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On December 05 2012 04:07 willyallthewei wrote: Taking off the upgrade is going to make it really fun to deal w/ a resurgence of raven based 1-1-1's as soon as terrans get smart. This just occurred to me as well. Ouch. Still think it was a good change though.
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On December 05 2012 04:07 willyallthewei wrote: Why not just make seeker missle stronger? Taking off the upgrade is going to make it really fun to deal w/ a resurgence of raven based 1-1-1's as soon as terrans get smart.
WHY DOES EVERYONE THINK THIS IS A BIG CHANGE TO RAVENS?
This is blizzard saying hey terrans we know ravens might not be very good please try using them so we can have a better idea what to do with them in HotS
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I really like these subtle changes. Good job Blizzard!
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On December 05 2012 04:09 Vanadiel wrote:Show nested quote +On December 05 2012 03:56 aksfjh wrote:On December 05 2012 03:54 ACrow wrote:On December 05 2012 03:53 LgNKane wrote:maybe this will shut up all the balance whining  though ravens in late game will be overpowered, just watch. Raven in late game didn't change at all. Just the transition into it became easier. You don't have to spend 150/150 now. That's literally the only change. Well, to be honest there is also the time needed to search the upgrade, meaning it might (or not) allow interesting timing which might (again, or not ^^) be overpowered, but only time and tip top terran will tell us.
I don't think i've EVER seen a game where you wanted to use a Seeker missile, had the energy, but didn't had the upgrade finished.
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On December 05 2012 04:10 Noocta wrote:Show nested quote +On December 05 2012 04:09 Vanadiel wrote:On December 05 2012 03:56 aksfjh wrote:On December 05 2012 03:54 ACrow wrote:On December 05 2012 03:53 LgNKane wrote:maybe this will shut up all the balance whining  though ravens in late game will be overpowered, just watch. Raven in late game didn't change at all. Just the transition into it became easier. You don't have to spend 150/150 now. That's literally the only change. Well, to be honest there is also the time needed to search the upgrade, meaning it might (or not) allow interesting timing which might (again, or not ^^) be overpowered, but only time and tip top terran will tell us. I don't think i've EVER seen a game where you wanted to use a Seeker missile, had the energy, but didn't had the upgrade finished. I've played in a few, but it's mostly my fault.
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Now please buff hydra's so zerg finally got a reason to make them
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On December 05 2012 04:07 willyallthewei wrote: Why not just make seeker missle stronger? Taking off the upgrade is going to make it really fun to deal w/ a resurgence of raven based 1-1-1's as soon as terrans get smart.
#2
this raven buff has absolutely nothing to do with lategame. this is an early/midgame buff of the raven. could be useful now in both matchups.
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Will see. The range down will maybe be enough.
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On December 05 2012 04:09 Resistentialism wrote: Seeker missile in a 1/1/1 is a huge waste of gas and techlab starport time. Seeker is scary in MASS raven usage.
I hope you know what you're talking about, cause i don't wanna deal with that $@#$!.
I'm scared of the following situation: 4 cloaked banshees + cloak upgrade = 800 gas = 4 ravens.
So, what if terran player just made 4 ravens, seeker missile in the probe line as harass, then for the push spammed turrets and pdds?
NOTE: seeker missile is FASTER than probe.
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this should give pro terrans more reaction time to split their forces, so it might have a big effect due to this alone. additionally, it means that tanks have a much better chance of killing infestors that come in range to cast fungals. and it means that siege tanks (with +1) can more easily clear hatching IT-fields.
toss will be able to storm away IT-fields and the reduced fungal range also means more infestor vulnerability to blink and colossi.
overall, i really like this patch. making fungal's rooting effect something else than a complete micro-killer would be even better, but this will do as well for now.
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Germany25649 Posts
Seems like a good patch, no idea if it's enough but it is probably not bad.
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On December 05 2012 04:09 nottapro wrote: hellion banshee openings being replaced with hellion raven openings anyone? clean up creep and seeker missle a drone or queen, oooh yeah No. Stop acting like having a single Missile ready will achieve more than having a unit which deals as much damage to a single target in 5 seconds.
On December 05 2012 04:09 Stress wrote: Ravens still take forever to get energy for 1 seeker missile and the range is still less than that of fungal. I see this patch helping PvZ more than TvZ personally. This. Stating that “eggs now die in 2 Tank shots” is cool and all, but when meching you hardly have the luxury to focus eggs when there are 30+ Roaches along.
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I look forward to being called a ryungterran.
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On December 05 2012 04:12 willyallthewei wrote:Show nested quote +On December 05 2012 04:09 Resistentialism wrote: Seeker missile in a 1/1/1 is a huge waste of gas and techlab starport time. Seeker is scary in MASS raven usage. I hope you know what you're talking about, cause i don't wanna deal with that $@#$!. I'm scared of the following situation: 4 cloaked banshees + cloak upgrade = 800 gas = 4 ravens. 400 + 200 = 800?
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I seem to recall QXC mentioning that one of the major issues with tvz ravens is the fact that it requires so long to transition into them with all the upgrades. I hope we'll be seeing much more ravens in the matchup now.
Overall these feel kinda good changes although I still feel fungal is kind of a lame spell. I guess we'll just have to wait and see where it goes from here.
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On December 05 2012 03:20 Mastazaka wrote:Snipe is gonna be SO good vs Infestors now. It will have a 2 range lead on them to snipe before fungal. So having 4-6 ghost will be a lot more forgiving on sniping them. Plus use the left over ghost to launch nukes  . However I really think the root effect needs to be gone I mean cmon... this is a big start showing there willing to patch at least.
I agree on the root part. I think it would produce more interesting games if fungal didn't root at all so terran and protoss(or even in mirror matchup a zerg) would be able to still micro, even when they do take full damage from it. This in my opinion would produce more interesting gameplay to watch(i don't really play sc2 anymore, but i do like watching it).
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On December 05 2012 03:18 Deckard.666 wrote:Show nested quote +On December 05 2012 03:16 GolemMadness wrote: One range reduction on fungal and less egg health? That's not going to make anybody use infestors less. +2 range on queens? That's barely going to have an effect in the game. ...
Go back farther, that +1 roach or archon range made no difference at all either... right?
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I like the patch, to be honest, I don't mind the challenge of still having to split against infestors that can root, and prefer that micro element to be there anyway. The range nerf makes things a lot more balanced though!
I wonder whether the raven will actually see more use in TvT 1-base pushes, since seeker missiles are pretty good for softening up marines.
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On December 05 2012 04:14 TheDwf wrote:Show nested quote +On December 05 2012 04:09 nottapro wrote: hellion banshee openings being replaced with hellion raven openings anyone? clean up creep and seeker missle a drone or queen, oooh yeah No. Stop acting like having a single Missile ready will achieve more than having a unit which deals as much damage to a single target in 5 seconds.
People are going to experiment with the composition whether you brow beat them to keeping the statis quo or not.
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