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Unit Speed and 1.4 Seeker Missile

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 10 11 12 Next All
jrdn
Profile Joined September 2010
United States132 Posts
Last Edited: 2011-08-25 18:09:25
August 25 2011 17:07 GMT
#1
New Seeker Missile Information:

By increasing the speed of the seeker missile to 2.95, the missile will catch any unit that moves at a speed of 2.55 or below / 2.65 or below with durable materials. This is with perfect micro. Previously, the missile would hit 2.1 / 2.2 respectively.

Edit: Turret: 50 energy, PDD: 100 Energy, Seeker Missile: 125 Energy - 100 damage

So...what units are in danger if Seeker Missile starts tracking?

Doomed:

.47: Overlord
.94: Queen
1.41: Mothership, Broodlord
1.88: Fast Overlord, Slow Overseer, Carrier, High Templar, Slow Observer, Thor, Battlecruiser
2.25: Colossus, Immortal, Voidray, Sentry, Slow Zealot, Marine, Marauder, Ghost, Tank, Raven, Viking-Ground, Infestor, Slow Roach, Hydra
2.5: Slow Warp Prism, Medivac, Slow Baneling, Queen-Creep
-------------------------------------------------------------------------------------------------------------------------------

Need Head Start:

2.75: Viking-Air, Banshee, Fast Overseer, Fast Zealot
2.81: Workers, Fast Observer, Archon, Dark Templar
2.92: Infestor-Creep, Slow Roach-Creep

-------------------------------------------------------------------------------------------------------------------------------

Can Outrun (Note: Seeker Missile Speed is 2.95):

2.95: Ultralisk, Corruptor, Slow Lings, Fast Banelings, Stalker, Slow Reaper
3.00: Fast Roach
3.25: Slow Baneling-Creep
3.375: Hydra-Creep, Fast Warp Prism, Stimmed Marines & Marauders
3.75: Mutalisk
3.83: Fast Baneling-Creep, Ultralisk-Creep, Fast Reaper
3.90: Fast Roach-Creep
4.25: Phoenix, Hellion
4.70: Speedling
6.11: Speedling-Creep

-------------------------------------------------------------------------------------------------------------------------------

What does this mean?

TvP Air Control
With the SM able to hit Vrays and Carriers, a Terran player needs relatively fewer vikings to hold the skies, allowing them to create more Ravens for more SM or PDD based on the situation.

TvT Air Control
A player can now fall behind in Viking count and still have a chance to reclaim air dominance.

TvZ Infestor Repellant
The raven can now be a strong infestor sniper. If off creep the infestor will surely die and if on creep the infestor must be micro'ed away.

What other tactics / strategies do you see?
“The sole purpose of an opening is to achieve a playable midgame”
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 17:13 GMT
#2
125 Energy is still too much. Only in the latest of late Games will it be used.
bLah.
Profile Joined July 2009
Croatia497 Posts
August 25 2011 17:14 GMT
#3
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.
jrdn
Profile Joined September 2010
United States132 Posts
August 25 2011 17:26 GMT
#4
Seeker Missile will also take out hardened shields on immortals (while doing splash to their neighbors).
“The sole purpose of an opening is to achieve a playable midgame”
GeNeSiDe
Profile Blog Joined August 2010
United Kingdom354 Posts
August 25 2011 17:26 GMT
#5
you could always use squads of ravens to lay down covering PDD's while you move in with the seekers, is only not viable in situations where the opponent has a wall of AA. Science vessels used to drive above zergs armies casting irradiate and that was when scourge were in the sky...where there's a way there's a will, someone will figure it out and we will all copy it.
http://soundcloud.com/eastmanmusic Check out my latest sc2 song "Masters League!"
Bobster
Profile Joined January 2011
Germany3075 Posts
August 25 2011 17:29 GMT
#6
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 25 2011 17:30 GMT
#7
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

That very same unit has a way to deal with that, its called PDD. You could even use siege tanks to cover them if you want to save energy.
Absence of evidence is not evidence of absence.
TripleCow
Profile Joined February 2011
United States240 Posts
August 25 2011 17:31 GMT
#8
On August 26 2011 02:29 Bobster wrote:
Show nested quote +
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee


I've got three words for you.

