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HotS balance update #8 - Page 54

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 52 53 54 55 56 115 Next
unteqair
Profile Joined November 2011
United States308 Posts
December 06 2012 08:49 GMT
#1061
On December 06 2012 17:44 Crawdad wrote:
Show nested quote +
On December 06 2012 17:43 unteqair wrote:
The Thor's ground weapon remains the same regardless of what AA weapon it has active, I think. The new AA is single-target as opposed to splash. It seems to shoot not so quickly. That's all I think I know.


No, it shoots more quickly. 2 delay as opposed to 3 delay.

Cool. Now that it has no energy, it may also be used against P as well.
Crawdad
Profile Joined September 2012
614 Posts
December 06 2012 08:49 GMT
#1062
On December 06 2012 17:47 Testuser wrote:They're 150/100 now.


Pretty sure the patch notes are referring to the Caduceus Reactor upgrade, not the unit itself.
ichnaschekot
Profile Joined January 2011
380 Posts
December 06 2012 08:50 GMT
#1063
No changes to the carrier. I'm so mad right now.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 06 2012 08:50 GMT
#1064
On December 06 2012 17:47 Testuser wrote:
Show nested quote +
On December 06 2012 17:43 unteqair wrote:
On December 06 2012 17:40 summerloud wrote:
just a thought: since medivacs heal so much faster now, which is offset by their higher cost, wont late-game maxed mmm armies be almost invincible?

also single dropships are now going to do massiv damage in a drop, the even faster heal will mean even single dropship drops pose a huge problem since warped-in gateway units just die to mmm. this might help break up the deathball since it forces toss to keep units in all bases constantly (unless toss has temps, then one temp does the trick...)

also, could someone elaborate on the thor changes? is the new aa weapon any good?

overall i really like the approach of this patch. make shit more overpowered for every race instead of nerfing everything into the ground :o

The price of medivacs is unchanged, I think. The price increase was the upgrade that makes them heal more quickly.

The Thor's ground weapon remains the same regardless of what AA weapon it has active, I think. The new AA is single-target as opposed to splash. It seems to shoot not so quickly. That's all I think I know.

They're 150/100 now.

Medivacs really cost now 150 minerals and 100 gas?
DemigodcelpH
Profile Joined August 2011
1138 Posts
December 06 2012 08:50 GMT
#1065
On December 06 2012 12:25 awesomoecalypse wrote:
HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard.


Definitely! The skill-cap is also definitely going up with this patch.

A lot of these changes are really spectator sport friendly too. I can already imagine the screaming Koreans and clutch/comeback moments that the medivac speed boost will allow.
Rollora
Profile Joined February 2012
2450 Posts
Last Edited: 2012-12-06 08:54:42
December 06 2012 08:52 GMT
#1066
On December 06 2012 17:50 Existor wrote:
Show nested quote +
On December 06 2012 17:47 Testuser wrote:
On December 06 2012 17:43 unteqair wrote:
On December 06 2012 17:40 summerloud wrote:
just a thought: since medivacs heal so much faster now, which is offset by their higher cost, wont late-game maxed mmm armies be almost invincible?

also single dropships are now going to do massiv damage in a drop, the even faster heal will mean even single dropship drops pose a huge problem since warped-in gateway units just die to mmm. this might help break up the deathball since it forces toss to keep units in all bases constantly (unless toss has temps, then one temp does the trick...)

also, could someone elaborate on the thor changes? is the new aa weapon any good?

overall i really like the approach of this patch. make shit more overpowered for every race instead of nerfing everything into the ground :o

The price of medivacs is unchanged, I think. The price increase was the upgrade that makes them heal more quickly.

The Thor's ground weapon remains the same regardless of what AA weapon it has active, I think. The new AA is single-target as opposed to splash. It seems to shoot not so quickly. That's all I think I know.

They're 150/100 now.

Medivacs really cost now 150 minerals and 100 gas?

No, the upgrade to the (from now on from other races called) "IMBA Medivac" costs that, not the medivacs themself
Crawdad
Profile Joined September 2012
614 Posts
December 06 2012 08:55 GMT
#1067
Are Reapers viable in TvZ and TvP now?
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
December 06 2012 08:56 GMT
#1068
Can't wait to get home tonight and try this out :O
Looks good!

