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David Kim's Thoughts on Balance Update #8 - Page 5

Forum Index > StarCraft 2 HotS
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Doc Daneeka
Profile Joined March 2010
United States577 Posts
December 07 2012 02:52 GMT
#81
On December 07 2012 04:05 mythandier wrote:
David Kim has posted his thoughts behind the latest and greatest balance update for HotS.

I think it's great to see his thought process on some of the changes - specifically the Terran changes.

The post is very long so I've broken it up by race.

Terran
+ Show Spoiler +
Medivac

When we looked at various strategies and metagames throughout Wings of Liberty history, we felt that multi-directional Medivac drops were both unique and fun to watch, especially in combination with main army vs. main army plays. We aren’t seeing as much in the way of multi-pronged Medivac harass anymore, and wanted to add something fun that might help bring these Medivac tactics back to the forefront.

For this reason, we chose to give the Medivac a new speed boost ability that has a short cooldown. We want this ability to feel powerful and have a direct impact on the outcome of an engagement when it’s used. If Medivac timing issues arise in the future, we’ll probably slow it down by implementing an upgrade requirement for the speed boost, rather than nerf the strength of the ability itself.

Furthermore, we feel Terran bio compositions face many new threats in Heart of the Swarm. Constant Locust volleys from Swarm Hosts, the revamped Ultralisk, and Time Warp, in combination with splash damage, all tear through Bio units. We felt it was necessary to buff Terran infantry in the late game to account for some of these threats. As a result, we decided to change the “Caduceus Reactor” upgrade to increase the healing rate of Medivac’s by two.


Reaper

We want to encourage the use of Reapers as an early game option against Protoss. We think that in order for Reapers to be good in the TvP early game, they need enough movement speed to outrun Stalkers.

We are also hearing your feedback on how tough it is to deal with Reapers in TvT, but we’d like to really push Reapers to see their full potential before dialing back on them slightly. If Reapers need to be weaker against Marines in the future, we can reduce their bonus damage against light units.


Widow Mine

The Widow Mine wasn’t getting much mid to late game usage against Protoss, and its ability to hit cloaked units felt like a rather strange rule to have on this unit. As a result, we decided to remove this component from the Widow Mine.

In order to help Widow Mines come back into play during the later stages of the game, we gave it an upgrade to reduce burrow time. This will allow Widow Mines to be used more easily on offense when combined with either mech or bio based armies.


Thor

With units like Tempests, Brood Lords, and the revamped Void Ray, we felt that Factory units could use a more standard anti air attack. As such, we’ve given the Thor a new weapon that can be swapped with its anti-light, AoE weapon when it may be more useful for a particular situation.

Due to the weapon change mentioned above, we expect players will mass Thors more often in Heart of the Swarm. As a result, we’ve given the Thor a few more size/radius changes in order to prevent too many units from hiding behind them.


Raven

After exploring a range of options for the Raven’s Seeker Missile ability, we settled on a high-damage, single target version that will be good against large units. Brood Lords are quite powerful, Thors received buffs with this patch, Ultralisks are stronger than ever, and Colossi have always been a threat. As a result, we feel there are enough suitable targets to justify this change to Seeker Missile. Please check out this ability in game and let us know how it’s working in combination with different Terran unit compositions in Heart of the Swarm.


Hellbat

We wanted to buff Hellbats against Zealots without affecting ranged units too much. We decided to keep the Hellbat’s splash range the same, but feel the improved attack radius against melee units is a solid choice.


Armory upgrades

We wanted to encourage Terran mech play with this patch, and feel that we’re giving mech armies a huge buff by combining the Armory’s air and ground upgrades. As a side effect, these changes will also greatly benefit Terran air compositions. Initially, we want to try this change to see how it affects the game. We think it will be fun seeing Banshees and Battlecruisers become viable in the late game for Terran players.


Protoss
+ Show Spoiler +
Mothership

Vortex has received a massive nerf with this patch. We don’t really like seeing Motherships in every PvZ game because the results are always all or nothing. You Vortex perfectly and win, or Vortex fails and you lose. We feel that it’s not a good thing for a single ability to have such a huge impact on the game.

We want other units, such as the Tempest, to take the place of the Mothership when combating Brood Lord and Infestor compositions. If necessary, Tempests can be buffed against Massive units to make this possible.


