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HotS Balance Update #4 [9/28/12] - Page 3

Forum Index > StarCraft 2 HotS
500 CommentsPost a Reply
Prev 1 2 3 4 5 24 25 26 Next All
Smigi
Profile Joined April 2010
United States328 Posts
September 28 2012 23:29 GMT
#41
On September 29 2012 08:25 Cyanocyst wrote:
Show nested quote +
On September 29 2012 08:16 Cabinet Sanchez wrote:
Ugh Locust attack range back up, as far as I'm concerned it should be melee, the fucking unit is completely free.


Right now in Wol, Melee upgrades are far more beneficial, in comparison to range. If they were to make locusts also melee. They are even more so overloading the benefits for melee over range.

I honestly think that the balance between these upgrades, is the main reason to why they switched them over to ranged.



I agree strongly with this statement.

I've noticed myself upgrading range significantly more in HotS. With speed now available, this also promoted hydralisk use once I hit hive
Drone then Own
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 28 2012 23:31 GMT
#42
On September 29 2012 08:25 Starshaped wrote:
Sure, the damage pre-nerf was broken as hell on maps like Steppes of War.


*Shudders*

50 damage tanks that could hit your natural from their ramp....
LOLItsRyann
Profile Joined April 2011
England551 Posts
September 28 2012 23:31 GMT
#43
On September 29 2012 08:11 Valon wrote:
The purify part of the core looks cool however the recall part i'm not to thrilled about, and the weapon, Thought the core was supposed to be a defensive unit. It seems to be turning into an offensive unit.


The weapon is equivalent to a single +2 marine that attacks slower, I think the purpose for adding that weapon in, is so that on some maps, like daybreak for example, if you attach it to your nexus, and they're pushing your ramp, is won't reach.

That's my personal opinion of what I think the weapon is for. However, purify probably does work on daybreak because you sort of wall off close to your nexus, so I'm not sure. I can't think of any other reason they'd add an attack like that. :/
EG<3
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 28 2012 23:32 GMT
#44
Poll: First impressions of Mothership Core change

Thumbs up (137)
 
65%

Thumbs down (52)
 
25%

No thumbs (22)
 
10%

211 total votes

Your vote: First impressions of Mothership Core change

(Vote): Thumbs up
(Vote): Thumbs down
(Vote): No thumbs



MMA: The true King of Wings
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
September 28 2012 23:34 GMT
#45
On September 29 2012 08:28 Smigi wrote:
Show nested quote +
On September 29 2012 08:25 Starshaped wrote:
Thank God...

As if Protoss all-ins weren't strong enough without an extra fifty billion DPS in the form of mothership core.

Anyway, mech won't be fully viable until mines become an upgrade for hellions imo. 2 supply mines are just way too gimmicky/situational. Mech needs a vulture in the form of hellion with mines.

Also buff tank damage. They just aren't the point-controlling super-scary-when-sieged unit they should be. Sure, the damage pre-buff was broken as hell on maps like Steppes of War, but with modern maps being so huge tanks really need a buff or two.


I do agree that mines need to be modified in some way, however, I'm not sure if they should come from the hellion.

How would they balance around the fact that it can form into a Battle Hellion as well? That would be tough to balance. A lot of roles in one unit.


Oh, sorry, I forgot to mention that battle mode should be removed if they get the mines.

Right now the battle hellion business is just too convoluted imo. You can build both forms from the start, but need a 100/100 upgrade to switch between them? And then one form is bio all of a sudden, but not the other? And it's not like the battle mode is always optimal for big fights anyway, due to the small range they get.

I don't think a unit that's so good at harassing and already quite fine in army compositions should get a "battle mode". It's already kind of overkill imo, even if they didn't get mines.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
architecture
Profile Blog Joined May 2008
United States643 Posts
September 28 2012 23:36 GMT
#46
It is hard to understand what they have been doing for 2.5 years, when they have even have had the privilege of seeing thousands of their own game played.
tpfkan
Cyro
Profile Blog Joined June 2011
United Kingdom20314 Posts
September 28 2012 23:40 GMT
#47
On September 29 2012 08:08 avilo wrote:
That's it for Terran? -_- good change though, 4 sec to burrow seemed like forever. Supply cost is still too expensive imo.


