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Beta Balance Update #11 (Jan 9, 2013) - Page 4

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 2 3 4 5 6 51 52 53 Next
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
Last Edited: 2013-01-09 22:37:29
January 09 2013 22:36 GMT
#61
This is the strangest patch yet. The Oracle once again has no direct combat utility, although I'm glad that it has detection instead of the mothership core (although I think it would be better if they just returned it to revelation) Time Warp on MSC/Mothership doesn't sit right with me.

As for the Terran changes, I don't even know what to think haha.

Edit: David Kim's thoughts: http://us.battle.net/sc2/en/forum/topic/7592400518#1
CikaZombi
Profile Joined August 2011
Serbia630 Posts
Last Edited: 2013-01-09 22:40:10
January 09 2013 22:37 GMT
#62
On January 10 2013 07:16 Noocta wrote:
Well, you can reactor reapers now.. but they suck balls anyway so why bother.

The tank buff is nice to deal with some all in in TvZ and will allow to not have some silly losses in TvT but beside that it does nothing.

Loving the seeker revert tho. 75 energy on old seeker missile is god like. So godlike I guess it will be nerfed.

Medivac upgrade doesn't increase healing, but what does it do then now ?


About the Medivac , maybe I got it wrong, but it gives you only the health per energy reduced cost now?

We will just have to wait and see how the Hellbat changes help mech, I just hope that Marauder/Hellbat pushes or some other early game cheese don't become hell because I would really like mech not to suck, without having early game problems with this unit in other areas.

As for the Raven is the spash the same as the primary target damage now? Or is it reduced by some default rule of splash damage and radius?

Still not sure how will this help mech in the longer game, but early game became more manageable.

I really dislike the move of detection to the Oracle as it becomes less useful to store energy after the initial harassment phase of the game for time warp. It also offers no safer way of detection in the late game than observers because the same things that denied detection (Like scans and vikings/ghosts) still make it very very not reliable and super easy to snipe.
You can no more evade my wrath, than you could your own shadow.
Bagi
Profile Joined August 2010
Germany6799 Posts
January 09 2013 22:37 GMT
#63
Holy shit, I'm not sure what to make of all this. The hellbat changes especially, how does the unit feel now? Guess we'll have to try and find out. I welcome the medivac nerf as a terran player. Fuck bio.

I still wish they would give tanks more lategame viability, not just easier tech.
Swiv
Profile Joined October 2011
Germany3674 Posts
January 09 2013 22:37 GMT
#64
did not follow hots patches that much, but this patch seems radical
[_] Terran [_] Zerg [_] Protoss [X] Random ------- Fantasy - hyvaa - sOs
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
January 09 2013 22:37 GMT
#65
Now terran can go aggressive, and then bunker down without being hit by any counter, since there's no siege mode delay for the tanks for defence!
HOLY CHECK!
Sjokola
Profile Joined November 2010
Netherlands800 Posts
January 09 2013 22:37 GMT
#66
On January 10 2013 07:19 Noocta wrote:
Show nested quote +
On January 10 2013 07:18 NewDawn wrote:
On January 10 2013 07:16 Noocta wrote:
Well, you can reactor reapers now.. but they suck balls anyway so why bother.

The tank buff is nice to deal with some all in in TvZ and will allow to not have some silly losses in TvT but beside that it does nothing.

Loving the seeker revert tho. 75 energy on old seeker missile is god like. So godlike I guess it will be nerfed.

Medivac upgrade doesn't increase healing, but what does it do then now ?

+25 Energy? :c
Tank buff will save me from those random games where I forget to upgrade siege.. but it does let you get out one extra tank because you saved money! :D


I thought the +25 energy wasn't here anymore when they added increase healing. :o


Wasn't it decreased cost for healing?
revy
Profile Joined September 2009
United States1524 Posts
January 09 2013 22:38 GMT
#67
Siege tanks not requiring upgrade is interesting - won't effect timing that much but allows you to spend that 100 gas on something else, a second factory for free if you're meching or an infantry upgrade. Taking away the added healing from medivac really hurts bio lategame, I thought that they were improving the heal on the medivac to make it so bio stands up a bit better in the lategame. I would have recommended they just make it take longer and cost more if they wanted to nerf it. The raven change is huge - ravens are the new science vessel it seems. No tech lab requirement means reaper can come out that much faster (and the gas timing can come later).

Other race changes aren't as dynamic. Yet another fungal nerf.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 09 2013 22:38 GMT
#68
On January 10 2013 07:35 BlackPanther wrote:
Medivacs:
Immense nerf to bio play in all matchups no doubt. TvP late-game is going to get a whole lot more difficult again, TvT is now going to be much more mech heavy, and TvZ is going to be difficult late game vs Brood Lord, infestor, ultra. Not happy about this at all.


It is only a nerf to the upgrade, which increased the efficiently of the medivac. It is a good upgrade, but not game changing. More healing for your dollar.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
mengsk83
Profile Joined April 2010
Germany519 Posts
January 09 2013 22:38 GMT
#69
Those are some really strange changes... still no Ultra nerf? wtf Blizz? :O
murphs
Profile Joined April 2011
Ireland417 Posts
January 09 2013 22:39 GMT
#70
On January 10 2013 07:34 Eshra wrote:
Reading people repeating " Blizzard has no clue " over and over again is damn annoying. Just fucking go and make your own game if you're that smart. But stop bitching on a forum. That's a BETA, they are EXPERIMENTING. Isn't that the freaking goal of the whole thing in the first place?