Oracle

We heard your feedback that players want to harass workers with the Oracle. We also felt that Oracle’s structure attack overlapped too much with our new direction for the Void Ray. For these reasons, we decided to go with an activated attack that is good against workers, but drains the Oracle’s energy. We feel this energy-based attack will help differentiate the Oracle from other air units that are effective against worker lines. With enough energy available, it will be possible to deal a lot of damage very quickly to an unprepared opponent.


Phoenix

We decided to increase the base attack range of the Phoenix to five in order to help Protoss players deal with the Mutalisk buffs in this patch. The Anion Pulse-Crystals upgrade still increases Phoenix range by two.


Dark Shrine cost reduction

We wanted the Dark Shrine to feel like a more desirable tech option for players. By reducing the cost of the Dark Shrine, Dark Templar can be utilized in more late game scenarios.


Tempest

We felt Tempests were countering too many late game tech options, and wanted to point Tempests more toward units like Colossi and Brood Lords. These Tempest weapon changes give us the freedom to increase damage as necessary to make sure those units are dealt with appropriately in Heart of the Swarm.


Void Ray

We felt that giving players control over the Void Ray’s charge up ability will make this unit a more appealing tech choice, and incentivize opponents to back away until the charge wears off. We’ve also aimed for damage numbers that will help Void Rays beat most armored units for cost.


Zerg
+ Show Spoiler +
Hydralisk

We felt that moving the Hydralisk speed upgrade to Lair tech would help Zerg players deal with new more effectively, especially when buffs to Protoss air units, heavy Infestor nerfs, and the need for an earlier six range counter to Widow Mines are taken into consideration.


Mutalisk

We felt some of the most fun plays for Zerg came in the form of Mutalisk-based board control, and wanted to encourage more of these tactics. We’ll continue exploring other options, because we’re not completely sure the speed buff in this patch is enough.


Swarm host

We felt a buff to the Swarm Host was necessary now that both Protoss and Terran air compositions are a lot stronger. The reason we went with a health buff is to allow easier repositioning of Swarm Hosts between Locust spawns. We think this type of positional play is one of the most fun ways to use Swarm Hosts, and wanted to promote more of it.


Infestor

For Heart of the Swarm, we want to push players to mass units like Hydralisks, Mutalisks, Swarm Hosts, or Ultralisks, rather than the Infestor. As such, we’ve heavily nerfed the Infestor to make it less core to the Zerg army.


Ultralisk

We wanted to make the Ultralisk much more deadly against ground units in Heart of the Swarm, and feel the damage buff in this patch accomplishes that goal. However, if this change isn’t enough to make Ultralisks awesome in the late game, we are prepared to make additional changes.

Burrow charge was cut because we believe it’s better for the Ultralisk to be an all-around powerful ground threat, than a teleporting anti armored unit.
Viper

We made a minor tweak to Viper health in order to give it more survivability. Our next step with this caster unit is to evaluate its abilities to make sure they are powerful enough, if they aren’t already.


Source:
http://us.battle.net/sc2/en/forum/topic/7320452623


i think the medivac speed boost thing is gonna be ridiculous if they leave it the way it is. the cooldown is really, really short, like there's no reason the medivac can't be just zooming around 90% of the time. the ability itself i think is good, but i'd really like it to cost energy, because right now it costs nothing, it's just a massive point blank buff to the medivac.

i don't really understand the thor's second weapon mode. basically it sacrifices splash for higher single target damage? i guess that's fine but i dunno how useful it'll be (not that the original ability was of any use so no reason to complain.)

oracle to me still doesn't seem to have much of a point in the game. i just made a big post in another thread about the mothership so i'll pass on that.

hydralisk speed at lair is great. still think abduct is a lame mechanic but i can't complain about the unit having more health.


i'm pretty neutral on everything else. guess we'll see what happens.
payed off security
Nacl(Draq)
Profile Joined February 2011
United States302 Posts
Last Edited: 2012-12-07 03:10:11
December 07 2012 03:04 GMT
#82
I like the changes except the reaper, how are zergs going to deal with that high move speed harass? Am I missing something from a previous patch change? This was a huge issue in early tvz where reapers started with the 2.95 ms and had a quick buff to around 3.6? And zerg couldn't catch them with lings and if you teched into roaches he would already have enough marauders to take you out completely. They nerfed reapers for that reason. I'm not sure how queens will deal with this but it might be alright. We'll have to see.
mythandier
Profile Joined January 2011
United States828 Posts
December 07 2012 03:38 GMT
#83
On December 07 2012 12:04 Nacl(Draq) wrote:
I like the changes except the reaper, how are zergs going to deal with that high move speed harass? Am I missing something from a previous patch change? This was a huge issue in early tvz where reapers started with the 2.95 ms and had a quick buff to around 3.6? And zerg couldn't catch them with lings and if you teched into roaches he would already have enough marauders to take you out completely. They nerfed reapers for that reason. I'm not sure how queens will deal with this but it might be alright. We'll have to see.

