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HotS balance update #8 - Page 70

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 68 69 70 71 72 115 Next
Musicus
Profile Joined August 2011
Germany23576 Posts
December 06 2012 14:35 GMT
#1381
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.
Maru and Serral are probably top 5.
Swish 41
Profile Joined September 2012
Germany154 Posts
December 06 2012 14:37 GMT
#1382
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.


Now you see how we feel when we barely kill your broodlords and then 10 ultras rush into your army...
Evangelist
Profile Blog Joined June 2011
1246 Posts
December 06 2012 14:41 GMT
#1383
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.


This won't be the last balance patch. You'll be able to pressure entrenched tank positions much better with the Viper and the Swarm Host anyway as well as with Blinding Cloud.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 06 2012 14:41 GMT
#1384
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.

Why you think you still need to "survive" mech and rush to BLs?

Roach/hydra/viper trades ridiculously cost effectively with mech. If terran is even slightly clumped up, you can wipe out their army with minimal casualties.
Suikakuju
Profile Joined July 2010
Germany238 Posts
December 06 2012 14:41 GMT
#1385
"Medivac
New ability: Emergency Thrusters
Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.
The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab:
Health restored per second from 9 to 15.
Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy.
Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds."

I only read that part and I am like "D click wins" hahah
Laugh and the world laughs with you. Weep and you weep alone.
roym899
Profile Joined March 2011
Germany426 Posts
December 06 2012 14:42 GMT
#1386
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.

I actually love it. Finally a reason not to go Broodlord/Infestor...
Millet
Profile Joined April 2012
Sweden143 Posts
December 06 2012 14:43 GMT
#1387
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2012-12-06 14:45:06
December 06 2012 14:44 GMT
#1388
On December 06 2012 23:41 Bagi wrote:
Show nested quote +
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.

Why you think you still need to "survive" mech and rush to BLs?

Roach/hydra/viper trades ridiculously cost effectively with mech. If terran is even slightly clumped up, you can wipe out their army with minimal casualties.


You are right, I forgot about new the new mid and early late game options with speed hydras and Viper (Swarmhosts are bad :D), so the games should be much mor action packed in every phase of the game now. So good.
Maru and Serral are probably top 5.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 06 2012 14:45 GMT
#1389
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.
HydroOwl
Profile Joined November 2010
United States57 Posts
December 06 2012 14:46 GMT
#1390
On December 06 2012 23:45 Bagi wrote:
Show nested quote +
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.


Also, anything with armor would have the armor applied 4 times on the 4 attacks instead of just 1 with the new attack.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-12-06 14:47:08
December 06 2012 14:46 GMT
#1391
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

edit: nvm, i realized your problem with this, hehe

old post:
guess against corruptors and protoss air. remember, the latter received some great buffs as well. basically a lot of people were asking for better terran antiair in mech compositions. here it is.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
December 06 2012 14:47 GMT
#1392
Really cool changes all around except the voidray.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
hugman
Profile Joined June 2009
Sweden4644 Posts
December 06 2012 14:48 GMT
#1393
On December 06 2012 22:21 Xapti wrote:
Show nested quote +
On December 06 2012 21:56 Prog455 wrote:
On December 06 2012 21:49 BeeNu wrote:
On December 06 2012 21:44 doggy wrote:
I can just speak for Zergs.. and seriously, thats too much. Im okay with changing the way fungal works, but reduce the range to 8 and make it a projectile despite ultras having no burrow charge anymore? Oh, i forgot the crazy new healing rate on bio. Seriously, its dumb. Mmm is way too effective properly microed against lategameunits such as the ultras. It always was okay because of fungal and/or burrow charge. But to overnerf the infestors AND remove burrowcharge is just dumb.
Buffing the ultradmg to 35 may seems good for some people. But dmg was never their problems, its being unable to connect properly with the bioforce.

Soo.. Hydraspeed to Lair? I like it, but it wont change anything. You really need a ton of upgrades to make them efficient, you simply cant afford lair + upgrades + range upgrade + speed upgrade at the early midgame. And all those things are desperately needed to make hydras viable.

