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HotS balance update #8 - Page 93

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 91 92 93 94 95 115 Next
Kvassten
Profile Joined May 2012
Sweden159 Posts
December 07 2012 08:14 GMT
#1841
Don't like DT and medivac changes, the rest is good

Is a DT rush going to punish 1 rax FE now? When does the DT enter my base with these upgrades?
KovuTalli
Profile Joined May 2010
United Kingdom325 Posts
December 07 2012 08:26 GMT
#1842
On December 07 2012 11:50 s3rp wrote:
From my first few games ( TvT's suprise ) my first guess TvT will def. be decided by Air. Without Seeker Missile with Aoe there's nothing that stops a few BC's + Vikings backed up by a some tanks other than having more Vikings .


Forgetting the Thor change? You can use its standard missiles to splash the vikings, or the new ones to out range them, then Seeker the cruisers to they cant counter your Thors.
"Milk tastes like milk" - Raelcun.
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
December 07 2012 08:26 GMT
#1843
On December 07 2012 17:14 Kvassten wrote:
Don't like DT and medivac changes, the rest is good

Is a DT rush going to punish 1 rax FE now? When does the DT enter my base with these upgrades?


Should be pretty much the same as DT rushes were before, it's just not that expensive for P, but doesn't come out faster.
Kvassten
Profile Joined May 2012
Sweden159 Posts
December 07 2012 08:32 GMT
#1844
On December 07 2012 17:26 CruelZeratul wrote:
Show nested quote +
On December 07 2012 17:14 Kvassten wrote:
Don't like DT and medivac changes, the rest is good

Is a DT rush going to punish 1 rax FE now? When does the DT enter my base with these upgrades?


Should be pretty much the same as DT rushes were before, it's just not that expensive for P, but doesn't come out faster.


It must be faster, the shrine costs 150 less gas. How long does it take to mine 150 gas? 1min from 2 geysers? This should mean that the DT arrives (1min?) earlier at my base.
SolidMoose
Profile Joined June 2011
United States1240 Posts
Last Edited: 2012-12-07 08:37:28
December 07 2012 08:36 GMT
#1845
On December 07 2012 17:32 Kvassten wrote:
Show nested quote +
On December 07 2012 17:26 CruelZeratul wrote:
On December 07 2012 17:14 Kvassten wrote:
Don't like DT and medivac changes, the rest is good

Is a DT rush going to punish 1 rax FE now? When does the DT enter my base with these upgrades?


Should be pretty much the same as DT rushes were before, it's just not that expensive for P, but doesn't come out faster.


It must be faster, the shrine costs 150 less gas. How long does it take to mine 150 gas? 1min from 2 geysers? This should mean that the DT arrives (1min?) earlier at my base.


It's not faster, or at least significantly, because they are still limited to the build time of Gate -> Core -> Twilight -> Shrine, it's just they don't have to get as much gas for it. If protoss does a real DT rush, there should never be a break between starting each building.
Kvassten
Profile Joined May 2012
Sweden159 Posts
Last Edited: 2012-12-07 08:39:14
December 07 2012 08:38 GMT
#1846
On December 07 2012 17:36 SolidMoose wrote:
Show nested quote +
On December 07 2012 17:32 Kvassten wrote:
On December 07 2012 17:26 CruelZeratul wrote:
On December 07 2012 17:14 Kvassten wrote:
Don't like DT and medivac changes, the rest is good

Is a DT rush going to punish 1 rax FE now? When does the DT enter my base with these upgrades?


Should be pretty much the same as DT rushes were before, it's just not that expensive for P, but doesn't come out faster.


It must be faster, the shrine costs 150 less gas. How long does it take to mine 150 gas? 1min from 2 geysers? This should mean that the DT arrives (1min?) earlier at my base.


It's not faster, or at least significantly, because they are still limited to the build time of Gate -> Core -> Twilight -> Shrine, it's just they don't have to get as much gas for it. If protoss does a real DT rush, there should never be a break between starting each building.