Too much energy.
Tyler: "I only needed one probe to take down IdrA. I had to upgrade to a zealot for Strelok."
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
August 25 2011 17:31 GMT
#9
On August 26 2011 02:29 Bobster wrote:
Show nested quote +
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

That would require 225 energy...
A raven has 200.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
dde
Profile Joined November 2010
Canada796 Posts
August 25 2011 17:31 GMT
#10
how much dmg seeker missile do? 125?
yes
jrdn
Profile Joined September 2010
United States132 Posts
August 25 2011 17:32 GMT
#11
On August 26 2011 02:31 dde wrote:
how much dmg seeker missile do? 125?


100
“The sole purpose of an opening is to achieve a playable midgame”
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
August 25 2011 17:32 GMT
#12
On August 26 2011 02:31 Doodlerapid wrote:
Show nested quote +
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee


I've got three words for you.

Too much energy.


Make more than 1 raven?

5 ravens with PDD can survive ANYTHING long enough for marines to come save them
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-08-25 17:34:21
August 25 2011 17:33 GMT
#13
On August 26 2011 02:31 Doodlerapid wrote:
Show nested quote +
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee


I've got three words for you.

Too much energy.

Let me counter that with two words:


Two Ravens.

On August 26 2011 02:31 tnud wrote:
Show nested quote +
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

That would require 225 energy...
A raven has 200.
Yes, you'd obviously require a second Raven to cover the first.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-08-25 17:34:01
August 25 2011 17:33 GMT
#14
Xinder
Profile Blog Joined January 2011
United States2269 Posts
August 25 2011 17:33 GMT
#15
On August 26 2011 02:31 tnud wrote:
Show nested quote +
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

That would require 225 energy...
A raven has 200.


Build more than one raven? One lays down PDD as the other one comes in for the seeker missle.
"Daaayyyy9, King Pussyfoot of NinnyVille"- Day9 while playing Amnesia
Navillus
Profile Joined February 2011
United States1188 Posts
August 25 2011 17:34 GMT
#16
I like this buff, I think it's a cool spell and this is a change that is making the game more skill based because people will have to be good at using SM and more so people will have to be good at getting their units away and splitting them, but balance-wise does terran really need more things that are effect? The BC got back to being viable in at least TvT now every spell the raven has is useful in some situations, nothing terran has is bad really and I just hope they start making that true for every race *cough* carrier *cough*
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
August 25 2011 17:35 GMT
#17
Imagine that, 225 energy for 100 dmg at 6 range in a tiny area that some units can simply dodge. Also, research. Gee, I better start using that.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
August 25 2011 17:35 GMT
#18
On August 26 2011 02:29 Bobster wrote:
Show nested quote +
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

Riiight, use a 75 energy spell so you can cast a 125 energy spell.

If they upped the range to 8 it might actually be worthwhile, like strike cannons used to be.
Namu
Profile Joined February 2011
United States826 Posts
August 25 2011 17:36 GMT
#19
On August 26 2011 02:33 Xinder wrote:
Show nested quote +
On August 26 2011 02:31 tnud wrote:
On August 26 2011 02:29 Bobster wrote:
On August 26 2011 02:14 bLah. wrote:
Range 6 people... Range 6. You still lose a raven every time you shoot that missile.

I've got three words for you.

pee dee dee

That would require 225 energy...
A raven has 200.


Build more than one raven? One lays down PDD as the other one comes in for the seeker missle.


200 minerals 400 gas for a pdd and a seeker missile that might not even hit?
no thanks
jrdn
Profile Joined September 2010
United States132 Posts
August 25 2011 17:37 GMT
#20
Holy smokes....just screwed around in unit tester and 1 seeker missile wipes out almost all larvae! Not cocoons though.
“The sole purpose of an opening is to achieve a playable midgame”
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