Except Viper ability is too strong when coupled with the new Hydra speed and swarm hosts.
Good to see that Blizzard didn't retire mothership ! kudos !
Looks like lots of balancing to do , but looks interesting.
Forum Index > SC2 General |
Parcelleus
Australia1662 Posts
June 09 2012 02:53 GMT
#1061
Except Viper ability is too strong when coupled with the new Hydra speed and swarm hosts. Good to see that Blizzard didn't retire mothership ! kudos ! Looks like lots of balancing to do , but looks interesting. | ||
Snoodles
401 Posts
June 09 2012 02:54 GMT
#1062
On June 09 2012 11:52 acker wrote: Show nested quote + On June 09 2012 11:47 Destroyr wrote: This pseudo spider mines look terrible. Build at the Fac. Move over Map on there own. Attache themselves to a unit (in a certain range !!!). cant be denied. Not slightly as in BW... and yes BW is the thing to beat for them... But yeah A move units are awesome..... I'd load them into a Medevac. Then I'd use them for annihilating workers lines. Hell, load some with mines, load some with marines, and do multi-pronged drops. Attach them to your own units when you see the vipers aiming for them. | ||
Ballistixz
United States1269 Posts
June 09 2012 02:54 GMT
#1063
On June 09 2012 11:50 SolidMoose wrote: Show nested quote + On June 09 2012 11:47 ImNightmare wrote: On June 09 2012 11:46 L0thar wrote: ....aaand the TvZ battlereport only supported my previous view that Terrans are getting shafted in HoTS. They are getting the weakest (which could be balanced) and most boring (which sadly couldn't) additions from all races. But the one mine detonation was kinda funny, I'll give you that. Too bad other things were rather cryworthy. Because its a zerg expansion? Like WoL is a terrans game? I hope you do realise you have more units then zerg or protoss currently right? Why do people keep insisting that it's ok for a race to be OP because it's "their expansion"? That makes no sense. Maybe we should all just switch to protoss because they are allowed to be broken in the last expansion. who the hell cares what is OP and isn't right now? you are complaining about an expansion that did not even hit beta phase yet. do you remember the WoL battle reports and how much has changed since then? seriously people, you're being stupid as all hell. stop crying and moaning about something that can and will change over time. | ||
fuzzylogic44
Canada2633 Posts
June 09 2012 02:54 GMT
#1064
On June 09 2012 11:44 ImNightmare wrote: Show nested quote + On June 09 2012 11:42 fuzzylogic44 wrote: I think they should make it so Abduct doesn't work on massive units, or units that are rooted to the ground like Siege tanks and burrowed units, then lower the energy cost so it's worth it to use on smaller units. LOL, you are so funny. Abduct shouldn't work on massive units? That's what they said for neural parasite. -_- I guess us zergs should abduct a marine and use him to threaten the enemy to give up or we kill him? Hey! This suits your nick, fuzzylogic. I think you just balanced HoTs If it costs 50 energy something, then its comparable to graviton beam for phoenixes, except better. Even if its more, it would still be very nice against things like void rays, immortals, sentries, banshees, ghosts, warhounds, medivacs, tanks when unsieged, high templars, infestors... you get the idea. | ||
ImNightmare
1575 Posts
June 09 2012 02:55 GMT
#1065
On June 09 2012 11:54 Snoodles wrote: Show nested quote + On June 09 2012 11:52 acker wrote: On June 09 2012 11:47 Destroyr wrote: This pseudo spider mines look terrible. Build at the Fac. Move over Map on there own. Attache themselves to a unit (in a certain range !!!). cant be denied. Not slightly as in BW... and yes BW is the thing to beat for them... But yeah A move units are awesome..... I'd load them into a Medevac. Then I'd use them for annihilating workers lines. Hell, load some with mines, load some with marines, and do multi-pronged drops. Attach them to your own units when you see the vipers aiming for them. You just thought up the new metagame. Attach a mine to a stim marine, run him in. orgasm. | ||
Woizit
801 Posts
June 09 2012 02:55 GMT
#1066
On June 09 2012 11:44 Pr0wler wrote: Guys, are you serious ? In these Battle reports all they are doing is showing the new units in action. As you can see all the zerg is building is Hydras, vipers, swarm hosts and ultras. It's funny how many people make conclusions from games where zerg rushes hive(10-11min) and terran does not build a single marine. I wish they showed some finer details on how the unit works. I was seriously wondering if or how mines would attach to ultras mid-charge, and the first thing I wondered when I saw the PvZ was how the swarm hosts would work with sentry FFs on top of them. | ||
