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Unit Speed and 1.4 Seeker Missile - Page 9

Forum Index > SC2 General
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AugustDreams
Profile Joined April 2011
Australia127 Posts
Last Edited: 2011-08-26 05:39:25
August 26 2011 05:38 GMT
#161
I like ravens and I'm glad this change got in. I am a little concerned about it decimating worker lines...but it probably could of done it before if people tried it, and with enough micro they could avoid a losing all their workes.
http://www.youtube.com/user/AugustDreams - My Let's Play Channel!
akalarry
Profile Joined January 2011
United States1978 Posts
August 26 2011 05:43 GMT
#162
i don't see it being used anymore than it does really... definitely won't be used against zerg or toss

would be nice if ravens could get +50 max energy like they did in brood war. or else ravens with max energy is just as useful as a raven with 125 energy.
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 26 2011 05:44 GMT
#163
It's still too much energy. It should be 100 energy, and the problem like other Terrans that use it will tell you is that the range is too short on doing the spell. If you HSM you essentially are always suiciding your raven.

So while units like the infestor have a good range on fungal and can escape to be used again, the raven is always dead after HSM.

They should increase the casting range to 6 or so along with this buff, then maybe we have a science vessel-like unit back.
Sup
mcmartini
Profile Blog Joined December 2010
Australia1972 Posts
August 26 2011 05:58 GMT
#164
I really like the changes to HSM, I've said it before and I'll say it again, I always imagined HSM to be similar to irradiate. Used to separate units just like with irradiate you would need to micro that one unit out so it is with HSM spreading units until you discover which one it was target on :D Cannot wait to see the micro that comes from this :D
I just want to say I have 370 APM - Liquid'Tyler SotG 14-12-2011 "I mean it's too bad you can't be paid to be, you know, a chicken shit fucking whiny bitch on the internet or we would have lots of rich community members" Nick "Tasteless" Plott
xbankx
Profile Joined July 2010
703 Posts
August 26 2011 06:01 GMT
#165
I really hope they made like hunter seeker missle speed 4 so they cn catch mutas. This will force BW like micro where you have to look for your hurt muta. Will bring back the old SK terran but as it is right now still not good enough.
whoopingchow
Profile Joined June 2011
United States293 Posts
August 26 2011 06:02 GMT
#166
It could blow up a worker line too right?? Especially if your oppopnent sees it and tries to run away and clumps up....
Whitewing
Profile Joined October 2010
United States7483 Posts
August 26 2011 06:05 GMT
#167
On August 26 2011 15:02 whoopingchow wrote:
It could blow up a worker line too right?? Especially if your oppopnent sees it and tries to run away and clumps up....


Or he could pull the one worker targeted out and you'd get only one kill. For the energy cost, you might as well drop a couple turrets for harass.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Mordiford
Profile Joined April 2011
4448 Posts
August 26 2011 06:14 GMT
#168
Like someone suggested earlier, the issue is still range and energy, I think there are two things necessary to make HSM actually worthwhile.

Increase the cast range to 8.

Make Corvid Reactor increase maximum Raven energy instead of starting energy, increases the maximum by 50.
Probulous
Profile Blog Joined March 2011
Australia3894 Posts
August 26 2011 06:19 GMT
#169
On August 26 2011 04:33 mprs wrote:
As a scientist, I hate replication of effort :S I posted this yeseterday:
+ Show Spoiler +


On August 25 2011 13:16 mprs wrote:
The Raven Change:

[image loading]

The black dot means HSM was faster than the stock speed of the unit.

The double gray dot means HSM will be now faster (or the same) as this unit.

    So what changed? HSM will now be faster than:

  • Workers (Probes, SCVs, Drones, and MULEs)
  • Vikings
  • Banshees
  • Dark Templar
  • Archons

    HSM will now be the same speed as:

  • Ultralisks
  • Un-upgraded Zerglings
  • Un-upgraded Reapers
  • Corrupters
  • Stalkers


Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change.

I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf.

Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters?

To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat.



As a fellow scientist...This makes no sense.

