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Unit Speed and 1.4 Seeker Missile - Page 11

Forum Index > SC2 General
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Prev 1 9 10 11 12 Next All
Swiftly
Profile Joined March 2011
Iceland160 Posts
August 28 2011 20:39 GMT
#201
i only see it being used in tvt really if at all
"If you dont like the smell of burning meat then get the fuck off the planet" - Immortal Technique
jrdn
Profile Joined September 2010
United States132 Posts
Last Edited: 2011-09-01 20:23:31
September 01 2011 20:23 GMT
#202
I've been using it the last few days in my TvZ's... after setting up a mech contain I send a SM or 2 into the staging zerg swarms. (I usually have a raven or 2 anyway). Either does nice damage (further delaying the breakout) or causes units to run which allows siege tanks to leap frog another step.

I assume with patch this will be even more efficient / explosive.
“The sole purpose of an opening is to achieve a playable midgame”
Soulish
Profile Joined April 2010
Canada1403 Posts
September 01 2011 21:02 GMT
#203
What needs to be fixed is the acceleration rate, not the speed. It's still unusable vs zerg because they're so fast. 6 seeker missiles coming at you? no problem, bumrush the terran, he'll kill himself. I tried about 5 tvz's today going FE and double port pumping out ravens. It's workable, but terrible compared to standard marine tank. The missiles need to accelerate way faster than it does now.
me all in, he drone drone drone, me win
cheesemaster
Profile Joined February 2011
Canada1975 Posts
September 01 2011 21:04 GMT
#204
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.

Ever heard of making more than one raven? i know its a new and exciting concept!
Slayers_MMA The terran who beats terrans
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
September 01 2011 21:09 GMT
#205
On September 02 2011 06:02 Soulish wrote:
What needs to be fixed is the acceleration rate, not the speed. It's still unusable vs zerg because they're so fast. 6 seeker missiles coming at you? no problem, bumrush the terran, he'll kill himself. I tried about 5 tvz's today going FE and double port pumping out ravens. It's workable, but terrible compared to standard marine tank. The missiles need to accelerate way faster than it does now.


I don't think the point is to have you double port pumping ravens, I think two ravens should suffice, and until this gets implemented you shouldn't have more than one and that's just for PDD.
Hey! How you doin'?
Soulish
Profile Joined April 2010
Canada1403 Posts
Last Edited: 2011-09-01 21:13:37
September 01 2011 21:10 GMT
#206
On September 02 2011 06:09 Zdrastochye wrote:
Show nested quote +
On September 02 2011 06:02 Soulish wrote:
What needs to be fixed is the acceleration rate, not the speed. It's still unusable vs zerg because they're so fast. 6 seeker missiles coming at you? no problem, bumrush the terran, he'll kill himself. I tried about 5 tvz's today going FE and double port pumping out ravens. It's workable, but terrible compared to standard marine tank. The missiles need to accelerate way faster than it does now.


I don't think the point is to have you double port pumping ravens, I think two ravens should suffice, and until this gets implemented you shouldn't have more than one and that's just for PDD.

Probably not, but I want to play like sk terran in sc2 and I was trying out double port raven, which actually gives you a bigger marine count than going marine tank. The problem with pdd in tvz is that no one makes roachs or hydras, so in essence the raven is only used for auto turrets (I'm trying to develop a timing where I put down turrets in a line (deep) to complete my wall to keep my FE safe, it's somewhat useful I think because it's like a complete wall off except no minerals will be lost if you kill it). and hsm. Autoturrets are pretty useful due to the high dps/health/attribute but I was trying to focus more on hsm.

A great benefit of going ravens means a viable way to deal with mutas other than marines and thors (autoturret and hsm) and also, the zerg will be able to gain 0 creep spread.
me all in, he drone drone drone, me win
s3rp
Profile Joined May 2011
Germany3192 Posts
September 01 2011 21:14 GMT
#207
On September 02 2011 06:09 Zdrastochye wrote:
Show nested quote +
On September 02 2011 06:02 Soulish wrote:
What needs to be fixed is the acceleration rate, not the speed. It's still unusable vs zerg because they're so fast. 6 seeker missiles coming at you? no problem, bumrush the terran, he'll kill himself. I tried about 5 tvz's today going FE and double port pumping out ravens. It's workable, but terrible compared to standard marine tank. The missiles need to accelerate way faster than it does now.


I don't think the point is to have you double port pumping ravens, I think two ravens should suffice, and until this gets implemented you shouldn't have more than one and that's just for PDD.


