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Beta Balance Update #13 - Page 29

Forum Index > StarCraft 2 HotS
660 CommentsPost a Reply
Prev 1 27 28 29 30 31 34 Next All
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-02-10 05:08:26
February 10 2013 05:02 GMT
#561
I think now you can see burrowed widow mine as small spots without detection.

http://i.imgur.com/qTYVQxB.jpg
DON-ILYA
Profile Joined January 2013
Russian Federation11 Posts
February 10 2013 05:57 GMT
#562
On February 10 2013 14:02 larse wrote:
I think now you can see burrowed widow mine as small spots without detection.

http://i.imgur.com/qTYVQxB.jpg


It was this way since the last patch.
If nature wanted us to talk more than listen she would have given us two mouths and one ear.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-02-10 09:35:31
February 10 2013 09:35 GMT
#563
On February 10 2013 06:47 Baum wrote:
Show nested quote +
On February 10 2013 05:53 JDub wrote:
On February 10 2013 05:32 Baum wrote:
I can't seem to beat Ultras anymore. From what I have found you basically can stop marine production when ultras are out but that means you are even more vulnerable to an air switch and the infrastructure you need is insane. In WOL you wanted to have at least 4 to 6 techlab barracks while now you need at least 6 to 8 which means that if you get reactor barracks they are quite useless in the lategame if your opponent goes ultralisk. Any suggestions?

One thing that I personally believe is underutilized is checkering buildings where you want to defend against Zerg attacks when the Zerg has ultras out. Ultras are just too strong when they can attack now, so you need to take advantage of chokes and the ultralisk pathing issues to win battles against them.


Well if you are turteling behind buildings you are not attacking and will die to broodlords later. If you say that a bio tank army can't fight ultras anymore then you might as well say that bio tank isn't viable anymore.

You could use floating barracks and landing them to partially block off Ultras when you are out on the battlefield, but creep spread will usually prevent that on the Zerg half of the map at least. Creep really takes AGES to retreat after you killed the tumor/building that created it and there is no way to speed it up. Kinda "unfair" if you cant really use bunkers while attacking without having to spend a minute or two waiting for the creep to be gone.
If you cant say what you're meaning, you can never mean what you're saying.
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 10 2013 11:38 GMT
#564
Theres nothing unfair about that. Bunkers are intended as a defensive structure. The game should not be rebalanced just so you can use bunkers more offensively. Creep needs to receed slowly to allow time for queens to replant tumors after they have been wiped out. Terran make so many command centres that they can mule and scan all day. If Terran hes the ability to scan and wipe out screen after screen of creep, I dont think its too unfair for them to have to consider doing a second pass of the area shortly after to take out any queens or new tumors moving in.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Evangelist
Profile Blog Joined June 2011
1246 Posts
February 10 2013 12:33 GMT
#565
I've been going reaper opening into marine ghost tank widow mine medivac raven in TvP and I've been having a LOT of fun doing it. Not come across late game skytoss yet but the addition of widow mines and the new hunter seeker missile along with a PDD or two is really deadly. Not to mention that if you side upgrade your tanks, you get really survivable medivacs and ravens.

Really enjoying it at my level of play. A lot more fun than pure mech.
Rollora
Profile Joined February 2012
2450 Posts
February 10 2013 13:21 GMT
#566
Hi. I know this should shouldn't be here but in the hots strategy section, but it is only a short question:
I play Random HotS and have the following Problem: As (Bio+Tanks) Terran, when my Opponent (Z) goes mass roach with swarm hosts, i seem to not be eable to break him even with a huge eco advantage (pushed my opponent back to 2 bases whereas I had 4) he just sieged and overrun my base. Of course i then went for a baserace but I could never kill off his army
What is supposed to be the counter to it? Or is ther not a simple answer but a complex strategy involved?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 10 2013 13:47 GMT
#567
On February 10 2013 22:21 Rollora wrote:
Hi. I know this should shouldn't be here but in the hots strategy section, but it is only a short question:
I play Random HotS and have the following Problem: As (Bio+Tanks) Terran, when my Opponent (Z) goes mass roach with swarm hosts, i seem to not be eable to break him even with a huge eco advantage (pushed my opponent back to 2 bases whereas I had 4) he just sieged and overrun my base. Of course i then went for a baserace but I could never kill off his army
What is supposed to be the counter to it? Or is ther not a simple answer but a complex strategy involved?


