The mutalisk buff is interesting too. I think something along those lines could definitely help them to stay relevant in their role as a harass unit without making them overpowered.
Beta Balance Update #9 - Page 16
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Beakyboo
United States485 Posts
The mutalisk buff is interesting too. I think something along those lines could definitely help them to stay relevant in their role as a harass unit without making them overpowered. | ||
SheaR619
United States2399 Posts
On December 13 2012 10:46 ZjiublingZ wrote: If Mines were to no longer hit air units it would be time just to scrap the entire unit or give it a complete overhaul as far as function. They add very little to the Mech composition, especially to how it plays, without the anti-air capability. Especially now that they nerfed focus fire with them. Even though you are a relatively high level player Blade5555 and I respect your opinion, I still haven't heard a good argument as to why (high level at least) Zerg's won't be able to just use multiple Overseers to harass. As in, keeping an Overseer outside of the bases that you would harass, and using them to sweep for mines shortly before you poke into that base with your Mutas. Is it because of the risk of a Terran player simply planting Widow Mines outside of their base - just randomly on the map? (Because you can't keep an Overseer with your Muta pack at all times without drastically slowing them down?) I agree with you but because of widowmine, they must buff muta up the butt to compensate for one unit. All these buff to mutas could really skewer the zvp match up just trying to keep mine in the game. Although taking the anti air out of mine terran mech will be impossible. Right now terran mech can fight toss ground to ground decently well, atleast in last patch. The only problem was toss air transition that completely wrecks it. Same goes to zerg viper BL w/e ball. | ||
HaruHaru
United States988 Posts
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Zergrusher
United States562 Posts
On December 13 2012 10:58 HaruHaru wrote: I hope blizzard changes the hydralisk attack animation / sound. It is one of the most unsatisfying things to watch in SC2 More importanly you should hope they undo the nerfs they gave it in WOL's beta. those nerfs combined with how expensive grooved spines are( Really hydralisk should have 6 range default and no range upgrade at all but thats beside the point) Ruined the Unit. | ||
ChaiNs
57 Posts
On December 13 2012 10:58 HaruHaru wrote: I hope blizzard changes the hydralisk attack animation / sound. It is one of the most unsatisfying things to watch in SC2 Totally. I miss the green spitting hydralisks of old! New patch looks interesting, but I'm still unsure how mutas fare against widow mines. This coming from someone who does not have the beta. | ||
FS_SlimJim
29 Posts
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SarcasmMonster
3136 Posts
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KrazyTrumpet
United States2520 Posts
On December 13 2012 10:46 architecture wrote: Great, harassment is buffed. With the infestor nerf, Z will be more vulnerable to harassment. But what about P? Warpin is untouched and late game harassment TvP is still not viable. Have you USED the new medivacs? | ||
FailCow
United States49 Posts
On December 13 2012 11:03 FS_SlimJim wrote: beta is back up! Its still down for me D: | ||
Belha
Italy2850 Posts
And I really hope Oracle get use, but if it can't hit the board once is out, considering the huge gas requirement, is gonna be useless as Void Rays in WoL right now. In PvZ, the new muta make a must the stargate play from the P, or a 10 min all-in. Blink is not gonna be enough aganist the new mutas, so any non-sg macro play is almost a lose vs muta. That blind bo win sucks. | ||
Existential
Australia2107 Posts
On December 13 2012 07:46 silentzero wrote: ZvZ match up with Mutas, it feels like BW once again lol Doesn't have the same high amount of micro potential/requirement. But yeah muta change seems a bit much. | ||
shockaslim
United States1104 Posts
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EleanorRIgby
Canada3923 Posts
also the upgrade nerf makes it even harder to switch to air in the late game, i thought blizzard wanted mech to be viable in all matchups and the generally stronger late game combo. | ||
s3rp
Germany3192 Posts
On December 13 2012 11:08 shockaslim wrote: I really am curious now......how in gods name does Terran beat Tempests in the late game? The only reliable way to beat them before if you went mech was BC with Yamato, but now that the bonus against massive is so big I don't know if that is even feasible anymore. Protoss super air army may be impossible for Terran to stop. I think the new Thor attack should get some Bonus damage to massive or should be better overall to compensate. Right Toss air is probably not really beatable Vikings really don't cut it alone and the rest of Terran anti-air is a total joke against this. | ||
FS_SlimJim
29 Posts
yeah it went down again after 1 game. : / | ||
Maxd11
United States680 Posts
Also these changes look like more goodness except mutas ?might? be too good in zvp and zvz now? | ||
da_head
Canada3350 Posts
On December 13 2012 11:14 FS_SlimJim wrote: yeah it went down again after 1 game. : / same. | ||
SoBeDragon
United States192 Posts
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ZenDeX
Philippines2916 Posts
On December 13 2012 11:07 Existential wrote: Doesn't have the same high amount of micro potential/requirement. But yeah muta change seems a bit much. SC2 Muta ZvZ is usually about who manages to get the more deadly Muta ball out. | ||
EleanorRIgby
Canada3923 Posts
On December 13 2012 07:59 Insoleet wrote: Mutalisk change is very good. Now we will be able to use muta even after they have take hits from stalker/marines. Very good idea. Before, once muta did a bad move, it was basically gg... Welcome to terran army control | ||
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