|
On December 09 2012 11:39 larse wrote:Show nested quote +On December 09 2012 11:33 s3rp wrote:On December 09 2012 11:21 larse wrote: What's the status of the new medivac + bio? I haven't watched any streams after the patch. Can anyone enlighten me of its strength? Pretty strong . you need burst damage/ aoe damage to kill Bio with the new Medivacs even more. In TvT it's around as strong as having 1 more round of marine upgrades in a marine fight. It doesn't make Bio invinceable but it's noticeable. There's fights where you barely lose any unit if the opponent has the wrong unit composition. Feels like an extra round of Bio upgrades . Especially pure Gate-non-sense will die really BAD forcefields or not you just roll pure Gateway units. OK. So it amplifies the problem of gateway units even more? Seems like not a good change at all. Maybe to make Bio stronger in the late-game, they should change the ghost. Or the change to medivac's healing is not necessary.
well, gateway buff is a tricky thing because of warpins, FIrst off the stage at which the super healing gets into the game is too early. It needs to be made to a later stage. They 2 medivac push is so hard to stop and basically getting this upgrade for the medivacs is made obsolete cuz even thou you wait a bit. boosting over there really cuts the time down too. I think it needs to have a requirement of an armory
|
On December 09 2012 05:12 Rabiator wrote:Show nested quote +On December 09 2012 04:28 TimENT wrote: Everyone seriously just needs to ignore TheRabidDeer and Rabiator in this thread. If you are so sure that I am wrong with what I am saying then please tell me where and ARGUE your point ... if you dont you just "prove" that you cant do it and consequently I am right. Show nested quote +On December 08 2012 23:25 Ameisenmann wrote:On December 08 2012 22:38 Rabiator wrote:On December 08 2012 22:14 Qikz wrote:On December 08 2012 22:11 Rabiator wrote:+ Show Spoiler +If he'd had any units he wouldnt have had three bases to defend, but the map really lends itself to abusing that choke towards the third. There are too many abilities in SC2 which allow people to abuse things like this and P/T will have to cover this long path with turrets/cannons to prevent Zerg from landing a Nydus there "behind the front" outside of vision. LOTS of crappy too mobile junk spells and abilities in SC2. + Show Spoiler +He wouldn't have a third if he had no units? Are you serious? At any time he could have built some roaches or spines to defend that part of the map (if they know it's possible, it's easily stopped) and he tech straight to infestors as they're so broken in WOL expecting to hold off any push to his front.
He lost that game fair and square. You don't even need loads of turrets//cannons up there to prevent nyduses, you just need to learn how to play/scout. Anyway, why are you complaining about WoL stuff in the HoTS forum possibly spoiling the games for people who haven't seen them? The point why I am complaining here is that there are too many abilities which are easily abuseable in WoL already and yet "the community" is cheering when Blizzard is about to add even more of them in their next expansion. The whole point is that "too much mobility" is limiting the map makers and the KeSPA maps were really refreshing after the GOM maps, but also easily abuseable due to the racial skills. Thus I would love to see Blizzard FIXING THE BASICS FIRST before adding new nifty stuff to the game. Oh and in case you didnt see my complaint about game 6 yet just scroll up to HERE ... some new stuff will blatantly remove excitement for the price of efficiency. Everything has a price and most of the new stuff is over the top. Yet another of my "ideas" which people have called "potentially awesome" was to use the Viper to simply drag your own Ultralisks around and maybe even into the base of someone else ... thus circumventing any defensive front or army. Dragging them out of a fight is also an option (instead of losing them), but thats not all you can do with that spell since it also works on enemy units. Ultralisk dragThe point is also that Zerg and Protoss get a new bunch of broken spells on top of their already broken abilities and Terrans get nothing. The game wont be fun anymore next year if Blizzard doesnt fix that drastically ... and fixing involves nerfing/removing a lot of stuff. You sound really desperate. How about you wait and see how the changes play out instead of whining from the get-go? Also I find it strange that people now complain about