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Garmer
Profile Joined October 2010
1286 Posts
June 11 2012 08:32 GMT
#2461
On June 11 2012 17:19 SmileZerg wrote:
Show nested quote +
On June 11 2012 17:17 Garmer wrote:
widow mine move at 2.81

That's the same speed as Warhounds correct? Pretty nice.

y, additional info at sclegacy
SmileZerg
Profile Joined March 2012
United States543 Posts
June 11 2012 08:38 GMT
#2462
On June 11 2012 17:30 forsooth wrote:
Show nested quote +
On June 11 2012 17:25 SmileZerg wrote:
You do realize Tempests aren't even remotely designed to counter mutas anymore? They were completely redesigned from the original version.

Also, when you say blinding cloud is good versus "siege lines".. I assume you mean marine/tank? Because the spell only affects bio.

I was unaware of the redesign. I haven't kept up with the new ideas at all.

As for siege lines, yes, that is what I mean. It's super easy to force the marines back from the tanks with cloud and then kill the tanks practically for free. Mutas remain very valuable late into the game because of this ability. Getting a decent number of Vipers up isn't the easiest thing in the world but with their consume ability, you can defend your base pretty much all day from marine/tank.

Yeah after the patch where Blizz introduced the Phoenix range upgrade they changed the Tempests role completely. I guess some people are still under the impression it has splash versus air, but now it's a long range siege sniper as you seem to have discovered.

That's very interesting about the muta play with vipers though. Seems like Terran is going to have to adapt their compositions quite a bit to deal with these things. I expect Widow Mines to see a serious amount of play.
"Show me your teeth."
SmileZerg
Profile Joined March 2012
United States543 Posts
June 11 2012 08:44 GMT
#2463
On June 11 2012 17:32 Garmer wrote:
Show nested quote +
On June 11 2012 17:19 SmileZerg wrote:
On June 11 2012 17:17 Garmer wrote:
widow mine move at 2.81

That's the same speed as Warhounds correct? Pretty nice.

y, additional info at sclegacy

Thanks, their page is much more accurate than the thread here!
"Show me your teeth."
Chronopolis
Profile Joined April 2009
Canada1484 Posts
June 11 2012 08:52 GMT
#2464
Hunter seeker missle and force units to run into preplanted widow mines = profit?

Tempests no longer have air splash, do they? TBH I would see them as anti-dropship anti-air snipers. Protoss now can have an easier time defending against drops when they are max'd (and can't warp in units). They really are a niche units, if they don't have air splash. However, I like the addition, because now protoss finally has a zone control unit.

Another possible tactic would be to drop into the main of a zerg, snipe the spire, and then set up 2-3 tempests and kill the lair/hive, or any other tech buildings.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2581 Posts
June 11 2012 08:52 GMT
#2465
I know this has been brought up before, but it keeps occuring to me: At this point, there is very little difference between the Tempest and the Carrier -- they're both expensive, seige-range air units with non-splash attacks that hit air and ground. The only difference is that the Carrier's method of dealing its damage is more interesting, and as BW showed, if it's programmed correctly it can allow for some interesting micro. If the Carrier had an attack range of 22, or even if it had a much shorter launch range but Interceptors would stay out up to 22 range, it would certainly see more use than as it's currently designed. I'm really unsure why Blizzard is scrapping such an iconic unit and replacing it with a less interesting unit that does the same thing.
The frumious Bandersnatch
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-11 08:59:55
June 11 2012 08:55 GMT
#2466
i was thinking that they should add a speed-up to the viking, a late game upgrade, terran's air units, are ultra-slow
whateversclever
Profile Joined November 2009
United States197 Posts
June 11 2012 08:57 GMT
#2467
Mothership Core
HUGE game changer.

Teleport - Not much to say.
Mass Recall - Very important late game. Honestly, I think the best use of this is not for "harrassment" per se, but just to save expensive units, i.e. Immortals, Collosus, Void Rays, & Tempests. Even just saving one Colossus is huge.
Purify - A meh ability. Can be useful when you are in-between Mass Recall or Energize for defense, i.e. you need something more than additional chronoboosts, but you don't have enough energy (or maybe it's not worth it) to mass recall. A rarely useful ability, but nothing wrong with that.
Energize - The bread and butter. Not sure how the duration lasts, but even if it was just a 1 to 1 energy transfer, this ability is insane, especially at 25 energy. Super useful with Sentries for defense, and also Oracles for harrass, but it's also great for chronoboosting warpgates for a warp gate push or doing a high templar push (warp them in then energize them to full).

