the rest of the changes are okay. I hope they revert the siege mode upgrade though.
Beta Balance Update #12 - Page 7
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shin_toss
Philippines2589 Posts
the rest of the changes are okay. I hope they revert the siege mode upgrade though. | ||
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Whitewing
United States7483 Posts
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JDStrafe
United States12 Posts
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Rainling
United States456 Posts
I'm not sure about burrow on hatch yet. It could give zerg some really cool aggressive strategies, but it could also make it too easy to hold early aggression. I think we should wait before we judge this change to see how it turns out. | ||
PhOeniX[MinD]
361 Posts
On January 18 2013 08:35 Millet wrote: 1) Wrong. You can't have burrow before your opponent can expand. Even a slower expand. If you mean the third, the zerg can (and should) already do exactly that in WoL. 2) This is true, but to invest in burrow AND banelings that early, you'll have a severe economic dent. You would require a pretty amazing baneling hit in order to get even. 1) u can 2) i think zerg will have more map awareness they will see when the opponent pushes out when he goes back and army composition with just one burrowed zergling outside the base | ||
HardlyNever
United States1258 Posts
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Existor
Russian Federation4295 Posts
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Zealot Lord
Hong Kong747 Posts
Reapers are just annoying, don't like most of the changes for them personally. As for void ray nerf, hmm, no comment on it at this moment though I'm quite frustrated why they never attempted to tweak the supply cost of infestor/broodlord in Wings of Liberty - they could have easily done the same thing to prevent the lategame zerg from being too powerful. Although WoL is ending soon so its not a huge issue anymore, its the response time that really bothers me, the balance was so poor in the last 6~9 months or so, I'm sure it frustrated a large number of players. | ||
MilesTeg
France1271 Posts
On January 18 2013 08:20 dani` wrote: In theory the Zerg could set up some kind of mass burrowed Zergling / Roach army on the Protoss' path, assuming they don't have Observer. Not having to close the distance and being up close & personal with the Sentries is something Zergs tend to like. Not sure if it really works out so well every time though. That's a hell of an investment just in case he's doing that push and he doesn't have an observer (and you manage to be in his path). Not to mention you can already hard counter this push with other builds. | ||
MilesTeg
France1271 Posts
On January 18 2013 08:22 xsnac wrote: you make tones of roaches , you burrow move under immortals you unborrow and PROFIT since 3 immortals wont kill more then 3-6 roaches while you move under and neighter will a handful of sentrys You'd still have to research burrow movement... With requires lair. Nothing changes. | ||
Greendotz
United Kingdom2053 Posts
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awesomoecalypse
United States2235 Posts
However, I also really believe they should take away the Void Ray's extended range on a targetted unit. That is, right now Voids have 6 range, but once you're attacking if the target tries to run away the range extends to 8. This, far more than any difficulty in perceiving the charged state, is what really discourages opponents from baiting Void Ray attacks. A good way to slightly nerf Voids, and to really encourage the sort of micro Blizzard say they want, would be to remove this feature and simply give Voids 6 range straight up. | ||
MilesTeg
France1271 Posts
On January 18 2013 08:38 Existor wrote: And in ZvZ you can kill burrowed units with your banes without detection. Just stay with overlord and see where enemy is burrowed. The problem can be with burrowed roach blocking. But the counter can be creep and spore at the natural. At time of taking 3rd base zerg probably should have Lair. Considering you're essentially paying the price of a lair just to delay a bit an expansion in some situations... I'd say it's not a great move. | ||
Brindled
United States508 Posts
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bobsire
Canada296 Posts
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Tommyth
Poland117 Posts
On January 18 2013 08:19 LoveTool wrote: Have you even played HotS? Harrass vs zerg is MUCH stronger in HotS, it is actually significantly harder to just drone and both terran and protoss have new defensive tools that allow them to be more greedy, if they want. Much stronger? I'm not sure if YOU have played hots sir. Oracles and widow mines are strong, but are still getting shut by a couple of spores. And yeah, T and P got new defensive tools, that's why zergs should be compensated with some offensive options, rather than another defensive one. | ||
Rainling
United States456 Posts
On January 18 2013 09:02 awesomoecalypse wrote: I pretty much like all changes. Void Ray cost to supply ratio was way higher than anything else in the game, and its very strong right now, so a slight nerf in this direction is warranted imo. However, I also really believe they should take away the Void Ray's extended range on a targetted unit. That is, right now Voids have 6 range, but once you're attacking if the target tries to run away the range extends to 8. This, far more than any difficulty in perceiving the charged state, is what really discourages opponents from baiting Void Ray attacks. A good way to slightly nerf Voids, and to really encourage the sort of micro Blizzard say they want, would be to remove this feature and simply give Voids 6 range straight up. That's a great idea. Void rays don't need to maintain fire on a single unit to build up charge anymore, so the extended range no longer serves the role of preventing players from microing units away before charge can build up. | ||
Sufinsil
United States760 Posts
On January 18 2013 08:22 xsnac wrote: you make tones of roaches , you burrow move under immortals you unborrow and PROFIT since 3 immortals wont kill more then 3-6 roaches while you move under and neighter will a handful of sentrys But you could do this now... since you would need lair tech. Burrow is already an option to assist against the all in. You could have burrow now on Lair vs the all in if anyone really tried to use it. I would say this gives more options for the Zerg early on to burrow trap, burrow harass. | ||
PressItDown
Singapore74 Posts
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sagefreke
United States241 Posts
On January 18 2013 08:43 CrakkaJack wrote: All zerg units can cloak for no energy or cooldown at hatchery tech... seems like zerg totally needed a buff *sarcasm* Yeah! All Zergs are now going to be immediately throwing their first 100 gas into burrow tech so that in the off chance that there's a successful hellion run by or marine drop, the Zerg can burrow their drones and get VERY far ahead while they just sit there and not mine any gas/minerals *sarcasm* | ||
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