Beta Balance Update #11 (Jan 9, 2013) - Page 34
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Targe
United Kingdom14103 Posts
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Insoleet
France1806 Posts
On January 10 2013 17:17 Targe wrote: Siege is kinda cool but we need a late game buff :/ couldn't damage have been adjusted slightly? Apparently, lategame, with ravens hellbat and tanks, a mech army can trade efficiently lategame against protoss. | ||
Talin
Montenegro10532 Posts
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Sissors
1395 Posts
Also not complaining about raven changes, 5 seconds may be too much, but at least they arent a cheap yamato rip-off anymore, and you can use it directly out of starport (if upgraded). And finally the lame high ground vision of reapers removed. But so much for the good parts. Damage nerf to reapers is bad (I can agree with nerf vs light, but then buff it overall), and just give it back its anti-building attack. I won't complain about removal of siege tech, also helps early game mech a bit, but doesnt do anything lategame. And I expect hellbat changes to help alot more in a thor/hellbat 1a army, than coupled with tanks. And not just against toss, also against heavy roach armies. And late game it does very little for TvP positional mech. People are dillusional if they think toss air is the only problem for it. The difference in mobility is huge, terran cant really handle blink stalkers with mech. PFs arent that good against them, and a few tanks on the highground just get sniped by them without doing damage. Now it looks blizzards solution is improving hellbats, so you can go to them as hellions and transform, but the idea behind positional play is not that you have a fast force that can defeat every raid, but that you need to split of part of your main army. So they should make that a possibility. And they still got the same problems in a straight up ground fight. Yes a complete mech army can defeat the toss deathball, but it shouldnt require the complete mech army since a toss can just walk around it. And dont tell me mech army melts toss ground deathball. Yes I have melted enough toss armies with mech. But the only way that happens when they a-move through a choke. Nice of them to do that, but that doesnt mean mech melted them, the players stupidity did. Apparently, lategame, with ravens hellbat and tanks, a mech army can trade efficiently lategame against protoss. And that isnt nearly enough, trading efficiently. They should devastate a toss ground army if you keep your entire mech army together. And at the same time that should be suicide since all your bases are unprotected against toss with superior mobility (that part is already the case). Edit: Btw I assume every toss now sends MsC to enemy mineral line to cast time warp? | ||
Melwach
Germany176 Posts
I'm very curious how this will turn out, I doubt any terran lategame problems are fixed by this though. Intead we get some early/mid timings.. Guess I need to play a few HotS games again. | ||
Asturas
Finland587 Posts
On January 10 2013 17:26 Sissors wrote: Edit: Btw I assume every toss now sends MsC to enemy mineral line to cast time warp? Oh... I didn't even think about it... Awesome... wait, not really. Blizzard! Stop redesigning the game every 5 minutes proving you have no idea what you're doing. Please, hire some pro gamers to do the job for you. No... I am not asking, I am demanding. Hire pro gamers! ASAP! | ||
Scrubwave
Poland1786 Posts
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Kranyum
77 Posts
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boxerfred
Germany8360 Posts
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Pandemona
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Charlie Sheens House51478 Posts
The tank not requiring siege mode, seems interesting. Why they rename medivac speed ;_; i liked emergency thrusters!! | ||
MoonCricket
222 Posts
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Kreb
4834 Posts
Hellbat changes done with a good idea in mind. But feels impossible to know exactly how it will pan out. Siege mode change just...... "feels" wrong. I guess it was never that big of an invesment to get the upgrade before so removing it shouldnt change much. But siege mode research just feels like it "should" be there. Rather just make it faster and/or cheaper. Reaper: No idea lol. Big change, hard to judge whats gonna happen. P/Z changes overall look good. Especially Z changes werent that huge and seem quite ok. P changes not sure. | ||
Hokay
United States738 Posts
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drkcid
Spain196 Posts
- Reapers are totally wrong: you can build reapers earlier but now they are too nerfed on damage, now they are even more useless. They still need ages to build one (now two with reactor) but past min 5 why bother. Lets hope that some Gm player shows me that im wrong and reapers can be cool at least to watch. - Ravens HSM now overlaps widow-mines, terran has 3 ways to make splash damage and only one to deal huge damage to one target, terran are going to have a hard time against buffed ultras and tempest. - And hellbat it seems ok. - Siege mode.... dont know what to think. Z and P changes.... no idea either. | ||
SuperYo1000
United States880 Posts
On January 10 2013 17:34 Asturas wrote: Oh... I didn't even think about it... Awesome... wait, not really. Blizzard! Stop redesigning the game every 5 minutes proving you have no idea what you're doing. Please, hire some pro gamers to do the job for you. No... I am not asking, I am demanding. Hire pro gamers! ASAP! lol its total crap. It nets you about 100 minerals in lost mining time...it doesnt slow the mining, just the travel time from a patch to the CC or hatchery or nexus | ||
Sissors
1395 Posts
On January 10 2013 17:38 boxerfred wrote: 111 just got imbalanced in PvT. Interesting to see some unupgraded marines and fast tanks kicking front while a banshee provides vision. Honestly I dont see that composition being unbalanced. Right now in WoL it isn't close to being OP. Now what is changes is tanks not requiring upgrade, since you will have siege upgrade anyway before you got 2 tanks to the toss base, and you are limitted on production speed, this means you wont really see tanks faster, or more of them, but that you can spend a bit more gas on starport units/start bio upgrade sooner. To compensate toss got the MsC with photon overcharge. So toss can just hang back, and either you dont do anything besides sitting outside his base, which generally isnt the idea of a 1-1-1, or you attack meaning he can cast photon overcharge. lol its total crap. It nets you about 100 minerals in lost mining time...it doesnt slow the mining, just the travel time from a patch to the CC or hatchery or nexus 100 minerals risk free removed from opponent early game + the normal damage of MsC + that marines/queen that reacts will also be slowed down by it so you can stay longer is not total crap imo. | ||
Cyro
United Kingdom20285 Posts
Honestly I dont see that composition being unbalanced. Right now in WoL it isn't close to being OP I guess you wasnt around in the second half of 2011 when toss had 1 player in ro16 GSL mainly because of 1-1-1 imbalance? Im a little curious as to what terran could do with a couple of really fast tanks and bunkers TvP if mothership core doesnt shut it down | ||
Garmer
1286 Posts
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gronnelg
Norway354 Posts
Does the hellbat fix these two problems? Any opinions? | ||
Big J
Austria16289 Posts
On January 10 2013 18:09 Cyro wrote: I guess you wasnt around in the second half of 2011 when toss had 1 player in ro16 GSL mainly because of 1-1-1 imbalance? Im a little curious as to what terran could do with a couple of really fast tanks and bunkers TvP if mothership core doesnt shut it down Well, the equally high ZvP winrates in the early phase of 3hatch builds did their part too ;-) | ||
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