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On July 04 2013 23:33 woreyour wrote:Show nested quote +On July 04 2013 23:09 SsDrKosS wrote:On July 04 2013 22:55 woreyour wrote:On July 04 2013 17:31 SsDrKosS wrote:On July 03 2013 18:49 woreyour wrote:On July 03 2013 18:18 SsDrKosS wrote:On July 03 2013 17:59 MrSourGit wrote:On July 03 2013 17:16 woreyour wrote: I have some ideas.
- make the heal rate 50% less - put the uber light damage in pre igniter upgrade. - Need to upgrade transform from 1st to transform hellions to hellbat and cannot produce them out of factory in hellbat mode.
I would go for this , minor needs in effectiveness and timing for a while .... I agree with no2 (which is what blizzard wants) but 1 and 3 sounds weird. I actually want hellbat gets +1 armor (not sure light unit can have armor) or some health boost and make it pure mech, but I hardly think blizzard will remove bio tag ever. If they do, many won't QQ though. And require 2 upgrade? its gonna be like terran hydra! I rather remove the whole transformation upgrade that hellions comes with transformation when armory finish Why would number 3 be weird? the problem is hellbat and drops. upgrade before drops can still be worth it but terran needs to invest more or make it just delayed not coming in 7:30 mins and killing all workers. I also have another thing come up to mind, make hellbats armored, and remove healing option but this sounds drastic. Just makes sense since they took parts of themselves and turned arms into shields, made their HP total to 135, it is big and slow so should be armored (looks like a marauder/firebat). No you dont need to have 2 upgrades to be implemented, as I said they can choose one of those, pre ignigter or transform. Each one of the options would make it more pleasant than the current state as it would delay the 7:30 drop. 1st option would make the early drop 3 shot workers, the later drop would be the same potency as the current state. First, the first option is about reducing durability of hellbat (not making early drop 3 shot. maybe you have mixed up numbers?  ). But there is no units that heals only half or quarter since starcraft I alpha. Hellbat is already illogical by being a FACTORY unit that can be both mech and bio and this is even more non sense. And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). Secondly, no 2 is what actually blizzard suggested and not good because it affects other match ups that are not TvT (please read previous posts). That's why I wanted hellbat dmg to be less nerfed. Thirdly, if you have to get current hellbat after factory-> armory-> techlab on the factory, then research, would you use it? This will nerf not only hellbat drop but also hellbat itself too much in ALL match ups. Also, making armored (I thought I posted only few posts ago???) will make hellbat blowed by other +armor attackers, which will also affect not only drops but hellbat in general. Hellbat is the meatshield for mech because other mechs are armored but hellbat is not armored. Hope I have explained well. XP Please read whole posts (I actually did!) because I don't want people just jump in and saying something that what already has been discussed. Edit: when I say 'affects', it means it affects TOO MUCH. Sorry I dont have the luxury of time reading the whole 40 pages of discussions.  but number 1 would not reduce its durability because it has still 135 hp. It would only slow the rate of heal in which they are practically immoral against zerg units if you have high medivac count. And yes this is a game mechanic, does not matter if it is not in SC2 alpha? why? because it is an update. Change is constant and we are now in HOTs, maybe in LoV we could have real firebats and actual medics back, who knows? Maybe warhounds will do a comeback. You cant justify starcraft for being realistic? This is a fiction game. Where can u find dudes making blades from thoughts?  