Ye my bad, don't know how I was thinking

Thanks mate!
Garmer
Profile Joined October 2010
1286 Posts
December 07 2012 08:39 GMT
#1847
it's not faster actually, because it's supposed that you have that amount of gas when the other buildings are completed, so it's the same
iDoMiNaTe2.0
Profile Joined September 2010
288 Posts
December 07 2012 08:40 GMT
#1848
DT rush does come faster yeah times didn't change, but now P doesn't have to wait until 250 gas to start Shrine
lonelyPotato
Profile Joined December 2012
Australia158 Posts
December 07 2012 08:53 GMT
#1849
The DT rush can now come faster since you can make more short cuts. In fact, you now only need to have 1 gas taken to do a 2 dt rush that hits at 5:50. Since you mine less gas, you can also keep making probes and it isn't completely all in.
Big J
Profile Joined March 2011
Austria16289 Posts
December 07 2012 08:56 GMT
#1850
On December 07 2012 17:36 SolidMoose wrote:
Show nested quote +
On December 07 2012 17:32 Kvassten wrote:
On December 07 2012 17:26 CruelZeratul wrote:
On December 07 2012 17:14 Kvassten wrote:
Don't like DT and medivac changes, the rest is good

Is a DT rush going to punish 1 rax FE now? When does the DT enter my base with these upgrades?


Should be pretty much the same as DT rushes were before, it's just not that expensive for P, but doesn't come out faster.


It must be faster, the shrine costs 150 less gas. How long does it take to mine 150 gas? 1min from 2 geysers? This should mean that the DT arrives (1min?) earlier at my base.


It's not faster, or at least significantly, because they are still limited to the build time of Gate -> Core -> Twilight -> Shrine, it's just they don't have to get as much gas for it. If protoss does a real DT rush, there should never be a break between starting each building.


it shouldn't be significantly faster, but I guess it would be possible to rearrange the BO, so that you go gas first into twilight into dark shrine, all of one gas, or a very delayed second gas.
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
December 07 2012 09:04 GMT
#1851
The changes looks great, atleast Hots isn't just a glorified patch anymore. Coulnd't test the changes myself tho Had to go to sleep
This is where we begin. Show your true self, Battosai.
cresse
Profile Joined July 2012
United States59 Posts
December 07 2012 09:16 GMT
#1852
I'm super late on this but I'd rank the biggest changes as:
1) Armory upgrades being combined (at first i thought it was just weapons but it's both, holy crap)
2) Everything about medivacs. Combat shield marines can almost survive storms. Insane. The boost is also an amazing escape mechanism, from getting away from warped in templar to speeding up drops to escaping mutalisks. I can see nerfs happening on this very quickly.
3) Infestors getting nerfed to hell. Not super against this but if ravens now block FG because it's a missile, no one will ever go infestor ever again. I agree with 70HP IT and them not scaling with upgrades, but I'm not sure I agree with both at the same time.
4) Oracles have an attack now, and it MELTS worker lines. MELTS. You thought pre-nerf BFH was bad? You ain't seen nothing yet.

That's all I've really got for now. Excited for finals week to be over so I can mess around more in depth with the changes, but from watching streams stuff looks pretty crazy. I like it. The DotA "make everything imba" school of thought is entertaining to say the least.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2012-12-07 09:39:41
December 07 2012 09:38 GMT
#1853
On December 07 2012 17:06 Breach_hu wrote:
zerg still goes really strong, mech still not viable againts roach hydra viper.


This is coming from someone who plays mech, but good tank spread (don't have 2 on top of each other) and good viking or now thor control can stop vipers being a massive pain so it's really viable still.

Also don't underestimate the importance of mines against that composition. You'll have less tanks, but get a lot of mines.

4) Oracles have an attack now, and it MELTS worker lines. MELTS. You thought pre-nerf BFH was bad? You ain't seen nothing yet.


I'd say this is a good thing, it's easily shut down by spores and or turrets. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
December 07 2012 09:41 GMT
#1854
This looks more than great! Only thing that does not seem to fit in is the vortex change, maybe get rid of it completely, or redesign it completely? 100 energy for killing one non-massive unit is a lot.

Can't wait to get started with HotS!
I play children's card games and watch a lot of dota, CS and HS
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
December 07 2012 09:56 GMT
#1855
On December 07 2012 18:38 Qikz wrote:
Show nested quote +
On December 07 2012 17:06 Breach_hu wrote:
zerg still goes really strong, mech still not viable againts roach hydra viper.


This is coming from someone who plays mech, but good tank spread (don't have 2 on top of each other) and good viking or now thor control can stop vipers being a massive pain so it's really viable still.

Also don't underestimate the importance of mines against that composition. You'll have less tanks, but get a lot of mines.

Show nested quote +
4) Oracles have an attack now, and it MELTS worker lines. MELTS. You thought pre-nerf BFH was bad? You ain't seen nothing yet.


