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On June 09 2012 19:26 eviltomahawk wrote:Show nested quote +On June 09 2012 19:23 Bagi wrote: Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.
That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.
How the hell am I supposed to deal with 7 range reapers in a TvT? Tanks and Marauders and Bunkers? Without the D8 charge, static defenses become much better against HotS Reapers. Marauders and bunkers only have 6 range though. 
I guess it would work anyway, the new reapers aren't that fast. But if they stay 7 range, pure marine openers will simply not be viable.
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On June 09 2012 19:28 ETisME wrote: Oracle looks insanely fun to play with and could be really powerful. the 2 mins vision is crazy good, only problem I have with it is that the cost is quite high since you have to go stargate then go oracle. but it looks extremely good, super scary when you use it to help your deathball out too
Yeah, your deathball that will get widow mined and abducted to hell.
Protoss will have to have a much different playstyle in HotS and that's a very, very good thing. But the units they've been given fit with that and I think are pretty awesome. The Tempest needs a bit of work but the concept is cool in that it relies heavily on micro and the vision given by other units to maximize effectiveness.
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On June 09 2012 19:27 SiroKO wrote: Widow mine: 75 minerals 25 gaz. There is a 10 second delay between attachment and detonation. Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ? 10 seconds ? Are you kidding me ? Dustin browder expects progamer to separate the unit targeted, but with a 10 second delay, I expect any master league player to do it and even the diamond player on the Korean server.
That's not the only purpose of the unit. If you are able to trade more expensive units like mutas (100/100/2) for the cost of a mine (75/25/1), its gonna be worth it every time. Just don't waste your mines on zerglings.
Forcing your opponent to micro his units to prevent splash is just icing on the cake really.
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On June 09 2012 19:27 SiroKO wrote: Widow mine: 75 minerals 25 gaz. There is a 10 second delay between attachment and detonation. Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ? 10 seconds ? Are you kidding me ? Dustin browder expects progamer to separate the unit targeted, but with a 10 second delay, I expect any master league player to do it and even the diamond player on the Korean server.
200 guaranteed damage + splash for 75 minerals doesn't seem like a "terrible mineral sink" to me.. one shots banshees, tanks,
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All of this seems so imba Can't help it but fear for the qality of HotS. Also Terrans are pretty much fucked
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On June 09 2012 19:27 SiroKO wrote: Widow mine: 75 minerals 25 gaz. There is a 10 second delay between attachment and detonation. Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ? 10 seconds ? Are you kidding me ? Dustin browder expects progamer to separate the unit targeted, but with a 10 second delay, I expect any master league player to do it and even the diamond player on the Korean server.
well, one mine. try getting out 10 mines out of your army in 10 seconds. you miss one mine, the whole army is dead. btw the 10 sec like any other stat isnt fix and there will be a lot of changes and patches.
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On June 09 2012 19:27 SiroKO wrote: Widow mine: 75 minerals 25 gaz. There is a 10 second delay between attachment and detonation. Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ? I guess internal testers are terrible, as was showcased by the battle reports, and we once again will have to bear 3-4 months of total imbalance after HOTS release. Well, the Widow Mines trade pretty well against most units in the game. Once it attaches to a unit, at least the attached unit is guaranteed to die most of the time.
In a TvT, what exactly is cheaper than a Widow Mine? Marines and SCVs? Reapers might also be cheaper in minerals, but not in gas. In a TvZ, Drones and Zerglings? Though Roaches are of equal cost. In a TvP, perhaps only Probes? Though one could argue Zealots gas-wise or Sentries mineral-wise.
If it manages to attach to a unit, it will most likely be very cost-efficient even if it kills only one unit, assuming that unit isn't a worker or a basic combat unit.
Of course, a well-placed scan or well-placed detectors could nullify a lot of its damage.
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On June 09 2012 19:33 CruelZeratul wrote:All of this seems so imba  Can't help it but fear for the qality of HotS. If everything is imba, doesn't it all equalize? Why do you think this will affect the quality?
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Thanks! One error: Afaik the Mothership doesn't cloak units anymore. (OP says it is the same.)
About the tempest: I remember it was first introduced as an anti air splash damage dealer to counter mass muta. Is this anti air splash attack completely gone? Does anyone know?
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Yes, it is gone, since you're supposed to use upgraded phoenixes vs muta now
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I also wonder how Immortal hardened shields react against Warhounds and Widow Mines.