Does not matter if it makes more sense if they are bio/mech coming from a factory, maybe when he transforms he exposes his ass and makes him bio, we dont know he just does it. The damage in number 2 is solely for the 2 hit worker kill which makes it 1 hit since you have 2 hellbats in a drop. This affects all match ups as worker HPs are 40, 40, 45. Has nothing to do with TvT or any other specific matchups. The only thing it would make is delay the 7:30 minute drop that is too fast to do. maybe it would make it 8:30 this time, gives any race ample time to defend and not make them too far behind for defending. The armored suggestion can work but it would need careful reviews has to add +1 armor to it or just leave it 0 default armor. Yeah meatshields tend to be armored right? and not light? if it makes sense to you that they have armored shields in their arms, suddenly have 35 more HP and slowed movement speed then yes armored makes most sense. I read the whole OP post but again with the 40 pages of whine and for the interest of my time, i cant read 40 pages. I would just provide what I think are appropriate and I think the more similar the suggestion the more people seems to agree. facepalmd... no1- Its from SC I alpha. you didn't read a single post carefully did you? I said: And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). no2- ONLY TvT suffers from early drops. Thats why I said hellbat should have 18+4 when they come out (so that they will 3 shots SCV but 2 shots drones and probes) We don't want hellbat drops to be totally disappear. We just want hellbat drops less effective and less be seen. no3- being light will make it NOT countered by + armor types which counter other mechs like tanks and thors. And you said in no1 it doesn't matter the hellbat to be real life logical but you want to include real life logic to make 'sense'??? in no3? Edit:Man, if you are trolling, you really got me. why do you keep comparing SC2 alpha, BW and SC2 whatever version with HOTs? That is why we are now in HOTs, please move on. point 1 does not have to do with drops, it has to do with A moving all around meatshield problem. for drops we have option no. 2 and 3. Yes, again, option 2 and 3 will make it less effective or come later. Please read carefully.no4 (armour type) you mean? not no.3 (transform option). As I said, it will need careful considerations but still thats why you build banshees for this not mass hellbats.
kid. keep trolling until someone bashes you.
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On July 04 2013 23:37 SsDrKosS wrote:Show nested quote +On July 04 2013 23:33 woreyour wrote:On July 04 2013 23:09 SsDrKosS wrote:On July 04 2013 22:55 woreyour wrote:On July 04 2013 17:31 SsDrKosS wrote:On July 03 2013 18:49 woreyour wrote:On July 03 2013 18:18 SsDrKosS wrote:On July 03 2013 17:59 MrSourGit wrote:On July 03 2013 17:16 woreyour wrote: I have some ideas.
- make the heal rate 50% less - put the uber light damage in pre igniter upgrade. - Need to upgrade transform from 1st to transform hellions to hellbat and cannot produce them out of factory in hellbat mode.
I would go for this , minor needs in effectiveness and timing for a while .... I agree with no2 (which is what blizzard wants) but 1 and 3 sounds weird. I actually want hellbat gets +1 armor (not sure light unit can have armor) or some health boost and make it pure mech, but I hardly think blizzard will remove bio tag ever. If they do, many won't QQ though. And require 2 upgrade? its gonna be like terran hydra! I rather remove the whole transformation upgrade that hellions comes with transformation when armory finish Why would number 3 be weird? the problem is hellbat and drops. upgrade before drops can still be worth it but terran needs to invest more or make it just delayed not coming in 7:30 mins and killing all workers. I also have another thing come up to mind, make hellbats armored, and remove healing option but this sounds drastic. Just makes sense since they took parts of themselves and turned arms into shields, made their HP total to 135, it is big and slow so should be armored (looks like a marauder/firebat). No you dont need to have 2 upgrades to be implemented, as I said they can choose one of those, pre ignigter or transform. Each one of the options would make it more pleasant than the current state as it would delay the 7:30 drop. 1st option would make the early drop 3 shot workers, the later drop would be the same potency as the current state. First, the first option is about reducing durability of hellbat (not making early drop 3 shot. maybe you have mixed up numbers?  ). But there is no units that heals only half or quarter since starcraft I alpha. Hellbat is already illogical by being a FACTORY unit that can be both mech and bio and this is even more non sense. And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). Secondly, no 2 is what actually blizzard suggested and not good because it affects other match ups that are not TvT (please read previous posts). That's why I wanted hellbat dmg to be less nerfed. Thirdly, if you have to get current hellbat after factory-> armory-> techlab on the factory, then research, would you use it? This will nerf not only hellbat drop but also hellbat itself too much in ALL match ups. Also, making armored (I thought I posted only few posts ago???) will make hellbat blowed by other +armor attackers, which will also affect not only drops but hellbat in general. Hellbat is the meatshield for mech because other mechs are armored but hellbat is not armored. Hope I have explained well. XP Please read whole posts (I actually did!) because I don't want people just jump in and saying something that what already has been discussed. Edit: when I say 'affects', it means it affects TOO MUCH. Sorry I dont have the luxury of time reading the whole 40 pages of discussions.  but number 1 would not reduce its durability because it has still 135 hp. It would only slow the rate of heal in which they are practically immoral against zerg units if you have high medivac count. And yes this is a game mechanic, does not matter if it is not in SC2 alpha? why? because it is an update. Change is constant and we are now in HOTs, maybe in LoV we could have real firebats and actual medics back, who knows? Maybe warhounds will do a comeback. You cant justify starcraft for being realistic? This is a fiction game. Where can u find dudes making blades from thoughts?  Does not matter if it makes more sense if they are bio/mech coming from a factory, maybe when he transforms he exposes his ass and makes him bio, we dont know he just does it. The damage in number 2 is solely for the 2 hit worker kill which makes it 1 hit since you have 2 hellbats in a drop. This affects all match ups as worker HPs are 40, 40, 45. Has nothing to do with TvT or any other specific matchups. The only thing it would make is delay the 7:30 minute drop that is too fast to do. maybe it would make it 8:30 this time, gives any race ample time to defend and not make them too far behind for defending. The armored suggestion can work but it would need careful reviews has to add +1 armor to it or just leave it 0 default armor. Yeah meatshields tend to be armored right? and not light? if it makes sense to you that they have armored shields in their arms, suddenly have 35 more HP and slowed movement speed then yes armored makes most sense. I read the whole OP post but again with the 40 pages of whine and for the interest of my time, i cant read 40 pages. I would just provide what I think are appropriate and I think the more similar the suggestion the more people seems to agree. facepalmd... no1- Its from SC I alpha. you didn't read a single post carefully did you? I said: And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). no2- ONLY TvT suffers from early drops. Thats why I said hellbat should have 18+4 when they come out (so that they will 3 shots SCV but 2 shots drones and probes) We don't want hellbat drops to be totally disappear. We just want hellbat drops less effective and less be seen. no3- being light will make it NOT countered by + armor types which counter other mechs like tanks and thors. And you said in no1 it doesn't matter the hellbat to be real life logical but you want to include real life logic to make 'sense'??? in no3? Edit:Man, if you are trolling, you really got me. why do you keep comparing SC2 alpha, BW and SC2 whatever version with HOTs? That is why we are now in HOTs, please move on. point 1 does not have to do with drops, it has to do with A moving all around meatshield problem. for drops we have option no. 2 and 3. Yes, again, option 2 and 3 will make it less effective or come later. Please read carefully.no4 (armour type) you mean? not no.3 (transform option). As I said, it will need careful considerations but still thats why you build banshees for this not mass hellbats. kid. keep trolling until someone bashes you.
LOL what is troll with that son? Do you even understand the points? I think you don't even play terran. tsk tsk
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On July 04 2013 20:21 SsDrKosS wrote:Show nested quote +On July 04 2013 19:54 Rabiator wrote:On July 04 2013 18:38 SsDrKosS wrote:On July 04 2013 18:15 Rabiator wrote:On July 04 2013 15:02 TheRabidDeer wrote: While we are doubling the damage of units, why not double the damage of storm? What about ultralisks? Its not big deal. You can dodge all storms or emp the templar. You can kite ultralisks forever, it doesnt matter that they will 1 shot many things and 2 shot the rest.
