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On December 17 2012 05:59 DemigodcelpH wrote:Show nested quote +On December 17 2012 01:21 Ramiz1989 wrote:On December 17 2012 01:15 DemigodcelpH wrote:On December 17 2012 01:01 Ramiz1989 wrote:On December 16 2012 23:36 DemigodcelpH wrote:On December 16 2012 23:26 Ramiz1989 wrote:On December 16 2012 23:00 Evangelist wrote: What about giving the roach upgrade for burrowed movement to the hydralisk? And what would that solve? Roaches are units with lower range that need to get to the enemy. Burrow Movement also make sense against Force Fields. Hydras don't have as much problems against Force Fields with their 6 range, and they are too fragile to be used as Roaches for assault attack. They can be used for assault attacks the same way lings can. Zerg is about overwhelming with numbers not having huge meaty units. No they can't, because they cost too much for what they can do. Nobody will use Hydras for those kind of things, and that is the reason why you don't see pure Hydra, but support with cheap units that soak up damage for them, like Lings or Roaches. Hydralisks are cheap, and with Zerg's insane production mechanics they can be mass produced like any other unit. Hydralisks are cheap? You are either a bad troll or don't know what you are talking about. Nobody is talking about mass production, if I have the money, I can mass produce the Ultralisks, that doesn't mean that they are cheap. Hydras are 100/50/2, and there are few units that they don't lose straight up fight to. One Hydra is strong as two Marines when they are at 0-0 upgrades, except that it doesn't have a stim, but +1 range and a bit less HP. When the upgrades start to kick in, one Hydra has even less HP than two Marines, worse DPS, Mobility, everything. With addition of speed at lair tech, they are average support range units at best. Yes. Hydralisks are relatively cheap. There are few units that Zerglings and Marines beat in a fight too, and people assault with those relatively often. Ultralisks are on the other end of the spectrum, and people assault with those too. Your argument really doesn't hold if you think "ability to 1v1" has a correlation to being able to assault. We're not discussing what style of a-move will guarantee you a 100% win like you seem to think Hydralisks have a "god-given" right to. No, Hydralisks aren't cheap for what they do. Zerglings are really cheap, but they aren't that strong, their main strength is their speed, they lose to a lot of units in a straight battle, on the other hand there are only a few units that cost efficiently win vs. Marines, completely opposite of the Hydralisks, so no, your claims are without the evidence. And don't put the words in my mouth, never said anything about "1v1", just were comparing the cost of one Hydralisk and two Marines, and how Marines are actually stronger while also 50 gas cheaper.
And all this thing started about Hydralisks having burrowed movement, which wouldn't solve anything at all, nor it would improve the gameplay.
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Making Medivac speedboost cost energy would actually help against toss because feedback wont kill them when they enter base
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I think it would be reasonable to give hydras instant shot, like marines.
As much as I hate the mechanic and would prefer that no unit have smartfire, if Blizzard is determined to keep it on marines it should really go on some of the other balled ranged dps like hydras. That would be quite a significant buff.
Native range to 6 and grooved spines to hive (for 7) would be okay too.
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On December 13 2012 07:46 silentzero wrote: ZvZ match up with Mutas, it feels like BW once again lol
ZvZ will never be like bw. Go watch a game, standard was 5-6 drones mining minerals that is like 8-9 in sc2 and normal zvz ended after 5-6 minutes. So no sc2 ZvZ will never feel like bw.
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On December 16 2012 18:19 Hattori_Hanzo wrote:Ultras are Zerg colossi in HoTs except without cliff-walk and targetable by air. Did I mention the 5 armor and any ranged unit will be creamed when hit FG and B.cloud? Auto-win button is back for Zerg. BW circle of IMBA is back. I like it. User was warned for this post
? No race in bw had 'superiority'. Some match-ups are considered to have a small advantage for one race, but it's the opposite in another match-up.
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I just hope Seeker missile have splash damage back on. It is just too similar to Yamato Cannon now. Splash damage with seeker missile but lesser damage so the opponent needs to micro the units away. Maybe slightly reduce casting range if proven too imba. Terran does not need another high damage single target spell.
And Flash has been using Raven in WOL. Slowly proving it as a true successor to the science vessel. Seeker missiles on the banelings and infested terran eggs were EPIC!
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On December 17 2012 08:47 RinconH wrote: Making Medivac speedboost cost energy would actually help against toss because feedback wont kill them when they enter base
Making it work like Banshee/Ghost cloaking would be a lot better in my opinion. 25 energy to use and then slowly degenerating energy, instead of being able to use it every time it comes off cooldown.
Especially with how much better medivacs are with the Caduceus Reactor change.
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On December 17 2012 14:57 Exigaet wrote:Show nested quote +On December 17 2012 08:47 RinconH wrote: Making Medivac speedboost cost energy would actually help against toss because feedback wont kill them when they enter base Making it work like Banshee/Ghost cloaking would be a lot better in my opinion. 25 energy to use and then slowly degenerating energy, instead of being able to use it every time it comes off cooldown. Especially with how much better medivacs are with the Caduceus Reactor change.
It's a double edged sword. It's so hard to kill fucking medivacs now, even with blink stalkers. So by making it not cost energy you're giving the toss another way to kill the medivac which is needed. They'll probably make the boost an upgrade.
