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Beta Balance Update #11 (Jan 9, 2013) - Page 8

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 6 7 8 9 10 53 Next
Mariosatr
Profile Joined September 2012
294 Posts
January 09 2013 22:56 GMT
#141
what the- I don't even-
A mind sharper than any blade.
Bagi
Profile Joined August 2010
Germany6799 Posts
January 09 2013 22:56 GMT
#142
On January 10 2013 07:54 megapants wrote:
patch seems all over the place.

"I don't understand why certain changes are being made, so they must be bad."

SC2 community in a nutshell.
onPHYRE
Profile Joined October 2010
Bulgaria907 Posts
January 09 2013 22:56 GMT
#143
How in the world did they not address the widow mine?!??
Livin' this life like it was written.
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
January 09 2013 22:56 GMT
#144
On January 10 2013 07:54 Firkraag8 wrote:
Show nested quote +
On January 10 2013 07:52 Mrvoodoochild1 wrote:
On January 10 2013 07:51 Firkraag8 wrote:
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.

Well not really. Blizzard moving envision to oracle means that protoss doesn't have to go robo tech to get obs out because oracles are now a form of detection. I think that was the hole pt of the change.


Let's be fair, MsC was something you kinda got either way. Now unless you go Robo you HAVE to get oracles. Limiting our options early.

And... You either make a choice and go robo or you make a choice and go starport to get dection. I don't see a problem what so ever.
"let your freak flag fly"
Mortal
Profile Blog Joined November 2010
2943 Posts
January 09 2013 22:57 GMT
#145
i can't decide whether or not this thread is balls-to-the-wall retarded or pretty ok.
The universe created an audience for itself.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 09 2013 22:57 GMT
#146
On January 10 2013 07:53 Kergy wrote:
raise of the patch terrans

Somebody made this in the patch #8 thread, but it's still relevant now

+ Show Spoiler +
ㅇㅅㅌㅅ
FutureBreedMachine
Profile Joined January 2012
Australia95 Posts
January 09 2013 22:58 GMT
#147
removing siege tech for tanks vs protoss? Early tanks are generally good vs protoss O.o rather it's the late game that needs help :{ Who knows maybe the new hellbat changes will change that... then again i don't even remember what those changes were >.>
um juz suh tired lul i jus riek want tuh go tuh sreep
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2013-01-09 23:00:21
January 09 2013 22:58 GMT
#148
Wow those changes seem unblizzard like. Probably the worst things they could have done, to change things. But dunno let us see how it plays out.
The comments are funny already too though. Robo 100%, while Stargate also has an obs now, or getting a reactor for rushing to reapers.

But it will be funny with the seeker missile until they will nerf it again.
syroz
Profile Joined September 2012
France249 Posts
January 09 2013 22:58 GMT
#149
Medivac
Caduceus Reactor no longer improves the healing rate of Medivacs.

So what the f*** does it improve now?
PsionicLord
Profile Joined June 2012
United States119 Posts
January 09 2013 22:58 GMT
#150
The terran changes seem ok if they work, but I doubt it will be balanced... the Mothership time slow should be bigger than the MSC time slow but overall i guess good changes... but siege mode?
HerO | Taeja | Sea | TLO | Ret | WhiteRa | Leenock
Laurens
Profile Joined September 2010
Belgium4540 Posts
January 09 2013 22:58 GMT
#151
Can't decide whether this is a nerf or a buff overall for terran.
RaZorwire
Profile Joined April 2012
Sweden718 Posts
January 09 2013 22:58 GMT
#152
I usually try to be cauting with judging balance changes when they've just appeared, but this...

So Reapers now do no bonus damage vs anything? They wanted to give it more lategame utility, but now it's essentially a cliffjumping marine that can't shoot air and costs 50 gas? Why would you ever build it past the first 5 minutes?

Caduceus Reactor is back to being more or less useless. Less energy requirement will not have a huge impact by the time you get the upgrade out, and it will do almost nothing to improve bio viability lategame.

No siege upgrade required will be nice for holding and performing some early pushes, but misses the whole point on why siege tanks don't work well vs Protoss and for the later midgame and lategame, the lack of upgrade requirement will change nothing in any MU.