The siege tank hasnt had 70 damage EVER in SC2. First it was 60, this was OP so they nerfed it to 50. They still werent happy so they nerfed it to 35 +15 armored. Despite it being nerfed to this level, mech is strong in TvT (well, less now than before but still very good) and can be good in TvZ. If you buffed it from 35 +15 to straight 70 it WILL be overpowered and I cant imagine the thought process going through your head that doubling damage is in any way a good change when the game is so close to balanced. Now you are ridiculous. Siege Tanks have underperformed ever since the map size got bigger than Steppes of War where the current tank values for damage were balanced on. For such tiny/small maps that might be okish, because you can have all your tanks affect the whole map basically, but what about large maps like Whirlwind? Tanks dont have the mobility - which is good - to keep up with other types of armies, but to balance the size of the map you need to spread out your forces much more to be able to defend everywhere. Terrans have no "vs ground" static defense that can be massed for base defense (the Planetary Fortress doesnt really count because it cant be built behind a mineral line for example and due to its size placement is limited). - If you are soooo fixed on the idea that Siege Tanks are "fine" then tell me why they only one-shot three lousy Zerglings with one shot. In BW they did the same damage to Zerglings as they do now, BUT there were far fewer Zerglings rushing the tanks AND the area of the attack was larger. - People have complained about dying to Zealots in mech TvP and so the Hellbat had to be invented. Did it really? Nope, because giving the Siege Tank a reasonable damage against light instead of a negligible one is ok. - Have you forgotten about the FRIENDLY FIRE splash damage? Any buff to the Siege Tank damage will make them die more easily from friendly fire. So I think there are quite a lot of arguments why my suggestion would not make the Siege Tank absolutely ridiculously OP. On July 04 2013 15:19 Big J wrote:On July 04 2013 15:06 NarutO wrote:On July 04 2013 15:02 TheRabidDeer wrote: While we are doubling the damage of units, why not double the damage of storm? What about ultralisks? Its not big deal. You can dodge all storms or emp the templar. You can kite ultralisks forever, it doesnt matter that they will 1 shot many things and 2 shot the rest.
The siege tank hasnt had 70 damage EVER in SC2. First it was 60, this was OP so they nerfed it to 50. They still werent happy so they nerfed it to 35 +15 armored. Despite it being nerfed to this level, mech is strong in TvT (well, less now than before but still very good) and can be good in TvZ. If you buffed it from 35 +15 to straight 70 it WILL be overpowered and I cant imagine the thought process going through your head that doubling damage is in any way a good change when the game is so close to balanced. You don't even seem to understand the tank mechanics. It did massive overdamage, now it does not. Thats why it is strong to begin with. Because of smart fire. Also you cannot kite ultralisks forever, and if you do with bio you better do it horribly well and off-creep, otherwise your bio gets torn to pieces in less than a second. I am not saying its imbalanced, but blatantly making it sound piss easy is hilarious. That's true. But not even broodwar featured 70flat damage such as rabiator demands. Apart from overkill (which he didn't demand), broodwar tanks did 35 vs small 52.5 vs medium 70 vs large It's just a wrong demand, there is no need to buff tanks vs marine, hellion, zergling, baneling, hydralisk and would severly screw with the balance of biomech vs Z and biomech vs mech. The tank should get a different fix, not a plain - huge - damage buff vs everything. The reasons why I suggested 70 flat damage are ... 1. The radius of the attack is smaller compared to BW. 2. At 70 damage they one-shot Zerglings in the primary and secondary radius. That is basically where the number comes from ... Why is there no need to buff the tank vs all the small and light units? It is a freaking TANK and should be able to scare away a horde of smaller units to the point that they can not just a-move into a line of tanks and win. The small infantry should be required to use tricks like dropping onto the tank or abducting them or blinding cloud or whatever else. So your suggestion is: leaving 35+15 vs armored but adding extra dmg(+35 light?)? Can a unit have that complexed stat? Edit: Tell me if i'm wrong  You are wrong ... and I thought "70 damage" was clear enough. It is a flat 70 damage ... against everything ... because splash reduces it for the outer radius a lot. Just look at the core radius of the Siege Tank attack, which is "0.4687 matrices" ... RADIUS. It isnt explained anywhere, but from the visuals I think it is safe to assume that "1 matric = length of a building block square" and that is TINY; if my assumption is correct the core area covers only 70% of one square ... So is the increase in damage I propose really that huge when it affects only a rather tiny amount of space at its maximum potential? http://wiki.teamliquid.net/starcraft2/Siege_Tank_(Heart_of_the_Swarm) the liquipedia says: "In siege mode, Siege Tanks do 35 (+15 against armored) splash damage. This damage has three different levels: units (whether hostile or friendly) within .4687 matrices of the target are dealt full damage, units between .4687 and .7812 matrices of the target receive 50% of full damage, and units between .7812 and 1.25 matrices from the target suffer just 25% of the full damage." and please refer to http://wiki.teamliquid.net/starcraft2/Splash_damageSo...If seize tanks do 70 dmg... the 'tiny' space makes 70dmg (a little bit bigger than a zergling), b/w .4687 and .7812, 35dmg (about 5-6 zerglings) and b/w .7812 and 1.25, 17.5dmg for MANY zerglings? I hope terran won't mass tanks but I think eveyone will go for it! Also, to give a reference point: Storm has a radius of 1.5 At +3 weapons vs +3 armor it is 19 damage per shot up to 1.25matrices away. Ling/bane would melt so fast...
