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Beta Balance Update #11 (Jan 9, 2013) - Page 10

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 8 9 10 11 12 53 Next
ChewSenTv
Profile Blog Joined December 2010
United States99 Posts
January 09 2013 23:04 GMT
#181
On January 10 2013 08:02 Firkraag8 wrote:
Show nested quote +
On January 10 2013 08:01 Fate91 wrote:
I have played beta soooo much lately, watching PvZ late game has been a joke now. Without Vortex killing 200/200 broodlord infestor corrupter armies is the hardest thing now. I think Vortex should have been reduced in Radius size. Need something to help Protoss late game.


Tempests, they make Broodlords turn to dust.

Have you brought tempest into a corrupter broodlord infestor fight? the dps is so crap that they are useless, trust me i have tried many times with tempest and they are completely useless
andaylin
Profile Joined August 2010
United States10830 Posts
January 09 2013 23:05 GMT
#182
This patch seems terrible, siege tanks without siege upgrade? da fuck?
"Hard work beats talent when talent fails to work hard." - Kevin Durant
SolidMoose
Profile Joined June 2011
United States1240 Posts
January 09 2013 23:05 GMT
#183
What the hell? They need to buff reaper base damage at least a little. With this they are only good for initial scouting. Harass with reapers will require...a lot of reapers.

Hellbat damage increase is weird, when their use is much more limited by their range rather than damage.
birchman
Profile Blog Joined February 2011
Sweden393 Posts
January 09 2013 23:05 GMT
#184
It's a beta folks. It's so we/they can test out the different things about the game, about what works and what doesn't. It's not a demo, even though a bunch of companies like to market actual demos of the game as a "beta", because it sounds more exclusive. So take a chill pill, get to playing some games and then make some real criticism based off experience, not assumptions.

Regarding the patch notes, I think I might be making some hellbats.
Oh, the usual. I bowl. Drive around. The occasional acid flashback.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
January 09 2013 23:05 GMT
#185
Bleh,

Stopped HoTs to wait for this patch and now I am banging my head against the desk.

Siege Mode upgrade............................................... I love your big focus on mech Blizzard. Your about 3 changes of short of possibly making mech viable. The unit we now get out "earlier" needs to do damage before I even consider making them TvP. Why is it so hard to comprehend this? It should not also be hard countered by every P unit in the game. and worst of all. We still have NO GtA AA that will help make mech viable.

Ignorance is bliss my friends.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Insoleet
Profile Joined May 2012
France1806 Posts
January 09 2013 23:06 GMT
#186
On January 10 2013 08:01 Fate91 wrote:
I have played beta soooo much lately, watching PvZ late game has been a joke now. Without Vortex killing 200/200 broodlord infestor corrupter armies is the hardest thing now. I think Vortex should have been reduced in Radius size. Need something to help Protoss late game.


You already have the strongest lategame air army lol.

Tempest + new void rays + carriers + HT

Mecto
Profile Joined June 2012
Canada41 Posts
January 09 2013 23:06 GMT
#187
this patch is fucking bullshit, everything i liked about terran is now gone....

reaper sucks vs zergs now,
and medivacs doesnt help Bio late game vs Protoss.

making TvT one base all even more viable with that stupid change to the tank (which in no fucking way help mech TvP)

Raven is ok change, but once again, 1 step forward, 2 step back. 5 second delay for the missile ? wtf is this, no way zerg going to sit there doing nothing 5 seconds.

"Emergency Thrusters ability renamed Ignite Afterburners" ok wtf i dont care about the name, the name i give to an ability is the hotkey it has. NICE CHANGE.

fucking joke patch, blizzard come on, get your shit together omfg.

User was warned for this post
Terran fighting
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2013-01-09 23:07:24
January 09 2013 23:06 GMT
#188
Rofl at this patch. They never cease to amaze with how lost they are with their own game.

Tanks not requiring siege mode - does NOTHING to address weakness of mech in TvP and weakness of tanks in general, instead it opens up more EARLY GAME timing attacks (which Terran doesn't need)

Reapers are...I don't even. What's the point of even making them now if you can't kill workers.

Caduceus Reactor is garbage again, why would anyone research it, and how will bio survive in late game without it?

Raven is the only good change.

This patch is one giant joke lol. Where does Blizzard hire these guys.


User was temp banned for this post.
All we have to decide is what to do with the time that is given to us.
Vindicare605
Profile Blog Joined August 2011
United States16095 Posts
January 09 2013 23:06 GMT
#189
On January 10 2013 07:44 Gamegene wrote:
wait a minute. reaper only does 4 damage now.

WHAT IS THIS BLIZZARD. WHY DO YOU KEEP DOING THIS.


4x2 since it fires once per pistol.

Honestly I love the Reaper changes, they're officially not a gimmick unit anymore and something that can realistically be used as a core combat unit now in the later portions of the game.
aka: KTVindicare the Geeky Bartender
Deckard.666
Profile Joined September 2012
152 Posts
January 09 2013 23:06 GMT
#190
I for one like the changes.

