Simple [HOTS] Questions, Simple [Beta] Answers - Page 3
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Schnullerbacke13
Germany1199 Posts
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Existor
Russian Federation4295 Posts
How fast do Hydras move off-creep? Hydralisk standart speed ON creep - 3.36 Standart speed off creep - 2.25 Upgraded speed off creep - 2.81 do i need just an evo for overlord creep (as in wol-hots custom) or is still lair required ? Requires Lair. Probably because it was very strong in some scenarios, when enemy was not able to counter Spine rush, and probably because M-Core requires Cybernetics Core now If the Hellion has 80 HP and you transform it, does the BH get 125 HP? If the BH has less than 45 HP, lets say 20, and you transform it back do you keep those hitpoints? If it lost 50% HP, in Battle mode it will have lost 50% hp too. Example situation: Damaged Helion have 41/90 HP. When transformed to Battle mode - it will have 62/135. Do Widow Mines really requires Armory? That's seems so extreme. Well. there is no counter to those Mines, if they don't require Armory. Every zerg unit before Lair has less than 5 weapon range. And if terran can cancel auto-cast, it can be VERY strong, because Zerg must trade roaches and split his army like crazy, to avoid splash, that is 35 damage (similar to Fungal without bonus on armored) | ||
Decendos
Germany1338 Posts
how much energy is the recall ability on the mothership core? is the mothership core still able to energize nexus or only units? | ||
[F_]aths
Germany3947 Posts
Is the tier 3 crackling upgrade for lings still in the game? | ||
Decendos
Germany1338 Posts
On September 08 2012 20:22 [F_]aths wrote: What happens when two Vipers abduct each other? Is the tier 3 crackling upgrade for lings still in the game? they move each other and change places. crackling is still in. | ||
Existor
Russian Federation4295 Posts
is the mothership core still able to energize nexus or only units? Both, units and buildings. But energizeable target must be near MCore how much energy is the recall ability on the mothership core? Mass recall costs 150 energy. You can recall anywhere, where Mothership can be located. So you can hiddenly place it near enemy base and recall your death ball to an enemy base, avoiding fighting with Siege Mushrooms or Siege Tanks lines. is there any intention of blizzard moving hydraspeed on lairtech? its pretty useless on hivetech with all the AoE from opponent until hive. It's ok as it is now. Hydralisks works well with viper and with Swarm Hosts or Roaches. And they can work more well with Creep Worm or proper creep spread | ||
Decendos
Germany1338 Posts
On September 08 2012 20:33 Existor wrote: Both, units and buildings. But energizeable target must be near MCore Mass recall costs 150 energy. You can recall anywhere, where Mothership can be located. So you can hiddenly place it near enemy base and recall your death ball to an enemy base, avoiding fighting with Siege Mushrooms or Siege Tanks lines. It's ok as it is now. Hydralisks works well with viper and with Swarm Hosts or Roaches. And they can work more well with Creep Worm or proper creep spread thx. is the creep worm and the other worms in the game yet? havent seen them. | ||
Nivoh
Norway259 Posts
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Existor
Russian Federation4295 Posts
is the creep worm and the other worms in the game yet? havent seen them. It's not currently in the beta, but it is in custom models in editor. Also, here are other small "worms" with creep tumors, that gave 2 second delay for creep tumor. A very slighty tiny nerf for tumors ![]() | ||
Stamper
Germany148 Posts
On September 08 2012 19:44 Existor wrote: because Zerg must trade roaches and split his army like crazy, to avoid splash, that is 35 damage (similar to Fungal without bonus on armored) I would actually appreciate a more challenging unit control for Zerg. Terrans had to split shit like crazy since Open Season 2. | ||
Decendos
Germany1338 Posts
On September 08 2012 21:01 Stamper wrote: I would actually appreciate a more challenging unit control for Zerg. Terrans had to split shit like crazy since Open Season 2. there is a difference between splitting and avoiding banelings with marines for example and splitting and getting damage even with the best split possible. so armory is fine. | ||
Big J
Austria16289 Posts
For example the Raven obviously got buffed hugely to 100energy HSM and 2.5speed Are there more of those changes? | ||
Fortuna.424
Germany174 Posts
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Garmer
1286 Posts
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s3rp
Germany3192 Posts
On September 08 2012 22:34 Big J wrote: Is there a compilation available of all changes made to WoL units? For example the Raven obviously got buffed hugely to 100energy HSM and 2.5speed Are there more of those changes? BC Anti-Ground got changed to 10 from 8. Siege Tanks now get +7 against armored in Siege mode from Upgrades instead of +5. For example with 3 Upgrades they'll now deal 71 damage instead of 65 against armored units.. | ||
Spidinko
Slovakia1174 Posts
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s3rp
Germany3192 Posts
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Sufinsil
United States760 Posts
On September 08 2012 23:27 Spidinko wrote: What happens if one viper pulls a unit to the north and whilst that's happening, another viper pulls it south? Answered in another question, you can not Abduct a unit that is in the process of being Abducted. You can Abduct a Viper that is Abducting another unit. | ||
Baalthersar
Germany239 Posts
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Big J
Austria16289 Posts
On September 08 2012 23:19 s3rp wrote: BC Anti-Ground got changed to 10 from 8. Siege Tanks now get +7 against armored in Siege mode from Upgrades instead of +5. For example with 3 Upgrades they'll now deal 71 damage instead of 65 against armored units.. Wow, that is impressive. First of all I think it is great that siege tanks get a small buff vs units like colossus, ultralisk and immortal, but I think the more interesting part is that this is the first time, blizzard gives a unit an upgrade that does not correspond with 10%. | ||
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