things being over the top, when a lot of stuff in BW was incredibly powerful as well, they just happend to balance each other out. I honestly think that this patch with it's more drastic changes is the correct way to develop the game in the right direction. If nothing gets changed we will just end up with WoL + a few new useless units, and that isn't really what most people want, I feel most people are looking forward to real change compared to WoL. Yes, I might be a bit desperate, but I can explain why. It is really quite simple and it comes from the belief that the game has too much mobility in the game already and that more of it will make it even more random/unpredictable. There are also those abilities which do exactly the opposite and block mobility. It is a fact that the races are different - which is good! - but that not all three races have their own "mobility boosters/leaps" and their own battlefield rearrangers" ... in fact Terran has neither of them. Thus the game is developed in a lopsided way and Terrans getting the short stick really shows that due to the different racial styles you cant have an even distribution of those "nifty skills". Thus the game would be much better off without these skills and with more reliance on actual player micro to make it awesome and interesting. The example of the Bifrost game and Forcefield really shows how the WoL skills already affect the game and kinda "break it" ... The new spells in HotS are just more or less the same and continue the "Terrans get the short stick" trend when it comes to awesome spells. They even found it impossible to buff Seeker Missile/the Thor AA attack without nerfing it at the same time and did nothing for lots of stuff the community complained about for a long time ... while claiming to do stuff the community asked them for with the Oracle. Thus the basics are still just as broken as ever and even the Carrier micro and the merged mech/air upgrades for Terrans [which they shouldnt have done, because that doesnt really make mech better and they will use as an excuse now to not do anything more] wont be enough to really boost that. I am also desperate, because I think the devs at Blizzard have no clue whatsoever what they are really doing ... since they think it makes sense to try and "fix" the game with a sledgehammer 3 months before releasing the expansion. The question you have to ask yourself is "Is it possible for the game to have too much mobility and too many spells in it?" If the answer is no, then you are blessed by the usual "ignorance is bliss", but if the answer is yes you might want to think about the spells - current and HotS - and judge if they add more to the game than they restrict. Examples of restrictions are: Forcefield requires wide ramps or it allows too much abuse; MULE requires no-gold-mineral expansions or it allows abuse ... and so on. the merging of the armory upgrades was never meant to buff mech. it was meant to buff air. you talk way too much straight out of your ass. "ignorance is bliss" because someone likes mobility and spells? what? could you talk any more random?
do the new spells and abilities add to the game? i think they do. in HotS we see a greater variety of possible strategies, or at least i think that's the direction we're headed towards, and that's simply awesome.
for example:
- buffed reaper allowing for alternative opening - thor changes suggesting new possibilities in TvP - HSM hopefully be fixed sooner than later. it's foreseeable that we'll see changes to it. no splash is just too stupid. - merged mech/air upgrades pushing use of banshee and BC - on top of that, bio is heavily buffed due to medivac changes, suggesting that blizzard consciously wants to give us as many lategame options as possible. how could you not like that direction?
- mothershipcore obviously giving the protoss much more options - wait, i'm not gonna continue this list. i could, but i feel you're probably too thick to even consider that HotS is going in an amazing direction (like 95% of people here would probably agree with)
it's so annoying to deal with whiners like you, holy shit. don't expect me to read your answer, cause i'll probably safe myself some stress and never look at this thread again.
ps: i'm master terran
User was warned for this post
|
On December 09 2012 07:07 Big J wrote: Name one Terran unit without any activated ability. Spoiler: there is exactly one. Terran IS the activated ability race up to this point in WoL... Nearly each unit has one ability that is designed for it.
