1. Less DPS for Hellbats.
2. More DPS for Siege Tanks in siege mode.
3. Longer cooldown on medivac speedbost.
4. Tempest food cost increased to 6.
Forum Index > SC2 General |
MockHamill
Sweden1798 Posts
1. Less DPS for Hellbats. 2. More DPS for Siege Tanks in siege mode. 3. Longer cooldown on medivac speedbost. 4. Tempest food cost increased to 6. | ||
Xahhk
Canada540 Posts
On May 29 2013 05:41 MockHamill wrote: I think this change is ok but I would like to have it combined with following: 1. Less DPS for Hellbats. 2. More DPS for Siege Tanks in siege mode. 3. Longer cooldown on medivac speedbost. 4. Tempest food cost increased to 6. Losing to mass tempest? | ||
Holo82
Austria107 Posts
It was hillariously effective, and most toss i bet dont even know how freaking fast the speed-prisms really are.. because i rarely ever see them upgraded. Now imagine the same thing without the research time in robo bay. And about harass: do u really think its HARASS if u get 10 + zealots in your base running amok? I really think the only reason they would want to do this is to make it easier to counter swarmhost play, and poor terrans are screwed again by another 5 new kinds of allin they have to account for. In my lore - understanding, the native counter to Swarmhost should actually be the carrier.Maybe a buff to Interceptors beeing able to intercept the locusts /broodlings, while the tempests + voids are on guard duty vs viper / corruptor. Constantly producing colossie from 2/3 robo, just to get them yoinked as soon as they arrive at the front, seems not a valid strategy. | ||
crappen
Norway1546 Posts
On May 29 2013 05:41 MockHamill wrote: I think this change is ok but I would like to have it combined with following: 1. Less DPS for Hellbats. 2. More DPS for Siege Tanks in siege mode. 3. Longer cooldown on medivac speedbost. 4. Tempest food cost increased to 6. Wow, that is A LOT of changes, and the state of the game is pretty solid now. I really like these very small changes that also tries to address how the game is played out for the viewers. This warp prism can change a lot, making people play more safe versus toss. A lot can happen with this lone change | ||
devgchr
United States104 Posts
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Jetskii
United States6 Posts
On May 29 2013 05:39 Emzeeshady wrote: Show nested quote + On May 29 2013 05:36 avilo wrote: On May 29 2013 04:30 larse wrote: GG Mech TvP lmao, now that you mention it, it's another hilarious indirect middle finger to mech TvP @_@ as long as the Immortal exists mech won't be viable in TvP. True, Immortals deal around an amazing 60 damage to armored units, however, the Terran player could get ghosts and try and EMP the shields off of the Immortals, negating the Hardened Shields while using the Thors or Hellbats as meatshields. Hopefully the Protoss player won't feedback or storm them. | ||
Plansix
United States60190 Posts
On May 29 2013 05:41 Crownlol wrote: Man, so many scumbag Z and T in here: "Protoss is boring to play against, they just mass and a move" "Don't give Protoss any buffz!" "Protoss players are worse, that's why they aren't doing well" "Don't give Protoss any micro-intensive units!" Yeah, well clearly they hate it when protoss turtle behind 3 bases and mass up a death ball, but don't like when then they attack. Its a hard life being and elder race made of plant people. Also, I love how few zergs are whining about it. Its mostly terrans who are freak out "Whoa, they can attack me before I take my third base?!? You mean I have to scout more than once in the first 13 minutes of the game?! How dare you sir!" | ||
Emzeeshady
Canada4203 Posts
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Crownlol
United States3726 Posts
On May 29 2013 05:46 Jetskii wrote: Show nested quote + On May 29 2013 05:39 Emzeeshady wrote: On May 29 2013 05:36 avilo wrote: On May 29 2013 04:30 larse wrote: GG Mech TvP lmao, now that you mention it, it's another hilarious indirect middle finger to mech TvP @_@ as long as the Immortal exists mech won't be viable in TvP. True, Immortals deal around an amazing 60 damage to armored units, however, the Terran player could get ghosts and try and EMP the shields off of the Immortals, negating the Hardened Shields while using the Thors or Hellbats as meatshields. Hopefully the Protoss player won't feedback or storm them. Hellbat drops are still good. | ||
Bahajinbo
Germany488 Posts
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Runar_121
Sweden21 Posts
Funny being zerg... Not like they're annoying already -.- | ||
Skiblet
South Africa206 Posts
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Guileful
Kazakhstan137 Posts
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Emzeeshady
Canada4203 Posts
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-SaharaDrac-
27 Posts
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K3Nyy
United States1961 Posts
If Protoss needs anything, it's that their fundamental design needs to be tweated and reworked. They can buff whatever they want to reach even win rates but it still may not be that exciting to watch. | ||
Vindicare605
United States16032 Posts
Having it available as soon as a Robotics Facility is down I think just allows for way too many early game cheese builds. | ||
Jetskii
United States6 Posts
On May 29 2013 05:44 crappen wrote: Show nested quote + On May 29 2013 05:41 MockHamill wrote: I think this change is ok but I would like to have it combined with following: 1. Less DPS for Hellbats. 2. More DPS for Siege Tanks in siege mode. 3. Longer cooldown on medivac speedbost. 4. Tempest food cost increased to 6. Wow, that is A LOT of changes, and the state of the game is pretty solid now. I really like these very small changes that also tries to address how the game is played out for the viewers. This warp prism can change a lot, making people play more safe versus toss. A lot can happen with this lone change I agree with crappen, I also believe that this buff is the right answer. However, I also agree with MockHamill. I remember in Brood War, Siege Tanks dealt 70 damage (in siege mode) to any unit regardless of whether it was armored or not. I think that would make many Terran players out there very happy. Also, it would give Terran much stronger potential for map control, encouraging more drop plays by Protoss players (that or Skytoss). | ||
GreyKnight
United States4720 Posts
On May 29 2013 05:47 Emzeeshady wrote: Show nested quote + On May 29 2013 05:41 Crownlol wrote: Man, so many scumbag Z and T in here: "Protoss is boring to play against, they just mass and a move" "Don't give Protoss any buffz!" "Protoss players are worse, that's why they aren't doing well" "Don't give Protoss any micro-intensive units!" Edit - Make Charge researched at Cybercore, put it more in line with Stim and Conc. I agree with the bolded comments. I don't see why people are scum bags for thinking that. you have trouble understanding why he said that because you took things out of context instead of the full quote? | ||
phyren
United States1067 Posts
Storm drops were the option in bw, but storm is a very high tech in sc2, especially because it is the norm to go towards stargate or robo tech first and invest heavily in those. Also, storm damage is lessened by enough that you usually wont kill more than 8-10 workers, which at this end game stage that you have all these techs, is nice but not as impactful as early game harass. The oracle was supposed to take on this role, but it hasn't quite done so. tl;dr. REAVERS!! | ||
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