HotS balance update #8 - Page 70
Forum Index > StarCraft 2 HotS |
Musicus
Germany23570 Posts
| ||
Swish 41
Germany154 Posts
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
1246 Posts
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
Germany6799 Posts
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
Germany238 Posts
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 | ||
roym899
Germany426 Posts
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
Sweden143 Posts
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
Germany23570 Posts
On December 06 2012 23:41 Bagi wrote: 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. | ||
Bagi
Germany6799 Posts
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
United States57 Posts
On December 06 2012 23:45 Bagi wrote: 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
991 Posts
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
Canada3139 Posts
| ||
hugman
Sweden4644 Posts
On December 06 2012 22:21 Xapti wrote: 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
Germany2099 Posts
| ||
Millet
Sweden143 Posts
On December 06 2012 23:45 Bagi wrote: 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
494 Posts
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! ![]() | ||
Killmouse
Austria5700 Posts
I think its a good chnge , i think blizz didnt intent to use IT as the core army anyway | ||
Bagi
Germany6799 Posts
On December 06 2012 23:56 Millet wrote: 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
1246 Posts
On December 06 2012 23:48 hugman wrote: 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
Czech Republic1973 Posts
On December 06 2012 23:56 Millet wrote: 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.. | ||
| ||