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Simple [HOTS] Questions, Simple [Beta] Answers - Page 49

Forum Index > SC2 General
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ZenithM
Profile Joined February 2011
France15952 Posts
February 11 2013 12:40 GMT
#961
Hey guys, is there any online source (kept up to date) where we can read the current unit stats / spell effects / cost / etc.. of HotS beta units (including WoL revamped units)?
Going back through all the patch changes to see what holds now and what doesn't is a bit bothersome.

Anyway, what's the state of current Raven's seeker missile. I remember that it costs 75 energy and is AoE again, but how much damage does it deal? Cooldown? Time to release the missile? Missile speed? etc..

Thanks a lot in advance.
SHODAN
Profile Joined November 2011
United Kingdom1146 Posts
Last Edited: 2013-02-11 16:38:41
February 11 2013 14:40 GMT
#962
On February 11 2013 21:40 ZenithM wrote:
Hey guys, is there any online source (kept up to date) where we can read the current unit stats / spell effects / cost / etc.. of HotS beta units (including WoL revamped units)?
Going back through all the patch changes to see what holds now and what doesn't is a bit bothersome.

Anyway, what's the state of current Raven's seeker missile. I remember that it costs 75 energy and is AoE again, but how much damage does it deal? Cooldown? Time to release the missile? Missile speed? etc..

Thanks a lot in advance.


There's a guy called juicyjames who usually posts an updated list of changes in the beta balance update threads. This is how the game looks after update #13:

PROTOSS
  • Carrier
    • Interceptors can now change targets when they are in leash range.
  • Dark Shrine
    • The cost is now 150/150, down from 100/250.
  • Mothership
    • Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.
    • The Vortex ability has been removed from the game.
    • New Ability: Time Warp.
      • Creates a temporal field that slows all ground units’ movement speed within a 3.5 radius by 50%.
      • This ability costs 75 energy to cast
      • This ability can be cast from 9 range.
  • http://wiki.teamliquid.net/starcraft2/Mothership_Core
  • http://wiki.teamliquid.net/starcraft2/Oracle
  • Phoenix
    • Range increased from 4 to 5. Upgrade still grants +2 range.
  • Pylon
    • Warp-in on ramps downhill is now allowed. Warp-in to the high ground is not possible anymore.
  • Sentry
    • Hallucination no longer requires research.
  • Stalker
    • Blink research time increased from 140 to 170 seconds.
  • http://wiki.teamliquid.net/starcraft2/Tempest_(unit)
  • Void Ray
    • Prismatic Beam
      • No longer charges up.
      • Weapon period decreased from 0.6 to 0.5.
      • No longer does passive +massive damage.
    • New Ability: Prismatic Alignment
      • Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.
      • Activating the ability now causes a timer to display over the Void Ray for the duration of the effect.
    • Supply cost increased from 3 to 4.

TERRAN
  • Armory
    • The Armory now only has one armor upgrade for both air and ground upgrades for both Factory and Starport units.
  • Battlecruiser
    • Yamato Cannon energy cost decreased from 125 to 100.
  • http://wiki.teamliquid.net/starcraft2/Hellbat
  • Medivac
    • New ability: Ignite Afterburners
      • Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.
  • Raven
    • Seeker Missile has been redesigned:
      • Energy cost decreased from 125 to 75.
      • Can now fire from 10 range.
      • Missile comes out and stays immobile in front of the Raven for 5 seconds while charging up, then rapidly moves and explodes at the target for 100 damage plus splash damage.
      • Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.
  • Reaper
    • New passive ability: Combat Drugs
      • Health regenerates 2hp/s if not attacked during the last 10 seconds (same as Protoss shields)
    • Health increased from 50 to 60.
    • Movement speed increased from 2.95 to 3.75.
    • No longer requires a Tech Lab Addon.
    • No longer have their anti-building grenades.
    • P-45 Gauss Pistol weapon damage decreased from 4 +5 vs. Light to 4.
  • Siege Tank
    • Siege Tanks no longer require an upgrade in order to enter Siege Mode.
  • Thor
    • 250mm Strike Cannons has been removed, along with its associated energy bar.
    • The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
    • When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
    • Thor radius, inner radius, and separation radius increased from 0.8215 to 1.
  • (Wiki)Widow Mine