All science is based on replicated effort

Nice info by the way...
"Dude has some really interesting midgame switches that I wouldn't have expected. "I violated your house" into "HIHO THE DAIRY OH!" really threw me. You don't usually expect children's poetry harass as a follow up " - AmericanUmlaut
DONTPANIC
Profile Blog Joined October 2010
United States340 Posts
August 26 2011 06:19 GMT
#170
I personally hope TLO uses it in some whacky german way. I can see it being used in defence to buy some time as a push comes. It's kind of like a force field in that way... but the real question is...

What will this do to the 1-1-1 build?!

Dun dun duuuuuhhhhhh.
The universe is big. Really big.
WinteRR
Profile Joined May 2011
Australia201 Posts
August 26 2011 06:20 GMT
#171
HSM continues to be a fucking useless ability. Although I guess Z players will probably find a way to whinge about it haha
Judgment.
Profile Joined June 2011
Canada20 Posts
August 26 2011 06:47 GMT
#172
Not worth the investment until very late game...First, you have to get more starports (unless you only want a few/slow production) then tech labs on them then upgrade seeker missile....that's a lot of gas. Plus, as the others said it only has a range of 6 and the radius isn't too big, oh and there a lot of things that PDD doesn't cover so they are still very vulnerable.
"What does not destroy me, makes me stronger."
Timestreamer
Profile Joined March 2011
Israel157 Posts
August 26 2011 06:57 GMT
#173
I'm just waiting to see someone try to SM an infestor only to have the raven NP and bomb the terran units instead. It's almost as epic as the zerg - storm when protoss tries to feedback infestors
darunia
Profile Blog Joined May 2010
United States139 Posts
August 26 2011 07:04 GMT
#174
With increasing burrowed baneling shenanigans I can see how the raven will just start showing up in compositions. At least some buffs will keep the raven from being only detection in those cases.
If it sounds good, it is good.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-08-26 07:09:37
August 26 2011 07:07 GMT
#175
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

Every time is wrong every time.

On August 26 2011 15:19 DONTPANIC wrote:
I personally hope TLO uses it in some whacky german way. I can see it being used in defence to buy some time as a push comes. It's kind of like a force field in that way

It doesn't buy time.
The only thing in common with forcefield is the fact that it's a spell.

What will this do to the 1-1-1 build?!
Dun dun duuuuuhhhhhh.


Delay it further. :/
Hell, its awesome to LOSE to nukes!
Xacalite
Profile Joined September 2010
Germany533 Posts
Last Edited: 2011-08-26 07:15:23
August 26 2011 07:13 GMT
#176
As far as I know if the infestor burrows the missile gets dead. So burrow becomes even more vital vs terran than it already is. Very good change in my eyes. Especially the "getting back from a viking disadvantadge" in TvT.

The only thing im worried about is TvP. although a Phoenix can outrun it they have so little health that one hit in a phoenix fleet will take it to half hp instantly wich will make marines kill them in 0.1 sec instead of 0.2 =/

edit: Oh shit I forgot the raven is a detector.....infestor needs no use his 6 legs pretty fast then since the raven itself is still pretty slow. maybe it can outrun the detection range...idk
I feel fear...for the last time
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2011-08-26 08:03:18
August 26 2011 08:01 GMT
#177
On August 26 2011 02:31 Doodlerapid 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


I've got three words for you.

Too much energy.


More like too much gas.

Yes, when you have taken half the map and you have the gas to support a 200 / 200 marine tank ghost viking army with 3 / 3 upgrades, you can build 3 starports and get lots of ravens to kill expansions with auto turrets and to own armies with pdds and seeker missiles.

BUT IF YOU GET TO THAT POINT, YOU HAVE WON THE GAME ANYWAY WITHOUT GETTING THE RAVENS.

And if you even think about cutting tanks or ghosts to get ravens instead, the Zerg will roflstomp you.

I remember in 2010 in the beta and shortly after release, when Terran could get away with just making marines and marauders and medivacs in TvZ. After I got my third I used to get lots of ravens and just fly around and kill expansions with mass auto turrets. Lol. :D Now you need to actually use the excess gas for tanks.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Taf the Ghost
Profile Joined December 2010
United States11751 Posts
August 26 2011 08:08 GMT
#178
On August 26 2011 16:13 Xacalite wrote:
As far as I know if the infestor burrows the missile gets dead. So burrow becomes even more vital vs terran than it already is. Very good change in my eyes. Especially the "getting back from a viking disadvantadge" in TvT.

