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HotS balance update #8 - Page 60

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 58 59 60 61 62 115 Next
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-12-06 10:57:49
December 06 2012 10:57 GMT
#1181
So obviously you cannot go mutalisk against protoss anymore.
Hitting moving flying units as fast as phoenix and oracle almost impossible now with fungal. Also you can blink dodge fungals.
Phoenix can kite corrutors without taking any damage.
Hydralisk still suck.

Queen is only good zerg anti air unit left vs protoss.

1 oracle can kill 8 drones in the time queen depletes its shields. This mean 3 oracles kill an entire saturated base worth of drones before queen takes shields from 1 of the oracles.

This is supposed to be compensated with no archon toilet.



Also mutas will be super OP in zvz. Just like reapers already were in tvt, exept now even more.

Skalldyrmix
Profile Joined December 2012
Norway2 Posts
December 06 2012 10:59 GMT
#1182
Awesome changes! This might make things more exiting again! Would be great to see some changes to the Battlecruiser as well!
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-06 11:01:54
December 06 2012 11:01 GMT
#1183
While looking at the patch notes I got a bit angry about the seemingly bad change to the Thor. A high single target damage in itself is a good thing, BUT it is only FOUR DAMAGE higher than its BW counterpart had as damage. I started digging into the stats a bit and found that it was worse than I thought when I began ...

On December 06 2012 08:23 Cracy wrote:
Thor
250mm Strike Cannons has been removed.
The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
Thor radius, inner radius, and separation radius increased from 0.8215 to 1.


Goliath
Cost: 100 minerals/50 gas; 40 seconds; 2 supply
Defense: 1 armor; 125 hit points;
Offense: attack ground/air 12(+1) / 20(+4)explosive; 22 "cooldown"; range ground/air 5/8;
Cargo size: 2
Speed: DECENT

Thor WoL
Cost: 300 minerals/200 gas; 60 seconds, 6 supply
Defense: 1 armor; 400 hit points;
Offense: attack ground/air 30(+3)*2 / (6(+1)+6 vs light(+1))*4 splash; 1,28/3,00 "cooldown" for ground/air; range ground/air
Cargo size: 8
Speed: AWFUL

Thor HotS "High impact"
Offense: attack air 24

The "high impact mode" damage for the Thor is just the same as its regular damage ... except you only have to pass ONE set of armor oh and you DONT get the bonus damage against light. 6*4 = 24 ...

Really? REALLY??????

And I thought you were trying to make mech viable. Give the Thor proper damage against single targets instead of this junk OR (preferably) give Terrans the Goliath instead and remove the Thor. You are trying to turn your stupid and clunky big unit into the Goliath anyways or why was its size reduced?

Conclusion #1:
Blizzard seems to be "seeing the light" in that mech needs the Goliath, but they are too cowardly to just remove the Thor and add the BW unit. They also cant do the math properly and present us with a damage nerf against light air in this new and shiny single target mode ...

The depressing part is that there will be too many people out there who wont see that they are basically getting the same - too weak for a 6 supply unit - deal in a different package and will cheer for "new stuff".

----

Now lets bring the "air opposition" for comparison:

Guardian
Cost: 150 minerals/200 gas; 40 seconds; 2 supply
Defense: 2 armor/150 hit points
Offense: 20(+2) damage; 30 "cooldown"; range 8
Speed: SLOW

Broodlord
Cost: 300 minerals/250 gas; 74 seconds; 4 supply
Defense: 1 armor; 225 hit points
Offense: 20(+2) damage; 2,5 "cooldown"; range 9,5
Speed: SLOW

The Guardian has more armor but a lot less hit points and costs twice the supply compared to the Broodlord, however ... the Broodlord has a lower cooldown compared with the Thor and the Guardian had a significantly higher cooldown than the Goliath. In addition the Broodlings spawned by the Broodlord prevent it from moving and this is a decided advantage AND they deal additional damage as well during their short lifespan.

