-Change the AI so that it doesn't automatically run outside of the cloud.
-Make the cloud affect widow mines
I really like the overseer changes though. Ambivalent about the mech buff.
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Prime Directive
United States186 Posts
-Change the AI so that it doesn't automatically run outside of the cloud. -Make the cloud affect widow mines I really like the overseer changes though. Ambivalent about the mech buff. | ||
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TheDwf
France19747 Posts
On August 13 2013 05:35 pmp10 wrote: Show nested quote + On August 13 2013 05:34 TheDwf wrote: On August 13 2013 05:32 NOFX wrote: Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable, instant 20 3-3-3 chargelots warp in will be less of a problem now. Hellbats are not even used in lategame TvP at high level. I think his point is that with shared upgrades they would be. No, they're too one-dimensional. | ||
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Iodem
United States1173 Posts
On August 13 2013 04:28 SarcasmMonster wrote: Show nested quote + On August 13 2013 04:26 Plansix wrote: Blizzard's plans: Buff everything. I endorse this plan. Don't buff Protoss. I also endorse this plan. kind of hard when buffing vipers to have full mana means they're now guaranteed to die to feedback in the first engagement. | ||
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Chr15t
Denmark1103 Posts
"neat" changes Mech in TvP gets little notch up tho. | ||
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Vindicare605
United States16097 Posts
On August 13 2013 05:27 SarcasmMonster wrote: Show nested quote + On August 13 2013 05:26 DinoMight wrote: I don't understand... Why not buff blinding cloud, and make it only work against bio? Then it becomes useless in ZvP It already is useless in ZvP. The only unit that's ever worth blinding instead of abducting is Stalkers. Blinding cloud serves one purpose in this game, countering Siege Tanks and Thors. It has virtually no other use. | ||
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TT1
Canada10011 Posts
On August 13 2013 05:36 Prime Directive wrote: A couple of changes to the viper they could make: -Change the AI so that it doesn't automatically run outside of the cloud. -Make the cloud affect widow mines I really like the overseer changes though. Ambivalent about the mech buff. this, you dont know how annoying it is having ur units walk forward into fungal range | ||
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archwaykitten
90 Posts
On August 13 2013 05:30 TXRaunchy wrote: Viper buff is unnecessary. They already have the ability to gain energy through that one spell. When HT were spawned with enough energy to do storms, it was deemed as IMBA, thus a nerf to the HT. Why would you buff another spellcaster when you basically nerfed another one for the same thing? The trouble with High Templar starting with more energy was that they could instantly storm after warping in anywhere on the map. Protoss could instantly defend any of their bases with a quick warp in and storm (backed up by a few warped in zealots) without needing to worry about careful positioning beforehand. They could also instantly re-max a gateway army mid engagement by warping in Templar to the front lines who were able to immediately cast more storms and then morph to archons. The trouble was with an energy upgrade + warp in + super useful spell, not just the energy upgrade. There are plenty of units that still have an energy upgrade, after all. | ||
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Sated
England4983 Posts
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TheDwf
France19747 Posts
On August 13 2013 05:39 Sated wrote: Show nested quote + On August 13 2013 05:34 TheDwf wrote: On August 13 2013 05:32 NOFX wrote: Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable, instant 20 3-3-3 chargelots warp in will be less of a problem now. Hellbats are not even used in lategame TvP at high level. There are still people who go Mech. I just watched NonY crush one of them. ![]() Sure. But they talk about bio with a lategame "Hellbat transition," except this transition only exists in their heads. | ||
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Iodem
United States1173 Posts
On August 13 2013 05:36 Prime Directive wrote: A couple of changes to the viper they could make: -Change the AI so that it doesn't automatically run outside of the cloud. -Make the cloud affect widow mines I really like the overseer changes though. Ambivalent about the mech buff. The AI is designed for you to run out of the cloud by going towards the zerg army rather than away from it. This is totally detrimental if you're using colossi, because you want to keep them in the back. Having them stay still would keep them out of immediate danger and just be unable to attack. I agree they should affect widow mines though. | ||
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p14c
Vatican City State431 Posts
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Pirfiktshon
United States1072 Posts
whether they get upgrades with viking helps I still don't see them being viable or better than MMM + Ghost + viking against the late game comp ........ | ||
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NOFX
France32 Posts
On August 13 2013 05:35 pmp10 wrote: Show nested quote + On August 13 2013 05:34 TheDwf wrote: On August 13 2013 05:32 NOFX wrote: Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable, instant 20 3-3-3 chargelots warp in will be less of a problem now. Hellbats are not even used in lategame TvP at high level. I think his point is that with shared upgrades they would be. Exactly, almost every long PvT macro has at some point vikings and collossi involved, and every good terran upgrade vikings weapons if they're not planing to end the game quickly. | ||
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Plansix
United States60190 Posts
On August 13 2013 05:41 TheDwf wrote: Show nested quote + On August 13 2013 05:39 Sated wrote: On August 13 2013 05:34 TheDwf wrote: On August 13 2013 05:32 NOFX wrote: Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable, instant 20 3-3-3 chargelots warp in will be less of a problem now. Hellbats are not even used in lategame TvP at high level. There are still people who go Mech. I just watched NonY crush one of them. ![]() Sure. But they talk about bio with a lategame "Hellbat transition," except this transition only exists in their heads. Well the patch isn't live or even possible to play. How could we do it any other way but go "Well if you upgrade vikings, you also get hellbat upgrades. Its almost like your losing money of you don't use them." | ||
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mythandier
United States828 Posts
That's not to say it won't be helpful as mech can occassionally work in non-mirror but at equal skill and if the opponent is practiced against it then it really just gets shut down hard (swarm host, viper, immortal, ht, blink, vr/tempest...etc). Then again, only low masters so I could be way off the mark. | ||
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Sissors
1395 Posts
On August 13 2013 05:36 Prime Directive wrote: A couple of changes to the viper they could make: -Change the AI so that it doesn't automatically run outside of the cloud. -Make the cloud affect widow mines I really like the overseer changes though. Ambivalent about the mech buff. I still think they should change blinding cloud to -5 range roughly, while giving it something like +30/40/50% radius. Effect would be the same for all regular units. Only change then is colossi can still shoot a bit (woopdiedoop, the ones that aren't abucted that is), and siege tanks aren't completely useless. Still they won't like it, but at least their minimum range isn't larger than their maximum range. | ||
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Iron_
United States389 Posts
1) Having 3 armories simply was not feasible, so the combo of upgrades is good for Terran, and may effect the possible playstyle, which is great. Just one step closer to making the BC useful..... *laughs heartily*. 2) I can see the desire for faster overseers. I only play zerg here and there, but since they are the only mobile detection, I can see this helping out without breaking anything. 3) Can't comment on vipers sadly. In my zerg play I just make ultras since they are so much better than anything else. I was a bit confused with them saying zerg has a disadvantage late game, since I always lose once ultras are out, and pro players resort to guerrilla warfare at that point (drops, many small forces spreading out, etc). Muta ling bling surely gets worse as the game goes on, but why would a zerg not transition into ultras? | ||
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Velouria
United States78 Posts
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SarcasmMonster
3136 Posts
Edit: Except for the guy above me who decided to use bad words. | ||
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Big J
Austria16289 Posts
Mech Upgrades... totally unnecessary, Mech/Sky compositions absolutely don't struggle with that kind of stuff. Viper energy buff... That's a completely unnecessary buff for PvZ, one that could be quite huge timingwise (roach/viper or roach/hydra/viper timings). And one that is being done to what-is-maybe-the-strongest-unit-in-that-matchup... | ||
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