The only thing im worried about is TvP. although a Phoenix can outrun it they have so little health that one hit in a phoenix fleet will take it to half hp instantly wich will make marines kill them in 0.1 sec instead of 0.2 =/

edit: Oh shit I forgot the raven is a detector.....infestor needs no use his 6 legs pretty fast then since the raven itself is still pretty slow. maybe it can outrun the detection range...idk


I'm waiting for the day someone uses a Raven's Seeker Missile in combination with Marine or MM drop. while on 2 bases in TvP. Or even with Blue Flame. While the harass is at one base, you just drop the HSM at the workers on the other (or the ones transferring). Since the Raven has a lot of solid uses after the fact, you don't have to risk too much getting it.

Oh, just thinking about Tal`Darim. Since the Raven doesn't have an attack, it can pretty much just hide over that land-mass between the 2nd and 3rd. Drop the main, Seeker Missile either the works or the entire clump of Army that's moving between. Then stim into the front. That's a nasty, nasty attack path. (Have another Raven and 1-2 Banshees, and that's total ownage, really)
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-08-26 12:51:22
August 26 2011 12:44 GMT
#179
On August 26 2011 14:58 mcmartini wrote:
I really like the changes to HSM, I've said it before and I'll say it again, I always imagined HSM to be similar to irradiate. Used to separate units just like with irradiate you would need to micro that one unit out so it is with HSM spreading units until you discover which one it was target on :D Cannot wait to see the micro that comes from this :D


People tried that in BETA, its no-where near as effective.

Irradiate
75 Energy (3 Irradiates for a maxed energy Vessel)
Range 9
250 damage splash over time, to biological

HSM
125 Energy (1 HSM for a maxed energy Raven)
Range 6
100 damage splash


Consider the fact that Vessels were still very useful without irradiate, because of detection, defense matrix (guaranteed drops yo), and EMP (which is way more powerful than in SC2).

Vessels also move faster and have more HP than ravens.


On August 26 2011 17:08 Taf the Ghost wrote:
Show nested quote +
On August 26 2011 16:13 Xacalite wrote:
As far as I know if the infestor burrows the missile gets dead. So burrow becomes even more vital vs terran than it already is. Very good change in my eyes. Especially the "getting back from a viking disadvantadge" in TvT.

The only thing im worried about is TvP. although a Phoenix can outrun it they have so little health that one hit in a phoenix fleet will take it to half hp instantly wich will make marines kill them in 0.1 sec instead of 0.2 =/

edit: Oh shit I forgot the raven is a detector.....infestor needs no use his 6 legs pretty fast then since the raven itself is still pretty slow. maybe it can outrun the detection range...idk


I'm waiting for the day someone uses a Raven's Seeker Missile in combination with Marine or MM drop. while on 2 bases in TvP. Or even with Blue Flame. While the harass is at one base, you just drop the HSM at the workers on the other (or the ones transferring). Since the Raven has a lot of solid uses after the fact, you don't have to risk too much getting it.

Oh, just thinking about Tal`Darim. Since the Raven doesn't have an attack, it can pretty much just hide over that land-mass between the 2nd and 3rd. Drop the main, Seeker Missile either the works or the entire clump of Army that's moving between. Then stim into the front. That's a nasty, nasty attack path. (Have another Raven and 1-2 Banshees, and that's total ownage, really)


I've been using Ravens in TvZ since beta. Auto-turrets are a much better tool for every situation than HSM.

Using HSM on workers??? People would have done that pre-patch if it was that viable. Its barely a buff, yet people are acting like HSM can now perform miracles.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 26 2011 17:16 GMT
#180
"TvZ Infestor Repellant
The raven can now be a strong infestor sniper. If off creep the infestor will surely die and if on creep the infestor must be micro'ed away."|

im sure im not gonna be the first person or last person to say this, but i guess terrans have another answer to their infestor "problem" now. we'll see how it plays out..i personally think the seeker missile needs to be tuned down a tad or given more acceleration. only because it is gonna require your reaction time to be superb unless you have a sicko spread.

again, we'll see how testing on the PTR goes. i dread terrans finally figuring out how good this ability is for zoning out a zerg
LiquidDota Staff@BluemoonGG_
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