And lol, it isn't a good thing to safe units via micro? OK, so remove kiting, make units impossible to load up after shooting for 5seconds... oh wait, those things are a lot of fun and make a difference between good and bad players... Since you're talking about WoL . . . -Hellion -Reaper
I count two.
|
On December 09 2012 11:49 SuperYo1000 wrote:Show nested quote +On December 09 2012 11:39 larse wrote:On December 09 2012 11:33 s3rp wrote:On December 09 2012 11:21 larse wrote: What's the status of the new medivac + bio? I haven't watched any streams after the patch. Can anyone enlighten me of its strength? Pretty strong . you need burst damage/ aoe damage to kill Bio with the new Medivacs even more. In TvT it's around as strong as having 1 more round of marine upgrades in a marine fight. It doesn't make Bio invinceable but it's noticeable. There's fights where you barely lose any unit if the opponent has the wrong unit composition. Feels like an extra round of Bio upgrades . Especially pure Gate-non-sense will die really BAD forcefields or not you just roll pure Gateway units. OK. So it amplifies the problem of gateway units even more? Seems like not a good change at all. Maybe to make Bio stronger in the late-game, they should change the ghost. Or the change to medivac's healing is not necessary. well, gateway buff is a tricky thing because of warpins, FIrst off the stage at which the super healing gets into the game is too early. It needs to be made to a later stage. They 2 medivac push is so hard to stop and basically getting this upgrade for the medivacs is made obsolete cuz even thou you wait a bit. boosting over there really cuts the time down too. I think it needs to have a requirement of an armory
I agree, bio was already strong as hell vs comps with no aoe - this change turns mmm into a non aoe super hard counter, which dumbs down otherwise interesting engagements into a one dimensional: "did his collosi/storm/banelings/fungal do enough? If not, he dies"...
Instead of the heal rate increase, Ghost snipe should be slightly un nerfed back to 45 (25 vs massive) ... That, and the combined air/mech upgrades should allow Terran to develop armies that require some finesse and positioning rather than just roflstomping all over Toss t1.
|
I wish i could post a thread(s) about the raven, the hydra and the ultralisk :/
|
On December 09 2012 12:14 JackReacher wrote:Show nested quote +On December 09 2012 07:07 Big J wrote: Name one Terran unit without any activated ability. Spoiler: there is exactly one. Terran IS the activated ability race up to this point in WoL... Nearly each unit has one ability that is designed for it.
And lol, it isn't a good thing to safe units via micro? OK, so remove kiting, make units impossible to load up after shooting for 5seconds... oh wait, those things are a lot of fun and make a difference between good and bad players... Since you're talking about WoL . . . -Hellion -Reaper I count two. There's thor too
|
On December 09 2012 15:49 Toads wrote: There's thor too
Strike Cannons, and now HIP.
|
On December 09 2012 15:59 Crawdad wrote:Strike Cannons, and now HIP.
Hehe i wonder if that was a joke ;D but if not then np
|
On December 09 2012 12:14 JackReacher wrote:Show nested quote +On December 09 2012 07:07 Big J wrote: Name one Terran unit without any activated ability. Spoiler: there is exactly one. Terran IS the activated ability race up to this point in WoL... Nearly each unit has one ability that is designed for it.
And lol, it isn't a good thing to safe units via micro? OK, so remove kiting, make units impossible to load up after shooting for 5seconds... oh wait, those things are a lot of fun and make a difference between good and bad players... Since you're talking about WoL . . . -Hellion -Reaper I count two.
Sry this is badly expressed. I meant HotS (because this is the HotS discussion forum). The WoL commentary was from a different thought, namely that the fact that Terran is the activated ability race in WoL could change in HotS.