Suggestions
Overall, it's a great "unit." If I could make changes, I would boost Purify to having a colossi like AOE (since it's pretty weak) and have each ability unlock for a certain tech path (no upgrade cost though).
Twilight Council - Unlocks Energize.
Stargate - Unlocks Mass Recall
Robotics Facility - Unlocks Purify

Mothership
Cloak - losing it is a non-factor in my opinion
Vortex - only working against ground enemies vastly weakens it. you already have plenty of things that can demolish clusters of ground units (storm, colossus), going up to Mothership to vortex them seems pointless (and vulnerable to the same counters of EMP and air-to-air)
Stasis - way to expensive to use to protect your colossus (presuming it even could), otherwise, don't really see the point as it just ends up being a more limited vortex.

Suggestions
I pretty much never want t o trade my Mothership Core for a Mothership. I could throw a lot of ideas out there, but you could take it in so many ways that there really isn't a point. Now, it may still see use, but overall losing Vortex is pretty big (and effectively Mass Recall as well).

But, just to throw the idea out there, since Blizzard seems so determined to keep out the Carrier and keep in the Mothership, why not hybridize the Mothership and the Carrier? Just give the Mothership beefed up interceptors.

Oracle
Actually, liking how this unit is turing out.
Preordain - this ability actually looks to be much better than i thought it would be. granting detection is huge, and makes it much more stable than it would be otherwise. it also has uses for scouting and high-ground vision.
Entomb - not bad. it'll be interesting to see how it balances out in terms of an efficient answer by the opponent. in the mid-game it seems very high in energy demand though and would require Energize for an effective shut-down. in the late-game however, it really does prove to be a strong answer to mass expands.
Cloak Field - Awesomesauce. Obviously, great against Zerg (and answers very nicely the question of twhat if they all-in your Oracle play), While not as useful against Terran, it can still have its moments, especially early. Also a strong play in the mirror. This is where the mid-game harass comes into play, and also begs for Energize.

Suggestions
Honestly, there isn't much i'd change here (although my Mothership Core weakens this a bit). Cloak and detection were teh two missing pieces to make this unit work in my opinion, addressing detection issues and providing a bit more substantive of a threat for mid-game harassment.

Tempest
WOW.... such long range... such low damage.

40+ damage at 6 second intervals for a 6 supply unit is not very good. (consider the supply and cost and you'll see) The cost and build time are both reasonable, but I feel like the damage is too low. Honestly, the biggest issue with the Carriers were their extremely long build time. If they built as fast as a tempest, they'd see more play....

but back on point, i actually like the tempest. it does something different. it's kind of awkward, but has a obscene strength alongside some versatility. unfortunately, they fall to the same counter as the colossus does, in vikings and corruptors. this in my mind is the real weakness to the Tempest. the damage could be forgiven, but ultimately, it doesn't do open up anything new or better. it's really difficult to leverage teh ridiculous range since it won't be able to shot past your farthest units vision anyways.

Suggestions

I'm torn. I want to make this unit work, but i'm not sure how or if that is for the best.

Hellion Battle Mode

I think it's a fine change. I don't think it'll dramatically change anything though. Upgraded Zealots will still be strong..mostly, has to do with them being so big it's hard to get multiple overlaps with the AoE. Non-point in other match-ups really..

Warhound

Very strong in Terran play against mech. Loses strength against Zerg/Protoss, but don't let that fool you. It's beefy and does huge damage. Could see play against Zerg, but likely to see play against Protoss where the advantages are more pronounced. High damage reduces effectiveness of zealot upgrades. Ridiculous DPS is obviously good. High health makes it more resilient to storm and colossi. Probably needs to be nerfed, but can be addressed via Immortals and Void Rays somewhat.

Mines

So much bs.

Swarm Host

Retarded good. but manageable. Combined the health and damage of the unit kind of makes the Hydralisk irrelevant. Which is the biggest reason to change it. It just seems to have all the zerg advantages in one... not to any unbalanced (though obviously can use refining) degree, but makes so many things feel irrelevant.

Viper

Pull (?) forget the name

Honestly... it looks dumb. REAL dumb. like remove-from-game-just-for-that-reason dumb. Is it an issue? Not so much in my eyes. Terran still has vikings and ravens that seems reasonable to deal with them. Protoss has Phoenix. The short range just makes it too much risk.

