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Unit Speed and 1.4 Seeker Missile - Page 10

Forum Index > SC2 General
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Beardedclam
Profile Joined September 2010
United States839 Posts
August 26 2011 17:19 GMT
#181
DOA is probably pumped for this patch.
"bye bye" - genius "#$@% you" - Idra------------|Genius|DRG|Keen|---------Breakfast.213
Noocta
Profile Joined June 2010
France12578 Posts
August 26 2011 17:20 GMT
#182
Range is still 6. Infestor can neural or fungal the Raven from miles more.
" I'm not gonna fight you. I'm gonna kick your ass ! "
kedinik
Profile Joined September 2010
United States352 Posts
August 26 2011 17:26 GMT
#183
So last patch they buffed ghosts (which were already great for their cost) because they want more T to wake up and realize how useful ghosts are in every match up.

Now in this upcoming patch they plan to severely buff Ravens for the same reason (T have so much great shit they don't realize how good Ravens are, so we'll make Ravens even better!)

Even aside from the fact they keep buffing already-useful units for the already-best race, it's obnoxious of Blizzard's balance team to push a desired metagame on the community.
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-08-26 17:33:01
August 26 2011 17:28 GMT
#184
troll post?

i love that they've done something to seeker missile, acknowledging that it's broken....

but the change is a joke.

if a voidray sees 5 full mana ravens flying towards it, allow 1 raven to fire a missile, then retreat from the slow-ass ravens and laugh at them before the others get within 6 range...
kedinik
Profile Joined September 2010
United States352 Posts
Last Edited: 2011-08-26 17:38:50
August 26 2011 17:37 GMT
#185
Not trolling.

Ghosts were awesome in all match-ups pre-buff and Ravens are already awesome in all match-ups without a useful HSM.
AzureD
Profile Joined September 2010
United States320 Posts
August 26 2011 17:38 GMT
#186
A lot of you guys don't realize this but this is a big change for 2v2 games. I mean it was not that hard to beat mass Void Rays before but now EMP + HSM is going to rape those Void Rays like no tomorrow.
Morga
Profile Joined August 2010
Belgium35 Posts
August 26 2011 17:45 GMT
#187
Wouldn't the increased speed in the hsm give mech players the option to advance a lot faster? My reasoning is that as long as the hsm is on the way you can do whatever the fuck you want with your siege tanks, the moment he tries to engage you, he has a serious blow dealt to him with the missile.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
August 26 2011 18:59 GMT
#188
Terran has so much depth and creativity for their units, this will likely be awesome.
http://shroomspiration.blogspot.com/
StatikKhaos
Profile Joined January 2011
United States214 Posts
August 26 2011 20:33 GMT
#189
as a zerg player me no gusta, i think the fact that you've gotta be pretty perfect on with worker micro means its gonna get nerfed a bit, thats just my opinion though

+ Show Spoiler +
maybe terran will get another OP spellcaster cause they're too retarded to use them


User was warned for this post
Those Bitches
isleyofthenorth
Profile Blog Joined June 2009
Austria894 Posts
Last Edited: 2011-08-26 20:52:05
August 26 2011 20:51 GMT
#190
now zerg vs t lategame becomes even more usless.fungal wont help vs vikings. and mech+ ghost rape everything anyways.
Everhate
Profile Joined September 2010
United States640 Posts
August 27 2011 17:07 GMT
#191
It may seem strange, but I think this may effectively make tanks more mobile in a sense in the late game.

The way I'm thinking about it (which is straight opinion at this point, but may be developed at some point) if you're in the late game trying to control space with your tanks (either vs T or Z), the big vulnerability is having units move in to attack while you're relocating them during non-sieged windows.

A couple of ravens may possibly serve as a deterrent as they'll force the army pushing into your moving tanks to either retreat (buying time for you to siege) or take decent sized chunks of damage onto the units.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 27 2011 19:07 GMT
#192
On August 27 2011 05:51 isleyofthenorth wrote:
now zerg vs t lategame becomes even more usless.fungal wont help vs vikings. and mech+ ghost rape everything anyways.


emm infestors have NP that can hit ravens before they even think about HSM.....
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 27 2011 19:09 GMT
#193
On August 28 2011 02:07 Everhate wrote:
It may seem strange, but I think this may effectively make tanks more mobile in a sense in the late game.