Ravens build like forever IF you build Raven you gotta have more then 1 Port for them just like if you build BC's . Especially since even if you get the korvid reactor you still need to wait ages to get enough energy for Seeker Missiles .
cLutZ
Profile Joined November 2010
United States19574 Posts
September 01 2011 21:42 GMT
#208
The best use of the SM is still to redirect enemy troops so tanks can siege up.

Maybe in a choke you could use it to "force" your enemy into sieged tanks by sneaking from behind, but that is a bit absurd.
Freeeeeeedom
willoc
Profile Joined February 2011
Canada1530 Posts
September 01 2011 22:16 GMT
#209
On August 28 2011 04:09 cilinder007 wrote:
Show nested quote +
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


Why in the world? Suicide bombing stacked mutalisks (i.e. a less effective irradiate)? Remember that the range is still greater than a mutalisks ( 6 vs. 3(or 4)). It's true that the raven will most likely die (unless you cast 2 seekers at the group). The mutalisk can outrun the seeker missile unless you go into point blank range. Sure it requires micro but the mutalisks require micro too. It also acts as a deterrent for mutalisk harass.
Be bold and mighty forces will come to your aid!
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
September 01 2011 22:39 GMT
#210
Not sure if this has been asked but if you burrow the infestor that was targeted by hsm will the missile still hit or does it deactivate? I'm on my phone at work can't test ._.
"We have unfinished business, I and he."
PopcornColonel
Profile Joined March 2011
United States769 Posts
September 02 2011 00:36 GMT
#211
On August 26 2011 02:29 Bobster wrote:
Show nested quote +
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

One word.
Marines.
Zerg delenda est.
Fall.182
Profile Joined September 2010
United States126 Posts
September 02 2011 00:39 GMT
#212
On August 26 2011 02:29 Bobster wrote:
Show nested quote +
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



you cant SM after you PDD
deesee
Profile Joined May 2010
Australia54 Posts
September 02 2011 00:41 GMT
#213
On September 02 2011 09:39 Fall.182 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



you cant SM after you PDD


Who in their right mind would tech to HSM and then not build more than one raven? Really.
Jinsho
Profile Joined March 2011
United Kingdom3101 Posts
September 02 2011 00:41 GMT
#214
On September 02 2011 09:39 Fall.182 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



you cant SM after you PDD



At least try to read the thread.
Paskatykki
Profile Joined December 2010
Finland6 Posts
September 28 2011 15:03 GMT
#215
I noticed Seeker Missile doesn't damage buildings anymore. Secret change? o.o
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
September 28 2011 16:18 GMT
#216
On August 26 2011 02:39 Bobster wrote:
Show nested quote +
On August 26 2011 02:35 tnud wrote:
Imagine that, 225 energy for 100 dmg at 6 range in a tiny area that some units can simply dodge. Also, research. Gee, I better start using that.

The Raven is clearly a support unit - every spell in its arsenal is best used for support as you engage in a bigger battle, for zoning as both armies jostle for the best possible position to engage.

Think of it as a defensive nuke -> it's forcing army movement, allowing you to get into a better position yourself + distracting your opponent and putting an additional burden of micro and attention on him.


If getting a H-S missile off is all you're trying to do while your army waits around doing nothing - yeah, the effort and expense will probably not be worth it.


edit: it's obviously still very situational and won't make the Raven the new core unit of the Terran army, if that's what you guys were expecting. >_>


You are on to something I guess... I would actually consider seeker missiles if I could target the ground. Then I could use it for positional advantage.
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
Last Edited: 2011-09-28 16:45:08
September 28 2011 16:44 GMT
#217
On August 26 2011 02:33 Xinder 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.


Build more than one raven? One lays down PDD as the other one comes in for the seeker missle.


That's 400 gas for one seeker missile though. And then you have to wait around 2 minutes to be able to do it again lol. AND it has to be massed out of a starport with a tech lab. Compare that with an ability like storm, fungal growth, or emp. To be honest, I'd much rather spend that money on 4 nukes.
KOtical
Profile Joined January 2011
Germany451 Posts
September 28 2011 16:52 GMT
#218
what about the zerg units that burrow?
HeavenS
Profile Joined August 2004
Colombia2259 Posts
September 28 2011 16:56 GMT
#219
honestly i WISH this was viable i really do, i might be fun. but its really not at all. its actually retarded. and too bad ;/
Im cooler than the other side of the pillow.
Xayoz
Profile Joined December 2010
Estonia373 Posts
September 28 2011 16:57 GMT
#220
Well. Raven's are still non-viable in TvP due to feedback.
In TvZ, it might enable some additional air play tho.
Whenever you correct someone's grammar just remember that nobody likes you.
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