On December 05 2012 04:28 willyallthewei wrote: I have a better idea, how about they just make the seeker missile range 9?
Can anyone here think of why that would be a BAD idea? I'm a protoss player and i have no worries splitting all my forces vs. a 2.9 speed clump of banelings flying through the air, is essentially what it is.
Think about this, Fungal = insta cast = ensare = AOE damage, ur freaking DEAD = NO MICRO.
Storm = Insta cast = AOE damage = you can mitigate damage by running the hell away.
Seeker missile = SLOW AS HELL = AOE damage = SICK micro means the other guy does NOTHING.
Conclusion: Please just make seeker missile range 9.
Seeker missle must not outrange turrets/spores/cannons because ravens are air units and it would be way to powerful to harass with range 9 seeker missiles
Its in the right direction. I dont know if this is enough, we will see, but atleast Blizzard is doing something and openly adressing issues! Their strong cautioness is dangerous.
On December 05 2012 04:30 TeeTS wrote: .... Seeker missle must not outrange turrets/spores/cannons because ravens are air units and it would be way to powerful to harass with range 9 seeker missiles
Yes, but its just a matter of placing turrets/spores/cannons not directly inside your mineral lines, but a bit to the outside. Anyway, if you send in more than 1 Raven, you can negate all anti-air static def with PDD and freely HS with others. So I dont think that would be a great concern.
Edit: also I'm not shure if you may be afraid of Ravens killing spore/turrets/cannons with HS; HS cant target buildings directly.
On December 05 2012 04:24 roym899 wrote: I have a small question regarding the seeker missile as I've pretty much never faced one. Do you need to run the unit it's tareting away until it dies / the missile disappears basically? Or is there any other way to deal with it?
Yep, exactly this. Find the targeted unit (this is the problematic part, especially on a blob of air units) and make it run (like right click the border of the map), or just split it so it doesn't splash on other units.
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. And we should see if it's not a buff to 1/1/1 build (meaning Puma is gonna rules the world again :p )
The time it takes to get the energy is a lot longer than the time to get the upgrade. Something in the ballpark of 30s longer. That means the gas for the upgrade wasn't even a restrictive factor. You could have literally made a Raven on 1 base at 200 gas, waited for the gas for the upgrade, and the upgrade would have still been done before the Raven could cast HSM.
On December 05 2012 04:24 roym899 wrote: I have a small question regarding the seeker missile as I've pretty much never faced one. Do you need to run the unit it's tareting away until it dies / the missile disappears basically? Or is there any other way to deal with it?
Yep, exactly this. Find the targeted unit and make it run (like right click the border of the map), or just split it so it doesn't splash on other units.
On December 05 2012 04:24 roym899 wrote: I have a small question regarding the seeker missile as I've pretty much never faced one. Do you need to run the unit it's tareting away until it dies / the missile disappears basically? Or is there any other way to deal with it?
Yep, exactly this. Find the targeted unit and make it run (like right click the border of the map), or just split it so it doesn't splash on other units.
Or blink/burrow away. If you lose sight of the unit (except for fog of war), the seeker missile detonates on the last spot.
Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio.
As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8.
I'm facepalming at this patch, it is disgustingly bad.
On December 05 2012 04:34 Corvi wrote: what happened with fungal immunity of bionic units
it was for psionic units and they said it made it was too big of a nerf (i think it was because protoss has quite a few psionic units but I don't remember exactly what the response was)
I like it a lot, don't know if it will be enough but it reeeeeeally helps.
The fungal we'll have to see, don't seem like much but who knows. Probably will just result in people sloppily losing infestors until they're used to it. Pretty good though, and maybe that 1 extra millisecond will help Terrans split or run their units in time.
The IT change is huge though. One storm will kill a big clump of them before they even hatch, really excited about that.