Back then reapers outranged Roaches too so you could kite roaches and never get hit (if you did it right). That was another reason for the nerf. Also, Queens didn't have 5 range. Also, Reapers had their anti-building attack so en masse they could 1-2 shot spines.

Basically, things are different now.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-12-07 03:55:55
December 07 2012 03:54 GMT
#84
On December 07 2012 08:35 awesomoecalypse wrote:
The thing I really like about the Infestor nerfs is, apart from the upgrade nerf on IT's (which is good imo, but is sort of a generic nerf rather than one that promotes a micro response) is that they are nerfs that work by promoting countermicro.

Shorter range on the Infestor slightly expands the window for opponents to snipe the Infestor before it can get a shot off.

Projectile opens up the option to dodge with Phoenixes, Oracles, speed prisms, blink Stalkers, Stimmed Terran bio/reapers, the new speed boosted medivacs, and most Zerg units (especially since nearly all fights in ZvZ happen on creep).

Lower health on eggs promotes pickings them off with storms or tank fire.

Basically, the big difference between Infestors now and Infestors before is that now their core abilities all have a window where a prepared opponent can neutralize them with good reactions. IMO, thats a good direction to take with nerfs.


This so much. It's almost like a dream. The nerfs are very well-thought out and made in a way that will increase gameplay options. The IT upgrade nerf doesn't necessarily promote counter-micro (egg health does), but IT were just out-right imbalanced so it's a good change and thankfully the days of sniping a full expansion + 30 workers in 10-15 seconds with 4 infestors, or winning battles against superior players that shouldn't be won will be gone.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
December 07 2012 04:36 GMT
#85
Its a mediocre patch.

Any other developer getting this much flak would have done better.
I am Terranfying.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10347 Posts
December 07 2012 07:26 GMT
#86
On December 07 2012 12:38 mythandier wrote:
Show nested quote +
On December 07 2012 12:04 Nacl(Draq) wrote:
I like the changes except the reaper, how are zergs going to deal with that high move speed harass? Am I missing something from a previous patch change? This was a huge issue in early tvz where reapers started with the 2.95 ms and had a quick buff to around 3.6? And zerg couldn't catch them with lings and if you teched into roaches he would already have enough marauders to take you out completely. They nerfed reapers for that reason. I'm not sure how queens will deal with this but it might be alright. We'll have to see.

Back then reapers outranged Roaches too so you could kite roaches and never get hit (if you did it right). That was another reason for the nerf. Also, Queens didn't have 5 range. Also, Reapers had their anti-building attack so en masse they could 1-2 shot spines.

Basically, things are different now.


Just to be nitpicky, actually reapers still outrange roaches by 0.5, and if you are quick you can attack and back up before the roach can attack. It's really hard to do consistently though, and would take too much time though anyways.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ledarsi
Profile Joined September 2010
United States475 Posts
Last Edited: 2012-12-07 07:29:39
December 07 2012 07:28 GMT
#87
On December 07 2012 13:36 Zombo Joe wrote:
Its a mediocre patch.

Any other developer getting this much flak would have done better.


I agree. But their history has been so bad that this is, relatively speaking, great news. If they continue in this direction they may really do a good job in the long run.
"First decide who you would be, then do what you must do."
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-07 07:49:05
December 07 2012 07:45 GMT
#88
On December 07 2012 04:05 mythandier wrote:
Oracle

We heard your feedback that players want to harass workers with the Oracle.

This really makes the stupidity of their way of dealing with the community abundantly clear. Some times they ignore the community to "create their vision" and here they fake listening to the community as an "excuse" to realize something pretty stupid. "The community" has been equally vocal about the Oracle being overpowered and stupid ...