Conclusion #2
If we assume the relationship between the Goliath and its Zerg counterpart to be balanced in BW the stats are totally in Zergs favour in SC2 with a lower cooldown AND free units for the Broodlord while the Thor and this new proposed change does not improve the situation one bit. Just 0,5 range advantage of the Thor is supposed to make up for free units which block the way and limit maneuverability ... who really believes that?

IF the change was "four attacks of 24 damage against a single target" - like they have for the splash attack - it would have been too much but closer to the target than the 24 damage. That isnt the case. It is ONE attack of 24 damage. Personally I would say it should be "four single target attacks against separate targets OR - if there is only one target/the Thor gets told which target to focus down - against one target". An appropriate damage would be something like 12-16 for each of these attacks. Oh and this should replace the current abuseable AoE damage.
If you cant say what you're meaning, you can never mean what you're saying.
urashimakt
Profile Joined October 2009
United States1591 Posts
December 06 2012 11:03 GMT
#1184
If you're going to note undocumented changes as well, it might be worthwhile to note that carriers can now switch targets from leash range.
Who dat ninja?
virpi
Profile Blog Joined August 2009
Germany3599 Posts
December 06 2012 11:05 GMT
#1185
I kinda like that they've made everything op. Can't wait to test all the new stuff tonight. Some changes seem to be ridiculously strong, especially the medivac buff sounds insane. the new oracle is making me shiver, too.
first we make expand, then we defense it.
idkfa
Profile Joined October 2011
United States77 Posts
December 06 2012 11:08 GMT
#1186
On December 06 2012 17:40 Crawdad wrote:
When every race is OP...

No race is.


You're monologuing!

On December 06 2012 20:01 Rabiator wrote:
Show nested quote +
On December 06 2012 08:23 Cracy wrote:
Thor
250mm Strike Cannons has been removed.
The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
Thor radius, inner radius, and separation radius increased from 0.8215 to 1.


Goliath
Cost: 100 minerals/50 gas; 40 seconds; 2 supply
Defense: 1 armor; 125 hit points;
Offense: attack ground/air 12(+1) / 20(+4)explosive; 22 "cooldown"; range ground/air 5/8;
Cargo size: 2
Speed: DECENT

Thor WoL
Cost: 300 minerals/200 gas; 60 seconds, 6 supply
Defense: 1 armor; 400 hit points;
Offense: attack ground/air 30(+3)*2 / (6(+1)+6 vs light(+1))*4 splash; 1,28/3,00 "cooldown" for ground/air; range ground/air
Cargo size: 8
Speed: AWFUL

Thor HotS "High impact"
Offense: attack air 24

The "high impact mode" damage for the Thor is just the same as its regular damage ... except you only have to pass ONE set of armor oh and you DONT get the bonus damage against light. 6*4 = 24 ...

Really? REALLY??????

And I thought you were trying to make mech viable. Give the Thor proper damage against single targets instead of this junk OR (preferably) give Terrans the Goliath instead and remove the Thor. You are trying to turn your stupid and clunky big unit into the Goliath anyways or why was its size reduced?


You can toggle between the splash anti-light missiles and the nonsplash gauss slug based on need or whim as you decide. Why is that useful? WoL Thor vs Corruptor: 4 missiles, 6 damage each, Corruptor has 2 armor, so missile salvos end up doing 16 damage. HotS Thor "High Impact" does 22 damage to the same Corruptor.

Really. REALLY!!!!!!!!!
If you use "literally" as a form of hyperbole, you will literally DIE! (Eventually.)
TeeTS
Profile Joined June 2011
Germany2762 Posts
December 06 2012 11:08 GMT
#1187
On December 06 2012 20:01 Rabiator wrote:
While looking at the patch notes I got a bit angry about the seemingly bad change to the Thor. A high single target damage in itself is a good thing, BUT it is only FOUR DAMAGE higher than its BW counterpart had as damage. I started digging into the stats a bit and found that it was worse than I thought when I began ...

Show nested quote +
On December 06 2012 08:23 Cracy wrote:
Thor
250mm Strike Cannons has been removed.
The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
Thor radius, inner radius, and separation radius increased from 0.8215 to 1.