I wonder how dodgeable the Seeker Missile will be.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2012-12-06 08:58:07
December 06 2012 08:57 GMT
#1069
Just... Wow. Very drastic changes, but a lot of good stuff at first glimpse. We'll have to see how Terran play will develop and while I'm sure there has to be further tweaking no doubt I suddenly find myself full of joy and excitement for the first time ever for HotS. Can't wait to get back home and hit this beta button
... einmal mit Profis spielen!
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2012-12-06 09:09:16
December 06 2012 09:00 GMT
#1070
Glad to see massive changes. Gonna give some Protoss point of view.

About the Medivac speed boost. In some maps (like Antiga), and at korean level, the P have no way to deal with that mobility at 9:00 - 10:00 min; it will decide games right away.
Reaper speed may be problematic too in pro hands in any match up (well, maybe not vs Z with the queen range...), not sure tho.
Good Raven push.


Nice to see vortix out. I hope lategame PvZ get fixed tho.
Also is good to see Oracle reworked, the last incarnation was utterly useless. Same goes for Tempest. It will still be useless imo (talking about high level).

And i don't like at all the Z changes towards a more back and forth ZvP. With those changes I don't see any progress in the match up dynamic (imo it will be fastushes to win for P, stay to a lategame rape for Z).

Overall I like the attemp to revamp the game from Blizz, but i don't see mayor changes to improve the lack of "back and forth" in games P games, specially in PvZ. Also, while improving lategame infantry is nice, I hope Blizz find the balance to make mech viable without making it a new flat turtle strat.
Chicken gank op
Bahamuth
Profile Joined September 2011
134 Posts
December 06 2012 09:01 GMT
#1071
The Medivac upgrade is very clever. Indirect but extremely relevant buff to lategame bio. That speed boost has a lot up up-time O.o

Seeker Missile sounds cool, but it's clearly meant to deal with Brood Lords and it's probably not going to get used against anything else (maybe Tempests? If it would turn out air is viable vs Terran).

Range from 4 to 5 gives Phoenixes so much more potential, especially with the change in Fungal.

Does anyone know how long the Void Ray ability lasts? I still really doubt this unit will have much use.

DemigodcelpH
Profile Joined August 2011
1138 Posts
December 06 2012 09:02 GMT
#1072
On December 06 2012 15:32 KrazyTrumpet wrote:
btw, here is the VOD of oracles being OP: http://www.twitch.tv/krazytrumpeter05/b/345664899?t=13m25s


Jesus christ.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
December 06 2012 09:03 GMT
#1073
NOOOOOO

what have they done to the seeker missile?


T_T dammit

also can someone explain what the 2nd transformation mode for the Thor does?
VERY FRAGILE, LIKE A BABY PANDA EGG
summerloud
Profile Joined March 2010
Austria1201 Posts
December 06 2012 09:03 GMT
#1074
since hots is still offline i might as well theorycraft on all the changes

medivac: cooldown for thrusters seems low. do people realize that this means in order to make perfect drops one will have to use this ability constantly? talk about raising skill cap :o. improved healing is pretty insane and might be too good in late game, when the added cost of medivacs doesnt count so much

reaper: they are really trying to make the reaper overpowered again, and i like it. the more possible openings they give to players, the more exciting the game will be to play and watch, and metagame wont go stale so fast. due to reapers being able to kite even more stuff, this also raises skillcap

widow mine: im glad they dont hit cloaked units any more, that was just plain silly and would have frustrated casual players to no end. i still dont really like the overall unit concept though, i hope we see more changes here

thor: without knowing the cooldown on the punisher cannons its hard to judge how good it is, i hope they buff the old aa attack slightly in case the new one is better to make it a real choice. im not sure if i like this idea as replacement of 250mm cannons, i would have preferred to keep those in game and give them splash slow or stun to fight deathballs

raven: seeker missile has been redesigned to be almost exactly the same as yamato cannon. even if they redesign yamato to have splash in a later patch, i still dont like this since its fairly counter-intuitive. a better solution should be found

hellbat: whatever

armory: i with they would up the upgrade cap for all races to 5 (and up supply to 230 or 250). im fine with this change tho.