On December 09 2012 15:05 Zergrusher wrote: I wish i could post a thread(s) about the raven, the hydra and the ultralisk :/
What's holding you back? If it is high quality, you can basically post everything on TL...
|
On December 09 2012 11:56 beg wrote:Show nested quote +On December 09 2012 05:12 Rabiator wrote:On December 09 2012 04:28 TimENT wrote: Everyone seriously just needs to ignore TheRabidDeer and Rabiator in this thread. If you are so sure that I am wrong with what I am saying then please tell me where and ARGUE your point ... if you dont you just "prove" that you cant do it and consequently I am right. On December 08 2012 23:25 Ameisenmann wrote:On December 08 2012 22:38 Rabiator wrote:On December 08 2012 22:14 Qikz wrote:On December 08 2012 22:11 Rabiator wrote:+ Show Spoiler +If he'd had any units he wouldnt have had three bases to defend, but the map really lends itself to abusing that choke towards the third. There are too many abilities in SC2 which allow people to abuse things like this and P/T will have to cover this long path with turrets/cannons to prevent Zerg from landing a Nydus there "behind the front" outside of vision. LOTS of crappy too mobile junk spells and abilities in SC2. + Show Spoiler +He wouldn't have a third if he had no units? Are you serious? At any time he could have built some roaches or spines to defend that part of the map (if they know it's possible, it's easily stopped) and he tech straight to infestors as they're so broken in WOL expecting to hold off any push to his front.
He lost that game fair and square. You don't even need loads of turrets//cannons up there to prevent nyduses, you just need to learn how to play/scout. Anyway, why are you complaining about WoL stuff in the HoTS forum possibly spoiling the games for people who haven't seen them? The point why I am complaining here is that there are too many abilities which are easily abuseable in WoL already and yet "the community" is cheering when Blizzard is about to add even more of them in their next expansion. The whole point is that "too much mobility" is limiting the map makers and the KeSPA maps were really refreshing after the GOM maps, but also easily abuseable due to the racial skills. Thus I would love to see Blizzard FIXING THE BASICS FIRST before adding new nifty stuff to the game. Oh and in case you didnt see my complaint about game 6 yet just scroll up to HERE ... some new stuff will blatantly remove excitement for the price of efficiency. Everything has a price and most of the new stuff is over the top. Yet another of my "ideas" which people have called "potentially awesome" was to use the Viper to simply drag your own Ultralisks around and maybe even into the base of someone else ... thus circumventing any defensive front or army. Dragging them out of a fight is also an option (instead of losing them), but thats not all you can do with that spell since it also works on enemy units. Ultralisk dragThe point is also that Zerg and Protoss get a new bunch of broken spells on top of their already broken abilities and Terrans get nothing. The game wont be fun anymore next year if Blizzard doesnt fix that drastically ... and fixing involves nerfing/removing a lot of stuff. You sound really desperate. How about you wait and see how the changes play out instead of whining from the get-go? Also I find it strange that people now complain about things being over the top, when a lot of stuff in BW was incredibly powerful as well, they just happend to balance each other out. I honestly think that this patch with it's more drastic changes is the correct way to develop the game in the right direction. If nothing gets changed we will just end up with WoL + a few new useless units, and that isn't really what most people want, I feel most people are looking forward to real change compared to WoL. Yes, I might be a bit desperate, but I can explain why. It is really quite simple and it comes from the belief that the game has too much mobility in the game already and that more of it will make it even more random/unpredictable. There are also those abilities which do exactly the opposite and block mobility. It is a fact that the races are different - which is good! - but that not all three races have their own "mobility boosters/leaps" and their own battlefield rearrangers" ... in fact Terran has neither of them. Thus the game is developed in a lopsided way and Terrans getting the short stick really shows that due to the different racial styles you cant have an even distribution of those "nifty skills". Thus the game would be much better off without these skills and with more reliance on actual player micro to make it awesome and interesting. The example of the Bifrost game and Forcefield really shows how the WoL skills already affect the game and kinda "break it" ... The new spells in HotS are just more or less the same and