Great changes, but hopefully it's still possible to pressure toss with roach ravager
Community Feedback Update - February 18 - Page 4
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mCon.Hephaistas
Netherlands891 Posts
Great changes, but hopefully it's still possible to pressure toss with roach ravager | ||
chipmonklord17
United States11944 Posts
On February 19 2016 05:19 Glorfindel! wrote: I dont understand the Liberator change, someone cares to explain? You can't nerf ravagers without nerfing tanks/liberators without killing ZvT. If it takes more corrosive bile to kill a liberator than previously you can't also have liberators effortless removing a mineral line. | ||
Deathstar
9150 Posts
On February 19 2016 05:35 Gullis wrote: plus it has 1 armor. This doesn't even seem to make the tank 3 hit it, it still takes 4 hits or am I going full retard now? No it takes 4 hits. I think the damage will be bumped by 5 or something to actually make it 3 hits. | ||
mCon.Hephaistas
Netherlands891 Posts
On February 19 2016 05:19 Glorfindel! wrote: I dont understand the Liberator change, someone cares to explain? Ravagers take one more shot to kill them so they want spores and Queens a more viable option vs them early game | ||
Creager
Germany1884 Posts
On February 19 2016 05:10 Vindicare605 wrote: In your opinion. My opinion is that the Tankivac is a terrible design that completely destroys the concept behind the transforming Siege Tank. The Siege Tank is in my opinion one of the best designed RTS units of all time. Leave its design alone. Yep, tankivacs just ruined the game for me, especially TvT. It's a good change for the players and that's what matters in the long run. | ||
Dangermousecatdog
United Kingdom7084 Posts
On February 19 2016 05:32 Glorfindel! wrote: Sorry, I misunderstood. i thought you was asking for an explanation. Yes, liberator will get -1 freedom mode. When the fusion core upgrade is researched it will have the same full range it had before with the fusion core upgrade. So compared to previous version it has -1 range and then with the upgrade it will comparitively have +1 range to have +0 difference in range with the upgrade. That's how I have understood it. I don't know why whoever writes these have no idea how to communicate clearly.But is range just decreased by one? That is the change? | ||
Scarlett`
China2371 Posts
On February 19 2016 04:49 blade55555 wrote: I don't think either of those units are going to be useless with this buff. Don't forget, no more flying tanks which is going to make killing siege tanks a million times easier. I actually think Ravager rushes might potentially be OP now because Terran will have 1 siege tank and now he can't pick it up to micro against the rush. I may be wrong, but I don't see Ravagers or Lurkers being useless! id say the opposite the damage nerf on bile pretty much kills proxy hatch ravager cuz you can just repair forever and when you get a tank just put it far back | ||
LSN
Germany696 Posts
Still liberators will stay too overpowered (also and especially in air vs. air fights) compared to the other tools terran has. I am sure that ravagers and tanks need more tweaking as well. But things seem to go the right way. | ||
purakushi
United States3300 Posts
2. Change siege tank deploy/attack sound to BW's 3. Profit??? | ||
pure.Wasted
Canada4701 Posts
On February 19 2016 05:35 KeksX wrote: I mean, banelings in theory absolutely demolish Marines, but sometimes infinite amounts of banelings don't do anything. You're misremembering. TRUE definitely won that series. | ||
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The_Templar
your Country52797 Posts
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MockHamill
Sweden1798 Posts
Mech will still not be playable in TvP due to Adepts shading on top of tanks and Tempest only costing 4 supply, but at least mech should be viable in TvT and TvZ. | ||
imre
France9263 Posts
Siege tank buff will be huge for TvT, possibly vP but it looks a bit weak vZ. | ||
andrewlt
United States7702 Posts
On February 19 2016 04:42 pure.Wasted wrote: Agreed about the tank 100%. Their damage output isn't the core issue. The fact that other units can close the distance to a tank line basically at a whim is the issue. This was impossible in BW. This is what gave tanks their power. And that is what Medivac pickup emulated, in a roundabout way. It gave tanks "extra range." That's what they need. An hp buff or supply/cost reduction could do the same thing. It's not just about closing the distance, units in SC2 deal much more dps than their BW counterparts. That means units that can close the distance can kill the tanks much faster than their equivalent BW counterparts. And with tanks costing more resources and supply, terrans generally have fewer tanks than in BW. | ||
Xenotolerance
United States464 Posts
On February 19 2016 04:11 SetGuitarsToKill wrote: Medivacs can’t pick up Siege Tanks in Siege Mode This change will give us some room to increase the damage of Siege Tanks YES Siege Tank damage increased from 35 (50 vs. armored) to 40 (60 vs. armored) NO | ||
AbouSV
Germany1278 Posts
On February 19 2016 04:11 SetGuitarsToKill wrote: Medivacs can’t pick up Siege Tanks in Siege Mode This seems to be a main reason to play bio instead of mech. By removing this ability, and giving more strength to the Siege Tank, we wonder if we can have this clear distinction between the two playstyles appear once again. As many, I like the idea of flying tanks (see TY vs Solar just amazing game), but also I like that Terran has a wider choice instead of just building only one type of production build and having the other one flying around. I am really not found of them praising this ![]() | ||
Hotshot
Canada184 Posts
I also think lurkers are an issue. Too much range and damage. | ||
Dungeontay
126 Posts
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MiniFotToss
China2430 Posts
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ArgusDreamer
Canada63 Posts
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