On the first thought i like the muta buff too, but seriously, given the buffs the other races got its more a nerf than a buff. 0.25 speed to compensate even more phoenix range and ultra strong medivacs? The problem in going muta was always that you need to transition out of them really soon before P/T is too upgrade heavy or has splash damage or a dozen medivacs. Thats the reason (and not the movementspeed) that people just dont go muta anymore. Buffing bio and phoenixes will make mutas even more weak

I also feel like, especially regarding the medivac changes, that zerg really needs an anticaster spell like feedback or emp. but it seems like blizzard doesnt feel that way, they rather keep stupid things like neural parasite
I totally agree, Zerg gonna be a joke to try and play for a while, nothing they have will be able to beat just a plain ol' Bio/Medi/Tank push. I don't see Zerg needing an anti-caster unit, if they just had some unit that was a reliable form of anti-light that'd be enough. Terran gets Siege Tanks, Protoss gets Colossus, Zerg used to have Infestors [yay] and now they only have Banelings which drastically lose utility in the midgame.

Did they remove Infestors? Because i am quite sure that they only nerfed Infestors slightly. 8 range is still very long and honestly, i don't think that you are going to see anyone lower than Master League being able to dodge Fungals. It is going to be about as hard as it is to dodge EMP
Neural parasite is nearly useless, so it's as good as non-existant. Infested terrans deal 40% less damage in the late game, and 3 less armor (now take 50–100% more damage vs low damage targets in the late game).
Targets of a fungal growth at max range can now dodge the blast in an ideal scenario(I haven't tested the exact effects) for units like mutalisks, reapers, hellions, phoenix, or medivacs. Aside from that fact, even if the target is moving in a relatively straight line, it takes lots of prediction to be able to hit a target now, and will be unable to hit a fleeing target within a certain range. The range to hit a fleeing mutalisk/medivac travelling in a straight line will now be 4.6 (if I did my math correctly); If it's trying to dodge the FG(not travelling in a straight line), it may not hit altogether. Stalkers are nearly immune to FG now if they have blink. This is not a SMALL change, this is a HUGE nerf.
Blizzard tried changing FG to a projectile before, and went against it (why they're trying it again is unknown to me).

For the record, I'm not against the possibility of it being a projectile, it's just that as a projectile, it should have a longer range (at least 10) and/or should be faster.



Good point.
The fact that it's a projectile means it gets less range. There's no need to nerf its range in addition to that.
And yeah, Infested Terrans will be useless. By the time you have enough Infestors your opponent will be at 2-2, minimum. It's really a massive nerf to the Infestor.

They still haven't done anything about the Corruptor either.
Naphal
Profile Joined December 2010
Germany2099 Posts
December 06 2012 14:49 GMT
#1394
now give snipe 25+ 25 vs psionic and light units so we can snipe unshielded marines and banelings and we are golden =)

Millet
Profile Joined April 2012
Sweden143 Posts
December 06 2012 14:56 GMT
#1395
On December 06 2012 23:45 Bagi wrote:
Show nested quote +
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.

Where did you read this? I couldn't find it anywhere (oh, you checked in game maybe)?
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-12-06 15:00:33
December 06 2012 14:58 GMT
#1396
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

50% faster firing rate lol!

p.s. great changes! Blizz rulez!
This is not Warcraft in space!
Killmouse
Profile Joined August 2010
Austria5700 Posts
Last Edited: 2012-12-06 15:05:51
December 06 2012 15:01 GMT
#1397
Hugman you can still use InfestedTer for harassing purpose and sniping expansions

I think its a good chnge , i think blizz didnt intent to use IT as the core army anyway
yo
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-12-06 15:09:24
December 06 2012 15:01 GMT
#1398
On December 06 2012 23:56 Millet wrote:
Show nested quote +
On December 06 2012 23:45 Bagi wrote:
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.

Where did you read this? I couldn't find it anywhere (oh, you checked in game maybe)?

It's been mentioned in this thread quite a few times, I guess people checked when the servers were up for a while earlier.

Edit: This Husky video shows the cannons in action.

