On January 11 2013 08:41 PVJ wrote: Why have they never tried putting the mines into the hand of the reapers, making them a tier 3 unit? etc-etc We are back at WoL basically.
reapers had mines in WOL Alpha.
those mines later became the vs building attack which is removed today.
they can be seen in action in the WOL alpha TvZ battle report.
I really feel like there has to be a unit that can lay down mines to act as a quick and powerful form of defense and slowing down the other player. Deathballs are too mobile and minefields that don't take up supply can slow them down and do damage while allowing your main army to be bigger.
On January 11 2013 10:49 viasacra89 wrote: Next patch: Reapers deploy (nerfed) widow mines
Don't think that will be possible as they are trying to not implement past broodwar style units (even if supply free nerfed widow mines from reapers/thor/helion/viking would be awesome! )
On January 11 2013 10:17 Qikz wrote: Why do people keep mentioning mines on reapers? That'd literally be the worst idea ever for mech as it'd make mines horrible to try and get.
lol if so, the unit would be made out of the barracks rather than the factory... which obviously doesn't make sense for mech.
My only concern its the reaper !! Still useless in any situation in u are not playing a greedy opponent imo They need a second role in the game other than kill free stuf (unprotected workers) which almost never happen...
Since the medivac upgrade no longer increase heal rate I was thinking it should increase healing range to help keep the medivac safer
Also now that reaper are no longer god like vs light why not give them back their building attack in the form of an upgrade to support their use in the later game.
It would be cool if they try to change hsm for another spell like... iradiate. I know this won't happen because blizz don't like bw spell but still it would be cool to see how it goes
The MSC/Oracle change makes 0 sence. Terran hav Scan. the early game energy-limited detection. Why putting it to Oracle? Zergs have Fungals that Roots and does damage. Time warp slows and does no damage So it has to be limited since it is gamebreaking?
Terran mech openings are a little safer against all ins but I'd like to seem them give tanks a new upgrade since there's no siege upgrade. Unfortunately the only way to fix tanks in TvP without effecting TvZ would be some sort of ability that only effects protoss or shields. New upgrade give tanks in siege mode the ability to it bleed tank damage through the shield into the HP on every hit. Damage should be 40 + 10 vs armored with HP also receiving half of total damage inflicted to the shields.
On January 11 2013 02:43 shid0x wrote: well,after playing a few games i'm not that unhappy after all.
The reaper nerf is good,now TvT isn't reaper wars anymore,it seems that blizzard wanted to give terran some overlord or phenix type of scouting unit,well with the new speed and poor damages of the reaper its done ^^ And its a good thing imo
Have your expectations for Blizzard sunk so low that the easiest of fixes, a fix that impacts absolutely nothing except the unit in question, to unbreak something Blizzard themselves broke... is an accomplishment?
They took WoL Reapers, broke them completely, then reverted them back to roughly WoL levels of uselessness. This took four months. That does not deserve praise. They might as well have not touched the unit whatsoever in this expansion for all the good it's done.
T has a strong early game and a weak late game. It does not take a rocket scientist to figure out that experimenting with a tier 2-3 Reaper would be much more worthwhile than going back once again to the precarious balancing act that is a tier 1 harass unit.
It's even worse than this if you think about it. In WoL beta (early release?) reapers were overpowered (Morrow's 5 rax reaper rush). Blizzard gradually nerfs them to nothing. HoTS starts, reapers are OP again. Blizzard gradually nerfs them to nothing. They're repeating the same mistakes over and over again. There seems to be a clear lack of learning, which is pretty distressing, considering they'd been talking about changing the reaper in HoTS months before the beta was close to being out.
The purpose of the siege tech research is to delay siege so it can be stronger.
If siege mode is shit anyway, making it hit earlier may be a buff- but it is a buff by making it hit sooner when the enemy will have fewer assets to deal with it. Removing the requirement to research siege makes early siege tanks potentially problematic, without helping them at all in army battles where they will still be weak.
What should happen is buff siege tanks' sieged damage. Now, figure out how much you have to delay siege tanks to make them fair when rushed. Make siege tech's cost and research time to suit. If tanks are a problem in 1-1-1 if they deal 35 (+35 Armored) damage (my number of choice for 2 supply tanks), then make siege tech cost 200 minerals and gas, and take 2 minutes (or more) to research. Problem solved.
Basically my point is that units' properties should be designed based on their late game performance, used in groups and in combination with other units in army confrontations. If there is a timing problem, or something is overpowered, then that's a good candidate for creating a tech requirement or ability research to delay it or make it more expensive, while maintaining the integrity of your late game large battles when all that stuff is available.
Balancing unit properties based on timings is creating a built-in shelf life, after which the unit is useless because its properties are just worse than other units. Something almost every unit Terran has except MMM suffers from due to the sparseness of their tech tree. Everything can be reached so quickly and cheaply that they can't be stronger without being unfair. But this weakness makes them useless except for that window.
Most likely this will mean increasing siege tanks' sieged damage, and making siege tech more expensive and time consuming. Not the opposite. This patch is so random and lacks any direction or understanding.... on so many levels...
On January 11 2013 14:53 kidcrash wrote: Terran mech openings are a little safer against all ins but I'd like to seem them give tanks a new upgrade since there's no siege upgrade. Unfortunately the only way to fix tanks in TvP without effecting TvZ would be some sort of ability that only effects protoss or shields. New upgrade give tanks in siege mode the ability to it bleed tank damage through the shield into the HP on every hit. Damage should be 40 + 10 vs armored with HP also receiving half of total damage inflicted to the shields.
U know the hardened shield was devised specifically to make immortals good vs tanks?
It's the first beta patch I really dislike. The oracle <-> mothership core swap makes robo a necessity again. Why would u make oracles just to keep them at home in case of dts/banshees? Especially after time warp was taken away, they're no longer useful in mid-late game engagements...