I think its in an awkward window where 1 supply widow mines would be retarded and extremely overpowered, but 2 is a liittle too much, but we are stuck with whole integars. Cant really go around setting units to 1.5 supply, and i dont think blizzard wants to nerf it, either, its difficult to rebalance construction time and other factors
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ejozl
Profile Joined October 2010
Denmark3413 Posts
September 28 2012 23:42 GMT
#48
I'm sad about the fact that you need Mothership Core with your army now.
This isn't decreasing the Death Ball. Now Protoss just always run around in one ball, like with Mothership army.

Mothership Core is the speed of an Observer, so now it is absolutely possible to have it in your army.
Oracle speed nerf, now means that Mutalisks can hunt down Oracles.

Sad about Recall, everything else is good.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
September 28 2012 23:43 GMT
#49
On September 29 2012 08:40 Cyro wrote:
Show nested quote +
On September 29 2012 08:08 avilo wrote:
That's it for Terran? -_- good change though, 4 sec to burrow seemed like forever. Supply cost is still too expensive imo.


I think its in an awkward window where 1 supply widow mines would be retarded and extremely overpowered, but 2 is a liittle too much, but we are stuck with whole integars. Cant really go around setting units to 1.5 supply, and i dont think blizzard wants to nerf it, either, its difficult to rebalance construction time and other factors


Could make it so you buy 2 at a time for 3 supply.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
murphs
Profile Joined April 2011
Ireland417 Posts
September 28 2012 23:46 GMT
#50
The mothership core is just embarrassing at this stage. Blizzard is just encouraging the deathball more and more. There was a time when all of the new toss units were not useful in the deathball, now they all belong in it. Fucking hell blizzard get it together.
phaZe-PropheT
Profile Joined April 2011
United States30 Posts
September 28 2012 23:48 GMT
#51
Mothership core now reminds of of WC3 hero, since the new recall just just a TP...
-__-"
therockmanxx
Profile Joined July 2010
Peru1174 Posts
September 28 2012 23:50 GMT
#52
I demand that all the biological units can get into the bunker !!
Soldiers should always get in bunkers !!
Tekken ProGamer
Inf-badguy
Profile Joined July 2003
Canada171 Posts
Last Edited: 2012-09-28 23:52:59
September 28 2012 23:51 GMT
#53
I wouldn't write off the recall change completely. For early harassment, it's still possible to keep the MSC back and out of the fight and then fall back to it / trigger if the fight isn't going well. If you were to get trapped by a ling surround, it's not an automatic get out of jail free. I think this change provides some interesting opportunities for strategic positioning of an aggressive army and a nearby supporting MSC.
RonaldTimmins
Profile Joined July 2011
44 Posts
September 28 2012 23:56 GMT
#54
A new ranged weapon called Repulsor Cannon has been added to the mothership core while in its mobile state.
Repulsor Cannon deals 8 damage to ground units with an attack speed of 0.85.


Guys, what is the point of this ranged weapon addition? I thought this unit was designed for defense.......
Atrbyg
Profile Blog Joined October 2011
United States513 Posts
September 28 2012 23:57 GMT
#55
Interesting changes. Really like what Blizzard is doing with the Mothership Core.
Tedde93
Profile Joined October 2010
Sweden169 Posts
September 28 2012 23:57 GMT
#56
Does anyone know the range of the "Repulser Cannon"?
Patiance is the element of succes"
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 28 2012 23:58 GMT
#57
As you’ve likely noticed, we’re still actively tuning the numbers on many of the new units we’re introducing in Heart of the Swarm. We’re making these changes after frequently referring to the stats from the beta, our play experiences, discussions taking place on the community forums and fan sites, and pro feedback. We think there’s still a ways to go in terms of number tweaks and are working hard to bring you the best experience possible.

