HotS balance update #8 - Page 95
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Killmouse
Austria5700 Posts
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MattBarry
United States4006 Posts
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Nimix
France1809 Posts
The new seeker missile is not that great in my opinion, it's still a bit of the same problem, you'll kill A unit with A raven, and then the raven will be basically useless as it costs a lot of energy. It also overlaps with yamato. But at least they try things, which is great. I like the rest of the changes globally. The removal of the ultralisk charge is a good thing I think, the few times people used it against me, it was REALLY strong against bio. With a well spread army composed of mostly marauders, maxed on upgrades and a good number of medivacs, I was getting crushed. The supersonic medivacs are really fun, although it might be too much. Going back and forth 2 bases is incredibly fast now, so I guess in the hands of a pro player it might really be ridiculous (remember how Fantasy killed nestea with 2 dropships? Yeah, think about 70% faster dropships now \o/) | ||
voltaic
1071 Posts
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Zealot Lord
Hong Kong744 Posts
On December 07 2012 19:38 FinestHour wrote: i was watching a stream of a guy who had about 7 oracles floating around in a pack killing workers, the speed at which they kill every single worker in one base is much much faster then a marine drop or hellion drop. that energy beam thing is insane 7 oracles is 1050 minerals and 1050 gas.. of course it should do better than 400minerals worth of marines or hellions + the 100/100 dropship... | ||
voltaic
1071 Posts
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SuperYo1000
United States880 Posts
On December 07 2012 23:57 Zealot Lord wrote: 7 oracles is 1050 minerals and 1050 gas.. of course it should do better than 400minerals worth of marines or hellions + the 100/100 dropship... so true. Its kinda funny to see terrans complain about this unit. If 7 banshees showed up at my mineral line everything would be dead much faster then a medivac of marines too and 7 banshees is 350 gas cheaper | ||
mannerless
Brazil86 Posts
On December 08 2012 00:07 SuperYo1000 wrote: so true. Its kinda funny to see terrans complain about this unit. If 7 banshees showed up at my mineral line everything would be dead much faster then a medivac of marines too and 7 banshees is 350 gas cheaper If I recall correctly, Banshees can't AOE Time Warp or grant vision on enemy units, nor do they move at ~4speed. | ||
LOLItsRyann
England551 Posts
On December 08 2012 00:31 mannerless wrote: If I recall correctly, Banshees can't AOE Time Warp or grant vision on enemy units, nor do they move at ~4speed. Nah they're just invisible | ||
Captain Peabody
United States3091 Posts
On December 08 2012 00:31 mannerless wrote: If I recall correctly, Banshees can't AOE Time Warp or grant vision on enemy units, nor do they move at ~4speed. But they can cloak. And they don't need energy both to attack and to cast their abilities as Oracles do. Both have strengths and weaknesses. Which is as it should be. | ||
s3rp
Germany3192 Posts
edit: Ok now it works is works , strange stuff. | ||
mannerless
Brazil86 Posts
On December 08 2012 00:39 Captain Peabody wrote: But they can cloak. And they don't need energy both to attack and to cast their abilities as Oracles do. Both have strengths and weaknesses. Which is as it should be. Indeed, these comparisons are quite stupid :D , Protoss players should be happy they'll more fun things to do other than move their 1a ball around. | ||
InoyouS2
1005 Posts
I think they should change it to 10 (+5 vs light) at the current attack speed, or reduce the attack speed a little bit. But I like how it is now fairly good against ground units in small numbers. | ||
InoyouS2
1005 Posts
On December 07 2012 21:20 lonelyPotato wrote: As a Zerg... I just can't find my self winning any games in the beta. In WoL I'm fine, but currently I just feel like Terran and Protoss are using all these tools that are incredibly hard to stop. Widow Mines also screw up every thing as well, mutalisk play is so hard against it. I basically have to carry an overseer with me if I want to harrass a mineral line. My ZvZ is 100% win ratio so far this season while my protoss/terran is something rediculously low xD Same as the other races feel respectively in WoL, but most of these changes require playstyle adapting than anything else. | ||
MilesTeg
France1271 Posts
