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On August 15 2016 02:26 blade55555 wrote:Show nested quote +On August 15 2016 02:23 Aocowns wrote:On August 15 2016 02:18 blade55555 wrote:Wow. Some of these changes are cool, some are way out there (DT with blink better not make it  ). Wish they would have made hydras cheaper/hatch tech with obvious stats change. But cool to see them finally making some huge changes. I also can't believe they aren't touching the adept at all, at least the shade ability. think mech in sc2 is ever going to create the same feeling and "coolness" of bw mech? cus to me i always just picture it going back to semi-turtly mech with far too strong air-to-ground, where the only real mechanical requirement to play it is how many creative ways you can kill the opponents mineral line while being as impenetrable as possible I have always been anti-mech and I would rather it not be viable. But I am for a siege tank buff and removing flying tanks. I hope that if they go through these changes and Mech is viable, but the best way to play it is to turtle I hope it gets nerfed then. If Turtle Mech becomes a thing I will be so sad.
New economy already nerfs turtle mech pretty hard.
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On August 15 2016 02:26 blade55555 wrote:Show nested quote +On August 15 2016 02:23 Aocowns wrote:On August 15 2016 02:18 blade55555 wrote:Wow. Some of these changes are cool, some are way out there (DT with blink better not make it  ). Wish they would have made hydras cheaper/hatch tech with obvious stats change. But cool to see them finally making some huge changes. I also can't believe they aren't touching the adept at all, at least the shade ability. think mech in sc2 is ever going to create the same feeling and "coolness" of bw mech? cus to me i always just picture it going back to semi-turtly mech with far too strong air-to-ground, where the only real mechanical requirement to play it is how many creative ways you can kill the opponents mineral line while being as impenetrable as possible I have always been anti-mech and I would rather it not be viable. But I am for a siege tank buff and removing flying tanks. I hope that if they go through these changes and Mech is viable, but the best way to play it is to turtle I hope it gets nerfed then. If Turtle Mech becomes a thing I will be so sad.
I fail to see why we won't have turtle mech all over to be honest.
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The thing with turtling in sc2 is that you cannot really counter it with better economy (unless you build more workers) and this always was a problem with "unbeatable armies". You get your three bases at once and build your perfect army. It's a bit better in LOTV because you have to expand faster to keep the three base economy but still...
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On August 15 2016 02:32 Vanadiel wrote:Show nested quote +On August 15 2016 02:26 blade55555 wrote:On August 15 2016 02:23 Aocowns wrote:On August 15 2016 02:18 blade55555 wrote:Wow. Some of these changes are cool, some are way out there (DT with blink better not make it  ). Wish they would have made hydras cheaper/hatch tech with obvious stats change. But cool to see them finally making some huge changes. I also can't believe they aren't touching the adept at all, at least the shade ability. think mech in sc2 is ever going to create the same feeling and "coolness" of bw mech? cus to me i always just picture it going back to semi-turtly mech with far too strong air-to-ground, where the only real mechanical requirement to play it is how many creative ways you can kill the opponents mineral line while being as impenetrable as possible I have always been anti-mech and I would rather it not be viable. But I am for a siege tank buff and removing flying tanks. I hope that if they go through these changes and Mech is viable, but the best way to play it is to turtle I hope it gets nerfed then. If Turtle Mech becomes a thing I will be so sad. I fail to see why we won't have turtle mech all over to be honest.
Bioball + some tanks will be stronger
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now everyone bitching again, u are not happy wathever they do.
this is what we were waiting for, now they have to release test map and balance, but this is a big step.
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The deep tunnel on infestors is peculiar, and I don't see it being used much until late late game. Because it costs 50 energy, if you use it too quickly with infestors they'll be pretty neutered by it. So you have to wait for a long time with them before it can be really useful. But spending all that gas on them in the mid game only to wait for a long time and not use them can really cripple you. The cast-while-burrowed is a tremendous buff, though. It will probably shut down a lot of air play, or stop major bio pushes.
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Mostly good changes especially tankivac removal and tempest nerf/redesign are long overdue. DT and infestor buffs are crazy though. Also I still hope for the -1 ultra armor nerf..
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Some thoughts from a mech player
1.Tank buff seems incredibly strong-excited for it but I wonder if it will put more importance on air control even more. Lack of ground anti air for factory means air will be contested more than ever. This is relevant for my next thought-
2.Can't help but to think that they swapped the anti air and anti ground attack for cyclone around.. it's lock on for air is very bad (160 dmg over 14 sec) and mech already had good amount of anti armor ground options in tank thor hellbat ect. A lot of mech issue stems from lack of anti-air and while broodlord range revert helps, not gonna do much vs protoss... Cyclone also absolutely shreds worker line (1 worker per second) with this change but not great vs other units so I am not too excited for the repurpose.
I really think cyclone should have its niche in anti air but that's my opinion. It's role overlaps with helliom and offers not much to overall mech play all that much. Does offer (expensive) base sniping capabilities though. I don't see much use aside from that
3. Think hydra could have used little bit more love in supply reduction or hp buff or something with ravager change and tank change. While speed buff and range buff will do a lot, tank change means 2 shot hydra and weakened roach in viper roach hydra comps. Maybe we will see ling hydra instead. Idk. 7 range hydra will be very strong vs unpositioned mech but the lack of health is bit alarming
4. Not too worried about turtle mech due to eco but we could see big rise in aggressive tank timings with hellbat in mediacs being dropped to take advantage of tank damage before air superiority kicks in
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That idea with the infestor tunnel.. ns2 anyone?
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On August 15 2016 02:38 Charoisaur wrote: Also I still hope for the -1 ultra armor nerf.. Keep in mind the Tank does 70 dmg against them, 85 with +3; so good Tank positioning might become the Ultra counter, BW style.
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United Kingdom10443 Posts
If they remove tank-medivac pickup then I will watch the game again.
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HOLY SHIT GAME CHANGES ARE GREAT altohugh i dont like killing tempest 
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On August 15 2016 02:42 Barrin wrote:But 70 dmg siege tanks! And -1 brood lord range nerf. This helps mech to counter ultras but not really bio because tanks are crap against ling bane muta and you don't really want to make tanks then.
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On August 15 2016 02:04 Topdoller wrote:Holy shit, time to switch to Terran if those changes happen  I was just thinking of playing again and deciding on Zerg or Protoss, as the current Terran feels and plays so poorly to me; now i'm super excited to play proper Terran again. These changes can't come soon enough.
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