The main design changes for this week are surrounding the mothership core. Due to the variety in maps, we found that no matter how slow we made the mothership core’s movement speed, deadly all-in strategies exist on many different maps and/or positions. To ensure that this unit does not limit us as well as the many tournament map makers around the world, we decided to go in a new direction.

The mothership core’s Purify ability is now cast on a Nexus attaching the unit to the Nexus and enabling a weapon that deals 20 damage. The mothership core will remain attached to the Nexus until cancelled; however, energy will not be regenerated and no abilities can be used while attached. Additionally, the Recall ability has been modified to teleport the mothership core and units nearby to a targeted Nexus. Both of these changes were made to discourage the unit from being used in all-ins. Now that its two spells are strictly defensive, we believe we can make a cooler mothership core. It will now move at a reasonably fast speed and feature an anti-ground attack. We hope these changes will make the unit a lot more fun to use.

We’ve also been carefully monitoring your feedback regarding the map pool and agree that Fractured Glacier isn’t a very competitive 1v1 map. In the future, we will be removing this from the ladder pool and will be replacing it with a new map. Additionally, three Wings of Liberty maps will be added into the beta map pool at a later date. Our current plan is to implement these map pool changes as soon as possible and stick with these eight maps for the remainder of the beta. We anticipate that Heart of the Swarm Season 1 will feature the same map pool; however, this is definitely not set in stone, so feedback on the updated map pool is greatly appreciated.

Next on the design docket:

We’re currently looking at ways to alter the design of the widow mine so that it feels like core terran unit. We’re also reevaluating the oracle's third spell: Phase Shift. While Phase Shift is a cool option against Fungal Growth, is not very appealing in other situations. These are the main things we’re looking at right now, so we encourage you to share your feedback regarding these two topics.

Thank you so much for playing the beta and giving us your feedback. Please remember that nothing is final; we’re doing our best on each of the three races and hope to continue working with our players in order to make Heart of the Swarm awesome.


-David Kim
MMA: The true King of Wings
aklambda
Profile Joined October 2010
Austria48 Posts
September 28 2012 23:58 GMT
#58
On September 29 2012 08:51 Inf-badguy wrote:
I wouldn't write off the recall change completely. For early harassment, it's still possible to keep the MSC back and out of the fight and then fall back to it / trigger if the fight isn't going well. If you were to get trapped by a ling surround, it's not an automatic get out of jail free. I think this change provides some interesting opportunities for strategic positioning of an aggressive army and a nearby supporting MSC.


Exactly. This seems to be the way to do it. Recall was really good without much drawback. This way you have to plan your exit ahead of time and need a safe way to fall back to your MSC.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 28 2012 23:59 GMT
#59
The mothership core.... I think purify was a good fix, but I'm really skeptical on how they reworked recall. Recall was quite good the way it was and I think it could have been tweaked to fix it a little better (i.e. adding a max unit cap of like 16, increasing the energy cost to 125, etc). It's just...weird now to think that you need your mothership core floating somewhere on the map in order to be able to move out.

Also kind of in agreement with the person who talked about protoss all-ins. With this new change, MSC comes along with the army, CAN USE AN ATTACK, spot the high ground, and if the all-in seems to be failing, protoss can recall with little to no severe drawbacks. For those who thought that protoss had gimmicky attacks before, they now have an even more gimmicky way to play.

MSC is going to be the new warp gate.
StrategyAllyssa Grey <3<3
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
September 29 2012 00:02 GMT
#60
Good changes overall, really like the mine change, although the supply cost is still too much at the moment, i think.
Some people are voting for the tank buff, but i don't know. I think they're pretty scary already :/

Mothership core is getting better every patch, imo. Also, the oracle change is good. it being slower but more durable makes it a more stable option.
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