I'd say this is a good thing, it's easily shut down by spores and or turrets. ^^


Againts spread out tanks they use swarmhosts, and they are just wrecking spread out tanklines. I have around 500 games played on HotS, top8 GM constantly (NSHGolem BTW if you see me on ladder)
Give thanks and praise!
Veldril
Profile Joined August 2010
Thailand1817 Posts
December 07 2012 10:04 GMT
#1856
On December 07 2012 18:56 Breach_hu wrote:
Show nested quote +
On December 07 2012 18:38 Qikz wrote:
On December 07 2012 17:06 Breach_hu wrote:
zerg still goes really strong, mech still not viable againts roach hydra viper.


This is coming from someone who plays mech, but good tank spread (don't have 2 on top of each other) and good viking or now thor control can stop vipers being a massive pain so it's really viable still.

Also don't underestimate the importance of mines against that composition. You'll have less tanks, but get a lot of mines.

4) Oracles have an attack now, and it MELTS worker lines. MELTS. You thought pre-nerf BFH was bad? You ain't seen nothing yet.


I'd say this is a good thing, it's easily shut down by spores and or turrets. ^^


Againts spread out tanks they use swarmhosts, and they are just wrecking spread out tanklines. I have around 500 games played on HotS, top8 GM constantly (NSHGolem BTW if you see me on ladder)


Lol, I think I just saw you played Ganzi and got wrecked by Reapers opening

Watching him play really makes me think that Reaper is really strong right now.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
gronnelg
Profile Joined December 2010
Norway354 Posts
December 07 2012 10:05 GMT
#1857
Awesome patch is awesome!
I'm a bit scared about bio in zvt though. SUPER strong MMM with the medivac upgrade, and nerfed infestors....
Will bio be to much?
Lulzez || My stream: http://www.twitch.tv/gronnelg
virpi
Profile Blog Joined August 2009
Germany3599 Posts
December 07 2012 10:12 GMT
#1858
holy shit the medivacs are fast!
first we make expand, then we defense it.
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
December 07 2012 10:17 GMT
#1859
On December 07 2012 19:04 Veldril wrote:
Show nested quote +
On December 07 2012 18:56 Breach_hu wrote:
On December 07 2012 18:38 Qikz wrote:
On December 07 2012 17:06 Breach_hu wrote:
zerg still goes really strong, mech still not viable againts roach hydra viper.


This is coming from someone who plays mech, but good tank spread (don't have 2 on top of each other) and good viking or now thor control can stop vipers being a massive pain so it's really viable still.

Also don't underestimate the importance of mines against that composition. You'll have less tanks, but get a lot of mines.

4) Oracles have an attack now, and it MELTS worker lines. MELTS. You thought pre-nerf BFH was bad? You ain't seen nothing yet.


I'd say this is a good thing, it's easily shut down by spores and or turrets. ^^


Againts spread out tanks they use swarmhosts, and they are just wrecking spread out tanklines. I have around 500 games played on HotS, top8 GM constantly (NSHGolem BTW if you see me on ladder)


Lol, I think I just saw you played Ganzi and got wrecked by Reapers opening

Watching him play really makes me think that Reaper is really strong right now.


I wrecked him with reaper then he reverse wrecked me with reapers :D
Give thanks and praise!
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 07 2012 10:21 GMT
#1860
On December 07 2012 19:17 Breach_hu wrote:
Show nested quote +
On December 07 2012 19:04 Veldril wrote:
On December 07 2012 18:56 Breach_hu wrote:
On December 07 2012 18:38 Qikz wrote:
On December 07 2012 17:06 Breach_hu wrote:
zerg still goes really strong, mech still not viable againts roach hydra viper.


This is coming from someone who plays mech, but good tank spread (don't have 2 on top of each other) and good viking or now thor control can stop vipers being a massive pain so it's really viable still.

Also don't underestimate the importance of mines against that composition. You'll have less tanks, but get a lot of mines.

4) Oracles have an attack now, and it MELTS worker lines. MELTS. You thought pre-nerf BFH was bad? You ain't seen nothing yet.


I'd say this is a good thing, it's easily shut down by spores and or turrets. ^^


Againts spread out tanks they use swarmhosts, and they are just wrecking spread out tanklines. I have around 500 games played on HotS, top8 GM constantly (NSHGolem BTW if you see me on ladder)


Lol, I think I just saw you played Ganzi and got wrecked by Reapers opening

Watching him play really makes me think that Reaper is really strong right now.


I wrecked him with reaper then he reverse wrecked me with reapers :D


So you think there is no way to prevent Roach/Hydra/Viper obliterating mech? Like 2/2 Vikings, Seeker missile (PDD maybe?), etc...? They might get off some blinding cloud, but lose all vipers and if you spread well they should not hit everything so you can hold Roach/Hydra? Just curious.. Ill try myself as soon as get home..
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