The Raven change is great, and the Siege Tank buff makes it easier to defend early all ins in TvP. While it doesn't help in the late game, I don't think mech has a problem in the late game to begin with, especially with the new raven to help with skytoss. I don't really like the reaper changes, but I never really liked reapers anyway.

I like the Protoss changes as well. DT's and banshees vs Protoss are now an option, because you don't get free detection right off the bat with the MsCore. Time warp remains strong, but this avoids the ability to become spammable and broken in combination with storms. It also makes the oracles not so much of a "deathball unit" but more of an actual scout and harasser.

Regarding the Zerg changes, meh... I guess any change that makes Infestors less prevalent in the Zerg army are great, but I'd like to see some bigger nerfs to it and buffs somewhere else to compensate.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
January 09 2013 23:06 GMT
#191
Reapers are only pure scouts now, kinda interesting.

Tank change is pretty wtf.

HSM change is the best. And reverting the infestor mistake from 1+year ago or so? :D
Revolutionist fan
Grummler
Profile Joined May 2010
Germany743 Posts
January 09 2013 23:06 GMT
#192
I don't get most of the changes. I don't say they are bad but i simply don't get them. Why remove the siege upgrade? Now tank all ins will be more powerfull without improving actual mech. Also, reapers. WTF?! 50 gas for a fast moving marine that jumps over cliffs. The removal of the tech lab requirement in combination with speed buff makes them really good for early scouting while the dmg nerf makes them useless later on. I thought blizzard wanted to move into the opposite direction?!
workers, supply, money, workers, supply, money, workers, ...
blacklist_member
Profile Joined January 2011
Australia318 Posts
January 09 2013 23:07 GMT
#193
These are real interesting changes, I really think the seige tank would be too strong tho. But i guess only time will tell

On January 10 2013 07:21 idkfa wrote:
Show nested quote +
On January 10 2013 07:13 Iodem wrote:
Hellbat
Attack speed changed from 1.9 to 2.The Infernal Pre-Igniter upgrade no longer increases Hellbat weapon damage.Napalm Spray weapon damage increased from 10 +9 vs. light to 18 +12 vs. light.Splash damage radius decreased from 110 to 45.


Sigh. Does anyone at Blizzard know what an arc is?


Uhhh, an arc also has a radius..........
MC and MKP fighting ^^
TALegion
Profile Joined October 2010
United States1187 Posts
Last Edited: 2013-01-09 23:08:30
January 09 2013 23:07 GMT
#194
What the hell happened to Reapers? They were one of my favorite units, and now I don't know what to think... They'll only be effective in large swarms (which is now possible when considering time, but they're still very gas heavy) vs. tiny groups. Are they basically small, ground mutalisks now? The goal was supposed to be to increase their mid-game performance, not early, so the only way that I see the correlation between the goal and the change is that they are extremely mobile harassing units.

Mini, terran mutas that can't kill anything (aka, scouts)?
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
January 09 2013 23:07 GMT
#195
On January 10 2013 07:55 NovemberstOrm wrote:
The siege mode change actually makes a ton of sense, reduces the possibilty of gateway allins, roach allins, and roach bane allins working.
Making it easier to get to mid-late game mech
Still reading through the rest of the patch.

I have just watched HotS, so my experience is very limited, but was that even an issue? You just have to scout it. While I hate allins, I generally don't like it when blizzard just goes "here you are safe now" and removes any real need to scout and adjust to your opponent. Don't get me wrong, I mean you will still have to have tech lab'd factory and a siege tank out, but it's still a step in that direction, a step which I as a terran don't feel was really warranted.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
January 09 2013 23:07 GMT
#196
OH MY GOD. I JUST REALIZED SOMETHING....

REACTOR REAPERS...

why blizzard WHY.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
jeefzors
Profile Joined March 2011
United States120 Posts
January 09 2013 23:08 GMT
#197
I'd be curious to see how protoss would look if they gave Time Warp to sentries instead and removed force field.
Thanks to denial, I'm immortal. -Fry
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2013-01-09 23:09:41
January 09 2013 23:08 GMT
#198
On January 10 2013 07:59 Ramone wrote:
The reaper change sounds kinda crappy on the surface, but having them more accessible will probably guarantee that we'll see them used regularly. They only 50/50 and can be produced from reactors now.They will provide a good solid scout, force a a player to keep a few units patrolling around the edge of their bases, and are still a threat to kill a few probes if the player doesn't respond.

They might even see some use lategame now in small little packs.

Interested to see how it works out in the end.


Small packs for what purpose, exactly? They'll take three times longer to kill Zerglings, Marines, and workers now. Three times. The few units they could decimate before, they can't now. They can't hurt buildings. What can they do?

When was the last time you heard someone say "I wish T had more map awareness."
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Zaurus
Profile Joined October 2010
Singapore676 Posts
Last Edited: 2013-01-09 23:16:42
January 09 2013 23:08 GMT
#199
Infestors still equally strong. Just give siege tanks Emp shell in late game. Hais. Blizzard why so retarded in your changes.

Zerg obviously need scourge.
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
Last Edited: 2013-01-09 23:10:02
January 09 2013 23:09 GMT
#200
These patch notes can only be summarized in one way
+ Show Spoiler +
[image loading]
Cackle™
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