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Unit Speed and 1.4 Seeker Missile - Page 4

Forum Index > SC2 General
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DumJumJmyWum
Profile Joined March 2011
United States75 Posts
August 25 2011 18:10 GMT
#61
What about for in battle against protoss for clumping zealots that charge you? EMP+HSM against zealots? Still it's just so expensive Just a thought.
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 18:10 GMT
#62
On August 26 2011 03:05 nodule wrote:
I kind of agree that the energy cost is a little high. If it were reduced to 100, a full energy raven can pop two into a raging battle, which could actually be quite effective.


One could argue that could be too strong ( not sure though ) . Reduced Energy cost on PTR and if its too good put a cooldown on the ability , problem solved. Sadly i doubt that change will occur.

The perfect changes too it would be Range 7/8 , 100 Energy and if needed a cooldown AND then maybe the Speedchange. Just changing the speed is going to change shit.
DooMDash
Profile Joined May 2010
United States1015 Posts
August 25 2011 18:10 GMT
#63
This is an exciting change. Still wish the range of casting was higher, it would be at the cost of having more time to avoid, but staying out of feedback range ect.
S1 3500+ Master T. S2 1600+ Master T.
Chronald
Profile Joined December 2009
United States619 Posts
August 25 2011 18:11 GMT
#64
Seeker Missile will be used much more now that you can snap a lot of Air units with it, including unsuspecting vikings.

Also - protoss ground armies eat a dick to Seeker Missile, especially if the Terran gets more than 1 Raven (which will happen, look at Science Vessels). PDD/Seeker missile makes Ravens much more viable going into the mid-game for TvP, and partially for TvZ as well. Zealots, Archons, Immortals, Collosus, etc will allllll eat it to Seeker Missiles.

Can't wait to see some serious late game uses of these now much better unit.
Got that.
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 18:11 GMT
#65
On August 26 2011 03:10 DumJumJmyWum wrote:
What about for in battle against protoss for clumping zealots that charge you? EMP+HSM against zealots? Still it's just so expensive Just a thought.


Well you'll kill or damge your own bio massively . Bio does clump up like hell unlike other ranged Units because of the small size.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10376 Posts
Last Edited: 2011-08-25 18:13:52
August 25 2011 18:12 GMT
#66
This is great for air terran vs P. Now SM will do even better against Stalkers, not to mention that it hits faster, meaning the damge is faster, meaning you will be stronger during engagements.


On August 26 2011 03:10 DumJumJmyWum wrote:
What about for in battle against protoss for clumping zealots that charge you? EMP+HSM against zealots? Still it's just so expensive Just a thought.



Expensive, but your units can stay alive. Like with any spellcasters (especially those that fly), they become stronger the later a game goes.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 18:13 GMT
#67
On August 26 2011 03:11 Chronald wrote:
Seeker Missile will be used much more now that you can snap a lot of Air units with it, including unsuspecting vikings.

Also - protoss ground armies eat a dick to Seeker Missile, especially if the Terran gets more than 1 Raven (which will happen, look at Science Vessels). PDD/Seeker missile makes Ravens much more viable going into the mid-game for TvP, and partially for TvZ as well. Zealots, Archons, Immortals, Collosus, etc will allllll eat it to Seeker Missiles.

Can't wait to see some serious late game uses of these now much better unit.


The problem is the Protoss units don't clump enough for Seeker Missile to do enough damage against them. Trust me i tried the Protossunits are too big , not enough get hit.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
August 25 2011 18:14 GMT
#68
I think seeker missile would work best if it did less damage but also cost less energy, this way it is more rewarding to use several than try to get one successful powerful missile off, it would also make them less risky to use considering the chance they are dodge and the energy cost.

I dream of SK Terran <3
Togana
Profile Joined September 2010
United Kingdom74 Posts
August 25 2011 18:16 GMT
#69
I think this has been put in to help the gas surplus. But also to counter balance the Mothership buffs.
JSy
Profile Blog Joined June 2011
149 Posts
August 25 2011 18:18 GMT
#70
Just off the top of my head---haven't really thought it through---what would happen if a HSM that misses its target would still explode at the end of its fuse instead of just disintegrating?

It still wouldn't hit units that can outrun or escape it (except with some splash). But could it force some more dedicated micro/army rearrangement? E.g., not just moving the whole ball away if the target is in the middle or if the ball includes slower units that will lag behind into the explosion radius of the HSM, etc. A sneaky HSM could sew some serious chaos in a big bunch of banelings for example.. (why wouldn't I just have tanks to deal with them? I guess I probably would )

Doesn't really address what are probably biggger barriers to HSM right now: 6 range, Raven is slow and vulnerable, 125 energy cost which sacrifices 1-2 immediate PDDs.