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On July 05 2013 04:22 monkybone wrote: A flat damage buff to the tank does not mean a buff to the splash damage. Erm, what? Unless you nerf the splash damage, it does mean a buff to splash damage.
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Something that is mineral heavy and 0 gas, Kims correct in saying that as long as medic is still alive there's no loss. The drop can be costly because of medic boost and drop on top of the retreating workers. Just to be able to continue drops with no real affect on army (expect for some minerals being spent on HB and the occasinal medivac).
This is just my opinion in general, maybe delay the tech just like how many other things like DTs for example most races can produce some detection to deal with the issue. If those DTs die your behind because there was a risk involved in attempting that. To waste hell bats is nothing when a mule can help keep your mineral count high enough for drop production and army production.
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Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers).
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On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers).
Because you could build better units and employ superior tactics to the cheezy hellbat drops. :S BW Terran > SC2 Terran
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On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers).
Firebats had a third of the health, cost gas and did much, much less damage over a much smaller area. Plus all of their damage was concussive; Hellbats still do 18 base damage against non-light units. Firebats do 8 base damage to medium units and 4 base damage against large units, oh, yeah, and armor still applies twice.
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On July 05 2013 06:19 Mindcrime wrote:Show nested quote +On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers). Firebats had a third of the health, cost gas and did much, much less damage over a much smaller area. Plus all of their damage was concussive; Hellbats still do 18 base damage against non-light units. Firebats do 8 base damage to medium units and 4 base damage against large units, oh, yeah, and armor still applies twice. you can stim them though
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On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers). Having less workers per mineral and being spread over a larger area made AoE much less effective vs workers in BW.
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On July 05 2013 06:37 Pwere wrote:Show nested quote +On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers). Having less workers per mineral and being spread over a larger area made AoE much less effective vs workers in BW.
More like Vultures were the most cost-effective unit ever. Why spend gas when you can spend only minerals for something with FAR more upside?
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On July 05 2013 06:21 iky43210 wrote:Show nested quote +On July 05 2013 06:19 Mindcrime wrote:On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers). Firebats had a third of the health, cost gas and did much, much less damage over a much smaller area. Plus all of their damage was concussive; Hellbats still do 18 base damage against non-light units. Firebats do 8 base damage to medium units and 4 base damage against large units, oh, yeah, and armor still applies twice. you can stim them though
Vultures did the same thing a proposed firebat drop would do in BW. Except they were much cheaper and were good against many more units than firebats. They also didn't require dropships and medics. Just themselves.
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On July 05 2013 06:50 Infernal_dream wrote:Show nested quote +On July 05 2013 06:21 iky43210 wrote:On July 05 2013 06:19 Mindcrime wrote:On July 05 2013 04:50 Nagi21 wrote: Y'know I've always wondered something ever since the hellbat fighting began. The hellbat is essentially the firebat from BW, so why didn't firebat drops become as big a thing as hellbat drops. (I know it's asking for snow in July but please... no troll answers). Firebats had a third of the health, cost gas and did much, much less damage over a much smaller area. Plus all of their damage was concussive; Hellbats still do 18 base damage against non-light units. Firebats do 8 base damage to medium units and 4 base damage against large units, oh, yeah, and armor still applies twice. you can stim them though Vultures did the same thing a proposed firebat drop would do in BW. Except they were much cheaper and were good against many more units than firebats. They also didn't require dropships and medics. Just themselves.