ZERG
  • Creep Tumor
    • No longer spawn instantly, but instead have a three second spawning animation.
    • May now be placed on ramps.
  • Hatchery
    • The Evolve Burrow upgrade requirement has been moved to the Hatchery.
    • The Pneumatized Carapace upgrade now only requires a Hatchery.
  • Hydralisk
    • New Upgrade: Muscular Augments
      • Increases hydralisk off-creep speed from 2.25 to 2.81. Speed on creep unchanged (3.37)
  • Infestor
    • Fungal Growth:
      • Is now a projectile.
      • Speed of the projectile is 12.
      • Range up to 10.
      • Damage decreased from 30 +10 vs. Armored to 30.
  • Mutalisk
    • Speed increased from 3.75 to 4. Acceleration stays at 3.5.
    • New passive ability: Tissue Regeneration
      • Mutalisk health regeneration rate increased from .2734 to 1
  • Spine Crawler
    • This unit now completely blocks pathing when placed next to other structures, including other Spine Crawlers.
      • Zerglings and other small units can no longer squeeze in between Spine Crawlers.
    • The scale of this unit has been increased from 0.85 to 0.95.
  • Spore Crawler
    • This unit no longer requires an Evolution Chamber.
    • The weapon damage for Acid Spew has been increased from 15 to 15 + 15 vs. Biological.
  • http://wiki.teamliquid.net/starcraft2/Swarm_Host
  • Ultralisk
    • Damage changed from 15+20 armored to 35 flat damage.
  • (Wiki)Viper
JazVM
Profile Joined October 2012
Germany1196 Posts
February 11 2013 21:11 GMT
#963
How to uninstall the beta ( I want to reinstall it)? Its a silly question but I dont know how to! It doesnt show up in the lift of programs in the system control panel and there is no uninstaller in the hots folder. Can some one help??
mind mind mind mind mind mind
Forikorder
Profile Joined August 2011
Canada8840 Posts
February 11 2013 21:14 GMT
#964
On February 12 2013 06:11 JazVM wrote:
How to uninstall the beta ( I want to reinstall it)? Its a silly question but I dont know how to! It doesnt show up in the lift of programs in the system control panel and there is no uninstaller in the hots folder. Can some one help??

wierd that it doesnt shoe up on the control panel

if you go into your start menu it should be right under Starcraft 2 (folder is called starcraft 2 beta) and theres an uninstall option there
JazVM
Profile Joined October 2012
Germany1196 Posts
Last Edited: 2013-02-11 21:32:10
February 11 2013 21:15 GMT
#965
On February 12 2013 06:14 Forikorder wrote:
Show nested quote +
On February 12 2013 06:11 JazVM wrote:
How to uninstall the beta ( I want to reinstall it)? Its a silly question but I dont know how to! It doesnt show up in the lift of programs in the system control panel and there is no uninstaller in the hots folder. Can some one help??

wierd that it doesnt shoe up on the control panel

if you go into your start menu it should be right under Starcraft 2 (folder is called starcraft 2 beta) and theres an uninstall option there


It does not show :D. Can you tell me where to unistaller is located exactly?

EDIT: deleting the beta folger had the desired effect. thanks anyway!
mind mind mind mind mind mind
phfantunes
Profile Joined April 2010
Brazil170 Posts
February 11 2013 23:07 GMT
#966
1. Does unranked mode give XP?
2. Is there any development for off racing on ranked mode?
ricepudding
Profile Joined February 2013
47 Posts
February 11 2013 23:26 GMT
#967
On February 12 2013 08:07 phfantunes wrote:
1. Does unranked mode give XP?
2. Is there any development for off racing on ranked mode?


1. Yes.
2. I don't understand this question. Sorry :c
never say die.
Forikorder
Profile Joined August 2011
Canada8840 Posts
February 11 2013 23:36 GMT
#968
On February 12 2013 08:07 phfantunes wrote:
1. Does unranked mode give XP?
2. Is there any development for off racing on ranked mode?


2. no there isnt
Cainam
Profile Blog Joined January 2011
United States421 Posts
February 12 2013 06:19 GMT
#969
On February 11 2013 20:46 Qikz wrote:
Show nested quote +
On February 11 2013 15:03 Cainam wrote:
How the fuck do you beat Skytoss as Z? I was on 6 bases vs 4 and making hydra corrupter infestor viper and I had absolutely no shot. If that isn't the right army to deal with it what is?


Silly question but isn't viper kind of wasted supply against skytoss as the cloud doesn't hit air?

Also tempests and carriers have such good range you should have them sniped off before they get to grab anything.


