HotS Balance Update #5 [10/5/12] - Page 35
Forum Index > StarCraft 2 HotS |
Hattori_Hanzo
Singapore1229 Posts
| ||
TheLunatic
309 Posts
| ||
sona
Canada52 Posts
The only people who are complaining in this thread are the noobs that 1a all over the map | ||
TheLunatic
309 Posts
On October 06 2012 17:14 nenshoua wrote: If you want proper testing send more invites to master and gm players for pete sake...most pros dont even bother with the beta anymore... As a masters player I support this idea! : thumbs: | ||
RavenLoud
Canada1100 Posts
I'm sure that several things will change soon. It probably won't be able to attack air units/cloaked units without detection. The cost should increase, the damage nerfed a bit and IMO it needs to use 25/25 every time it rebuilds its attack. The void siphon thing is stupid beyond words though, they should probably scrap the oracle if that's the best they can come up with...I would suggest giving it a shield recharge ability. | ||
Thermodynamic
Canada10 Posts
On October 06 2012 07:06 -Cyrus- wrote: I really don't like any of these changes at all. The Widow Mine is just going to compliment bio even more, it's not going to make players want to go mech. Way too strong with this change. If the new ability shoots air then most likely compliments mech more than bio now spreading some out around chokes and tank lines, frees up some food on thor use to more warhound based mech play | ||
Incognoto
France10239 Posts
| ||
Phoenix2003
126 Posts
| ||
Hattori_Hanzo
Singapore1229 Posts
On October 08 2012 05:27 Incognoto wrote: The mine is silly. Too much damage for its low cost. From following discussions here and on battle.net beta discussion, the only problem is when the factory is floated to either the third or natural and pretty much contain the opponent on one/two base similar to pre-nerf bunker rush timings. | ||
s3rp
Germany3192 Posts
On October 08 2012 05:29 Hattori_Hanzo wrote: From following discussions here and on battle.net beta discussion, the only problem is when the factory is floated to either the third or natural and pretty much contain the opponent on one/two base similar to pre-nerf bunker rush timings. Well a fast tech to to mine especially with floated factory would just die to a counter attack with Roaches and a good amount of Gateway Units. The Splash doesn't really do anything do anything with 100+ HP unless theres ALOT of mine defending. | ||
Ramiz1989
12124 Posts
On October 08 2012 02:04 TheLunatic wrote: Keep the mine the way it is, I fuckin love this thing, nerf the damage a bit and call it good brings several new dimensions of strategy to the game, absolutely love it Well, glad that at least somebody likes it that was QQing a lot before, lol. Damage doesn't need to be nerfed, but right now, it hits ground, air and cloaked/burrowed units, it is a bit too much for cheap factory unit that is also burrowed and can be made with Reactors. Remove its ability to hit air, or ability to hit cloaked units. Damage needs to be high because it has really long cooldown, I like the unit quite a lot. Every game I've seen with it was pretty interesting. | ||
CruelZeratul
Germany4588 Posts
| ||
Glockateer
United States254 Posts
| ||
gOst
415 Posts
Kind of how claymore mines work in most videogames. | ||
ReachTheSky
United States3294 Posts
| ||
Decendos
Germany1338 Posts
make it not hit cloaked units (thats just stupidly strong and totally prevents the huge investments into cloak banshees or DTs with a minimal investment in widow mines). and ffs dont make it hit air unit. (again a super small investment preventing really expensive muta harrass, banshees, phoenix, WP drops etc.) mines would finally be used in the way they should: as a space control option that prevents zealot/marine/ling runbys and stalls time to reposition the slow mech army and not as a antiharrass and offensive usable supermine vs everything. | ||
s3rp
Germany3192 Posts
On October 08 2012 06:45 Decendos wrote: make the burrowtime be at least 4 seconds again so it cant be burrowed in the face of the opponent. make it not hit cloaked units (thats just stupidly strong and totally prevents the huge investments into cloak banshees or DTs with a minimal investment in widow mines). and ffs dont make it hit air unit. (again a super small investment preventing really expensive muta harrass, banshees, phoenix, WP drops etc.) mines would finally be used in the way they should: as a space control option that prevents zealot/marine/ling runbys and stalls time to reposition the slow mech army and not as a antiharrass and offensive usable supermine vs everything. With 40 seconds delay and relatively small splash they don't really do that though at least against smart opponents. Right now they're a big and very strong gimmick that isn't something you'd want in later stages but is really nice early game and for some funny stuff. | ||
Crawdad
614 Posts
On October 08 2012 06:45 Decendos wrote: make the burrowtime be at least 4 seconds again so it cant be burrowed in the face of the opponent. This is one thing I don't like about it. Mines should be a defensive unit, but right now, they're just as good (if not better) for offense. An increased burrow time or lower health would help with this. | ||
Jermstuddog
United States2231 Posts
I have made this suggestion in the past, and really see no reason why they shouldn't implement it. Make the Widow Mine an ability of the Reaper. Make it cost HP so it is costly, but also spammable. I really don't understand the goal with the current design... | ||
SarcasmMonster
3136 Posts
On October 08 2012 06:54 Jermstuddog wrote: I really dislike the direction they're taking the widow mine. I have made this suggestion in the past, and really see no reason why they shouldn't implement it. Make the Widow Mine an ability of the Reaper. Make it cost HP so it is costly, but also spammable. I really don't understand the goal with the current design... I don't like the bolded part specifically. | ||
| ||