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Tanks and reaper change I don't feel is warranted, but atleast now its practically impossible to die to a roach bane all in now as Terran which I like.
And hallelujah, they actually reduced the HSM cost, as every terran has been saying for months. But now just need to tweak the damage it does since it seems a little low if its to counter a BroodLord composition. The Raven seems like a decent unit now by decreasing the energy needed for HSM down to 75 so you don't have to wait ages for a Raven to actually be useful, and give zerg and protoss a huge timing where they can exploit how terrible ravens are when accumulating energy.
I sincerely hope they keep the raven change and change the tech lab requirements, but knowing Blizzard the raven change will most likely be patched out in a week if Zerg and Protoss are vocal enough about it like always.
Edit:
The tech lab tank change will not solve TvP - the tech lab requirement for a tank isn't what makes Mech TvP terrible, they need to look at the unit and unit composition itself for mech in the matchup, since the mech composition is easily countered by protoss.
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"Siege Tanks no longer require an upgrade in order to enter Siege Mode." R.I.P. SCLore
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So many of these changes seem so random.
It lacks focus. Maybe I'm just missing something?
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No siege mode? 111!!! I didn't know that the siege tank had a problem in its early stages. The reaper change makes it possible to make harass squads i think. I like it. I don't know about the hellbat. Maybe won't be as OP vs lings but vs everything else? They only cost minerals... God.
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I really don't know what direction they are trying to go as all these changes are just weird and don't address any of the major design flaws in the game which is as dissapointing as always.
Reapers now seem pretty useless except for maybe early-game TvZ if you reactor out a bunch to harass with but other than that I don't see what role they are trying to push for. Hellbats are now stronger vs. armored I guess which is a good thing while maintaining the role as an anti-light and buffer unit. They made the medivac upgrade useless again because there's not a lot of situations where you need or want to have excess energy on your medivacs, especially in late-game TvP. They wanted Terrans to have an easier time to deal with late-game splash so I'm suprised they scrapped the idea completely.
I wouldn't be suprised if ravens turned out too strong because 75 energy for the same splash as WOL seems ridiculous. Siege tank upgrade is a nice change but still won't make mech more viable.
Overall everything just feels weird and I'd like to hear the reasoning behind it all including the swap of spells on the oracle and MSC.
On January 10 2013 07:19 Xanbatou wrote: Sigh..every time I am excited for the patch notes to see if they are going to nerf widow mines so that they don't nullify mutas, but every time I am disappointed. Widow mines right now are the only reason I am not playing the game :/.
These patch notes are getting more and more disappointing because they are just making it more clear that blizzard has no idea what they are doing. You should play more and realise that widow mines don't nullify mutalisks at all. You just have to be more careful with your mutas and they have a faster flying speed and generation to compensate for it. The only thing I can see mines nullifying is the mass mutalisk style and even then it's questionable but if you make a number of 9-12 to get map control they are still a very good investment.
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Reaper change : I feel like either we are under estimating this change and this will turn out great and we will see a lot of reaper OR the reaper will be burried for ever.
Siege tank : does this change something to late game TvP ? No. Does this encourage all ins ? Yes. Is it fun ? No. I think that blizzard should reduced the supply cost of the tank or increased the damages to make it better. No siege upgrade is great for terran (my race) but it's dumb.
Medivac : Where did the late game bio buff go ?
Hellbat : don't know what to feel about this. The same as the reaper. It's either gonna be super cool or a disaster.
Infestor : hell yeah !
Raven : 3 HSM to kill a single broodlord ?
Protoss changes : better early timing attack ?
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On January 10 2013 07:43 Everlong wrote:Show nested quote +On January 10 2013 07:41 Exarl25 wrote: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. 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..
You are vastly overstating the effects of 100/100 resources being freed up. Opening mech is not a nightmare, it's actually fairly powerful in the early mid game before Protoss have the time and money to get all the tools out to deal with it. That's why the 1/1/1 was so effective for so long. The longer the game goes on the less effective it is, a late game Protoss army just shits all over mech and this will not change that.
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I wish all the people that complained would try to give some positive input instead of just complaining. If you dont like the patch notes why not give some suggestions as to how they could be better or how blizz could make them better. sigh
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On January 10 2013 07:40 Gamegene wrote: 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.
It's already not reaper vs reaper. (you just have to open gas and go marauder if your opponents open gas too). And it will be even less reaper vs reaper with this mix of nerf and buff.
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On January 10 2013 07:47 algue wrote: Raven : 3 HSM to kill a single broodlord ?
Splash is back baby, they will be awesome against broods and corruptors.
Less awesome against zerg ground though,
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wow they just went fully retarded... you never go full retarded...
wtf... I really cant wrap my head around any of these changes really. Some of them seem to be so ultrarandom without any particular goal...
User was temp banned for this post.
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So mines were not enough, you have to babysit Terran players that much? I won't play HoTS until some of these changes are reverted (Reaper and tanks).
Meanwhile nothing is done for the swarm host.
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Guys, they've done it. I'm so fucking happy right now. Mech TvP is viable. David Kim said so.
It was siege mode after all, the UPGRADE. Who would have thought? You know, I doubted Blizzard since they removed the warhound without putting anything back in, but this just fixes the game. I'm so stoked for the beta to come online to try these changes.
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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.
A VERY expensive non-combat oriented alternative Just wished that the Oracle had some combat utility, time warp be damned.
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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.
On January 10 2013 07:43 Glurkenspurk wrote:Show nested quote +Siege Tank
This change should mainly affect TvP, so that teching to mech is easier. Does david kim even play sc2? wtf.
In 2010-2011 (early to mid 2011), he was Grand Masters random player.
However, I don't know if he plays anymore.
I am quite puzzled by the Siege Tank issue.
I hope it's not the "asymmetrical (timing) balance" that they liked to throw out.
See, if Terran can 1/1/1 easier against Protoss involving Siege Tank, and if Terran wins 50% of the time within 10 mins into the game, it's balanced!
No hard feelings towards the Blizzard team though (I like DK and DB but I do question the decisions >.>).
On January 10 2013 07:45 feebas wrote: Still no Dark Archons ;_;
I agree. I liked that they tried to add the Replicant back but IMO, they should add back the Dark Archon.
It's more of a for "flair" or for "lore" reason than for gameplay reason. When BW came out and you could use Dark Templar (before DTs did exist, just in certain single player missions only) and merge them into not a regular archon but a Dark Archon, things got epic.
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Great, Protoss is now forced into Robo again 100% of the time vs Terran to counter Widow Mines. The good thing about MsC was that you could open all 3 tech paths and not get raped because of lack in detection.
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Reactor proxy reaper rushes will break tvz early game.
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111 golden era is back bitches. Soooo great ...
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Why would he want us to use hellbats with every composition? Is this their idea of fun? Is boring the new fun? Didn't get the fucking memo..
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This sounds like an early april fools joke
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