You need to post a replay, otherwise people have no idea what went wrong.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Rollora
Profile Joined February 2012
2450 Posts
Last Edited: 2013-02-10 14:27:27
February 10 2013 14:05 GMT
#568
On February 10 2013 22:47 Plansix wrote:
Show nested quote +
On February 10 2013 22:21 Rollora wrote:
Hi. I know this should shouldn't be here but in the hots strategy section, but it is only a short question:
I play Random HotS and have the following Problem: As (Bio+Tanks) Terran, when my Opponent (Z) goes mass roach with swarm hosts, i seem to not be eable to break him even with a huge eco advantage (pushed my opponent back to 2 bases whereas I had 4) he just sieged and overrun my base. Of course i then went for a baserace but I could never kill off his army
What is supposed to be the counter to it? Or is ther not a simple answer but a complex strategy involved?


You need to post a replay, otherwise people have no idea what went wrong.

well you are right sir, sorry.
Unfortunately I am ashamed to upload the replay I was refering too, cause 1. I made many mistakes since I was unranked I didn't care (my macro wasn't that good, alwhough better then his) and in the End there is a lot of whining and flaming :D
So if I upload the vid, I don't need to know my macro, micro was bad (maybe you could tell me how i scout if its infestors or swarm hosts but then there is maybe no possibility before they get scouted in their natural habit.
The situation was:
Basically it is about a choke point (hope I spelled that correctly)/ramp on Cloud Kingdom between natural and 3rd where he pushed up and I couldn't do anything against it
Question is more like: is Marine/Marauder Tank good against this or should i go for lets say banshees If i see it coming

Edit: ok I whined about it being unfair (although i know it isn't i just didn't figure out the counter yet, i played about 10 games in HOTS as Terran so I don't know everything yet), I guess whoever is interested in helping me can bear the bit of whining :D
where can i upload it?
UnDeaDMoNKeY
Profile Joined October 2012
United Kingdom11 Posts
February 10 2013 14:27 GMT
#569
Its surprising that their a few major changes this close to the release date, i guess this means that Blizzard feel that HOTS is close to being balanced.

The + 35 damage to shields given to widow mines will help mech openers a lot against early P all ins however I expected the tank to get a similar buff to this as a lategame upgrage (EMP Shells) as i feel with the addition of vipers/tempests tanks have even more hard counters than they did in WOL.

I hope they make more significant changes before release (hydra buff in hp and remove the healing from hellbats) as well as making the widow mine more of a space control unit away from the main army rather than a support unit with a bio/mech ball.
Rabiator
Profile Joined March 2010
Germany3948 Posts
February 10 2013 15:45 GMT
#570
On February 10 2013 20:38 DeCoup wrote:
Theres nothing unfair about that. Bunkers are intended as a defensive structure. The game should not be rebalanced just so you can use bunkers more offensively. Creep needs to receed slowly to allow time for queens to replant tumors after they have been wiped out. Terran make so many command centres that they can mule and scan all day. If Terran hes the ability to scan and wipe out screen after screen of creep, I dont think its too unfair for them to have to consider doing a second pass of the area shortly after to take out any queens or new tumors moving in.

Rofl ... bunkers are more than a defensive structure. Their ability to be deconstructed and rebuilt elsewhere clearly suggests a more "mobile and offensive" role for that.

I wasn't suggesting that creep should recede instantly, but they could - maybe - add a creep removing capability to Psi Storm and EMP. That sounds about fair, because there is no way to speed up the removal process while there is to spread it (by planting more tumors close to each other or even dump the stuff from Overlords).

The rest of your "argumentation" is pure whining about MULEs (which has nothing to do with the functionality of creep receding or bunkers being built) and so on.
If you cant say what you're meaning, you can never mean what you're saying.
yolteotl
Profile Joined October 2011
France76 Posts
February 10 2013 16:28 GMT
#571
Some terrans want a lategame upgrade for tanks, so I had a little idea to up this thing : give to siege tanks the building upgrades :
- Hi-Sec Auto Tracking : +1 or +2 range ? Tanks will have a bit more DPS cause they can shoot sooner.
- Building Armor : +2 armor ? +hp ? They will survive a bit longer.