Blinding Cloud

Not really sure what the point of this skill is to be honest. Bio only? Terran has plenty of Mech options. Protoss doesn't have a bio ranged unit. Which leaves Zerg. I guess this is to combine with Ultras or Broodlords? Isn't that over kill?
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 11 2012 08:57 GMT
#2468
On June 11 2012 17:55 Garmer wrote:
i was thinking that they should add a speed-up to the viking, a late game upgrade, terran's air units, are ultra-slow

So that they could kite corruptors without getting hit? I can't see that being fair..
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Garmer
Profile Joined October 2010
1286 Posts
June 11 2012 08:59 GMT
#2469
why not? u have fungal to stop them anyway
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 11 2012 09:03 GMT
#2470
whateversclever, the Protoss stuff is ok or not so good while the T and Z stuff is BS and op, right? :p
Head Coach Park: "They should buff tanks!"
Cirqueenflex
Profile Joined October 2010
499 Posts
June 11 2012 09:05 GMT
#2471
On June 11 2012 17:38 SmileZerg wrote:
Show nested quote +
On June 11 2012 17:30 forsooth wrote:
On June 11 2012 17:25 SmileZerg wrote:
You do realize Tempests aren't even remotely designed to counter mutas anymore? They were completely redesigned from the original version.

Also, when you say blinding cloud is good versus "siege lines".. I assume you mean marine/tank? Because the spell only affects bio.

I was unaware of the redesign. I haven't kept up with the new ideas at all.

As for siege lines, yes, that is what I mean. It's super easy to force the marines back from the tanks with cloud and then kill the tanks practically for free. Mutas remain very valuable late into the game because of this ability. Getting a decent number of Vipers up isn't the easiest thing in the world but with their consume ability, you can defend your base pretty much all day from marine/tank.

Yeah after the patch where Blizz introduced the Phoenix range upgrade they changed the Tempests role completely. I guess some people are still under the impression it has splash versus air, but now it's a long range siege sniper as you seem to have discovered.

That's very interesting about the muta play with vipers though. Seems like Terran is going to have to adapt their compositions quite a bit to deal with these things. I expect Widow Mines to see a serious amount of play.


NO. No. Mutas will never remain viable in any ZvT with the current design of the widow mine. There will be no muta as long as there is no floating factory in the zerg base
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Cyro
Profile Blog Joined June 2011
United Kingdom20321 Posts
Last Edited: 2012-06-11 09:14:40
June 11 2012 09:10 GMT
#2472
Tempests no longer have air splash, do they? TBH I would see them as anti-dropship anti-air snipers. Protoss now can have an easier time defending against drops when they are max'd (and can't warp in units).


So we should keep 3 tempests (900/900, 18 supply) in our base to prevent drops? You seem to be forgetting they only do 50 dmg and medivacs have well over 100hp =P.

I see no reason at all to use them for defensive purposes, unless that defense entails shooting at siege tanks, swarm hosts, or maybe a few other units like Vipers. Against standard units they seem subpar at best as they have so little DPS (less than that of a stimmed marine at equal upgrades, and i doubt they will have equal upgrades, while costing 300/300 instead of 50/0) so their role is changed to either siege harassment or combat support, picking off units that the standard army cant reach
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
D4V3Z02
Profile Joined April 2011
Germany693 Posts
June 11 2012 09:15 GMT
#2473
Widow Mine deals way too much dmg compared to a baneling.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2012-06-11 09:29:14
June 11 2012 09:18 GMT
#2474
I got to thinking aboot some of these units lastnight, and thought of some pretty neat ideas that I think would positively affect the metagame and give more use to these units.

ie: Oracle & Widow mine

I'll begin with the Oracle, I love the concept of this unit, it's basically functions a timing negator, but I feel it is too... free *cough* Boring?

Not sure if that's the proper word or not, anyways; the way I've seen the unit played and envision it being played, it sits somewhere, casts annoying spells and flies away when danger gets close, any good player will not lose their oracle in it's current form. I also feel it's a tacky unit to add to the starport so I thought of a solution while at work.

Bare with me, this is all preference:

1. Move the Oracle to the Robotics Facility and vice versa with the Warp Prism.

2. Redesign the Oracle as a high speed ground unit.

To come up with these changes I basically envisioned an entire slew of engagements and how the abilities themselves could be used through the outlet of skill, not hook line and sinker strats of simply sitting somewhere and being annoying (which works, but is fairly un-interesting imo.)

I'll give a solid (and interesting) example of how this new Oracle could be used in relation to a current build in WoL:

Imagine this with professional players

+ Show Spoiler +
PvZ

The solid 3 immortal push:
1 robo
3 gateways
into expand

Basically a build designed to kill, but if failed has decent fall back opportunity but also has high risks associated.

Let's vary the meta-game here and time the assault with an Oracle in the mix, coupled with the Mothership core.

so Instead of the third Immortal we now have the 4gate 2 Immo Oracle timing.

Once the oracle pops out it can run as a quick map vision scout, and first energy can be dropped on a forward enemy building using the Preordain ability. This allows us to know exactly how to enter a situation. wether the push will work, maybe work, or not.

We scout that the push will work but barely, We just want to kill queens and deny some minerals.

proxy pylons are set and the push begins just as the Zergs larvae pop giving him adequate defense. but we can't fail 100% so the push continues!