And you could do what korean people called 'vulture control'! Hellbat is just too good compared to ANY mineral dump units throughout SC1 (if you played original campaign! ), SC1 BW, SC2 WoL, and SC2 Hots. ppl say 'but it's a high tech! It requires armory that cost....' but have you ppl EVER compared that with other high tech units? THEY COST GAS AND HELLBAT DON't. After watching several OP (literally over-powered) hellbat/medivac armies, I think the only option is to make hellbat cost gas by making transformation servo mandatory. (maybe making a bit cheaper and faster but not like now, straight from factory.). If ppl think that is not good (hope all of them have read the discussions in other thread), please suggest something better. please Everyone knows that hellbat is broken
EDIT: Vulture was very cheap but it had pitful health and require to research speed (cost gas ) and mine, if they want to get spider mines. Hellbats? you only need medivac and medivac doesn't always die if microd correctly. and vulture had no splash but hellbat does with MASSIVE dps.
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So... ppl. you don't have to read all posts that ppl and I have discussed. but there are few points to ponder. 1. just removing bio tag is not a good solution because hellbat will be still cost effective 2. hellbat have too much aggression in the early game but not much in the late game 3. only TvT suffers the most in the early game.
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Never thought of buffing tank flat damage and nerfing the splash so that remains the same. It's an AWESOME IDEIA!
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On July 05 2013 10:59 StarscreamG1 wrote: Never thought of buffing tank flat damage and nerfing the splash so that remains the same. It's an AWESOME IDEIA! If the tank is buffed that would mean some other parts of terran would need a nerf. Super tank would mean early zerg all-ins will be totally obsolete and nobody can really say that terran is strugglin in the mid-lategame against zerg.
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On July 05 2013 11:06 RaFox17 wrote:Show nested quote +On July 05 2013 10:59 StarscreamG1 wrote: Never thought of buffing tank flat damage and nerfing the splash so that remains the same. It's an AWESOME IDEIA! If the tank is buffed that would mean some other parts of terran would need a nerf. Super tank would mean early zerg all-ins will be totally obsolete and nobody can really say that terran is strugglin in the mid-lategame against zerg.
They still could work, just like mines you need to send in stuff to absorb the shot. Besides, terrans actually have to make the tanks, many still wont. I think people are suggesting nerf hellbats buff tanks.
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On July 05 2013 11:26 Reborn8u wrote:Show nested quote +On July 05 2013 11:06 RaFox17 wrote:On July 05 2013 10:59 StarscreamG1 wrote: Never thought of buffing tank flat damage and nerfing the splash so that remains the same. It's an AWESOME IDEIA! If the tank is buffed that would mean some other parts of terran would need a nerf. Super tank would mean early zerg all-ins will be totally obsolete and nobody can really say that terran is strugglin in the mid-lategame against zerg. They still could work, just like mines you need to send in stuff to absorb the shot. Besides, terrans actually have to make the tanks, many still wont. I think people are suggesting nerf hellbats buff tanks.
Yep! My suggestion (gathering all conclusions in the other thread)
On July 05 2013 10:06 SsDrKosS wrote:This is my final stand. critic me if i'm wrong  1. Remove bio tag (to make it less synesied with medivac when dropped.). (-point: causes some issue with archon dmg) 2. Make 18+4 light at the beginning so that early drop is not that efficient in TvT ONLY. Can research back with pre-igniter upgrade. (not sure what would be bad.maybe not enough nerf?) 3. If ppl still want bio tag, make a research of 50/50 60s or 100/100 90s that allows hellbat to be biological and transform. (-point: does ppl really want/use hellion/hellbat transformation) @blargh. That is a good idea but blizzard won't introduce more units (esp BW units!) until Lov comes out. That's what they have said and make me sad  EDIT: what I want is 1+2. or 1+2+3. not just one of them.
Edit: I donno how to buff tank but it should be buffed.
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