continue the "Terrans get the short stick" trend when it comes to awesome spells. They even found it impossible to buff Seeker Missile/the Thor AA attack without nerfing it at the same time and did nothing for lots of stuff the community complained about for a long time ... while claiming to do stuff the community asked them for with the Oracle. Thus the basics are still just as broken as ever and even the Carrier micro and the merged mech/air upgrades for Terrans [which they shouldnt have done, because that doesnt really make mech better and they will use as an excuse now to not do anything more] wont be enough to really boost that. I am also desperate, because I think the devs at Blizzard have no clue whatsoever what they are really doing ... since they think it makes sense to try and "fix" the game with a sledgehammer 3 months before releasing the expansion. The question you have to ask yourself is "Is it possible for the game to have too much mobility and too many spells in it?" If the answer is no, then you are blessed by the usual "ignorance is bliss", but if the answer is yes you might want to think about the spells - current and HotS - and judge if they add more to the game than they restrict. Examples of restrictions are: Forcefield requires wide ramps or it allows too much abuse; MULE requires no-gold-mineral expansions or it allows abuse ... and so on. the merging of the armory upgrades was never meant to buff mech. it was meant to buff air. you talk way too much straight out of your ass. "ignorance is bliss" because someone likes mobility and spells? what? could you talk any more random? do the new spells and abilities add to the game? i think they do. in HotS we see a greater variety of possible strategies, or at least i think that's the direction we're headed towards, and that's simply awesome. for example: - buffed reaper allowing for alternative opening - thor changes suggesting new possibilities in TvP - HSM hopefully be fixed sooner than later. it's foreseeable that we'll see changes to it. no splash is just too stupid. - merged mech/air upgrades pushing use of banshee and BC - on top of that, bio is heavily buffed due to medivac changes, suggesting that blizzard consciously wants to give us as many lategame options as possible. how could you not like that direction? - mothershipcore obviously giving the protoss much more options - wait, i'm not gonna continue this list. i could, but i feel you're probably too thick to even consider that HotS is going in an amazing direction (like 95% of people here would probably agree with) it's so annoying to deal with whiners like you, holy shit. don't expect me to read your answer, cause i'll probably safe myself some stress and never look at this thread again. ps: i'm master terran You didnt answer the most important question: Is it possible for the game to have too many spells/abilities/mobility to be good for it?
Thats the reason why I am so opposed to the multitude of stuff added to the game - which I dont deny adding new options and possibilities to the game - but the question is: Is it too much? IMO it is and especially not balancing WoL first before adding HotS stuff sounds totally bad. Just watch a few games on the new KeSPA maps and think about the ways in which all the new things can be abused. Maybe you come to the same conclusion that I have ... that there is too much mobility in the game already which breaks it and makes it kinda random.
P.S.: Its not HSM ... and you being master terran means nothing.
|
On December 10 2012 02:35 Rabiator wrote:Show nested quote +On December 09 2012 11:56 beg wrote:On December 09 2012 05:12 Rabiator wrote:On December 09 2012 04:28 TimENT wrote: Everyone seriously just needs to ignore TheRabidDeer and Rabiator in this thread. If you are so sure that I am wrong with what I am saying then please tell me where and ARGUE your point ... if you dont you just "prove" that you cant do it and consequently I am right. On December 08 2012 23:25 Ameisenmann wrote:On December 08 2012 22:38 Rabiator wrote:On December 08 2012 22:14 Qikz wrote:On December 08 2012 22:11 Rabiator wrote:+ Show Spoiler +If he'd had any units he wouldnt have had three bases to defend, but the map really lends itself to abusing that choke towards the third. There are too many abilities in SC2 which allow people to abuse things like this and P/T will have to cover this long path with turrets/cannons to prevent Zerg from landing a Nydus there "behind the front" outside of vision. LOTS of crappy too mobile junk spells and abilities in SC2. + Show Spoiler +He wouldn't have a third if he had no units? Are you serious? At any time he could have built some roaches or spines to defend that part of the map (if they know it's possible, it's easily stopped) and he tech straight to infestors as they're so broken in WOL expecting to hold off any push to his front.
