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On December 08 2012 01:28 InoyouS2 wrote:Show nested quote +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. If it lasts for a time period (1 second as you say), just put 2 mines instead of 1. Set 1 to auto, set 2 to manual. Muta come in, manually aim the second one a second later if muta hasn't run away by then.
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On December 08 2012 01:33 ddrddrddrddr wrote:Show nested quote +On December 08 2012 01:28 InoyouS2 wrote: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?) Also committing 2 mines to multiple locations around the maps to safeguard against mutalisks takes up a lot of supply (with a range of 3 remember, so it's also very awkward for the Terran player to react in time to even attack the mutalisks). The other option would be to remove mine splash damage which is stupid because Terran don't have any good splash damage dealers at the moment. 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. If it lasts for a time period (1 second as you say), just put 2 mines instead of 1. Set 1 to auto, set 2 to manual. Muta come in, manually aim the second one a second later if muta hasn't run away by then.
That still doesn't completely obliterate mutalisks like before, and requires micro from both players or nothing will happen.
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Man, the new AI is so so so much better. The easy level now is like the old hardest but more smarter. It's just beautiful playing with the AI :D
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I really dont understand how the shrine gas buff was supposed to help lategame dt play. Its early DT every TvP i play now lol
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It seems like I'm one of the few people that actually thought Burrow Charge was... stupid. Just stupid.
It looks incredibly ridiculous, you can't tell what's going on, it's hard to balance, it partially negates positioning. It's the umpteenth Siege Tank hard counter.
Why can't Ultralisks simply push units like they're allies?
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On December 08 2012 01:54 LavaLava wrote: It seems like I'm one of the few people that actually thought Burrow Charge was... stupid. Just stupid.
It looks incredibly ridiculous, you can't tell what's going on, it's hard to balance, it partially negates positioning.
Why can't Ultralisks simply push units like they're allies?
I also thought this, and I wanted to suggest a straight-line, above ground charge ability that allowed them to cover distance very fast for a short period of time, (maybe also dealt damage), because Ultralisks lack mobility off-creep, especially against Terran bio-balls.
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Since we're buffing everything... can i have my KA back?
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On December 08 2012 02:00 meltingmykohchoo wrote: Since we're buffing everything... can i have my KA back?
No you shall not have the pleasure of KA back, but you will enjoy bio drops sniping your Nexus in double quick time. Wasn't there a buff to Command structures health ages ago because Terran Bio rapes buildings so fast?
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Khaydarin Amulet back would be funny. PLEAAAAAAAAAASSSSEEEEEEEEEE
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On December 08 2012 02:05 Topdoller wrote:Show nested quote +On December 08 2012 02:00 meltingmykohchoo wrote: Since we're buffing everything... can i have my KA back? No you shall not have the pleasure of KA back, but you will enjoy bio drops sniping your Nexus in double quick time. Wasn't there a buff to Command structures health ages ago because Terran Bio rapes buildings so fast? Yeah.. double medivac drop in to snipe tech and get out is going to be pretty popular. Wonder if it will become standard to build two of every tech structure in HOTS.
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On December 08 2012 02:05 Topdoller wrote:Show nested quote +On December 08 2012 02:00 meltingmykohchoo wrote: Since we're buffing everything... can i have my KA back? No you shall not have the pleasure of KA back, but you will enjoy bio drops sniping your Nexus in double quick time. Wasn't there a buff to Command structures health ages ago because Terran Bio rapes buildings so fast?
Actually it was instead of nerfing the problem unit, and Blizzard's baby: the marauder.
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On December 07 2012 23:57 Zealot Lord wrote:Show nested quote +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...
Still not as good as two Sci-Vessels erasing drone lines.
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On December 08 2012 02:24 Thieving Magpie wrote:Show nested quote +On December 07 2012 23:57 Zealot Lord wrote: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... Still not as good as two Sci-Vessels erasing drone lines.
or 2 Lurkers
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On December 08 2012 02:00 meltingmykohchoo wrote: Since we're buffing everything... can i have my KA back?
Yeah, and 9range fungal Infestors with 100HP IT eggs and 9range NP ( and of course ITs should profit from upgrades)
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Damn patch is really good loving my new Terran toys )))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
Reapers feel a bit to strong Z getting bad nostalgia of 5 rax reaper, it seems impossible for Z to go ling opening. Forcing roaches is so strong for Terran.
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United Kingdom12022 Posts
One thing I will say is I've meched in TvP since the beginning of WoL and although I wanted to try ravens for just the turret, I never bothered.
Today however I tried building a good number of ravens purely for PDD/Turrets and it allowed me to survive so many pushes I should have died to. My god I love Ravens.
Mine is still useless in TvP, but Thor is so much better due to it's anti air actually hurting things and also they don't die instantly to feedback.
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Reapers is still impossible to use in TvZ and TvP, and just lame in TvT.
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On December 08 2012 02:54 XXXSmOke wrote:Damn patch is really good loving my new Terran toys  ))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))) Reapers feel a bit to strong Z getting bad nostalgia of 5 rax reaper, it seems impossible for Z to go ling opening. Forcing roaches is so strong for Terran.
Ling opening can still work but you need to get Speed and/or play defensive. Reaper are not going to kill Spine/Queens
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On December 08 2012 03:09 s3rp wrote:Show nested quote +On December 08 2012 02:54 XXXSmOke wrote:Damn patch is really good loving my new Terran toys  ))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))) Reapers feel a bit to strong Z getting bad nostalgia of 5 rax reaper, it seems impossible for Z to go ling opening. Forcing roaches is so strong for Terran. Ling opening can still work but you need to get Speed and/or play defensive. Reaper are not going to kill Spine/Queens
Yea, but then they have to spend so much on D its ridiculous, at the same time the more you keep harassing the harder it is for them to keep up on mechanics. Also 4 reapers make creep spread a bitch for the Z.
On a side note I just made a Z cry for the first time in a year felt good Did a 4 reaper opening harassed him to hell. Now double drops are very strong with the speed boost. So if you keep the 4 reaps alive you can drop main+nat while your reaps hit there third. Easy to pull off and stupid good.
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