The way I'm thinking about it (which is straight opinion at this point, but may be developed at some point) if you're in the late game trying to control space with your tanks (either vs T or Z), the big vulnerability is having units move in to attack while you're relocating them during non-sieged windows.

A couple of ravens may possibly serve as a deterrent as they'll force the army pushing into your moving tanks to either retreat (buying time for you to siege) or take decent sized chunks of damage onto the units.


why why why in the world would you build more than 1 raven in anything except TvT, the only thing they are good for in TvZ are so you dont have to use scans for burrowed banelings and use PDD to stop ONE muta voley

I mean if you actualy hit a perfect HSM into 20 blings the splash only kills like 3 of them anyway, and they are still useless against infestors with the 6 range
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
August 28 2011 19:05 GMT
#194
With medivacs being "Doomed", it seems that Ravens can be used effectively to combat drop play
Also may force Warp prism speed if anyone wants to Drop in PvT.
BeeNu
Profile Joined June 2011
615 Posts
August 28 2011 19:08 GMT
#195
On August 26 2011 02:31 tnud wrote:
Show nested quote +
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

That would require 225 energy...
A raven has 200.


I just wanted to say this made me laugh really hard.

I guess the concept of "more than one raven" really is foreign to a lot of people
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-08-28 19:25:24
August 28 2011 19:21 GMT
#196
On August 29 2011 04:08 BeeNu wrote:
Show nested quote +
On August 26 2011 02:31 tnud wrote:
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

That would require 225 energy...
A raven has 200.


I just wanted to say this made me laugh really hard.

I guess the concept of "more than one raven" really is foreign to a lot of people


sooo 200 mineral 400 gas is a good investment for a single target spell that deals 100 damage? (and pathetic negligible aoe)

imo, to be a useful spell it would need one of the following:

- more single target damage
- more aoe damage
- longer range
- lower cost
RedMosquito
Profile Joined September 2010
United States280 Posts
August 28 2011 19:26 GMT
#197
still too much energy. could care less about this buff as i dont think it will help terran really except in late game tvt. i hope im wrong tho
bole
Profile Joined January 2011
Serbia164 Posts
August 28 2011 20:12 GMT
#198
On August 27 2011 05:51 isleyofthenorth wrote:
now zerg vs t lategame becomes even more usless.fungal wont help vs vikings. and mech+ ghost rape everything anyways.


try use new ultralisc ? lol :D interestig how ppl know to QQ and dont try their race buffs....
Sevenofnines
Profile Joined May 2010
United States167 Posts
August 28 2011 20:33 GMT
#199
HSM still sucks. The only other spells in the game that cost that much are:

Yamato Cannon: 300 damage, 10(?) range, virtually guaranteed hit. Once it starts charging even if they unit moves out of range Yamato still hits it. Thus while Yamato is expensive, it is highly reliable and thus has a place in the game.

250mm Strike Cannons: 500 damage, stuns, 7 range. The obscene energy cost and crappy range make it virtually unusable though, and Thors do more DPS through normal shooting. It's only real use is on Immortals but that was nerfed with the Thor energy changes. In other words, this spell sucks and it has no place in the game currently.

HSM has the same problem as the 250mm strike cannons. It's casting range sucks and the energy cost is too high. HSM has the additional problem in that it's damage is far too low for its cost and it can be outrun! Even accounting for the fact that it's AoE damage, it should still be doing ~150 damage minimum for that crazy energy cost. If they want to maintain the current damage levels, it needs extra casting range and should be much harder (impossible) to avoid, kind of like Irradiate from BW. Something that costs that much energy SHOULD BE reliable, not a shoot and pray.
DminusTerran
Profile Joined April 2010
Canada1337 Posts
Last Edited: 2011-08-28 20:38:10
August 28 2011 20:37 GMT
#200
I think JAY-Z said it best.

If you're havin' Missile problems I feel bad for you son. I've got 99 problems, but splitting units ain't one.

I think this is a good change overall the only issue being that Terran seems like the strongest race atm so while this individual upgrade certainly needed a buff. People will still find room to complain on the basis of Terran's overall strength not the actual strength of this ability. Which is fair enough I suppose. Units in strategy games certainly don't exist in a vacuum, but between the value of pdd, the 125 energy cost, the 6 range and seeker missile still being a upgrade that requires a fusion core. I don't believe this will be, "overpowered" for the cross race match-ups and it should add some excitement to TvT air battles.
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