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.
Yes you might just have to pressure in the mid-game to slow down the Mech army *gasp*
Yes, and Terran might just have to sit back and turtle till they're maxed on their ideal composition with full upgrades. Now it's gonna be the Zerg who has to somehow cripple Terran in the early-midgame.
Hurray for Blizzard just flipping the problem around instead of really fixing things. :D
Oh my god, get over it finally, you are no more fucking allowed to sit back and than 1a your Broodlords/Infestors.. THIS IS A GOOD THING, period. Go figure out how to slow terran down. Jesus those patchzergs..
You do realize you're being a total hypocrite by being okay with it just because the situation is flipped? Now zerg can't just sit back and 1a; that's the terran's job. That was the point of the previous posters. The situation then isn't improved overall if the dynamics didn't change, only flip.
Can you please tell me how exactly is it flipped? What is the composition for Terran he is going for on 3 bases while Zerg takes whole map and then Terran just kills everything while floating cc with army?
That sounds like the slowest base trading ever as the slow broodlord army trudges along avoiding a slower terran army dragging a floating cc around.
But I was entirely going with the scope from the previous posts. One poster argues that the pvz matchup flips with terran turtling while zerg being required to slow terran down versus terran right now needing to slow/kill zerg before end game composition. Limited to only this information, the response was hypocritical in nature because nothing was improved. I could hardly know how this would work out in reality since I don't play the beta.
Who will be building Broodlords in HotS? You get Ultralisks and Vipers instead ... grab the Siege Tanks and have Ultralisks trample them and then maul any bio forces around the Ultra with the splash from 35 damage against everything. Lots of Queens in the background provide AA and healing for the Ultralisk and you are done with the new ultimate Zerg army. Maybe an Infestor or two for Fungals to control pesky bio or medivacs, but thats basically it.
You are kidding right? The same slow WoL Ultras that get raped by stimmed Marauders and even enough stimmed marines?! What is the point of extra damage when they still cannot reach targets in time to be useful?!
My expereance is that Ultra Hydra combos can crush bio based armys. Marins and Marauders can not kide Hydras (range 6 compared to range 5/6). If T starts kiding, pull back your ultralis or burrow them and let your Hydras do the dmg. If Teran atacks again send the Ultras back und bring the Hydras to the back.
On December 07 2012 01:21 Heartland wrote: A lot of people seem really happy, but I'm not sure why really? I don't mean to be a hater, but why buff Medivacs for example? They're already good and now seem even better. The DT shrine change also seems quaint, as does the muta speed buff - muta's are already the fast harass style unit, why do they need to go faster? Again, I don't mean to bitch, I am just honestly curious about why people seem to be so happy over this.
At this point I am more or less happy to see random stuff being tried. It's a mixed bag but my standards are kind of low and I need the hope. There will be more time for complaining later if things become permanent.
BTW, what are the chance that map hackers will now have marine micro bots for dodging fungals? Much harder to implement than blink micro but then there are ai maps that can dodge tank shots, here you just need to avoid a straight shooting projectile.
On December 07 2012 01:21 Heartland wrote: A lot of people seem really happy, but I'm not sure why really? I don't mean to be a hater, but why buff Medivacs for example? They're already good and now seem even better. The DT shrine change also seems quaint, as does the muta speed buff - muta's are already the fast harass style unit, why do they need to go faster? Again, I don't mean to bitch, I am just honestly curious about why people seem to be so happy over this.
I think we're happy about it because, in WoL, it was apparent that Bio took so much micro to keep alive during a battle situation. Think about it; 1 fungal = death. 1 bad storm = death. 1 bad surround vs. lings = death. Bio was so fragile and so hard to keep alive unless you were a top tier player... but as the game has evolved, Protoss and Zerg players have become ever better at trapping and removing the micro-ability of Bio, making Bio almost a pathetic strat.
Now, with the buff to Medivacs, Bio will be able to stand on its own more. When I march a force of MMM across the map, I won't feel like I have to babysit it or else it will die of cancer on its own. It will just add more strategy to the game, as P and Z will have to plan a bit more how to destroy the force. They've always had the tools to destroy bio... now they will just have to execute their micro a little bit better.