He lost that game fair and square. You don't even need loads of turrets//cannons up there to prevent nyduses, you just need to learn how to play/scout. Anyway, why are you complaining about WoL stuff in the HoTS forum possibly spoiling the games for people who haven't seen them? The point why I am complaining here is that there are too many abilities which are easily abuseable in WoL already and yet "the community" is cheering when Blizzard is about to add even more of them in their next expansion. The whole point is that "too much mobility" is limiting the map makers and the KeSPA maps were really refreshing after the GOM maps, but also easily abuseable due to the racial skills. Thus I would love to see Blizzard FIXING THE BASICS FIRST before adding new nifty stuff to the game. Oh and in case you didnt see my complaint about game 6 yet just scroll up to HERE ... some new stuff will blatantly remove excitement for the price of efficiency. Everything has a price and most of the new stuff is over the top. Yet another of my "ideas" which people have called "potentially awesome" was to use the Viper to simply drag your own Ultralisks around and maybe even into the base of someone else ... thus circumventing any defensive front or army. Dragging them out of a fight is also an option (instead of losing them), but thats not all you can do with that spell since it also works on enemy units. Ultralisk dragThe point is also that Zerg and Protoss get a new bunch of broken spells on top of their already broken abilities and Terrans get nothing. The game wont be fun anymore next year if Blizzard doesnt fix that drastically ... and fixing involves nerfing/removing a lot of stuff. You sound really desperate. How about you wait and see how the changes play out instead of whining from the get-go? Also I find it strange that people now complain about things being over the top, when a lot of stuff in BW was incredibly powerful as well, they just happend to balance each other out. I honestly think that this patch with it's more drastic changes is the correct way to develop the game in the right direction. If nothing gets changed we will just end up with WoL + a few new useless units, and that isn't really what most people want, I feel most people are looking forward to real change compared to WoL. Yes, I might be a bit desperate, but I can explain why. It is really quite simple and it comes from the belief that the game has too much mobility in the game already and that more of it will make it even more random/unpredictable. There are also those abilities which do exactly the opposite and block mobility. It is a fact that the races are different - which is good! - but that not all three races have their own "mobility boosters/leaps" and their own battlefield rearrangers" ... in fact Terran has neither of them. Thus the game is developed in a lopsided way and Terrans getting the short stick really shows that due to the different racial styles you cant have an even distribution of those "nifty skills". Thus the game would be much better off without these skills and with more reliance on actual player micro to make it awesome and interesting. The example of the Bifrost game and Forcefield really shows how the WoL skills already affect the game and kinda "break it" ... The new spells in HotS are just more or less the same and continue the "Terrans get the short stick" trend when it comes to awesome spells. They even found it impossible to buff Seeker Missile/the Thor AA attack without nerfing it at the same time and did nothing for lots of stuff the community complained about for a long time ... while claiming to do stuff the community asked them for with the Oracle. Thus the basics are still just as broken as ever and even the Carrier micro and the merged mech/air upgrades for Terrans [which they shouldnt have done, because that doesnt really make mech better and they will use as an excuse now to not do anything more] wont be enough to really boost that. I am also desperate, because I think the devs at Blizzard have no clue whatsoever what they are really doing ... since they think it makes sense to try and "fix" the game with a sledgehammer 3 months before releasing the expansion. The question you have to ask yourself is "Is it possible for the game to have too much mobility and too many spells in it?" If the answer is no, then you are blessed by the usual "ignorance is bliss", but if the answer is yes you might want to think about the spells - current and HotS - and judge if they add more to the game than they restrict. Examples of restrictions are: Forcefield requires wide ramps or it allows too much abuse; MULE requires no-gold-mineral expansions or it allows abuse ... and so on. the merging of the armory upgrades was never meant to buff mech. it was meant to