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Beta Balance Update #11 (Jan 9, 2013) - Page 5

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 51 52 53 Next
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2013-01-09 22:44:16
January 09 2013 22:42 GMT
#81
ok so Reapers get easily beat by hellions now so I'll just open usual mech no problem in TvT.

Not that I ever use reapers myself, but its nice to make them useless in tvt too lolz...

This patch is random. Nothing is really being addressed apart from Infestor and Raven I suppose.
avilo
Profile Blog Joined November 2007
United States4100 Posts
January 09 2013 22:43 GMT
#82
From David Kim on the Blizzard Forums:

"The Medivac heal beam upgrade didn't go as intended. We want players to use Hellbats as meat shields, but instead, players were just using Marines and Marauders.

The Hellbat changes in this patch should allow players to more easily combo Hellbats, no matter what army composition they’re creating in their games."

...

I am speechless.
Sup
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
January 09 2013 22:43 GMT
#83
Siege Tank

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



Does david kim even play sc2? wtf.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
January 09 2013 22:43 GMT
#84
What a radical yet random patch.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Atrbyg
Profile Blog Joined October 2011
United States513 Posts
January 09 2013 22:43 GMT
#85
Glad that Blizzard was finally able to work Vortex out of the game. As for the other changes, most of them definitely need some fine-tuning, but I think they are a step in the right direction.

I'm really curious how the Hellbat functions now.
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
January 09 2013 22:43 GMT
#86
On January 10 2013 07:33 Serpico wrote:
This change does nothing but empower all ins and cheesy play from terran. (siege tank change)


This is what is bothering me about it as well.

They aren't improving the late game which is where the help is REALLY needed and instead just buffing Terran capacity for early and midgame all ins. It's baffling isn't it?
aka: KTVindicare the Geeky Bartender
DifuntO
Profile Joined November 2011
Greece2376 Posts
January 09 2013 22:43 GMT
#87
Removal of Siege Mode upgrade gives you the gas for a second factory thus making mech TvP a bit better.
All I do is Stim.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 09 2013 22:43 GMT
#88
On January 10 2013 07:41 Exarl25 wrote:
Show nested quote +
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


Show nested quote +

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.


You are completely wrong. Opening mech was absolute nightmare versus competent Toss. Now that you can get shit out faster, you will have more economy, better composition, faster upgrades, ghosts, etc.. There are so many things that just snowball from those changes..
mouzHeroMarine
Profile Joined January 2011
Germany47 Posts
January 09 2013 22:43 GMT
#89
Medivac nerf is pretty understandable^^ and the reaper changes are also pretty interesting because proxy reapers are pretty strong after the patch.

Good Seeker missle patch! Now it doesn't feel like a yamato-canon anymore and you can use them finally in TvZ late game because they don't need time to safe energy for seeker missle
Progamer
Exarl25
Profile Joined November 2010
1887 Posts
January 09 2013 22:44 GMT
#90
On January 10 2013 07:39 Seiniyta wrote:
Show nested quote +
On January 10 2013 07:37 CikaZombi 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 ?


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.


The problem is that Oracle's are already pretty starved for energy if you are actually being active in using them for harassment. This will just encourage Protoss to sit back and be passive with them which is boring. Blizzard really need to get their shit together and start thinking through things properly with release so rapidly approaching.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
January 09 2013 22:44 GMT
#91
wait a minute. reaper only does 4 damage now.

WHAT IS THIS BLIZZARD. WHY DO YOU KEEP DOING THIS.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 09 2013 22:44 GMT
#92
I actually miss the hilarious mini-Vortex that they had for a bit. It was the perfect BM spell because of how useless it was and hilarious it looked.
ㅇㅅㅌㅅ
Chloroplaste
Profile Joined February 2011
France281 Posts
January 09 2013 22:44 GMT
#93
Is this a joke ?

Reaper 3.8speed proxy barrack without reactor every game vs low level = insta win.
Reaper are better early game and more useless late game what are they doing. They removed the insteresting passive too.
Hellbats were fine now they are tanking colossus.
Upgraded medivac started to be fun and strategic lategame fusion core needed upgrade now it's the same as in WoL : stupid useless upgrade.
Raven missile are too good now vs zerg.
Siege tank need no upgrade : change nearly nothing to mech but make 1 1 1 and other early tech imba.

Switch between oracle and mothership i'm not sure about that, but oracle are too good against terran now and mine are useless against starport opening.

Fungal change is ok but the range is still too op and prevent ghost and high templar against them.

I was really putting hope in starcraft 2 HOTS again but now i'm really upset.
dukem
Profile Joined January 2011
Norway189 Posts
January 09 2013 22:44 GMT
#94
Hello there 1-base TvX!
"Flash just accidentally killed grubby lol" - MangoMountain
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
January 09 2013 22:44 GMT
#95
So hellbats essentially do 18 flat base damage with +12 to light with a narrower AOE arc? where as hellion damage is different e.g. 10 flat base damage with +8 to light (+5 for pre-igniter?). I guess this means it doesn't mow down hundreds of lings.. but instead be a little more effective against armoured foes like the roach or archons?
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
January 09 2013 22:45 GMT
#96
On January 10 2013 07:43 avilo wrote:
From David Kim on the Blizzard Forums:

"The Medivac heal beam upgrade didn't go as intended. We want players to use Hellbats as meat shields, but instead, players were just using Marines and Marauders.

The Hellbat changes in this patch should allow players to more easily combo Hellbats, no matter what army composition they’re creating in their games."

...

I am speechless.


You remember all those people telling us we could trust blizzard, that blizzard was smarter than we were and could fix the problems in the game given time, and that a patch like the last one wouldn't happen again? Yeah.... you can basically throw that out the window
Bagi
Profile Joined August 2010
Germany6799 Posts
January 09 2013 22:45 GMT
#97
On January 10 2013 07:39 eviltomahawk wrote:
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.

I think that's how ravens should've been from the start. They are anything but cheap units, especially if you go corvid reactor before you build any. They should come into play much earlier and have actual opportunities to deal real damage, think of the science vessel in BW.

Ravens might become an actual caster unit now, not just a "we are both turtling on 5 bases, so I'll make this unit that takes forever to become useful"-type of unit.
The_Darkness
Profile Joined December 2011
United States910 Posts
January 09 2013 22:45 GMT
#98
On January 10 2013 07:29 KamikazeDurrrp wrote:
Reapers now useless, Ravens now even more useless, Bio back to being terrible lategame, hellbat buff made terrible by reducing the splash radius to lower than half its original state, siegemode research removal completely missing the point of why mech doesn't work, fungal still kept at 10 range "justified" by doing 10 less damage, I don't even know what the use anymore. Good job blizzard, you just made a terrible situation worse.


How are ravens now even more useless when they almost halved the energy cost of HSM and it now does splash? They should be hugely more useful. Are you kidding?
To be is to be the value of a bound variable.
feebas
Profile Joined February 2011
Finland268 Posts
January 09 2013 22:45 GMT
#99
Still no Dark Archons ;_;
paska peli
qui
Profile Joined October 2010
United Kingdom36 Posts
Last Edited: 2013-01-09 22:46:03
January 09 2013 22:45 GMT
#100
Can someone explain to the rationale behind siege tanks having no upgrades to be useful yet hydralisk requires two.

Is that in anyway good design?

Is it fun?
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