To make the long story short, it just forces more careful micro out of P and Z when engaging Bio, and allows T to feel safe using Bio as a composition in general. Makes the game more interesting, even if the numbers may need some tweaking.
On December 07 2012 01:21 Heartland wrote: A lot of people seem really happy, but I'm not sure why really? I don't mean to be a hater, but why buff Medivacs for example? They're already good and now seem even better. The DT shrine change also seems quaint, as does the muta speed buff - muta's are already the fast harass style unit, why do they need to go faster? Again, I don't mean to bitch, I am just honestly curious about why people seem to be so happy over this.
I think we're happy about it because, in WoL, it was apparent that Bio took so much micro to keep alive during a battle situation. Think about it; 1 fungal = death. 1 bad storm = death. 1 bad surround vs. lings = death. Bio was so fragile and so hard to keep alive unless you were a top tier player... but as the game has evolved, Protoss and Zerg players have become ever better at trapping and removing the micro-ability of Bio, making Bio almost a pathetic strat.
Now, with the buff to Medivacs, Bio will be able to stand on its own more. When I march a force of MMM across the map, I won't feel like I have to babysit it or else it will die of cancer on its own. It will just add more strategy to the game, as P and Z will have to plan a bit more how to destroy the force. They've always had the tools to destroy bio... now they will just have to execute their micro a little bit better.
To make the long story short, it just forces more careful micro out of P and Z when engaging Bio, and allows T to feel safe using Bio as a composition in general. Makes the game more interesting, even if the numbers may need some tweaking.
This is true, but the counter argument is you shouldn't be able to stick with MMM (basically a tier 1 army, except for med), and be able to crush late game armies. I wish servers were up so we could test
now we will see pro terrans rip apart lesser pro zergs, imagine vs foreigners. Tho, as a protoss user i dont really like the changes to my race.
Void ray redesign, seems boring....as hell? Iam not sure about its damage now tho at all, someone clear it up? Gateway units, still very very weak. Maybe no plans at all to buff gateway units. Stargate play is viable, but so what i wanna play around with my gateway units.
I hope for some more changes in future patch, and also they said they wanted dt to viable lategame, i think we might see a dt buff somehwere along the line.
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.
Yes you might just have to pressure in the mid-game to slow down the Mech army *gasp*
Yes, and Terran might just have to sit back and turtle till they're maxed on their ideal composition with full upgrades. Now it's gonna be the Zerg who has to somehow cripple Terran in the early-midgame.
Hurray for Blizzard just flipping the problem around instead of really fixing things. :D
Oh my god, get over it finally, you are no more fucking allowed to sit back and than 1a your Broodlords/Infestors.. THIS IS A GOOD THING, period. Go figure out how to slow terran down. Jesus those patchzergs..
You do realize you're being a total hypocrite by being okay with it just because the situation is flipped? Now zerg can't just sit back and 1a; that's the terran's job. That was the point of the previous posters. The situation then isn't improved overall if the dynamics didn't change, only flip.
Can you please tell me how exactly is it flipped? What is the composition for Terran he is going for on 3 bases while Zerg takes whole map and then Terran just kills everything while floating cc with army?
That sounds like the slowest base trading ever as the slow broodlord army trudges along avoiding a slower terran army dragging a floating cc around.
But I was entirely going with the scope from the previous posts. One poster argues that the pvz matchup flips with terran turtling while zerg being required to slow terran down versus terran right now needing to slow/kill zerg before end game composition. Limited to only this information, the response was hypocritical in nature because nothing was improved. I could hardly know how this would work out in reality since I don't play the beta.
Who will be building Broodlords in HotS? You get Ultralisks and Vipers instead ... grab the Siege Tanks and have Ultralisks trample them and then maul any bio forces around the Ultra with the splash from 35 damage against everything. Lots of Queens in the background provide AA and healing for the Ultralisk and you are done with the new ultimate Zerg army. Maybe an Infestor or two for Fungals to control pesky bio or medivacs, but thats basically it.