-Mines are a problem. After the upgrade you can basically walk them in the opponent's army, burrow them... and it works. You can't actually kill them before they kill you. I think: .they have way too much hp .they should not be able to target air. Mutas (and possibly those cool phoenix builds people used to do) aren't viable because of them, which makes TvZ a lot less dynamic and fun to play and watch .the "speed burrow" might need to go away, even if they do the first 2 things I mentionned. -Oracles kill things way too fast, especially once you start massing them (after getting 4 or 5 of them). The obvious thing would be to lower their damage, but I wonder if there isn't a more fundamental problem with the ability. It overlaps with void rays, except it's much faster and more useful in a clash between armies. I'd like to see the ability replaced with something else. Other than it's pretty damn exciting! They just need to tweak some units. | ||
XXXSmOke
United States1333 Posts
Finally want to play and I cant lol ![]() | ||
summerloud
Austria1201 Posts
On December 08 2012 01:08 MilesTeg wrote: After playing for a bit here's what I think: -Mines are a problem. After the upgrade you can basically walk them in the opponent's army, burrow them... and it works. You can't actually kill them before they kill you. I think: .they have way too much hp .they should not be able to target air. Mutas (and possibly those cool phoenix builds people used to do) aren't viable because of them, which makes TvZ a lot less dynamic and fun to play and watch .the "speed burrow" might need to go away, even if they do the first 2 things I mentionned. -Oracles kill things way too fast, especially once you start massing them (after getting 4 or 5 of them). The obvious thing would be to lower their damage, but I wonder if there isn't a more fundamental problem with the ability. It overlaps with void rays, except it's much faster and more useful in a clash between armies. I'd like to see the ability replaced with something else. Other than it's pretty damn exciting! They just need to tweak some units. i think at the moment nobody is really happy with mines but blizz kinda ran out of ideas on them and they cant remove them totally cuz it would leave terran with only one new unit | ||
InoyouS2
1005 Posts
On December 08 2012 01:08 MilesTeg wrote: After playing for a bit here's what I think: -Mines are a problem. After the upgrade you can basically walk them in the opponent's army, burrow them... and it works. You can't actually kill them before they kill you. I think: .they have way too much hp .they should not be able to target air. Mutas (and possibly those cool phoenix builds people used to do) aren't viable because of them, which makes TvZ a lot less dynamic and fun to play and watch .the "speed burrow" might need to go away, even if they do the first 2 things I mentionned. -Oracles kill things way too fast, especially once you start massing them (after getting 4 or 5 of them). The obvious thing would be to lower their damage, but I wonder if there isn't a more fundamental problem with the ability. It overlaps with void rays, except it's much faster and more useful in a clash between armies. I'd like to see the ability replaced with something else. Other than it's pretty damn exciting! They just need to tweak some units. I just had an idea to fix the mine problem and the mutalisk problem: Give the mutalisk a passive ability like the immortal, except it can only occur once per 10-30 seconds, which reduces all incoming damage to 10. (Perhaps allow it to last for 1 second?) That should greatly increase the viability of mutas and reduce the extreme effectiveness of mines and splash anti-air without allowing muta's to go apeshit all over the place. | ||
GattAttack
Canada202 Posts
On December 08 2012 01:23 summerloud wrote: i think at the moment nobody is really happy with mines but blizz kinda ran out of ideas on them and they cant remove them totally cuz it would leave terran with only one new unit Ya they do seem a little confused on how to proceed with mines in general. It really seems that just making them 1 supply, getting rid of their air attack, and nerfing their single target damage for perhaps more splash would be a solid route to test. With the new crazy quick burrow upgrade, they have more room to play with damage numbers at least, as the mines can be used as both attacking units and defensive units which is nice. Also they are kind of cute. | ||
InoyouS2
1005 Posts
On December 08 2012 01:23 summerloud wrote: i think at the moment nobody is really happy with mines but blizz kinda ran out of ideas on them and they cant remove them totally cuz it would leave terran with only one new unit Umm, what unit is that? Terran would have 0 new units if mine was removed... | ||
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