Either you listen to the community all the time OR you ignore it all the time. You dont pick the raisins that you like and present yourself as "the good guys who listen to the community". The middle road is possible, but you have to state all the arguments and all sides, but Blizzard doesnt even list all the changes in the patch so expecting them to be good with words seems to be too much. Discussing with the community has never been Browders strong point, so they most certainly arent going down the "middle road".
If you cant say what you're meaning, you can never mean what you're saying.
Quotidian
Profile Joined August 2010
Norway1937 Posts
December 07 2012 09:59 GMT
#89
The unified factory/starport upgrades is such a gigantic buff to the airmech style I used vs protoss in WOL, it's almost silly. I hope someone picks up that style, because I think that style is significantly more viable now. It almost makes me want to start playing again
Millet
Profile Joined April 2012
Sweden143 Posts
December 07 2012 10:23 GMT
#90
On December 07 2012 18:59 Quotidian wrote:
The unified factory/starport upgrades is such a gigantic buff to the airmech style I used vs protoss in WOL, it's almost silly. I hope someone picks up that style, because I think that style is significantly more viable now. It almost makes me want to start playing again

I agree. I'm thinking they will find some sort of middle ground if they go through with this change. Maybe a unified armor upgrade for ship and vehicle, but leave attack upgrades separate. Kind of like it is for zerg ground units, with melee, ranged and carapace. In any case, this is exciting.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-07 11:17:47
December 07 2012 11:15 GMT
#91
On December 07 2012 04:05 mythandier wrote:

Ultralisk

Burrow charge was cut because we believe it’s better for the Ultralisk to be an all-around powerful ground threat, than a teleporting anti armored unit.

You can still "Blink" your Ultralisks ... just use Vipers for it to get up a cliff or into a bunch of bio. Since the Vipers will have full energy that wont be too difficult to do in larger numbers and with just a few Vipers. I cant wait for someone to "ignore" the large main army at the front of the base and just drag these baddies into the main base to wreak havoc. Maybe then Blizzard will wake up and see how terrible their spells are.

On December 07 2012 16:28 ledarsi wrote:
Show nested quote +
On December 07 2012 13:36 Zombo Joe wrote:
Its a mediocre patch.

Any other developer getting this much flak would have done better.


I agree. But their history has been so bad that this is, relatively speaking, great news. If they continue in this direction they may really do a good job in the long run.

Nah ... they only listen to the community when it is convenient for them and they dont think about consequenses or general strategy at all. Only their specific racial strategies (and the "data" from the ladder which fixes itself to 50/50 ratio all the time) are important to them and that is bad.
If you cant say what you're meaning, you can never mean what you're saying.
DemigodcelpH
Profile Joined August 2011
1138 Posts
December 07 2012 11:18 GMT
#92
On December 07 2012 19:23 Millet wrote:
Show nested quote +
On December 07 2012 18:59 Quotidian wrote:
The unified factory/starport upgrades is such a gigantic buff to the airmech style I used vs protoss in WOL, it's almost silly. I hope someone picks up that style, because I think that style is significantly more viable now. It almost makes me want to start playing again

I agree. I'm thinking they will find some sort of middle ground if they go through with this change. Maybe a unified armor upgrade for ship and vehicle, but leave attack upgrades separate. Kind of like it is for zerg ground units, with melee, ranged and carapace. In any case, this is exciting.


It'll likely be kept how it is because Zerg has a vastly superior production mechanic relative to Terran.
Morphs
Profile Joined July 2010
Netherlands645 Posts
Last Edited: 2012-12-07 11:28:43
December 07 2012 11:24 GMT
#93
Overall good reasoning, although generally it can be summarized as "we buffed a lot, so we buffed the counter-options as well". However, two points I'm having trouble understanding:

Dark Shrine

We wanted the Dark Shrine to feel like a more desirable tech option for players. By reducing the cost of the Dark Shrine, Dark Templar can be utilized in more late game scenarios.


Reducing techcost is mostly a buff to early game, when resources are more scarce. Best way to improve late-game utilisation of units is by making upgrades scale better or by introducing high-tier upgrades that significantly improve the units' strength.

Swarm host

[..] The reason we went with a health buff is to allow easier repositioning of Swarm Hosts between Locust spawns. We think this type of positional play is one of the most fun ways to use Swarm Hosts, and wanted to promote more of it.


