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HotS Balance Update #6 10/12/12 - Page 2

Forum Index > StarCraft 2 HotS
551 CommentsPost a Reply
Prev 1 2 3 4 5 26 27 28 Next All
IchibanBaka
Profile Joined January 2011
United States12 Posts
October 12 2012 20:55 GMT
#21
should change normal hellion to "hot-wheels"
Lactomar
Profile Joined September 2010
27 Posts
October 12 2012 20:55 GMT
#22
Terran now has no cost efficient answer to the tempest. 300/150 for two vikings, 300/200 for a tempest. 1 tempest can take 2 vikings. What does does terran make to answer Tempest / Zealot now (assuming the protoss is clever enough to keep the tempests near cliffs and ridges)?
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2012-10-12 20:58:27
October 12 2012 20:57 GMT
#23
On October 13 2012 05:53 GGzerG wrote:
Show nested quote +
On October 13 2012 05:50 playa wrote:
DT strats are no longer viable against Zerg because they don't know how to properly balance the widow mine? Nice. Throw enough random darts, I'm sure you're bound to eventually hit near the middle. Prepared to wait two years + for this beta to end. The only question is when will the changes tempt me to play it again. At this rate, probably never.


Making the spore crawler not require a evo chamber isn't going to really effect the effectiveness of a Dark templars in PvZ, Are you just 1 base DT rushing Zergs, and crossing your fingers hoping you win? DT's are not very effective vs Zerg ever in my mind, this change isn't going to change much vs P I don't think


1 base tech, but also while delaying their ability to get an expansion so it cancels out and then proceeds into a macro game. Not much luck involved, although it always helps, as with most builds. Seconds are everything when going DT. Before, it didn't really matter if they scouted it. Now... I doubt it's even an a option against the computer Zerg. If you don't need an evo chamber, perhaps we should be able to make an observer from the nexus or gateway. This game loses so much credibility with this random asymmetrical change.
Treehead
Profile Blog Joined November 2010
999 Posts
October 12 2012 20:58 GMT
#24
Wow... MsC detection, a Tempest that's available early on and is really, really good against massive units.Free Hallu, too.

I can't believe they took away Energize, though. That was seriously the spell I was most looking forward to in HotS.
PardonYou
Profile Blog Joined March 2010
United States1360 Posts
Last Edited: 2012-10-12 21:01:44
October 12 2012 20:58 GMT
#25
Hellbat. T_T

Also, so many vision changes for all races is making the game have an almost unlimited potential of seeing most of the map at all times. I always liked it when it wasn't all revealed so easily.


Edit:
http://us.battle.net/sc2/en/forum/topic/6864316601#1

Sentry change is apparently their answer to low-level feedback.
Desertfaux
Profile Joined June 2012
Netherlands276 Posts
October 12 2012 20:58 GMT
#26
Massive tempest buff, prepare your bodies for 100% winrate in proxy tempest rush.

I'm weirded at how they kept the mine at 90 hitpoints
Rogue Deck
Gunnvaldr
Profile Joined September 2012
United States9 Posts
October 12 2012 20:59 GMT
#27
Actually think chucking energize is a good thing. It kind of just make early game toss even MORE pinned on the sentry? Also purify detection gives some nice wiggle room from robo.

LOL@ Hellbat. :D Kind of love it though.

Nice tweak to Viper.

Guess void siphon will need more time to figure out what to do with it...

Still keeping fingers crossed that they might make SOME kind of tweak to the whole sentry/warpgate stuff. There have been quite a few really excellent threads lately about the feel of protoss in sc2... but then I suppose they wouldn't be doing that kind of stuff until they pin down more of the design with the new units
Jinmaster
Profile Joined March 2004
United States36 Posts
October 12 2012 20:59 GMT
#28
On October 13 2012 05:50 Aquila- wrote:
Show nested quote +
On October 13 2012 05:39 Limniscate wrote:

Spore Crawler
This unit no longer requires an Evolution Chamber.



Why? Can someone explain this? Evo chamber is super cheap, Terran also needs ebay for turrets, what was the problem that they changed it?

Ah I see because of the mine I guess?