buff air. you talk way too much straight out of your ass. "ignorance is bliss" because someone likes mobility and spells? what? could you talk any more random? do the new spells and abilities add to the game? i think they do. in HotS we see a greater variety of possible strategies, or at least i think that's the direction we're headed towards, and that's simply awesome. for example: - buffed reaper allowing for alternative opening - thor changes suggesting new possibilities in TvP - HSM hopefully be fixed sooner than later. it's foreseeable that we'll see changes to it. no splash is just too stupid. - merged mech/air upgrades pushing use of banshee and BC - on top of that, bio is heavily buffed due to medivac changes, suggesting that blizzard consciously wants to give us as many lategame options as possible. how could you not like that direction? - mothershipcore obviously giving the protoss much more options - wait, i'm not gonna continue this list. i could, but i feel you're probably too thick to even consider that HotS is going in an amazing direction (like 95% of people here would probably agree with) it's so annoying to deal with whiners like you, holy shit. don't expect me to read your answer, cause i'll probably safe myself some stress and never look at this thread again. ps: i'm master terran You didnt answer the most important question: Is it possible for the game to have too many spells/abilities/mobility to be good for it? Thats the reason why I am so opposed to the multitude of stuff added to the game - which I dont deny adding new options and possibilities to the game - but the question is: Is it too much? IMO it is and especially not balancing WoL first before adding HotS stuff sounds totally bad. Just watch a few games on the new KeSPA maps and think about the ways in which all the new things can be abused. Maybe you come to the same conclusion that I have ... that there is too much mobility in the game already which breaks it and makes it kinda random. P.S.: Its not HSM ... and you being master terran means nothing.
Did you play on Beta ,yet ? Because you don't sound like you do. There's still are some problems here and there but the gameplay is wastly improved from WoL and almost everyone that played this current build will agree.
Right now WoL is kinda of where WC3 RoC was . The overhaul needed to fix the major problems need to be adressed with a major fix requires quite some time and testing and considering there's soon to be a big expansion it only logical to do add the overhaul to the expansion.
|
This will lead to soooooo many DT rushes
|
On December 09 2012 00:57 Decendos wrote:Show nested quote +On December 09 2012 00:48 NeonFox wrote:On December 09 2012 00:11 UPro-BW wrote: How do you like me now patchzerg?!? ZvT is different but manageable. ZvP on the other hand, omg... I'm not trying to get to lategame against protoss anymore. you think so? i think its the opposite. you just cant win vs MMM now in my opinion if he splits and micros well. if there is any awesome comp to deal with MMM now, please let me know. mech is doable if you just viperrush and go roach hydra corruptor support. after that its all about microing, positioning and keeping viper alive vs vikings/ghosts. it gets hard if he transitions into skyterran since after infestornerf zerg has no good AA to deal with 200/200 skyterran that has instant 3/3 after meching. ZvP on the other hand is still very hard but tempest now dont kill you as fast. you at least have a timing window now at which BLs are viable and then techswitch into ultralisks. but haven played that many games and was ahead in them anyway so dont know about that.
In response to your question about MMM - Blade just beat Demuslim using viper, bling, ling, ultra. Blade was generally out macroed and Demuslim is, I don't think Blade would disagree, on a different level and he still lost (although I was impressed by Blade's play). Demuslim went thor (+3 attack upgrades) and still couldn't pull it out. Demu should have made vikings earlier since Blade had no AA. He built some vikings at the end but it was too late.
|
So I just started to download the latest HotS patch, and it is telling me its nearly 5 gigs? That can't be right...
Any ideas?
|
On December 10 2012 06:28 Westy wrote: So I just started to download the latest HotS patch, and it is telling me its nearly 5 gigs? That can't be right...
Any ideas?
That's actually correct.
|
Btw now the change for Hellbat to Bio actually can help. Right now i allways start with Bio and switch later to mech or air or both and the Medivavs i build for Bio now help my also upgraded hellbats. If i would play pure Mech it would suck but since the upgrade change Terran can have an army consisting of all 3 Bio/Air/Mech without the need for an insane amount of time.
