On December 06 2012 08:38 Existor wrote: Why they can't make separate weapon upgrades for Terran mech and merge ONLY armor upgrade? Now terrans have 4 upgrades, when other races only 5 -_-
Maybe it can be compensated by many upgrades for units?
That's a very good point. Terran being the only race with 6 upgrades was a huge disadvantage for playing all tech routes compared to the other races, but now they have a huge advantage as being the only race with 4 upgrades.
The Thor's High-Impact Payload looks interesting. According to Liquipedia, the Thor's current attack is 6(+1)(x4) (Splash), which looks like it already does 24 damage (ignoring the +light bonus damage) unless I'm mistaken, but the High-Impact Payload also does 24 flat damage. The new attack mode probably has other attributes that haven't been explained, like attack speed, that might make it advantageous against some units over the normal missile attack.
Mutalisks will be worse than in WoL with these changes. The speed buff is too small to matter. Widow Mines will still completely shut them down. With stimmed medivacs, they'll have a harder time catching drops than before, and with the new insane medivac healing, they'll take more damage from marines when they do intercept a drop. Toss already had a hard counter with Phoenixes with range upgrade, now it's stronger without the upgrade and even harder counter with, so going Mutas against Toss is even riskier than before.
And they added speed upgrade to Hydras at Lair, but left the range upgrade the same, so now we have a unit that requires 2 upgrades to be useful. Great...
Really like that bold changes! The only thing I don't like right now is that Raven's Seeker Missile is now too similar to BC's Yamato Canon. I think they should keep the range of 10 but reintroduce splash and tweak the damage and energy.
On December 06 2012 09:04 playa wrote: To me, the void ray seemed more of a key component in dealing with mutas than any other unit.
...really ? Really ?
Absolutely. If you have archons and 2 void rays, zerg can't really engage you until they have a lot of mutas, and by then... you can either take them on or win a base race. If the mutas try to engage the void rays, the archons get pot shots. If the mutas try to engage your other units, then the void rays end up being charged. Charged up void rays wreck mutas. It's a lot better of a deterrence than making freaking phoenixes and being stuck with a unit that provides little utility, that makes you nervous about a switch to anything that isn't pure muta.
On December 06 2012 09:07 Extenz wrote: Now the tempest doesn't have a bonus vs massive units anymore pvp is still gonna be shit
oh my god.... you are right really liked the new pvp !!
but wait... isnt collosus also considered as an air-unit aswell because it's so tall? i think tempests attack with their air-attack on the collosus instead of the ground attack?
On December 06 2012 09:05 larse wrote: Medivac's 15HP healing means that any enemy unit that does less than 15 DPS cannot damage the Terran bio at all. Plus armor upgrades, +3 marine requires 18 DPS to be damaged and +3 marauder requires 19 DPS be to damaged.
I mean, maybe if you have a medivac for every bio unit. But since that's not the case, you will still see splash destroying clumped bio.
On December 06 2012 08:53 ZeroCartin wrote: What the fuck does Vortex do now?
Nothing really, that's the point. No more Motherships in competive play.
Well if they reduced the energy cost on vortex then you could potentially kill 2-3 large dangerouds units like broodlords,BCs etc in a fight. It still is a very weird change though.
See, that would be actually be useful, but apparently it doesn't affect massive units. Why would you utilise a spell that only kills a single siege tank/infestor/immortal. Completely and utterly pointless. We've all seen the Browder interview saying he doesn't like the MS design and wanted to nerf it in a way that it would no longer be viable in competitive play. I don't get why they won't just get rid of the damn thing. I do believe that was the original intent in the Alpha notes right? If they dislike it so much seems easier just to get rid of it rather than nerfing it so much it's totally useless.
You pretty much can't infestor ling against Bio terran anymore LOL. 15 health per second on medivac heal hahaha... Reapers will be used much more often now. With the cliff vision buff and now this I'm sure we'll see 5 rax reapers again. I think protoss got a lot of unnecessary buffs, especially with dark shrine resource cost. Also seems like they are trying to make sky protoss too viable. Buffs for every unit except carrier, lol. Mutalisk speed buff should help in dodging phoenixes a bit better. Infestors kinda suck now since ITs don't scale with ranged upgrades. Pretty much suck against late game armies.
On December 06 2012 09:04 playa wrote: To me, the void ray seemed more of a key component in dealing with mutas than any other unit.
...really ? Really ?
Absolutely. If you have archons and 2 void rays, zerg can't really engage you until they have a lot of mutas, and by then... you can either take them on or win a base race. If the mutas try to engage the void rays, the archons get pot shots. If the mutas try to engage your other units, then the void rays end up being charged. Charged up void rays wreck mutas. It's a lot better of a deterrence than making freaking phoenixes and being stuck with a unit that provides little utility, that makes you nervous about a switch to anything that isn't pure muta.
archons are bad as shit vs muta unless they clump up. magic box works as well on an archon as it works on a thor. move command the mutas over your void rays and archon and they all just die.