Goliath
Cost: 100 minerals/50 gas; 40 seconds; 2 supply
Defense: 1 armor; 125 hit points;
Offense: attack ground/air 12(+1) / 20(+4)explosive; 22 "cooldown"; range ground/air 5/8;
Cargo size: 2
Speed: DECENT

Thor WoL
Cost: 300 minerals/200 gas; 60 seconds, 6 supply
Defense: 1 armor; 400 hit points;
Offense: attack ground/air 30(+3)*2 / (6(+1)+6 vs light(+1))*4 splash; 1,28/3,00 "cooldown" for ground/air; range ground/air
Cargo size: 8
Speed: AWFUL

Thor HotS "High impact"
Offense: attack air 24

The "high impact mode" damage for the Thor is just the same as its regular damage ... except you only have to pass ONE set of armor oh and you DONT get the bonus damage against light. 6*4 = 24 ...

Really? REALLY??????

And I thought you were trying to make mech viable. Give the Thor proper damage against single targets instead of this junk OR (preferably) give Terrans the Goliath instead and remove the Thor. You are trying to turn your stupid and clunky big unit into the Goliath anyways or why was its size reduced?

Conclusion #1:
Blizzard seems to be "seeing the light" in that mech needs the Goliath, but they are too cowardly to just remove the Thor and add the BW unit. They also cant do the math properly and present us with a damage nerf against light air in this new and shiny single target mode ...

The depressing part is that there will be too many people out there who wont see that they are basically getting the same - too weak for a 6 supply unit - deal in a different package and will cheer for "new stuff".

----

Now lets bring the "air opposition" for comparison:

Guardian
Cost: 150 minerals/200 gas; 40 seconds; 2 supply
Defense: 2 armor/150 hit points
Offense: 20(+2) damage; 30 "cooldown"; range 8
Speed: SLOW

Broodlord
Cost: 300 minerals/250 gas; 74 seconds; 4 supply
Defense: 1 armor; 225 hit points
Offense: 20(+2) damage; 2,5 "cooldown"; range 9,5
Speed: SLOW

The Guardian has more armor but a lot less hit points and costs twice the supply compared to the Broodlord, however ... the Broodlord has a lower cooldown compared with the Thor and the Guardian had a significantly higher cooldown than the Goliath. In addition the Broodlings spawned by the Broodlord prevent it from moving and this is a decided advantage AND they deal additional damage as well during their short lifespan.

Conclusion #2
If we assume the relationship between the Goliath and its Zerg counterpart to be balanced in BW the stats are totally in Zergs favour in SC2 with a lower cooldown AND free units for the Broodlord while the Thor and this new proposed change does not improve the situation one bit. Just 0,5 range advantage of the Thor is supposed to make up for free units which block the way and limit maneuverability ... who really believes that?

IF the change was "four attacks of 24 damage against a single target" - like they have for the splash attack - it would have been too much but closer to the target than the 24 damage. That isnt the case. It is ONE attack of 24 damage. Personally I would say it should be "four single target attacks against separate targets OR - if there is only one target/the Thor gets told which target to focus down - against one target". An appropriate damage would be something like 12-16 for each of these attacks. Oh and this should replace the current abuseable AoE damage.


does the cannon have the same attack speed as the missiles? I expected it to be faster :o
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2012-12-06 11:10:16
December 06 2012 11:09 GMT
#1188
On December 06 2012 20:01 Rabiator wrote:
While looking at the patch notes I got a bit angry about the seemingly bad change to the Thor. A high single target damage in itself is a good thing, BUT it is only FOUR DAMAGE higher than its BW counterpart had as damage. I started digging into the stats a bit and found that it was worse than I thought when I began ...

Show nested quote +
On December 06 2012 08:23 Cracy wrote:
Thor
250mm Strike Cannons has been removed.
The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
Thor radius, inner radius, and separation radius increased from 0.8215 to 1.