It's fun producing from all 3 production facilities at the same time and actually getting a decently upgraded and pretty strong army to boot for it. You see something thats weak against air/mech/bio you build more of those units . You don't need to commit to something anymore by chosing upgrades and having to stick with it , which is awesome. Yeah you chose what to begin with but you can change your unit combo so much faster and don't need an insane amount of bases to do it.
|
On December 10 2012 06:32 mannerless wrote:Show nested quote +On December 10 2012 06:28 Westy wrote: So I just started to download the latest HotS patch, and it is telling me its nearly 5 gigs? That can't be right...
Any ideas? That's actually correct.
That has to be an error on their part? 5gigs for a few small stats updates and a new victory screen?
|
On December 10 2012 08:02 Westy wrote:Show nested quote +On December 10 2012 06:32 mannerless wrote:On December 10 2012 06:28 Westy wrote: So I just started to download the latest HotS patch, and it is telling me its nearly 5 gigs? That can't be right...
Any ideas? That's actually correct. That has to be an error on their part? 5gigs for a few small stats updates and a new victory screen?
For whatever reason they added the Arcade System which is pretty huge.
|
I would like to see an upgrade added to the ultralisk that increases speed just like in broodwar.
|
This direction for the game is so much better, but i think they still need to push it a bit further.
1.) Utras are powerful now, but still clunky and annoying to use. A slight modification to size and collision like the Thor got would help.
2.) Give Mutalisk higher health regen. This would have a minor impact on direct engagements, but would make the Muta better in harass.
3.) I like the new Ultras in ZvP and ZvT, but they're OP in ZvZ where there's no counter to them. Give Broodlords a damage buff vs massive.
4.) The Thor HIP attack is a step in the right direction, but doesn't fill its intended purpose well enough to be useful 90% of the time--even against units like Broods, if they're clumped (which isn't rare) the javelin remains far superior. I think two adjustments should be made:
Either bump the damage or lower the cooldown on HIP. I vote for the former. Raising the HIP damage to 30 or even 35 would go a long way towards giving HIP a clear role and making the Thor feel like a more dynamic and interesting unit.
Adjust the target settings so that when Colossi are out of range of the ground attack, Thors can still hit them with HIP. This will help mech builds in TvP significantly.
5.) Change the Viking's ground attack to two attacks at 7 damage each rather than 1 at 12. Combined with the new upgrade to air/mech upgrades, this will allow Landed Vikings to effectively pitch in a bit more overall, and will make them particularly more effective against Immortal Hardened Shields, dealing a full 20 dps to them with +3 attack upgrades.
6.) Give Tanks an upgrade that gives them +30% damage vs. shields. This will help Tanks, the core unit of mech, really fill that role in TvP without breaking other matchups. It will particularly help vs. Archons, and it will greatly reduce the necessity of getting Ghosts to support Mech, which is so gas heavy it can quickly become prohibitive. The upgrade can be adjusted in time and cost to ensure this doesn't make the 1/1/1 timing stronger.
With Thors helping more vs Colossi, Landed Vikings being a better ground unit overall and fairly cost efficient at bringing down Immortal hardened shields, and Tanks being better in TvP overall in the mid and lategame, particularly vs Archons, and the new Hellbats owning Zealots hard, TvP Mech (with some Vikings support) will be much stronger vs the Protoss robo army once you have a solid composition and are fully positioned and all your units are in the attack modes you want them to be. This will give Terran mech a role in clearer role in TvP, and justify the tradeoff in mobility in not going bio.
7.) To help Protoss respond to this, stargate--the natural answer to mech--needs to be fully viable. The buffs it has already received go a good ways towards helping, but if Terran mech is buffed as I outline above, then one additional change should be made to the Protoss army: Carriers should be buffed a bit more and/or made more accessible. Lower their cost and/or build time so that the transition is somewhat less punishing for Toss, and then evaluate. If they aren't a rewarding switch to help deal with the newly buffed Terran mech army, consider giving them some more armor like they had in BW.
|
|
|
|