You are kidding right? The same slow WoL Ultras that get raped by stimmed Marauders and even enough stimmed marines?! What is the point of extra damage when they still cannot reach targets in time to be useful?!
Maybe Zerg learn to pull their Ultras with Vipers into the Marines instead? Marauders cant shoot air and if the Marines rather shoot the Vipers instead ...
On December 07 2012 01:21 Heartland wrote: A lot of people seem really happy, but I'm not sure why really? I don't mean to be a hater, but why buff Medivacs for example? They're already good and now seem even better. The DT shrine change also seems quaint, as does the muta speed buff - muta's are already the fast harass style unit, why do they need to go faster? Again, I don't mean to bitch, I am just honestly curious about why people seem to be so happy over this.
I think we're happy about it because, in WoL, it was apparent that Bio took so much micro to keep alive during a battle situation. Think about it; 1 fungal = death. 1 bad storm = death. 1 bad surround vs. lings = death. Bio was so fragile and so hard to keep alive unless you were a top tier player... but as the game has evolved, Protoss and Zerg players have become ever better at trapping and removing the micro-ability of Bio, making Bio almost a pathetic strat.
Now, with the buff to Medivacs, Bio will be able to stand on its own more. When I march a force of MMM across the map, I won't feel like I have to babysit it or else it will die of cancer on its own. It will just add more strategy to the game, as P and Z will have to plan a bit more how to destroy the force. They've always had the tools to destroy bio... now they will just have to execute their micro a little bit better.
To make the long story short, it just forces more careful micro out of P and Z when engaging Bio, and allows T to feel safe using Bio as a composition in general. Makes the game more interesting, even if the numbers may need some tweaking.
This is true, but the counter argument is you shouldn't be able to stick with MMM (basically a tier 1 army, except for med), and be able to crush late game armies. I wish servers were up so we could test
I guess we just need to wait and see just how strong the Mech + Starport upgrades effect what should be the REAL Tier 3 Terran. If a viable "Tier 3" Thor + BC + Raven + Tank composition (or something along those lines) ends up being strong enough to stand on its own without Bio being needed, I basically agree with you. However, the reason Bio has needed to be buffed is simply because Terran never had a Tier 3 army before.
I love MMM to death, but yeah, I'd rather have a sick Mech + Sky Terran army in the late game. I just hope that, if Bio ends up being super strong later on, P can have Sky Toss be viable and Z can have more options than just BL/Infestor. As long as all 3 races have multiple Late game compositions that are viable, the game is going to be way more fun to watch as well as play.
On December 06 2012 23:27 Zelniq wrote: Medivac healing rate from 9 to 15 holy shit! That's a 66% increase. The healing was already fast. Bio units will be so tough to kill now after caduceus.. And won't run out of energy. Wooooooooow. Also disappointed they didn't increase swarm host move speed which is a better after solution to get them into position easier like the HP buff is intended to accomplish. Ultra change is huge. Better vs non armored now.. But instead I still wish they just made them not so easy to hard counter with units like immortal, and nerfed their damage and/or removed their splash.
Yeah I agree. On a related note to the medivac:
The fact that Medivac healing rate was buffed (with an upgrade) and battle hellions were buffed, I think the already extremely difficult to counter BH-marine-medivac push will be impossible to deal with in ZvT. Zerg's only units at that point of the game aren't useful against that. Battle hellions will tank roach/ling shots like mad, as well as help kill roaches and lings, while the the marines will dish out the DPS to ice the cake. Banelings can be dealt with via split/pickup/BH (takes 4 banelings to kill a BH), and zerglings will obviously fry.
I was looking at the fungal projectile change, and it seems really exciting because of all of the new micro it allows even for the Zerg side too (for example predicting dodges and aiming ahead, or using fungal to bait an army into moving into a favorable position). I can already imagine Korean casters going crazy...
That's not a fair comparison, because he's using medivacs (tier 2) with a tier 2.5 upgrade vs pure tier 1 gateway units (no templar, archons, collossi), so that video says nothing and might as well not exist.