Goliath
Cost: 100 minerals/50 gas; 40 seconds; 2 supply
Defense: 1 armor; 125 hit points;
Offense: attack ground/air 12(+1) / 20(+4)explosive; 22 "cooldown"; range ground/air 5/8;
Cargo size: 2
Speed: DECENT

Thor WoL
Cost: 300 minerals/200 gas; 60 seconds, 6 supply
Defense: 1 armor; 400 hit points;
Offense: attack ground/air 30(+3)*2 / (6(+1)+6 vs light(+1))*4 splash; 1,28/3,00 "cooldown" for ground/air; range ground/air
Cargo size: 8
Speed: AWFUL

Thor HotS "High impact"
Offense: attack air 24

The "high impact mode" damage for the Thor is just the same as its regular damage ... except you only have to pass ONE set of armor oh and you DONT get the bonus damage against light. 6*4 = 24 ...

Really? REALLY??????

And I thought you were trying to make mech viable. Give the Thor proper damage against single targets instead of this junk OR (preferably) give Terrans the Goliath instead and remove the Thor. You are trying to turn your stupid and clunky big unit into the Goliath anyways or why was its size reduced?

Conclusion #1:
Blizzard seems to be "seeing the light" in that mech needs the Goliath, but they are too cowardly to just remove the Thor and add the BW unit. They also cant do the math properly and present us with a damage nerf against light air in this new and shiny single target mode ...

The depressing part is that there will be too many people out there who wont see that they are basically getting the same - too weak for a 6 supply unit - deal in a different package and will cheer for "new stuff".

----

Now lets bring the "air opposition" for comparison:

Guardian
Cost: 150 minerals/200 gas; 40 seconds; 2 supply
Defense: 2 armor/150 hit points
Offense: 20(+2) damage; 30 "cooldown"; range 8
Speed: SLOW

Broodlord
Cost: 300 minerals/250 gas; 74 seconds; 4 supply
Defense: 1 armor; 225 hit points
Offense: 20(+2) damage; 2,5 "cooldown"; range 9,5
Speed: SLOW

The Guardian has more armor but a lot less hit points and costs twice the supply compared to the Broodlord, however ... the Broodlord has a lower cooldown compared with the Thor and the Guardian had a significantly higher cooldown than the Goliath. In addition the Broodlings spawned by the Broodlord prevent it from moving and this is a decided advantage AND they deal additional damage as well during their short lifespan.

Conclusion #2
If we assume the relationship between the Goliath and its Zerg counterpart to be balanced in BW the stats are totally in Zergs favour in SC2 with a lower cooldown AND free units for the Broodlord while the Thor and this new proposed change does not improve the situation one bit. Just 0,5 range advantage of the Thor is supposed to make up for free units which block the way and limit maneuverability ... who really believes that?

IF the change was "four attacks of 24 damage against a single target" - like they have for the splash attack - it would have been too much but closer to the target than the 24 damage. That isnt the case. It is ONE attack of 24 damage. Personally I would say it should be "four single target attacks against separate targets OR - if there is only one target/the Thor gets told which target to focus down - against one target". An appropriate damage would be something like 12-16 for each of these attacks. Oh and this should replace the current abuseable AoE damage.

I think the new Thor AA cannons should be tested some more in the beta in live games and unit testers before definitively drawing any conclusions. From the one test that I managed to do before the servers went down, a Thor will beat a Broodlord with the AA cannons whereas the Broodlord will beat the Thor when its using the AA missiles.

Also, the cooldown for the AA cannons is 2 seconds as opposed to the 3 second cooldown of the AA missiles, which adds a bit more single-target DPS.
ㅇㅅㅌㅅ
glaresc
Profile Joined April 2012
31 Posts
December 06 2012 11:13 GMT
#1189
awwwwwwwwwwyeaaah , terran viable again
Zanzabarr
Profile Joined October 2010
Canada217 Posts
December 06 2012 11:14 GMT
#1190
The Thor anti-air high damage cannon is only 2 delay not 3... kind of a big dps difference that you missed there.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 06 2012 11:14 GMT
#1191
Jesus calm down.. I just tested 4 Thors vs 5 Broodlords in editor and Thors won (1 Thor left 1 shot from being killed).
Darrkhan
Profile Joined February 2012
Finland1236 Posts
December 06 2012 11:15 GMT
#1192
Seems like good changes.