They could use a health buff indeed. But the biggest problem is that SWs and locusts get stuck running into eachother when you unburrow right after spawning the locusts. A health buff doesn't fix this problem, it only serves to counter a part of the problem: SWs getting killed while getting stuck. It doesn't help the locusts move forward any better. Nor does it help when you're playing safe and unborrow the SWs before an enemy appears.

A better fix would be to allow locusts to move underneath SWs, just like protoss units can walk underneath a Colossus.


ggOeHondaHHS
Profile Joined October 2012
United States6 Posts
December 07 2012 11:31 GMT
#94
On December 07 2012 04:25 WeaponX.7 wrote:
Its like blizzard doesnt understand what people like about terran mech. They like fucking tanks. Jesus christ people like the positional play of tanks with mech, nobody wants to go mass thor. Its probably the ugliest unit in the game. So what do they do? Make mass thor "viable" and combine air with mech upgrades. So every mech game will be mass thor into bc late game. Who the fuck wants to watch that. BC's and thors are both boring a-move units, but dont worry blizz thinks it will be "fun". Everytime I see an update for HotS I like it less.


Its mostly to deal with air units, and so that they cant just get fb all hard by ht. its a good change. and tanks will still be need as the primary damage dealer against the ground army. so if you think this buff will make people go mass thor over tanks i think youre wrong.
brochill
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-12-07 13:29:44
December 07 2012 13:27 GMT
#95
I think it's interesting that Blizzard is giving all the mech units an ability to "change their function" between hellions/hellbats, tanks sieged/unsieged, ground vikings/air vikings, and the new AA thor/anti-ground thor. In a way, it's cool because it allows mech players who can't keep up in production to better adapt to their opponent's instant tech changes. I would go so far as to say that allowing mech to transform a bunch gives it the viability to "tech change" along with the other 2 races.

On December 07 2012 20:31 ggOeHondaHHS wrote:
Show nested quote +
On December 07 2012 04:25 WeaponX.7 wrote:
Its like blizzard doesnt understand what people like about terran mech. They like fucking tanks. Jesus christ people like the positional play of tanks with mech, nobody wants to go mass thor. Its probably the ugliest unit in the game. So what do they do? Make mass thor "viable" and combine air with mech upgrades. So every mech game will be mass thor into bc late game. Who the fuck wants to watch that. BC's and thors are both boring a-move units, but dont worry blizz thinks it will be "fun". Everytime I see an update for HotS I like it less.


Its mostly to deal with air units, and so that they cant just get fb all hard by ht. its a good change. and tanks will still be need as the primary damage dealer against the ground army. so if you think this buff will make people go mass thor over tanks i think youre wrong.


And I understand where WeaponX is coming from. I was a little sad that they made all these redonkulous changes and left the tank alone. However, I think it's a step in the right direction. With a little more work, hopefully things will come into play that make terran mech feel positional again. I don't think it's necessary to bm Blizzard after everything that just happened in this patch.
StrategyAllyssa Grey <3<3
THM
Profile Joined November 2010
Bulgaria1131 Posts
Last Edited: 2012-12-07 14:49:48
December 07 2012 14:49 GMT
#96
So, first they said the medivac upgrade would make them heal from 9 to 15 health per second, but now in game it tells me it increases health regen by 2 (from 9 to 11)? When did that change happen, I seem to have missed it, or am I misreading something? Doesn't seem like a significant change to me at all if it stays like that.
mythandier
Profile Joined January 2011
United States828 Posts
December 07 2012 15:03 GMT
#97
By the way...if you're happy with the new changes (including the "old" hellbat bio-mech change) feel free to buy me a cookie:

The following are two suggestions of mine that I posted in September:
1) http://us.battle.net/sc2/en/forum/topic/6571567627
The Apok is a bio-mechanical combat support unit.


2) http://us.battle.net/sc2/en/forum/topic/6606901824
Upgrades
Hyperdrive
Caster: Scythe
Energy Cost: 50
Speed Increase: 2.25 (6.5 total)
Duration: 3 seconds
Cooldown: 15 seconds
Hotkey: H
Description: Activating the ship’s anti-matter engines allows the ship to reach hypersonic speeds within the atmosphere. The Scythe greatly accelerates and reaches extreme break-away velocity for a short time.
Researched from: Already researched


Now, maybe they're not exact copies of what was done and maybe it is just a coincidence. Then again. Maybe you can thank me later.
mannerless
Profile Joined May 2010
Brazil86 Posts
December 07 2012 15:52 GMT
#98
On December 08 2012 00:03 mythandier wrote:
By the way...if you're happy with the new changes (including the "old" hellbat bio-mech change) feel free to buy me a cookie:

The following are two suggestions of mine that I posted in September:
1) http://us.battle.net/sc2/en/forum/topic/6571567627
Show nested quote +
The Apok is a bio-mechanical combat support unit.