Using target fire and good FF's we can dispose of the queens, and deny the mineral lines. All we leave for the zerg are corpses and shielded minerals as we mass recall back to main with minimal losses.

The entire reason for adding the Oracle is to negate chances of an effective counter attack through mineral negating while also setting back production.

for a perfect timing observers may be skipped, So I imagine a solid counter would be the Swarm Host rush with ling/bane?

Another Example of a neat meta-game would be the Oracle/Prism drops.

Perhaps a very pro player would drop sentries in the main, run in from the side to negate natural-expo minerals with Oracle, FF in workers and go to town. This way the player in distress would have to react more quickly and Min-walk to the next closest base.


I will post my idea for the Widow Mine after I get some sleep and return from work lol

Let me know what you think
I want to see this unit work with everything else I've invested in, not just a sole harass unit, with this it can be semi support early game.

Ps: MS Core needs a little tone down on size or height IMO, blocks mineral lines or battles with it's current model.
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
June 11 2012 09:28 GMT
#2475
I believe they are making the game more "skirmishy" and less "aight, imma sit back and get dis death ball rolling". Maybe that explains several changes, like Protoss mass recall, or Viper's pull (negates a Terran turtle), if the game is going to be more paced in all stages of the game (except very early game ofc), the worker count thingy can be justified. Yes it does lower the skill "somewhat", but if the game is going in the direction I think it will go, it can be a good change, even for pros.

Maybe they should put Viper's pull not to be able to pull "Massive" units, like Colossi etc. Every Protoss already has problems with positioning them against Vikings/Corruptors (basically, they never live after a battle), it feels kinda unfair.

So, we will have to wait and see, certain things seem a bit overpowered, but the meta-game will certainly change.
You are no longer automatically breathing and blinking.
whateversclever
Profile Joined November 2009
United States197 Posts
Last Edited: 2012-06-11 09:35:13
June 11 2012 09:29 GMT
#2476
On June 11 2012 18:03 Sapphire.lux wrote:
whateversclever, the Protoss stuff is ok or not so good while the T and Z stuff is BS and op, right? :p


>_< Do people even read, or do they just go by they just make stuff up?

The ONLY unit I said was overpowered was widow mine.

Warhound, I noted was really strong, but manageable. (suggested no nerf)

Swarm Lord, I noted was really strong, and suggested it be changed due to overlap (aside from a level of novelty, it's basically a ranged unit). But did not say was overpowered.

Viper, I actually said was underpowered.

Tempest I said was underpowered.

Oracle I said was just right.

Mothership Core, I said was really strong and suggested a nerf.
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
June 11 2012 09:35 GMT
#2477
Does anyone think of the guardian when they see the protoss unit having 22 range?
This is where we begin. Show your true self, Battosai.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-11 09:38:59
June 11 2012 09:38 GMT
#2478
You do realize Tempests aren't even remotely designed to counter mutas anymore? They were completely redesigned from the original version.

When they're buffed Phoenixes, there are no reason for another anti-mutalisk unit. Do mass phoenixes and use them to defend tempests. Also tempests can nicely snipe some mutalisks from big distance, while Phoenixes fighting against them

Does anyone think of the guardian when they see the protoss unit having 22 range?

Stop complain about that range. Tempest has VERY LOW damage -_- And NO splash
SmileZerg
Profile Joined March 2012
United States543 Posts
June 11 2012 09:38 GMT
#2479
On June 11 2012 18:35 NeWeNiyaLord wrote:
Does anyone think of the guardian when they see the protoss unit having 22 range?

The Broodlord is the new Guardian.

Tempests are on another level of crazy entirely. Which is awesome.
"Show me your teeth."
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 11 2012 09:40 GMT
#2480
On June 11 2012 18:29 whateversclever wrote:
Show nested quote +
On June 11 2012 18:03 Sapphire.lux wrote:
whateversclever, the Protoss stuff is ok or not so good while the T and Z stuff is BS and op, right? :p


>_< Do people even read, or do they just go by they just make stuff up?

The ONLY unit I said was overpowered was widow mine.

Warhound, I noted was really strong, but manageable. (suggested no nerf)

Swarm Lord, I noted was really strong, and suggested it be changed due to overlap (aside from a level of novelty, it's basically a ranged unit). But did not say was overpowered.

Viper, I actually said was underpowered.

Tempest I said was underpowered.

Oracle I said was just right.

Mothership Core, I said was really strong and suggested a nerf.

I did read your post, that's how i came to the conclusion that it's funny. Don't get worked up for it though, i'm just teasing you. Nothing wrong with being biased.
Head Coach Park: "They should buff tanks!"
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