Just thoughts.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
August 25 2011 18:18 GMT
#71
On August 26 2011 03:14 Exstasy wrote:
I think seeker missile would work best if it did less damage but also cost less energy, this way it is more rewarding to use several than try to get one successful powerful missile off, it would also make them less risky to use considering the chance they are dodge and the energy cost.

I dream of SK Terran <3


That's what I was thinking.. Imagine if it req 75 energy and did 65~ damage? pop 2 off for 130 damage, one misses nbd
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 25 2011 18:21 GMT
#72
I've been going SKterran style with marine/hellion/raven recently. This just makes it sooo much better :D

gogogogo sk terran

I am that I am
Kalent
Profile Joined March 2011
Canada253 Posts
August 25 2011 18:21 GMT
#73
Hopefully, more usage if seeker missiles will promote more army-splitting micro (like muta splitting from irridate in BW).
Korean-Canadian who spends way too much time on Afreeca
MekTypro
Profile Joined July 2010
France360 Posts
August 25 2011 18:22 GMT
#74
Can a zerg player neural parasite a raven to SM his own marine ?
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
August 25 2011 18:23 GMT
#75
This will make HTs much more essential--feedback will wreck any Ravens looking to HSM.

Which, in turn will make Ghosts necessary to supplement Ravens in TvP.

Which in turn will push high level HTs to get Warp Prisms to give them a leg up in Ghost-HT duels...and Warp Prisms have now been hugely buffed.

But the buff is all shields, so even if a Ghost "misses" with an EMP carrying HTs, they will leave it vulnerable to being sniped, especially by anything that can do 100 damage, like HSM.

Except Warp Prisms with speed can outrun HSM...

I forsee pro-level PvT endgame getting frikking crazy/awesome with the potential spellcaster micro duels.
He drone drone drone. Me win. - ogsMC
GhostFall
Profile Blog Joined March 2010
United States830 Posts
August 25 2011 18:23 GMT
#76
I see this affecting zerg with the marine/hellion/raven comp, since that build has lots of free gas.

I don't see it being run against protoss since pdd is still more useful.

Also, hunter seekers deal friendly splash. The only units protoss have that clump up enough for HSM to be worth it are zealots. Enjoy targeting zealots as they wade through your bio ball. It will not be pretty.

This is great for current metagame TvT, because god I'm tired of hour long TvTs
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
August 25 2011 18:28 GMT
#77
On August 26 2011 03:18 NuKedUFirst wrote:
Show nested quote +
On August 26 2011 03:14 Exstasy wrote:
I think seeker missile would work best if it did less damage but also cost less energy, this way it is more rewarding to use several than try to get one successful powerful missile off, it would also make them less risky to use considering the chance they are dodge and the energy cost.

I dream of SK Terran <3


That's what I was thinking.. Imagine if it req 75 energy and did 65~ damage? pop 2 off for 130 damage, one misses nbd


I seriously would love this, would make Terran so fun to play, whilst adding another viable Tech option, also very micro intensive, which is fun to play
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 25 2011 18:29 GMT
#78
It's still a bad ability. Stop theorycrafting and think about what the HSM means, especially against toss. You think it's hard to find out which unit the hsm is after? I already split my units when baneling bombing is incoming, you think I won't split my templar? Oh, and good luck getting that raven passed any high templar; I already fb it to take care of pdds... What makes anyone think hsm is somehow better with the speed change? You still can't use it on workers, you're better off dropping turrets
Knowing is half the battle... the other half is lasers.
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 18:30 GMT
#79
On August 26 2011 03:23 awesomoecalypse wrote:
This will make HTs much more essential--feedback will wreck any Ravens looking to HSM.

Which, in turn will make Ghosts necessary to supplement Ravens in TvP.

Which in turn will push high level HTs to get Warp Prisms to give them a leg up in Ghost-HT duels...and Warp Prisms have now been hugely buffed.

But the buff is all shields, so even if a Ghost "misses" with an EMP carrying HTs, they will leave it vulnerable to being sniped, especially by anything that can do 100 damage, like HSM.

Except Warp Prisms with speed can outrun HSM...

I forsee pro-level PvT endgame getting frikking crazy/awesome with the potential spellcaster micro duels.


THats a pipedream the PvT lategame will stay exactly as it is today . MMM/Ghosts/Vikings vs Gateway/HT/Colossus. You need your Starportbuildtime for Vikings and Medivacs .

They only way for Terrans to use HSM in PvT is ultralate on 5-6 Bases with enough overmins/gas to get additional 2-3 Starports for Ravens but that scenario is basically unwinnable because Protoss will literally have 50 Gateways and is basically unkillable because they'll reeinforce so freaking fast.
YipCraft
Profile Joined July 2011
United States216 Posts
August 25 2011 18:33 GMT
#80
People who are complaining about too much energy....Thats why you make more than one. Its a spellcaster, you make more than one of them to be effective. I think 4-5 is game breaking with PDD and HSM XD. My God I'm already scaired @_@. Infact I was always scaired of ravens as a zerg player.
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