These are small changes, but I think they're cool and will encourage T to do this upgrades.
mrjpark
Profile Joined March 2011
United States276 Posts
February 10 2013 22:04 GMT
#572
On February 11 2013 01:28 yolteotl wrote:
Some terrans want a lategame upgrade for tanks, so I had a little idea to up this thing : give to siege tanks the building upgrades :
- Hi-Sec Auto Tracking : +1 or +2 range ? Tanks will have a bit more DPS cause they can shoot sooner.
- Building Armor : +2 armor ? +hp ? They will survive a bit longer.

These are small changes, but I think they're cool and will encourage T to do this upgrades.


Tank range is already ridiculous and we have the Tempest with 15...so who cares? Try it out and see how it works out
MateShade
Profile Joined July 2011
Australia736 Posts
February 11 2013 01:15 GMT
#573
On February 11 2013 01:28 yolteotl wrote:
Some terrans want a lategame upgrade for tanks, so I had a little idea to up this thing : give to siege tanks the building upgrades :
- Hi-Sec Auto Tracking : +1 or +2 range ? Tanks will have a bit more DPS cause they can shoot sooner.
- Building Armor : +2 armor ? +hp ? They will survive a bit longer.

These are small changes, but I think they're cool and will encourage T to do this upgrades.

not the worst idea i ever heard
Pookie Monster
Profile Joined October 2010
United States303 Posts
February 11 2013 03:33 GMT
#574
On February 11 2013 10:15 MateShade wrote:
Show nested quote +
On February 11 2013 01:28 yolteotl wrote:
Some terrans want a lategame upgrade for tanks, so I had a little idea to up this thing : give to siege tanks the building upgrades :
- Hi-Sec Auto Tracking : +1 or +2 range ? Tanks will have a bit more DPS cause they can shoot sooner.
- Building Armor : +2 armor ? +hp ? They will survive a bit longer.

These are small changes, but I think they're cool and will encourage T to do this upgrades.

not the worst idea i ever heard


Building armor change - No
The Hi-Sec change - Actually one of the better ideas ive seen on these forums.
??
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 11 2013 03:42 GMT
#575
what graphic setting is required to see the widowmines as dots on the ground without detection?
LingBlingBling
Profile Joined December 2012
United States353 Posts
February 11 2013 04:14 GMT
#576
Spore change was useless what a joke and wast of time, I'm GM on beta and zvz is still muta wars, Spores do nothing, Easy to micro around them.

unless 1 player wants to wast like their entire ecom to put spores to cover every inch of each of your bases/expos, the buff was useless. I still lose like 1 or 2 to 0 mutas when fighting zerg bases, once the muta flock gets large with upgrades i can 1 shot spores.

Only thing the spores did was prevent small 3-5 muta flocks (lol) from doing anything. such a bad patch.
Remember our motto: We ain't got it.
nomyx
Profile Joined June 2012
United States2205 Posts
February 11 2013 04:48 GMT
#577
Blizzard just needs to give Hydras the range upgrade as default and it would help a lot of muta vs muta issues in ZvZ
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 11 2013 04:51 GMT
#578
that's not my experience with this patch, Lingblingbling. it seems like spores are very effective at shutting down muta harass. and when your muta ball gets big enough to 1 shot spores, it's so late that he's got a bunch of hydra/infestor and you'll just get fungaled if you try that
ModeratorBlame yourself or God
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 11 2013 04:53 GMT
#579
On February 11 2013 13:51 Zelniq wrote:
that's not my experience with this patch, Lingblingbling. it seems like spores are very effective at shutting down muta harass. and when your muta ball gets big enough to 1 shot spores, it's so late that he's got a bunch of hydra/infestor and you'll just get fungaled if you try that


I'm only diamond and it's not difficult for me to use three different control groups if i'm going mass muta to prevent from losing them all to a single group of fungals. Not to mention hydras are shitty against mutas.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 11 2013 05:04 GMT
#580
On February 11 2013 13:51 Zelniq wrote:
that's not my experience with this patch, Lingblingbling. it seems like spores are very effective at shutting down muta harass. and when your muta ball gets big enough to 1 shot spores, it's so late that he's got a bunch of hydra/infestor and you'll just get fungaled if you try that


Well how many spores are you investing per base? I mean the way you said with spores makes it sound like 3 or so.
When I think of something else, something will go here
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