On July 12 2014 18:28 Teoita wrote:
Why can't the just buff actual lategame Terran units is beyond me...
Why can't the just buff actual lategame Terran units is beyond me...
Me too. But that doesn't mean that there is no good explanation.
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[F_]aths
Germany3947 Posts
On July 12 2014 18:28 Teoita wrote: Why can't the just buff actual lategame Terran units is beyond me... Me too. But that doesn't mean that there is no good explanation. | ||
Pandahunterz
Netherlands213 Posts
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SC2Toastie
Netherlands5725 Posts
On July 12 2014 13:41 ETisME wrote: Show nested quote + On July 12 2014 12:59 klipik12 wrote: On July 12 2014 11:46 ETisME wrote: too many spells are lacking clear indication of which unit casted that spell. As in the caster lacks a clear indicator that it casted that spell. This issue really needs to be fixed because we want to see casters casting spells, not just spells going off everywhere. Isn't that every spell except fungal, abduct and seeker missile? Guardian shield, Yamato, infested terran, auto turrets and phoenix lift and Oracle other two spells are great. All ghost and ht spells have a specific animation as well | ||
Dingodile
4124 Posts
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Pandahunterz
Netherlands213 Posts
On July 12 2014 13:59 neverlose9999 wrote: need to get rid of the energy for battle cruiser and add cooltime for yamato cannon so that terran can get tier 3 units and composition in the late game vs protoss also please nerf photon overcharge.. Not going to happen, air is privileged to toss and protoss only, DK will make sure of that. Nice idea though would make the game way more interesting! | ||
Pandahunterz
Netherlands213 Posts
On July 12 2014 19:34 FueledUpAndReadyToGo wrote: wow the widowmine buff is not very subtle. RIP my zerglings not to mention all those gascostly banelings T_T even when you target the mines with your banelings, you will lose some before they arrive just to trade gasinefficient anyway. now you will lose even more rolling on your way to the terran army. | ||
Godwrath
Spain10091 Posts
On July 12 2014 19:27 Radicalness wrote: Show nested quote + On July 12 2014 18:35 Godwrath wrote: On July 12 2014 18:28 Teoita wrote: Why can't the just buff actual lategame Terran units is beyond me... After 4 years neglecting siege tanks or mech play in general, and just buffing or adding synergies for bio, I do not think they really care about terran lategame. They did buff the tank though ... no longer needs armory for siege-mode in Hots and the rate of fire is quicker. Not enough to make tanks the meta in TvZ and TvP though I guess although Bomber has shown that tanks are still viable, you just need a lot of them and good positioning. Tanks never required armory for siege mode. And the rate of fire was definitly not what the tank needed (still doing subpar damage against everything, including even shields of armored units). Bomber uses tanks because he hates dying to speed roach aggression, and even though i am a huge fan, he has a much easier time controlling tanks than mines. | ||
Dingodile
4124 Posts
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ejozl
Denmark3175 Posts
Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything. | ||
Rollora
2450 Posts
On July 12 2014 11:45 geokilla wrote: Drones too right? and let's just pretend there will be TvTs after the patch, so goodbye SCVs | ||
neptunusfisk
2286 Posts
On July 12 2014 13:03 Mjolnir wrote: Show nested quote + On July 12 2014 12:34 EngrishTeacher wrote: On July 12 2014 12:32 Twine wrote: I really think they should buff tanks (building time and damages) instead of mines. It would maybe make TvP interesting with tanks bio against colossus and mines bio vs hts chargelots. And, tanks are less of a random unit than mines. As for the TW change ... Hell, it's about time. I'm curious to see how the AA priority will work in TvT (focusins vikings/medivacs instead of tanks, etc..) Really tired of hearing this argument when people fail to consider TvT. Please do post a viable and not-completely-quirky solution that limits the tank buffs to vs. P and Z only. So, what's the gripe here? You think tanks would be too strong in TvT if they were buffed? Bio spam would be less effective? Games would turn into positional wars and/or turtles? Is that the fear? Maybe that's not what your concern is (and if it isn't, please clarify); but if it is well man, I've gotta disagree. TvT was fantastic in BW and tanks shit all over infantry in that one. I think SC2 needs something to mix up the strats. I'd love to see more TvT mech to air strats. I'm tired of bio, bio, bio in every tournament or every game I play on b.net. Tweaking mines, Thors, and the MC are silly changes. Mines are boring and only facilitate more MMMWM (bio) play (yawn). Thor targeting is ridiculous - where's the micro? That's part of the game! And the MC nerf? Please, all the damage is done in the first 5-10 seconds. Terran needs a complete overhaul. I agree with those who want to see a tank buff. Yes, but mech was exciting in BW because how hard to play it was with non-unlimited unit select and non-mulitple building select and so on Mech in SC2 is mostly just horrible | ||
egrimm
Poland1196 Posts
TW change does not matter that much as many mentioned After 5-10 sec its' damage already have been done but decreasing duration still makes sense to me as 30 sec felt too long. Thor - again small change which won't make a big splash in games I feel. Also I'm not sure if I like removing the "control aspect" to target fire mutalisks during fights even if it would help terrans for more room to micro their other forces. WM - of course the biggest change. Right now I feel like mines (before this patch) deal too little damage vs Z, especially mutas and lings/blings to remain cost effective. On the hand mines deals with charegelot/ht style a little to well which led P to almost exclusively use colo openings. I believe that good change would be to buff slightly WM splash dmg and on the same time reduce bonus vs shield. It's hard to be specific but that's what test maps are for, right ? After giving it a thought: - WM base dmg: 125 -> 150 that way it will