I got the vipers because he added in 3 Colossi to help with the hydras instead of getting templar. Wanted to abduct them but they didn't survive long enough. I haven't been playing the beta for very long but skytoss is the only thing I have found that I literally have no idea how to handle.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
February 12 2013 06:46 GMT
#970
Any terran try BC's/yamato against skytoss or do tempest/voidray shit on them?
savior did nothing wrong
ALPINA
Profile Joined May 2010
3791 Posts
February 13 2013 16:11 GMT
#971
Anyone knows what happens when i leave my league? The MMR resets or not? Someone said that after leaving i will only need to play 1 league match, but i left and it says 5 placement matches remaining.
You should never underestimate the predictability of stupidity
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
February 13 2013 17:13 GMT
#972
On February 11 2013 21:40 ZenithM wrote:
Hey guys, is there any online source (kept up to date) where we can read the current unit stats / spell effects / cost / etc.. of HotS beta units (including WoL revamped units)?
Going back through all the patch changes to see what holds now and what doesn't is a bit bothersome.

Anyway, what's the state of current Raven's seeker missile. I remember that it costs 75 energy and is AoE again, but how much damage does it deal? Cooldown? Time to release the missile? Missile speed? etc..

Thanks a lot in advance.

Liquipedia is your friend:
http://wiki.teamliquid.net/starcraft2/Template:Units_and_Buildings_Navbox/HotS
Koltronn
Profile Joined February 2013
United States29 Posts
February 13 2013 18:32 GMT
#973
PROTOSS

Carrier

Interceptors can now change targets when they are in leash range.
Dark Shrine

The cost is now 150/150, down from 100/250.
Mothership

Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.

The Vortex ability has been removed from the game.

New Ability: Time Warp.

Creates a temporal field that slows all ground units’ movement speed within a 3.5 radius by 50%.

This ability costs 75 energy to cast

This ability can be cast from 9 range.
Mothership Core

Oracle

Phoenix

Range increased from 4 to 5. Upgrade still grants +2 range.
Pylon

Warp-in on ramps downhill is now allowed. Warp-in to the high ground is not possible anymore.
Sentry

Hallucination no longer requires research.
Stalker

Blink research time increased from 140 to 170 seconds.
Tempest (unit)

Void Ray

Prismatic Beam

No longer charges up.

Weapon period decreased from 0.6 to 0.5.

No longer does passive +massive damage.
New Ability: Prismatic Alignment

Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.

Activating the ability now causes a timer to display over the Void Ray for the duration of the effect.
Supply cost increased from 3 to 4.

I guess I must be a little behind, but does that mean that carriers are back in? when did that happen? does protoss just get one more new unit han everyone else?
Naw man, I'm good.
Tuczniak
Profile Joined September 2010
1561 Posts
February 13 2013 18:53 GMT
#974
On February 14 2013 03:32 Koltronn wrote:
Show nested quote +
PROTOSS

Carrier

Interceptors can now change targets when they are in leash range.
Dark Shrine

The cost is now 150/150, down from 100/250.
Mothership

Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.

The Vortex ability has been removed from the game.

New Ability: Time Warp.

Creates a temporal field that slows all ground units’ movement speed within a 3.5 radius by 50%.

This ability costs 75 energy to cast

This ability can be cast from 9 range.
Mothership Core

Oracle

Phoenix

Range increased from 4 to 5. Upgrade still grants +2 range.
Pylon

Warp-in on ramps downhill is now allowed. Warp-in to the high ground is not possible anymore.
Sentry

Hallucination no longer requires research.
Stalker

Blink research time increased from 140 to 170 seconds.
Tempest (unit)

Void Ray

Prismatic Beam

No longer charges up.

Weapon period decreased from 0.6 to 0.5.

No longer does passive +massive damage.
New Ability: Prismatic Alignment

Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.

Activating the ability now causes a timer to display over the Void Ray for the duration of the effect.
Supply cost increased from 3 to 4.

I guess I must be a little behind, but does that mean that carriers are back in? when did that happen? does protoss just get one more new unit han everyone else?
Carrier is back since update 2 ( ~ september). And yes protoss have the most new units.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 13 2013 18:53 GMT
#975
Possibly the wrong thread to ask this, but is anyone else having problems with the HOTS chat channels?

Every time I join the general chat, the client crashes either right away or pretty soon afterwards.
Koltronn
Profile Joined February 2013
United States29 Posts
February 13 2013 19:23 GMT
#976
On February 14 2013 03:53 Tuczniak wrote:
Show nested quote +
On February 14 2013 03:32 Koltronn wrote:
PROTOSS

Carrier

Interceptors can now change targets when they are in leash range.
Dark Shrine

The cost is now 150/150, down from 100/250.
Mothership

Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.