Mothership not affecting massive units? so you can't archon toilet broodlords?
MikeMM
Profile Joined November 2012
Russian Federation221 Posts
Last Edited: 2012-12-06 11:19:06
December 06 2012 11:15 GMT
#1193
I didn’t understand this at once but that is actally upgrade for medivac which need to be researched:
Health restored per second from 9 to 15.
Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy.
Rebel_
Profile Joined December 2010
Canada94 Posts
December 06 2012 11:15 GMT
#1194
Mutalisk speed and medivac speed is just scarring me right now. We get to have a mothership core which will be good for back up and most likely protoss will make stargate right away for oracle or phoenix harass. Got to see tomorrow how it is.
“Give the guy a gun he's superman, give him two and he’s God.” - Hard Boiled
Prog455
Profile Joined April 2012
Denmark970 Posts
December 06 2012 11:19 GMT
#1195
Does anyone know when HotS will be up again?
gOst
Profile Joined June 2011
415 Posts
Last Edited: 2012-12-06 11:22:50
December 06 2012 11:21 GMT
#1196
Hahaha you just gotta love all the negativity in this thread, but I guess some people just love to complain. I think it's great blizzard finally showing some balls and dare to make some significant changes. There is no way all these changes are making it through the way they are though. Though with some number-tweaking, hots might actually make it through.

The only thing I really don't like is the merging of vehicle and ship upgrades for terran as this is not something that is tweakable . I would rather have seen them made cheaper instead and maybe a tad bit faster.

EDIT: Oh and I agree with the medivac speed boost should drain energy.
opterown *
Profile Blog Joined August 2011
Australia54784 Posts
December 06 2012 11:21 GMT
#1197
On December 06 2012 20:21 gOst wrote:
Hahaha you just gotta love all the negativity in this thread, but I guess some people just love to complain. I think it's great blizzard finally showing some balls and dare to make some significant changes. There is no way all these changes are making it through the way they are though. Though with some number-tweaking, hots might actually make it through.

The only thing I really don't like is the merging of vehicle and ship upgrades for terran as this is not something that is tweakable . I would rather have seen them made cheaper instead and maybe a tad bit faster.

i think this thread actually sounds overwhelmingly positive compared to some of the other threads of late, it's refreshing :D
ModeratorRetired LR Bonjwa
TL+ Member
gOst
Profile Joined June 2011
415 Posts
December 06 2012 11:24 GMT
#1198
On December 06 2012 20:21 opterown wrote:
Show nested quote +
On December 06 2012 20:21 gOst wrote:
Hahaha you just gotta love all the negativity in this thread, but I guess some people just love to complain. I think it's great blizzard finally showing some balls and dare to make some significant changes. There is no way all these changes are making it through the way they are though. Though with some number-tweaking, hots might actually make it through.

The only thing I really don't like is the merging of vehicle and ship upgrades for terran as this is not something that is tweakable . I would rather have seen them made cheaper instead and maybe a tad bit faster.

i think this thread actually sounds overwhelmingly positive compared to some of the other threads of late, it's refreshing :D

Well, to be fair, the first ten pages were mostly positive. Then I guess there were about 30 pages of whining and these last pages has started to be on a slightly more positive note.
archonOOid
Profile Blog Joined March 2011
1983 Posts
December 06 2012 11:27 GMT
#1199
I've just one to make a comment about the lack of terran purists. Why on earth would mech and air benefit from the same upgrade as it don't fit lore and have things have always been.
I'm Quotable (IQ)
massivez
Profile Joined May 2010
Belgium653 Posts
December 06 2012 11:29 GMT
#1200
Love the changes, couldn't be happier:D!
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