do now. Blizzard is not listening to the community at all and just doing these drastic changes every patch, like where the hell was the alpha testing so that all of these major changes weren't needed and people could actually develop a meta game that real balance could be designed from. | ||
dreadlordx
United States80 Posts
On September 21 2012 06:13 BlackPanther wrote: I think its actually pretty cool. Currently there are a lot of terrans who use marauders as a tanker against zerg armies (soak up lots of banelings, take up space vs fungals, have armor vs lings) but the Battle Helion might serve as a potential replacement for it. BHs won't take additional armor damage from fungal and they have roughly the same amount of HP as marauders. In addition, their aoe attack will do substantial damage to incoming lings and banes. I think what Blizzard has done with this patch and the removal of the warhound is they've effectively done away with the idea of a pure mech of pure bio composition but instead they want players to favor a certain mix of the 2 and these new weapons give terrans new options in a bio mech army. However Terrans can't have a usefull mix like the other races, because we upgrade bio or mech, where as aerg and toss have their ground upgrades apply to all of their units, so you know, fuck terran | ||
Umpteen
United Kingdom1570 Posts
On September 22 2012 19:33 monkybone wrote: Show nested quote + On September 22 2012 17:14 Umpteen wrote: On September 22 2012 08:34 monkybone wrote: On September 22 2012 08:15 Umpteen wrote: On September 22 2012 07:59 monkybone wrote: On September 22 2012 07:52 Umpteen wrote: Cautiously optimistic over here. Those who are complaining about the Widow mine trading poorly for 2-supply except for against late-game units are, I think, rather missing the point. Before 200/200, supply cost is really just another way of saying 'costs extra minerals' (apart from Zerg, where it costs larvae for the overlords too). A 2 supply unit costs 20 extra 'supply minerals'. A 1 supply unit costs 10 extra 'supply minerals'. So until you hit 200/200, whether widow mines are 1 or 2 supply really doesn't matter very much at all; it's only costing you an extra 10 minerals each. When you look purely at the mineral/gas cost of a widow mine, it trades awesomely, especially if it hits clumped units. Correct, but for Terran this extra mineral cost is at the expense of attack timings, which is so much more important. Nnnnnot buying it. First of all, five 2-supply widow mines versus five 1-supply widow mines means your attack timing is missing one marine. Clearly doomed to fail ![]() Secondly, you might well have had to wait for that marine to build if you wanted to bring him anyway. Say you want a widow mine marine timing. The point is that you have to expend those 100/200 minerals on depots maybe 30 seconds earlier than you would if the widow mine was 1 supply. This is 4 marines, which is crucial for early timings. Or it's a starport 30 seconds later, which means a medievac 30 seconds later. For timings, the actual resources extra spent is irrelevant, the relevant thing is what you need to have money for right now. And that is depots, which is not attacking units. Ok, let's think about those exact numbers: 100 minerals and 200. If the mines being 2 supply is costing you 100 minerals, you're making 10 mines, and you're down 2 marines. That assumes the gas and minerals line up exactly - you could be down one marine, or none at all (maybe skip an SCV?). Whatever, it certainly doesn't take 30 seconds at that point to mine up to 100 minerals. If the mines are costing you 200 extra minerals, you're making 20 mines. That's not an 'early timing', and the extra 200 minerals are, again, not going to take 30 seconds to mine, even assuming the minerals/gas line up perfectly. I don't think you get my point about timings. You're thinking that you're burning off 100 minerals at the moment you're supply is capped. This isn't how it works. I know that's not how it works, and that wasn't what I was thinking at all. Look: Imagine you had a super-perfect timing attack with ten 1 supply widow mines and a bunch of marines. Zero gas and minerals on the clock, no spare supply at time X. Now imagine the mines are nerfed to 2 supply each. Since your original build consumed every resource you could possibly mine by time X, you don't have a spare 100 minerals to spend at any point. So if you still want to move out at time X, you need to divert 100 minerals from something into building a depot sometime before you start to make the last 10 supply of marines and mines, right? Now, the only way doing that could delay your build is if spending 100 minerals on the depot took longer than spending it on the marines. Assuming a reactored barracks or double barracks, the marines would build in 25 seconds compared to the 30 for the depot, so your build would be ready at X+5 seconds Alternatively, you could build the depot before one of the barracks, spending the 100 minerals quicker than before (if possible) and certainly no slower, delaying your build by zero seconds. Either way, it's not a big disruption. | ||
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