2) http://us.battle.net/sc2/en/forum/topic/6606901824
Show nested quote +
Upgrades
Hyperdrive
Caster: Scythe
Energy Cost: 50
Speed Increase: 2.25 (6.5 total)
Duration: 3 seconds
Cooldown: 15 seconds
Hotkey: H
Description: Activating the ship’s anti-matter engines allows the ship to reach hypersonic speeds within the atmosphere. The Scythe greatly accelerates and reaches extreme break-away velocity for a short time.
Researched from: Already researched


Now, maybe they're not exact copies of what was done and maybe it is just a coincidence. Then again. Maybe you can thank me later.


Why did you not suggest a goddamned buff to the siege tank instead?
lurking the forums since 2003
mythandier
Profile Joined January 2011
United States828 Posts
December 07 2012 16:06 GMT
#99
On December 08 2012 00:52 mannerless wrote:
Show nested quote +
On December 08 2012 00:03 mythandier wrote:
By the way...if you're happy with the new changes (including the "old" hellbat bio-mech change) feel free to buy me a cookie:

The following are two suggestions of mine that I posted in September:
1) http://us.battle.net/sc2/en/forum/topic/6571567627
The Apok is a bio-mechanical combat support unit.


2) http://us.battle.net/sc2/en/forum/topic/6606901824
Upgrades
Hyperdrive
Caster: Scythe
Energy Cost: 50
Speed Increase: 2.25 (6.5 total)
Duration: 3 seconds
Cooldown: 15 seconds
Hotkey: H
Description: Activating the ship’s anti-matter engines allows the ship to reach hypersonic speeds within the atmosphere. The Scythe greatly accelerates and reaches extreme break-away velocity for a short time.
Researched from: Already researched


Now, maybe they're not exact copies of what was done and maybe it is just a coincidence. Then again. Maybe you can thank me later.


Why did you not suggest a goddamned buff to the siege tank instead?

Because everyone was already doing that. I was offering some outside the box ideas instead.

I'm pretty sure they know how the community feels about the tanks.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-07 16:40:23
December 07 2012 16:36 GMT
#100
On December 08 2012 01:06 mythandier wrote:
Show nested quote +
On December 08 2012 00:52 mannerless wrote:
On December 08 2012 00:03 mythandier wrote:
By the way...if you're happy with the new changes (including the "old" hellbat bio-mech change) feel free to buy me a cookie:

The following are two suggestions of mine that I posted in September:
1) http://us.battle.net/sc2/en/forum/topic/6571567627
The Apok is a bio-mechanical combat support unit.


2) http://us.battle.net/sc2/en/forum/topic/6606901824
Upgrades
Hyperdrive
Caster: Scythe
Energy Cost: 50
Speed Increase: 2.25 (6.5 total)
Duration: 3 seconds
Cooldown: 15 seconds
Hotkey: H
Description: Activating the ship’s anti-matter engines allows the ship to reach hypersonic speeds within the atmosphere. The Scythe greatly accelerates and reaches extreme break-away velocity for a short time.
Researched from: Already researched


Now, maybe they're not exact copies of what was done and maybe it is just a coincidence. Then again. Maybe you can thank me later.


Why did you not suggest a goddamned buff to the siege tank instead?

Because everyone was already doing that. I was offering some outside the box ideas instead.

I'm pretty sure they know how the community feels about the tanks.

They also know how the community feels about the Carrier, the Battlecruiser, ... but does that mean they do something about it? Just take the Carrier and it is only now that they changed it in a really minor way ... and they didnt even put that in the patch notes FFS. That doesnt mean the Carrier is efficient enough to win games with it ...

Blizzard is notoriously stubborn when it comes to fixing old stuff and this new patch should show that they rather add more stuff than to balance the existing stuff first. Thus "new cool ideas" is the LAST THING we need, because it only gives them an excuse to carry on like they do ...
If you cant say what you're meaning, you can never mean what you're saying.
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