The Vortex ability has been removed from the game.

New Ability: Time Warp.

Creates a temporal field that slows all ground units’ movement speed within a 3.5 radius by 50%.

This ability costs 75 energy to cast

This ability can be cast from 9 range.
Mothership Core

Oracle

Phoenix

Range increased from 4 to 5. Upgrade still grants +2 range.
Pylon

Warp-in on ramps downhill is now allowed. Warp-in to the high ground is not possible anymore.
Sentry

Hallucination no longer requires research.
Stalker

Blink research time increased from 140 to 170 seconds.
Tempest (unit)

Void Ray

Prismatic Beam

No longer charges up.

Weapon period decreased from 0.6 to 0.5.

No longer does passive +massive damage.
New Ability: Prismatic Alignment

Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.

Activating the ability now causes a timer to display over the Void Ray for the duration of the effect.
Supply cost increased from 3 to 4.

I guess I must be a little behind, but does that mean that carriers are back in? when did that happen? does protoss just get one more new unit han everyone else?
Carrier is back since update 2 ( ~ september). And yes protoss have the most new units.
Thanks for the info. I got another question then: does the tempest fit in well with the carrier (having two capitol ships) or is it better to focous on just one or the other?
Naw man, I'm good.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 13 2013 21:44 GMT
#977
On February 14 2013 04:23 Koltronn wrote:
Show nested quote +
On February 14 2013 03:53 Tuczniak wrote:
On February 14 2013 03:32 Koltronn wrote:
PROTOSS

Carrier

Interceptors can now change targets when they are in leash range.
Dark Shrine

The cost is now 150/150, down from 100/250.
Mothership

Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.

The Vortex ability has been removed from the game.

New Ability: Time Warp.

Creates a temporal field that slows all ground units’ movement speed within a 3.5 radius by 50%.

This ability costs 75 energy to cast

This ability can be cast from 9 range.
Mothership Core

Oracle

Phoenix

Range increased from 4 to 5. Upgrade still grants +2 range.
Pylon

Warp-in on ramps downhill is now allowed. Warp-in to the high ground is not possible anymore.
Sentry

Hallucination no longer requires research.
Stalker

Blink research time increased from 140 to 170 seconds.
Tempest (unit)

Void Ray

Prismatic Beam

No longer charges up.

Weapon period decreased from 0.6 to 0.5.

No longer does passive +massive damage.
New Ability: Prismatic Alignment

Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.

Activating the ability now causes a timer to display over the Void Ray for the duration of the effect.
Supply cost increased from 3 to 4.

I guess I must be a little behind, but does that mean that carriers are back in? when did that happen? does protoss just get one more new unit han everyone else?
Carrier is back since update 2 ( ~ september). And yes protoss have the most new units.
Thanks for the info. I got another question then: does the tempest fit in well with the carrier (having two capitol ships) or is it better to focous on just one or the other?

Well they do have pretty different roles. The tempest is stronger when you are trying to avoid a direct engagement, just constantly dealing damage to your opponent from a distance. They also kill massive air really fast (BLs, BCs etc).

The carrier however is much stronger in direct engagements. Eventually if you wanna a-move over your opponents with airtoss, carriers will be really strong.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2013-02-14 00:04:23
February 14 2013 00:01 GMT
#978
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2013-02-14 00:06:05
February 14 2013 00:01 GMT
#979
On February 12 2013 15:46 EleanorRIgby wrote:
Any terran try BC's/yamato against skytoss or do tempest/voidray shit on them?


Tempest deal 80! damage per shot with 15 range against BC's . Thats just a bad idea. They also have 300 Hp and 150 Shields which means you need 2 Yamatos just to kill one . Not to mention they're 100/100 cheaper and are 2 less supply than BC's .
RubixRambo
Profile Joined September 2012
United States9 Posts
Last Edited: 2013-02-14 02:50:33
February 14 2013 00:15 GMT
#980
This might have been answered, But I would rather not look through all 50 pages to find the answer.... Sorry for my laziness.


If blinding cloud is placed over a casting unit i.e. a high Templar, can that Templar still storm at a range past one?


EDIT: I went on to the HotS units tester and found out for myself. Spell casters can still cast while under blinding cloud.

Im going to let my biased zerg show right now..... This makes me
"Two things are infinite. The universe and human stupidity... and I'm not so sure about the universe." -Albert Einstein-
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