On December 07 2012 01:30 Foxxan wrote: I LOVE THE MEDIVAC BUFF
now we will see pro terrans rip apart lesser pro zergs, imagine vs foreigners. Tho, as a protoss user i dont really like the changes to my race.
Void ray redesign, seems boring....as hell? Iam not sure about its damage now tho at all, someone clear it up? Gateway units, still very very weak. Maybe no plans at all to buff gateway units. Stargate play is viable, but so what i wanna play around with my gateway units.
I hope for some more changes in future patch, and also they said they wanted dt to viable lategame, i think we might see a dt buff somehwere along the line.
void ray does well now.....it much more stable then before
gateway units still weak but with storm combined with timebomb(oracle ability) storm actually gets much stronger
As a Terran I really like the changes although I expect some nerfs again before HotS is released. Dropship speed increase is very good vs fungals and blink stalkers. So now Terran can basically jump in hit and destory a building and jump out again.
Really like the reaper changes it was too less used apart from TvT.
I really hope Blizzards WAITS for some time, because I expect a lot of whiners crying Terran OP in the next days. Like in the WOL Beta with the 5rax reaper build. It was very strong but the best Zergs managed to defend against it. Zerg players whined so hard that it got nerfed to the ground and nobody hardly uses Reapers in TvZ anymore.
On December 07 2012 01:21 Heartland wrote: A lot of people seem really happy, but I'm not sure why really? I don't mean to be a hater, but why buff Medivacs for example? They're already good and now seem even better. The DT shrine change also seems quaint, as does the muta speed buff - muta's are already the fast harass style unit, why do they need to go faster? Again, I don't mean to bitch, I am just honestly curious about why people seem to be so happy over this.
A lot of people seem really happy, but I'm not sure why really? I don't mean to be a hater, but why buff Medivacs for example? Bio is extremely weak in the late game in tvz. This will ensure that bio is not totally dead. I'm guessing they will make it more difficult to get this upgrade however; it's going to make bio extraordinarily powerful in the mid-game. I would be very scared if I played Protoss, but we'll see how it shakes out. They're already good and now seem even better. The DT shrine change also seems quaint, They wanted to buff dts; lowering the gas cost of the shrine does this indirectly. It at least allows you to get out an extra dt; it also means that going dts isn't as "all in" as it used to be (depending on how early you made the investment).as does the muta speed buff - muta's are already the fast harass style unit I think the point here is in part to buff non-infestor units since they nerfed the infestor. If you make units faster, other things equal, you're also encouraging harassment, small skirmishes, etc., which is what most people have been clamoring for on these forums , why do they need to go faster? Again, I don't mean to bitch, I am just honestly curious about why people seem to be so happy over this Mech is likely now even more viable against z and perhaps viable against P, although only time and many games will tell. The armory change to air and mech upgrades seems to be pretty huge.
Raven Seeker Missile has been redesigned: Can now fire from 10 range. Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then rapidly moves (it’s not dodgeable at this point) and explodes at the target for 300 single target damage. Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.
I don't like this change. Too much overlap with Yamato IMO. I'd rather have a source of AOE from Ravens..+ Show Spoiler +
I haven't been playing HotS so maybe more single damage is needed late game?
Also unsure of the mechanic change (I really liked the uniqueness of HSM in WoL)
The medivac seems way too buffed. It seems like its a change designed to make bio more resistant to AoE damage so a bio army can actually engage late deathballs but its such a buff to early-mid game timings and drop play. Maybe if they turn it into a fusion core upgrade it can then be balanced around late game, which should be easier, although I still think it will probably make drop play too good.
Wow that's more significant than I was thinking it was. That'll definitely open up a lot of micro options for any fast moving units.
That looks awesome. The nice thing is that all 3 races have a number of units where dodging fungals should be viable--stimmed Terran bio and using PDD to shoot down Fungals for Terran, Blink Stalkers and Stargate for Protoss, and the majority of the Zerg army (particularly mutas, and any ground unit on creep).