The (much) smaller splash area for Hellbats means... more micro? I guess? But the increased damage also means it will be good vs more stuff beyond just Zerglings and Zealots? Don't know what the make of that, could be good.

I really like the Raven changes, though. Lot's of time to dodge it, but less energy and more splash. Will force opponent to micro more, hopefully.

Hopefully the Reaper and Caduceus will get further tweaks, these changes feel like random stabs in the dark to see what works, and what doesn't.
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2013-01-09 22:59:14
January 09 2013 22:58 GMT
#153
"On top of that, we’d like to test out a cheaper, more difficult-to-hit-with version of the Seeker Missile so that we can hopefully see some "dodging vs. hitting" gameplay with this ability."

Yay! I have been wishing for this since day one. Need more microability in SC2.
T P Z sagi
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
January 09 2013 22:59 GMT
#154
As a zerg/terran player, I like these changes.

Reapers will be very interesting -- they are about as fast as speedlings, I believe. And the fact that you can build them without a tech lab is very awesome. Reapers can be out in some numbers before speedlings, depending on the build orders of both players.

The medivac change I think is just a nerf because it was too powerful to an already strong bio army of terran. The mech changes I don't really understand, but I can see that it makes mech better in at least one way. =)

I like the protoss changes but only because i think it will be more fun to beat them now. I don't play protoss, so whatever.

Nothing much happened to zerg, and I am happy where zerg is now in hots, so that's cool with me.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
January 09 2013 22:59 GMT
#155
On January 10 2013 07:56 Mrvoodoochild1 wrote:
Show nested quote +
On January 10 2013 07:54 Firkraag8 wrote:
On January 10 2013 07:52 Mrvoodoochild1 wrote:
On January 10 2013 07:51 Firkraag8 wrote:
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.

Well not really. Blizzard moving envision to oracle means that protoss doesn't have to go robo tech to get obs out because oracles are now a form of detection. I think that was the hole pt of the change.


Let's be fair, MsC was something you kinda got either way. Now unless you go Robo you HAVE to get oracles. Limiting our options early.

And... You either make a choice and go robo or you make a choice and go starport to get dection. I don't see a problem what so ever.


Now you cannot open Twilight Council, one of my favorite changes with HotS for Protoss was that the MsC opened up extra tech paths to explore early now they are removing options again that's the problem.
Too weird to live, too rare to die.
BigAsia
Profile Joined November 2012
Canada451 Posts
January 09 2013 22:59 GMT
#156
Wait, so reapers do 4x2 damage now? lolll
YOLO
Ramone
Profile Joined April 2012
Canada85 Posts
January 09 2013 22:59 GMT
#157
The reaper change sounds kinda crappy on the surface, but having them more accessible will probably guarantee that we'll see them used regularly. They only 50/50 and can be produced from reactors now.They will provide a good solid scout, force a a player to keep a few units patrolling around the edge of their bases, and are still a threat to kill a few probes if the player doesn't respond.

They might even see some use lategame now in small little packs.

Interested to see how it works out in the end.
Living the dream
The_Darkness
Profile Joined December 2011
United States910 Posts
January 09 2013 22:59 GMT
#158
On January 10 2013 07:52 AJCpar wrote:
Why that change to the siege tank? As it has been said time and time again, this change does nothing to the late game for tanks which really is the big problem. As for the raven change, I think that was a good choice considering the old HOTS raven had no use whatsoever when compared to a battlecruiser...


It's likely to make opening mech safer against protoss all ins.
To be is to be the value of a bound variable.
SheaR619
Profile Joined October 2010
United States2399 Posts
January 09 2013 22:59 GMT
#159
On January 10 2013 07:45 qui wrote:
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?


Vipers roach hydra already really good against tank composition. Hardly any terran are even going tanks late game due to viper so I doubt this will affect the effectiveness of roach hydra viper composition much.
I may not be the best, but i will be some day...
EuSpex
Profile Joined April 2011
Germany73 Posts
January 09 2013 22:59 GMT
#160
my hopes for hots died :O

From all things they could change to make mech working they change the sieg mode upgrade? W T F
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