------

mothership: so vortex is useless now, if they want to have mothership for casuals they should just make it really expensive, not no fun at all

mothership core: i didnt know it was massive before :o

oracle: i like energy-based weapons, i would actually wish to see that in more units, kinda works like limited ammo. i also like how the oracle is becoming a real harass unit instead of some weird support unit nobody needs

phoenix: mass phoenix in late game might be fun :o

dark shrine: hell yeah, its about time

tempest: was obviously too good to be true :o. i wonder if the two weapons are different in more ways than just bonus damage?

void ray: yet another airborne harass unit? weird change, cant even think of what it means yet

--------------------

hydra: bring the hydra back :o

muta: fine whatever, not a big deal

swarm host: was that really needed?

infestor: half of what the community wanted, i wonder how fast the projectile is and if it will be possible to dodge fungal now

ultra: ultras will rape marines now? sad about burrow charge tho, it looked cool

viper: whats with all the zerg hp buffs?
Crawdad
Profile Joined September 2012
614 Posts
December 06 2012 09:03 GMT
#1075
On December 06 2012 18:01 Bahamuth wrote:
Does anyone know how long the Void Ray ability lasts? I still really doubt this unit will have much use.


One thing I have noticed is that it massacres Corruptors.
Sissors
Profile Joined March 2012
1395 Posts
December 06 2012 09:08 GMT
#1076
On December 06 2012 18:01 Bahamuth wrote:
The Medivac upgrade is very clever. Indirect but extremely relevant buff to lategame bio. That speed boost has a lot up up-time O.o

Seeker Missile sounds cool, but it's clearly meant to deal with Brood Lords and it's probably not going to get used against anything else (maybe Tempests? If it would turn out air is viable vs Terran).

Siege tanks. I expect them to really change the TvT mechanics since they will absolutely destroy tank lines.


And reaper changes, it will make them even better in TvT, possibly slightly better in TvZ since they do better against lings, I dont see them doing anything useful in TvP honestly. Stalkers are simply too good against them, and if you make many the toss can just push straight into terran base.
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2012-12-06 09:10:16
December 06 2012 09:08 GMT
#1077
On December 06 2012 17:52 Rollora wrote:
Show nested quote +
On December 06 2012 17:50 Existor wrote:
On December 06 2012 17:47 Testuser wrote:
On December 06 2012 17:43 unteqair wrote:
On December 06 2012 17:40 summerloud wrote:
just a thought: since medivacs heal so much faster now, which is offset by their higher cost, wont late-game maxed mmm armies be almost invincible?

also single dropships are now going to do massiv damage in a drop, the even faster heal will mean even single dropship drops pose a huge problem since warped-in gateway units just die to mmm. this might help break up the deathball since it forces toss to keep units in all bases constantly (unless toss has temps, then one temp does the trick...)

also, could someone elaborate on the thor changes? is the new aa weapon any good?

overall i really like the approach of this patch. make shit more overpowered for every race instead of nerfing everything into the ground :o

The price of medivacs is unchanged, I think. The price increase was the upgrade that makes them heal more quickly.

The Thor's ground weapon remains the same regardless of what AA weapon it has active, I think. The new AA is single-target as opposed to splash. It seems to shoot not so quickly. That's all I think I know.

They're 150/100 now.

Medivacs really cost now 150 minerals and 100 gas?

No, the upgrade to the (from now on from other races called) "IMBA Medivac" costs that, not the medivacs themself


are you sure? seems pretty clear from the patch notes that they are talking about the actual cost of medivacs

if medivac cost remains unchanged with the huge healing buff this will make gateway units just look silly vs mmm
unteqair
Profile Joined November 2011
United States308 Posts
December 06 2012 09:09 GMT
#1078
On December 06 2012 18:00 Belha wrote:
About the Medivac speed boost. In some maps (like Antiga), and at korean level, the P have no way to deal with that mobility at 9:00 - 10:00 min. I will decide games right away.

What do you think about the viability of opening stargate vs someone who will be using medivacs?
Levi
Profile Joined April 2010
Germany45 Posts
December 06 2012 09:10 GMT
#1079
WTF .. ORacle does more DMG on workers than Banshee ...

and : Infested Terrans no longer gain weapon and armor upgrades. ... nice

Over all some nice changes. Thor looks great now (2 shots mutas every time xD )
Crawdad
Profile Joined September 2012
614 Posts
December 06 2012 09:10 GMT
#1080
On December 06 2012 18:08 summerloud wrote:
are you sure? seems pretty clear from the patch notes that they are talking about the actual cost of medivacs


Not when it is written under the section labelled "Caduceus Reactor" and references a change from 80 seconds to 110 seconds.
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