Evangelist
Profile Blog Joined June 2011
1246 Posts
December 06 2012 15:01 GMT
#1399
On December 06 2012 23:48 hugman wrote:
Show nested quote +
On December 06 2012 22:21 Xapti wrote:
On December 06 2012 21:56 Prog455 wrote:
On December 06 2012 21:49 BeeNu wrote:
On December 06 2012 21:44 doggy wrote:
I can just speak for Zergs.. and seriously, thats too much. Im okay with changing the way fungal works, but reduce the range to 8 and make it a projectile despite ultras having no burrow charge anymore? Oh, i forgot the crazy new healing rate on bio. Seriously, its dumb. Mmm is way too effective properly microed against lategameunits such as the ultras. It always was okay because of fungal and/or burrow charge. But to overnerf the infestors AND remove burrowcharge is just dumb.
Buffing the ultradmg to 35 may seems good for some people. But dmg was never their problems, its being unable to connect properly with the bioforce.

Soo.. Hydraspeed to Lair? I like it, but it wont change anything. You really need a ton of upgrades to make them efficient, you simply cant afford lair + upgrades + range upgrade + speed upgrade at the early midgame. And all those things are desperately needed to make hydras viable.

On the first thought i like the muta buff too, but seriously, given the buffs the other races got its more a nerf than a buff. 0.25 speed to compensate even more phoenix range and ultra strong medivacs? The problem in going muta was always that you need to transition out of them really soon before P/T is too upgrade heavy or has splash damage or a dozen medivacs. Thats the reason (and not the movementspeed) that people just dont go muta anymore. Buffing bio and phoenixes will make mutas even more weak

I also feel like, especially regarding the medivac changes, that zerg really needs an anticaster spell like feedback or emp. but it seems like blizzard doesnt feel that way, they rather keep stupid things like neural parasite
I totally agree, Zerg gonna be a joke to try and play for a while, nothing they have will be able to beat just a plain ol' Bio/Medi/Tank push. I don't see Zerg needing an anti-caster unit, if they just had some unit that was a reliable form of anti-light that'd be enough. Terran gets Siege Tanks, Protoss gets Colossus, Zerg used to have Infestors [yay] and now they only have Banelings which drastically lose utility in the midgame.

Did they remove Infestors? Because i am quite sure that they only nerfed Infestors slightly. 8 range is still very long and honestly, i don't think that you are going to see anyone lower than Master League being able to dodge Fungals. It is going to be about as hard as it is to dodge EMP
Neural parasite is nearly useless, so it's as good as non-existant. Infested terrans deal 40% less damage in the late game, and 3 less armor (now take 50–100% more damage vs low damage targets in the late game).
Targets of a fungal growth at max range can now dodge the blast in an ideal scenario(I haven't tested the exact effects) for units like mutalisks, reapers, hellions, phoenix, or medivacs. Aside from that fact, even if the target is moving in a relatively straight line, it takes lots of prediction to be able to hit a target now, and will be unable to hit a fleeing target within a certain range. The range to hit a fleeing mutalisk/medivac travelling in a straight line will now be 4.6 (if I did my math correctly); If it's trying to dodge the FG(not travelling in a straight line), it may not hit altogether. Stalkers are nearly immune to FG now if they have blink. This is not a SMALL change, this is a HUGE nerf.
Blizzard tried changing FG to a projectile before, and went against it (why they're trying it again is unknown to me).

For the record, I'm not against the possibility of it being a projectile, it's just that as a projectile, it should have a longer range (at least 10) and/or should be faster.



Good point.
The fact that it's a projectile means it gets less range. There's no need to nerf its range in addition to that.
And yeah, Infested Terrans will be useless. By the time you have enough Infestors your opponent will be at 2-2, minimum. It's really a massive nerf to the Infestor.

They still haven't done anything about the Corruptor either.


It's a massive nerf to mass infestors. It's not a particularly big nerf to say, 5 or 6 of them. You'll just need to be more careful how you use energy now. You won't be able to throw away 3 fungals killing one medivac.

6 infestors can throw down around 24 infested terrans assuming 100 energy from range 9 which is still pretty damn good. They'll be easier to deal with, true, but spread them wide enough and they will waste a ton of time either focusing them or storming them and they will pay for themselves.

Infestor swarm host will be something to watch for, I think.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 06 2012 15:02 GMT
#1400
On December 06 2012 23:56 Millet wrote:
Show nested quote +
On December 06 2012 23:45 Bagi wrote:
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.

Where did you read this? I couldn't find it anywhere (oh, you checked in game maybe)?


Open beta editor and try all units yourself against whatever..
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