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On June 09 2012 19:30 Bagi wrote:Show nested quote +On June 09 2012 19:26 eviltomahawk wrote:On June 09 2012 19:23 Bagi wrote: Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.
That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.
How the hell am I supposed to deal with 7 range reapers in a TvT? Tanks and Marauders and Bunkers? Without the D8 charge, static defenses become much better against HotS Reapers. Marauders and bunkers only have 6 range though.  I guess it would work anyway, the new reapers aren't that fast. But if they stay 7 range, pure marine openers will simply not be viable.
A Marauder in a Bunker has 7 range Getting a Marauder or two with CS could become a popular follow up to FE builds in TvT or maybe even a resurgence in Marauder/Reaper expands.
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Are all the attack stats the same for the ultralisks? Because I remember in one of the previous HoTS builds that ultralisks has a damage bonus v light instead of the current v armoured bonus.
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On June 09 2012 19:32 saltygrapes wrote:Show nested quote +On June 09 2012 19:28 ETisME wrote: Oracle looks insanely fun to play with and could be really powerful. the 2 mins vision is crazy good, only problem I have with it is that the cost is quite high since you have to go stargate then go oracle. but it looks extremely good, super scary when you use it to help your deathball out too Yeah, your deathball that will get widow mined and abducted to hell. Protoss will have to have a much different playstyle in HotS and that's a very, very good thing. But the units they've been given fit with that and I think are pretty awesome. The Tempest needs a bit of work but the concept is cool in that it relies heavily on micro and the vision given by other units to maximize effectiveness. I can see a lot of cool fighting over position between toss army and viper's abduction
but yea, that widow mine is kind of scary to be honest, I don't even know what to do since I play Z, I can't micro a ling out all the time from my 100+ lings lol
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Yeah, your deathball that will get widow mined and abducted to hell.
So your Colossi in the middle auf your R6 Stalker ball will get abducted by a R7 spell from a 120 HP armored unit? I highly doubt that.
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On June 09 2012 19:41 eviltomahawk wrote: I also wonder how Immortal hardened shields react against Warhounds and Widow Mines.
my guess is it reacts...
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I read that if u kill the unit with the widow mine on it, the mine doesnt go off, so no splash damage. I dont mind the 10sec timer because of the 6 range,sometimes its not gonna be 1 mine for ur whole army. U might have 6 or 7 (or even 3-4) attached to ur army then i really do think u need the 10secs to not take SPLASH damage or either kill ur unit or move it away. All this time ur doing this ur probaby not moving ur whole army (u moved out to attack them, the mines delay u, and kill some of ur army, so ur attacking with a weaker more delayed army) giving time to the other player to maybe re-position his army (maybe tanks cause ur making factories or something?) So i guess the time is fine fits the purpose. Also the attach is instant so if the timer was 3 secs, and u get 5 on ur army 0_o damn! lets say u move 3 out thats still 5 dead units and u took splash from 2 of them. 10-9 sec seems about right but thats just my opinion. Need to see pros play! =)
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On June 09 2012 19:41 Akinokaze wrote:Show nested quote +On June 09 2012 19:30 Bagi wrote:On June 09 2012 19:26 eviltomahawk wrote:On June 09 2012 19:23 Bagi wrote: Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.
That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.
How the hell am I supposed to deal with 7 range reapers in a TvT? Tanks and Marauders and Bunkers? Without the D8 charge, static defenses become much better against HotS Reapers. Marauders and bunkers only have 6 range though.  I guess it would work anyway, the new reapers aren't that fast. But if they stay 7 range, pure marine openers will simply not be viable. A Marauder in a Bunker has 7 range  Getting a Marauder or two with CS could become a popular follow up to FE builds in TvT or maybe even a resurgence in Marauder/Reaper expands. I'm pretty sure a marauder in a bunker still only has 6 range.
Marines gain 1 range when in bunkers (5->6) simply because they need it to defend against stalkers and marauders.
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Whats the splash on the widow mine?
On June 09 2012 19:41 eviltomahawk wrote: I also wonder how Immortal hardened shields react against Warhounds and Widow Mines.
Ye me too. Pretty sure the mine will do full damage.
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this game is looking good. But TvZ looks like Terran will have a hard time, battle hellions will be good against lings but if terrans go mech, roach/hydra/viper will be the go to composition. If terran goes for marine/tank/medivac, I think ling/viper/bane will be the go to composition with a few hydras/mutas/corrutpers to kill the medivacs. Yeah I'm worried that terran will suck against Zerg, even with spider-mines because they take too long to detonate.
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