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I think it's unintuitive to have the speed boost ability cost energy when medivacs rely on energy to heal which is arguably the baseline functionality of the unit. It would be like proposing stim to cost HP when marines also lost HP on every basic attack too.
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On December 17 2012 15:19 DemigodcelpH wrote: I think it's unintuitive to have the speed boost ability cost energy when medivacs rely on energy to heal which is arguably the baseline functionality of the unit. It would be like proposing stim to cost HP when marines also lost HP on every basic attack too. You mean like how the Oracle pulsar beam attack costs energy and how it's other spells cost energy too? Because that unit is the closest thing to how the Medivac works.
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I think medivac speed boost ability is really overkill. Is it really necessary?
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United Kingdom12022 Posts
On December 17 2012 21:28 kaNt- wrote: I think medivac speed boost ability is really overkill. Is it really necessary?
I play Mech anyways but I really love it.
It means against any player with any form of anti air you can drop without it needing to die every time.
Late game for example with zerg who has mutalisks in WoL, if you drop you're basically throwing the units away as your dropship will never manage to escape. Also now Mutas and Pheonix's are faster as well it discourages drop play even more.
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On December 17 2012 21:33 Qikz wrote:Show nested quote +On December 17 2012 21:28 kaNt- wrote: I think medivac speed boost ability is really overkill. Is it really necessary? I play Mech anyways but I really love it. It means against any player with any form of anti air you can drop without it needing to die every time. Late game for example with zerg who has mutalisks in WoL, if you drop you're basically throwing the units away as your dropship will never manage to escape. Also now Mutas and Pheonix's are faster as well it discourages drop play even more.
Well, I almost never saw in my life a Protoss player get phoenix against Terran... I think the cost of the SG it´s way too much. But now it is a viable option to counter the mass speed boost of the medivacs. But if the P doesn´t get phoenix, drops are going to be way more devastating. The speed boost is even with the pheonix speed, so while the medivac has the ability activated phoenix can´t kill medivacs which sounds absurd.
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United Kingdom12022 Posts
On December 17 2012 21:38 kaNt- wrote:Show nested quote +On December 17 2012 21:33 Qikz wrote:On December 17 2012 21:28 kaNt- wrote: I think medivac speed boost ability is really overkill. Is it really necessary? I play Mech anyways but I really love it. It means against any player with any form of anti air you can drop without it needing to die every time. Late game for example with zerg who has mutalisks in WoL, if you drop you're basically throwing the units away as your dropship will never manage to escape. Also now Mutas and Pheonix's are faster as well it discourages drop play even more. Well, I almost never saw in my life a Protoss player get phoenix against Terran... I think the cost of the SG it´s way too much. But now it is a viable option to counter the mass speed boost of the medivacs. But if the P doesn´t get phoenix, drops are going to be way more devastating. The speed boost is even with the pheonix speed, so while the medivac has the ability activated phoenix can´t kill medivacs which sounds absurd.
This is HoTS where Terran should hopefully be able to go mech, meaning pheonix's and stargate will become much more viable against Terran. I'm not really talking from a WoL standpoint as it's pointless basing any changes to HoTS on what happens in WoL as it's an entirely new game.
Drops are not more devestating against toss with Bio other than maybe a heal increase either, just because a drop can get away doesn't mean it's going to do any more damage to you, it just means you defend better in the first place and if they get away, you've still defended the drop as they're not in your base anymore.
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It means that is much more difficult to deny the medivacs to actually drop in your base, this applies to Protoss and Zerg as well. Now toss has to rely too much in stargate, which is not bad. However the stargate units aren´t too exciting or dynamic. I feel like toss needs to have an air unit with AoE.
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On December 17 2012 21:28 kaNt- wrote: I think medivac speed boost ability is really overkill. Is it really necessary?
Bio player can use a bit of love overall. P and Z have become really good at stopping medivacs, dropping is really risky and less seen. Blizzard want to see it more, thus the ability. We can nerf it in the future, but the fact that's it's there is cool
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i feel that the medivac healing boost is too strong, id much rather see siege tank or some other terran unit boosted
i dont think it will make terrans happy to make mmm for another two years. this is a problem especially at the lower levels of play, where mmm is dominant because its easy, you can do it in all matchups, and its way harder to counter than to play this way (especially below platinum)
also it makes engagements even more volatile, since if your army is just barely too small to take on the terran mmm ball you will die horribly and the mmm ball will only shrink slightly and continue to steamroll you once its fully healed again
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On December 17 2012 22:38 summerloud wrote: i feel that the medivac healing boost is too strong, id much rather see siege tank or some other terran unit boosted
i dont think it will make terrans happy to make mmm for another two years. this is a problem especially at the lower levels of play, where mmm is dominant because its easy, you can do it in all matchups, and its way harder to counter than to play this way (especially below platinum)
also it makes engagements even more volatile, since if your army is just barely too small to take on the terran mmm ball you will die horribly and the mmm ball will only shrink slightly and continue to steamroll you once its fully healed again
But it's entertaining to watch and with superduper airmech turtling incoming in TvT, bio needs at least a boost in this MU.
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I hope Blizzard focus on bio with Terran, cause mech is SOOOOOOOOOOOOOOOOOOOOOOOO damn boring to play/watch. Especially TvT.
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