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On June 04 2010 13:34 KMK wrote: They should give Force fields HP instead of BIG units walking through them. I mean seriously all they could come up with is "BIG SHIT CAN WALK THRU THE FIELDS CUZ THEIR FREAKING BIG.." really? -tebin maybe they know something we dont know?
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On June 04 2010 12:11 De4ngus wrote:Show nested quote +On June 04 2010 12:09 Ideas wrote:On June 04 2010 11:58 Energizer wrote:On June 04 2010 11:56 Ideas wrote: ok if theyre going to give reapers a 50/50 upgrade then they need to make concussion shells 100/100. 50/50 upgrades in any case are so dumb (previously overlord speed, warpgates, shells, and now this shit).
man i hate reaper rushes lol They give a useless unit some stock, and you call them "dumb" Have you ever seen reapers even used successfully past the 5 minute mark? This doesnt change anything. the reaper is a horribly designed unit that is probably the most shallow in the game. amazing in the 1st 4 minutes, completely useless afterward except as a super expensive scout. This buff just makes them a bigger pain in the ass for the 1st 4 minutes. they should of addressed the reaper a long time ago with an effort to make them good in the later stages of the game instead of this. This is a good point but I don't know what could possibly be done to make the unit less "shallow." remove/nerf the building damage it does and give it stim packs? stim comes late enough so that other races have defense already, so it doesnt compound its strength in early cheeses, and might make them useful in battle for shredding light units like zlots. reapers have similar HP to marines and higher dmg output, much more so if they had stim. marauder-reaper ball could theoretically be effective, with marauders tanking and killing the stalker/roach while reapers in the back melt the zlots and lings. all theorycrafting ofc
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On June 04 2010 13:34 KMK wrote: They should give Force fields HP instead of BIG units walking through them. I mean seriously all they could come up with is "BIG SHIT CAN WALK THRU THE FIELDS CUZ THEIR FREAKING BIG.." really? -tebin
hmmm, ok that was off topic or out of the blue. either way wrong thread =D
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reapers with nitro are good mid to late game against zerg and terran btw. they rape hydralisks and just dodging the tank positions and attacking your production and resources is so strong.
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Tank damage change does matter against hydras btw. Tanks have a 0.5 damage radius to their splash IIRC, so now it takes 2 0.5 damage hits plus 1 full damage hit to kill a hydra. With 60 damage shots it takes only 1 0.5 damage hit plus 1 full damage hit.
I have absolutely no idea if this will mean anything in practice.
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ARGHHHHHHH but oh well, mech was really strong anyways.
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General
Improved the system that handles initial placement and promotion/relegation between Leagues & Ladders.
Interesting...I wonder what changes were made and if we'll actually notice them.
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patch started downloading for me just now....
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Patch downloaded. But Bnet still down.
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I just hate that siege tanks are worse vs toss now.
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On June 04 2010 09:10 Hider wrote: Hmm the siege tank was definately too strong. Imba in tvz and tvt and really strong vs protoss. However maybe 60--> 50 was a too big nerf. Why not try 55 first? Or if made 50 the siege upgrade should be cheaper or perhaps make the siege-time/unsige time a little quicker.
However the reaper thing is just plain stupid by blizzard. Remove the speed upgrade, because the reaper is just useless as it is now. It definately need some kind of other upgrade. Perhaps a range upgrade or some other cool stuff.
I would be for making their default speed somewhere between their normal movement speed now and the speed they get after the upgrade, then removing the speed upgrade altogether. In place of the speed upgrade possibly a health upgrade to make them somewhat more useful for harass later as well as somewhat useful to attack with.
Not saying they are useless in midgame, I had a build vs zerg (which doesnt work if I see them go roach or muta) that involves a drop of 3-4 hellions plus 4 reapers which seems to be rather effective. The hellions with fire support from reapers toast lings and hellions meatshield so the reapers can take out spinecrawlers.
Correct me if I'm wrong but the original reason the medic was removed and the heal bio role was moved to the dropship was so when the reapers were hopping up and down cliffs ect. there would be a unit capable of healing them as the medic would only be able to stay on one part of the battlefield in order to heal them. But what we are seeing is currently there is a stage of the game where reapers become unused because so many things can kill them fast whether they are being healed or not. And before most of these units come into play you dont have dropship tech yet.
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Bnet is up! :D New patch play time!
Edit: Well, it was for a second lol.
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On June 04 2010 09:02 SirNeb wrote: not sure about the siege tanks nerf, was it really a problem? yep
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They have killed the T mech. Now we will return to three rax marauder gogogogo
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maybe this tank nerf will mean we can see something other than tank/viking in tvt probably not...
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On June 04 2010 13:46 TheAngelofDeath wrote: Bnet is up! :D New patch play time!
Edit: Well, it was for a second lol.
lol someone got rick rolled :d
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Haha, they let you input your new ID then kick you off. Blizz....damn them. :p
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If ppl continue to whine, next they will cut tank damage to 20)) I agree tha terran mech were a little bit strong but that is becouse ppl dont anderstand yet how to counter it. Why dont they made tank damage 70 at the begining of the beta) when nobody used them? And now they cut the choise if you go reapers you make the upgrade bottom line. Kind of stupid
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Tanks in siege mode = immortal dmg, anyone else thing thats f'ing retarded? Yea, Zerg needed some help vs. Mech, but now tanks are even more worthless vs toss.
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I can't even put in my ID. You guys deserve to get pitchforked in the face.
I was so excited for nothing.
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