You can deduce their thought process from their "EXPERIMENTING".

Having done the calculations, it would seems Blizzard scores a full retard grade-.

User was temp banned for this post.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 09 2013 22:39 GMT
#71
Timing attacks will be a lot crazier now with these changes to Reapers, Ravens, Hellbats, and Tanks.

Raven energy usage is a lot similar to Infestor energy usage now. They both start with 50 energy, have a +25 starting energy upgrade that costs 150/150, and have a max energy of 200. Now, they both have a direct damage-dealing spell for 75 energy: Seeker Missile and Fungal Growth respectively. This means that Ravens with the starting energy upgrade automatically get a Seeker Missile when the pop out, and now they can shoot 2 HSMs at max energy whereas previously it had only been one, not to mention they have just enough energy leftover for an Auto-Turret. This is huge.
ㅇㅅㅌㅅ
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
January 09 2013 22:39 GMT
#72
On January 10 2013 07:37 CikaZombi wrote:
Show nested quote +
On January 10 2013 07:16 Noocta wrote:
Well, you can reactor reapers now.. but they suck balls anyway so why bother.

The tank buff is nice to deal with some all in in TvZ and will allow to not have some silly losses in TvT but beside that it does nothing.

Loving the seeker revert tho. 75 energy on old seeker missile is god like. So godlike I guess it will be nerfed.

Medivac upgrade doesn't increase healing, but what does it do then now ?


About the Medivac , maybe I got it wrong, but it gives you only the health per energy reduced cost now?

We will just have to wait and see how the Hellbat changes help mech, I just hope that Marauder/Hellbat pushes or some other early game cheese don't become hell because I would really like mech not to suck, without having early game problems with this unit in other areas.

As for the Raven is the spash the same as the primary target damage now? Or is it reduced by some default rule of splash damage and radius?

I really dislike the move of detection to the Oracle as it becomes less useful to store energy after the initial harassment phase of the game for time warp. It also offers no safer way of detection in the late game than observers because the same things that denied detection (Like scans and vikings/ghosts) still make it very very not reliable and super easy to snipe.


See the Oracle in that sense then as a alternative to the Observer.
Pokemon Master
y0su
Profile Blog Joined September 2011
Finland7871 Posts
January 09 2013 22:39 GMT
#73
On January 10 2013 07:16 Noocta wrote:
Well, you can reactor reapers now.. but they suck balls anyway so why bother.

The tank buff is nice to deal with some all in in TvZ and will allow to not have some silly losses in TvT but beside that it does nothing.

Loving the seeker revert tho. 75 energy on old seeker missile is god like. So godlike I guess it will be nerfed.

Medivac upgrade doesn't increase healing, but what does it do then now ?

don't forget that SM now has some sort of "delay" (and it's 5 seconds... maybe queens off creep won't be able to run away)
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
January 09 2013 22:40 GMT
#74
as a terran player: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.

As a player who was absolutely frustrated with reaper vs reaper, this is NOT what i asked for.

remove the reaper blizzard. i want to play TvT again not this gigantic cointoss that's going going to be completely imbalanced for the other races.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
January 09 2013 22:40 GMT
#75
Tha is one weird patch Oo
AdministratorLaws change depending on who's making them, but justice is justice
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
January 09 2013 22:40 GMT
#76
What...the flying fuck.

Siegetanks free siegemode?!
I am flabbergasted!!
moo...for DRG
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 09 2013 22:40 GMT
#77
I mean, WM should be more viable early game, Hellbat overall better unit, no siege tech means you can play greedy as hell and/or punish people with proper timings and wm placements.. I think wm/tank macro openings are going to work really well now.. Don't just freak out guys.. Siege tech is 100/100, so you can invest into ghost academy instead of researching it and make few ghosts earlier, etc.. You are way safer now overall at the beginning..
Lunareste
Profile Joined July 2011
United States3596 Posts
January 09 2013 22:41 GMT
#78
Well I'm not exactly happy about these changes, but I AM happy to say goodbye to the roach baneling all in. No upgrade required for siege mode and widow mines both basically negate that timing.
KT FlaSh FOREVER
Exarl25
Profile Joined November 2010
1887 Posts
January 09 2013 22:41 GMT
#79
On January 10 2013 07:36 LockeTazeline wrote:
This is the strangest patch yet. The Oracle once again has no direct combat utility, although I'm glad that it has detection instead of the mothership core (although I think it would be better if they just returned it to revelation) Time Warp on MSC/Mothership doesn't sit right with me.

As for the Terran changes, I don't even know what to think haha.

Edit: David Kim's thoughts: http://us.battle.net/sc2/en/forum/topic/7592400518#1



Siege Tank

This change should mainly affect TvP, so that teching to mech is easier.


Why do you keep doing this to me Blizzard? Is David Kim really so clueless? Teching to mech was never the problem. Mech is simply not worth teching to because Protoss can dismantle a mech army so easily.
pmp10
Profile Joined April 2012
3315 Posts
Last Edited: 2013-01-09 22:44:24
January 09 2013 22:42 GMT
#80
lmao@hellbat
Clearly they didn't dare reintroduce warhound so hellbat will now take it's place.
Reaper is also turning into comedy gold - but hey is almost free scouting information.
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