You cant compare terran to zerg like that, Zerg loses a drone for every building they make.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-10-12 21:01:20
October 12 2012 21:00 GMT
#29
Tempest no longer requires fleet beacon and costs 100 less gas. Tempest harass just went from completely useless to.....I'm not sure what. How does Zerg prevent tempest harass at 9 minutes? Do they just stop mining until they get a spire?

I think they will have Spire before 10th minute. And it will be only ONE tempest because of their cost
WickedBit
Profile Joined August 2010
United States343 Posts
October 12 2012 21:01 GMT
#30
Wow so now tempest is basically a super viking ?
Also spores without evo and purify detecting ? It seems detection is now really cheap and easy to get. May not be a bad thing though.
opus55
Profile Joined March 2012
Germany31 Posts
October 12 2012 21:01 GMT
#31
On October 13 2012 05:39 Limniscate wrote:
Tempest
This unit’s native bonus damage to massive units has been removed.
This unit no longer requires a Fleet Beacon.
We have added a new weapon upgrade called Quantic Reactor at the Fleet Beacon which will grant Tempest attacks +35 damage to massive units.
Quantic Reactor costs 200/200.
The cost of this unit has been changed from 300/300 to 300/200.
The supply cost for this unit has changed from 6 to 4.
The scale of this unit has been lowered from 1 to 0.9.


This won't stay in the game for long. What should Zerg do about a 15 range tempest somewhere in noman's land behind their main at the 6 or 7 minute mark, shooting at the drones?
StandAloneComplex
Profile Joined September 2012
65 Posts
Last Edited: 2012-10-12 21:05:01
October 12 2012 21:02 GMT
#32
Now its getting really ridiculous really quick. Ok the changes for the tempest and the viper may work out, but beside of that,
have they even listend to one of the toss core issues discussions on tl or even on their own side.

-Hallucination no longer requires research.

Thats their answer to all of the discussions about toss issues. How will this fix that nearly every toss game looks and plays
the same . It doesnt matter that:Hallucination no longer requires research. Because they still get to the deatball situation
in lategame and need to vortex , because they cant handle infestor/broodloard otherwise.Whats about the collosus, they dont want to talk about that unit even if most part of the toss community wants to talk about changes on the collosus. And whats about strengthen the airplay. Didnt they want to change something on the voidray.

I also cant belive that they still sticking with the oracle and ecpecially with entomb in its current form.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 12 2012 21:02 GMT
#33
This won't stay in the game for long. What should Zerg do about a 15 range tempest somewhere in noman's land behind their main at the 6 or 7 minute mark, shooting at the drones?

They cost 200 gas. Zergs will have spire to that time
raf3776
Profile Blog Joined August 2010
United States1904 Posts
October 12 2012 21:03 GMT
#34
tempest are still slow... and they cost a ton. I feel like if you cant deal with it than you were just ill prepared
WWJD (What Would Jaedong Do)
ScaryFishy
Profile Joined October 2012
Ireland1 Post
October 12 2012 21:03 GMT
#35
Hellbat

Great. I can forsee some of the batman jokes coming from this
Aquila-
Profile Blog Joined April 2011
516 Posts
October 12 2012 21:03 GMT
#36
Problem is that Mech was still not really viable, but with that Tempest change it becomes as impossible as in WoL I guess.
Inf-badguy
Profile Joined July 2003
Canada171 Posts
October 12 2012 21:03 GMT
#37
My goodness! First things that really struck me were the hallucination and spore crawler changes. Those are absolutely enormous. Protoss scouting is going to be very powerful, and going air against zerg is going to be a lot more difficult.
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2012 21:03 GMT
#38
First of all: Hellbat... I love it

Hallucination. Long time overdue. Let the WoL unit balancing begin!

Tempest, love it. Really interested to see it turn out.

Viper, love it. Blinding cloud really needed this imo. Acceleration is always good.

Spore Crawler... Weird but probably necessary if they don't want to change the widow mine like that. Also with even more power to the early Stargate...
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
October 12 2012 21:05 GMT
#39
wow i cant believe they buffed entomb the spell is already really good
savior did nothing wrong
bakarin
Profile Joined August 2012
Japan121 Posts
October 12 2012 21:05 GMT
#40
Proxy tempest with hallucinations rofl
akari~n
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