http://i.imgur.com/qTYVQxB.jpg
Beta Balance Update #13 - Page 29
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larse
1611 Posts
http://i.imgur.com/qTYVQxB.jpg | ||
DON-ILYA
Russian Federation11 Posts
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. | ||
Rabiator
Germany3948 Posts
On February 10 2013 06:47 Baum wrote: 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. | ||
DeCoup
Australia1933 Posts
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Evangelist
1246 Posts
Really enjoying it at my level of play. A lot more fun than pure mech. | ||
Rollora
2450 Posts
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
United States60190 Posts
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. | ||
Rollora
2450 Posts
On February 10 2013 22:47 Plansix wrote: 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
United Kingdom11 Posts
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
Germany3948 Posts
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. | ||
yolteotl
France76 Posts
- 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
United States276 Posts
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
Australia736 Posts
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
United States303 Posts
Building armor change - No The Hi-Sec change - Actually one of the better ideas ive seen on these forums. | ||
Foxxan
Sweden3427 Posts
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LingBlingBling
United States353 Posts
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. | ||
nomyx
United States2205 Posts
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Zelniq
United States7166 Posts
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Infernal_dream
United States2359 Posts
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
United States17423 Posts
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. | ||
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