always kill at least one zealot/stalker/oracle with one hit but won't affect muta/ling/bling at all. - Splash radius: 1.5/2/2.5 with dmg somewhere where it is now. I don't know exact numbers neither was able to find them on liquipedia. - No bonus vs shield increased radius should help vs mass zealots and zergs generally. If not, we can increase dmg from splash so chargelot/ht won't be OP and TvZ should not be affected AFAIK splash dmg currently is higher than hp of ling/bling. Also as almost everyone I'm looking forward for some tank buff. I'd suggest: Siege mode dmg: from 35 vs light/50 vs armored to 40 vs light/50 vs armored That way: - Zealot will be killed in 4 hits instead of 5 Rest P units won't be affected (aside from probes ;P) - Marines (with or without CC) will be killed in 2 hits exactly as before. Difference is only when upgrades come to play and marines stim: buffed tank with +3 attack vs Marine with +3 armor needs 1 shot to kill a marine. It is obviously a nerf to bio in TvT but not as severe. However it may also lead bio player vs mech to actually change their comp a bit, as mech player will acquire more tanks and upgrades, to marauder heavy who are not affected by this buff. - Baneling has 30HP so it will die in one shot regardless - Zergling Right now there is only one relationship between ling and tank, where lings have +X armor and tanks have no upgrades then ling are killed in 2 shots instead of 1. In every other circumstance tanks one shot lings. After the buff tanks will one shot lings always which is a buff to tanks but at least needed as right now tanks are just obliterated by mass lings. Also I'd like to see some changes to Hellbats like: - Remove bio tag BUT buff HP slightly to compensate (+10-15 ?) - Maybe slightly buff dmg (+2-5 ?) BUT reduce speed That way: no healing from medivacs -> nerf to hellbat with bio and to hellbat drops but better vs Archons more HP -> straight buff to mech power (I know that you can of course drop with mech but meching player also want to have vikings so he has to choose between medivacs and vikings) dmg/speed -> more distinguishable from hellion My 2 cents | ||
SC2Toastie
Netherlands5725 Posts
On July 12 2014 20:16 Rollora wrote: Show nested quote + On July 12 2014 11:45 geokilla wrote: On July 12 2014 11:39 Exarl25 wrote: Goodbye Probes. Drones too right? and let's just pretend there will be TvTs after the patch, so goodbye SCVs 45 hp means the 2nd radius wont oneshot | ||
FeyFey
Germany10114 Posts
On July 12 2014 20:16 Rollora wrote: Show nested quote + On July 12 2014 11:45 geokilla wrote: On July 12 2014 11:39 Exarl25 wrote: Goodbye Probes. Drones too right? and let's just pretend there will be TvTs after the patch, so goodbye SCVs With that radius it doesn't even have to be TvT for that. And goodbye Marines as well. | ||
Teoita
Italy12246 Posts
On July 12 2014 20:09 ejozl wrote: So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius. Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything. Also zealots and stalkers because they get +shield bonus damage. | ||
ejozl
Denmark3175 Posts
On July 12 2014 20:49 Teoita wrote: Show nested quote + On July 12 2014 20:09 ejozl wrote: So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius. Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything. Also zealots and stalkers because they get +shield bonus damage. Yes, but that's only the main target. Didn't want to add all the non-changed stuff. | ||
Teoita
Italy12246 Posts
On July 12 2014 20:52 ejozl wrote: Show nested quote + On July 12 2014 20:49 Teoita wrote: On July 12 2014 20:09 ejozl wrote: So within an radius the same as a Psionic Storm this new Sentinel Missile now kill Zerglings, Banelings, Sentries, High Templars, Observers, Drones, then within a radius of Fungal Growth it kills Probes, all instantly. Then it further tickles units in an even larger radius. Seems pretty good for a 75/25 unit. Expect Terran Storm Drops on everything. Also zealots and stalkers because they get +shield bonus damage. Yes, but that's only the main target. Didn't want to add all the non-changed stuff. Ah fair enough. Still a pretty good midgame unit... | ||
DeadByDawn
United Kingdom476 Posts
On July 12 2014 20:18 egrimm wrote: Well, ... Also I'm not sure if I like removing the "control aspect" to target fire mutalisks during fights even if it would help terrans for more room to micro their other forces ... Also I'd like to see some changes to Hellbats like: - Remove bio tag BUT buff HP slightly to compensate (+10-15 ?) - Maybe slightly buff dmg (+2-5 ?) BUT reduce speed ... My 2 cents The control aspect of the Thor has not been changed - it has just been made more sensible. T gets Thors against Z mostly, and they do it to counter mutalisks. Hence it is ridiculous that it shoots at ground forces instead. Now you can control it to shoot ground forces when you want to, the most common case of shooting mutalisks is the default. In TvT I assume that it will shoot at ground forces (ie. siege tanks) if nothing in the air is attacking it. Slower hellbats - have you seen how they waddle around now? I don't think that I would ever build one again if they got slower, and no, transforming, moving, transforming to make up for lack of speed would not be viable in a battle. Also I don't like people wanting tank buffs against bio who think that the TvT mirror match-up is irrelevant when considering the buffs. The TvT matchup is one of the most interesting, buff tanks and it will be mech v mech only - and we have another matchup where T is pigeon holed into one strategy. TvT is the only T match-up where we get to see nearly every T unit used, including cattlebruisers. | ||
Teoita
Italy12246 Posts
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[PkF] Wire
France24187 Posts
Edit : I'd rather see a buff that's targetting TvZ especially, something like : - primary target damage remains the same. - 0-1.25 : 40 (+40). - 1.25-1.5 : 30(+30). - 1.5-1.75 : 20(+20). One shots probes again in a 1.75 radius like it did at the beginning of HotS, and one shots banelings in a 1.5 radius (0.25 short of the original 1.75 that was very strong). 1.75 radius for such a cheap unit is already very large ! 2.5 is HUGE ! | ||
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