RifleCow
Canada637 Posts
June 09 2012 02:56 GMT
#1067
On June 09 2012 11:51 Roe wrote: Show nested quote + On June 09 2012 11:50 Elvin wrote: On June 09 2012 11:38 Elvin wrote: Can anyone link me to the TvZ HotS battle report everyone talks about here? Please respond it was live on the MLG stream before the symbol/mk game Start the MLG stream and rewind to about 2 hours 10 minutes. You can watch the whole thing! | ||
Snoodles
401 Posts
June 09 2012 02:56 GMT
#1068
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s3rp
Germany3192 Posts
June 09 2012 02:56 GMT
#1069
On June 09 2012 11:55 ImNightmare wrote: Show nested quote + On June 09 2012 11:54 Snoodles wrote: On June 09 2012 11:52 acker wrote: On June 09 2012 11:47 Destroyr wrote: This pseudo spider mines look terrible. Build at the Fac. Move over Map on there own. Attache themselves to a unit (in a certain range !!!). cant be denied. Not slightly as in BW... and yes BW is the thing to beat for them... But yeah A move units are awesome..... I'd load them into a Medevac. Then I'd use them for annihilating workers lines. Hell, load some with mines, load some with marines, and do multi-pronged drops. Attach them to your own units when you see the vipers aiming for them. You just thought up the new metagame. Attach a mine to a stim marine, run him in. orgasm. Not gonna work unit dead = no boom. | ||
monitor
United States2402 Posts
June 09 2012 02:57 GMT
#1070
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ImNightmare
1575 Posts
June 09 2012 02:57 GMT
#1071
On June 09 2012 11:54 fuzzylogic44 wrote: Show nested quote + On June 09 2012 11:44 ImNightmare wrote: On June 09 2012 11:42 fuzzylogic44 wrote: I think they should make it so Abduct doesn't work on massive units, or units that are rooted to the ground like Siege tanks and burrowed units, then lower the energy cost so it's worth it to use on smaller units. LOL, you are so funny. Abduct shouldn't work on massive units? That's what they said for neural parasite. -_- I guess us zergs should abduct a marine and use him to threaten the enemy to give up or we kill him? Hey! This suits your nick, fuzzylogic. I think you just balanced HoTs If it costs 50 energy something, then its comparable to graviton beam for phoenixes, except better. Even if its more, it would still be very nice against things like void rays, immortals, sentries, banshees, ghosts, warhounds, medivacs, tanks when unsieged, high templars, infestors... you get the idea. Hmm... actually that does makes sense. But if I remember correctly, blizzard said the viper is meant to counter the deathball idealogy. Its basically a big fuck you to death balls. So hmm.. I don't know.. I do feel uncomfortable with it being able to pull siege tanks. That shouldn't work. But it must work against the colossus because right now a zerg can't take on a toss death ball head on unless he has BL/Infestor which is retarded since that is the only comp that works. | ||
Juggernaut477
United States379 Posts
June 09 2012 02:58 GMT
#1072
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eden-san
Belgium42 Posts
June 09 2012 02:58 GMT
#1073
Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it. HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T). A few good changes still: - Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game. - Ultras charge is cool without being overpowered. - Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo. - Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D - I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games). Now for what I think sucks: - Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it. - Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus. - Tanks were already not used much vP, useless vZ end-game... What of it now? :D - Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed. - Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?! | ||
Parcelleus
Australia1662 Posts
June 09 2012 02:59 GMT
#1074
On June 09 2012 11:56 Snoodles wrote: The detonation time on mines should only be a couple seconds, at best, long enough for a pro to move them out of his ball if he's fast, but punishing if he's not. I mean, toss and zerg get storm and fungal and thermal lance and all that, and you have almost no time to react, but Terran AoE like siege and nukes, are completely avoidable and slow. You cant compare direct elements when the design of the races are different, ie. Protoss and Zerg do NOT get mules equivalent. | ||
L0thar
987 Posts
June 09 2012 03:00 GMT
#1075
On June 09 2012 11:52 ImNightmare wrote: Show nested quote + On June 09 2012 11:50 L0thar wrote: On June 09 2012 11:47 ImNightmare wrote: On June 09 2012 11:46 L0thar wrote: ....aaand the TvZ battlereport only supported my previous view that Terrans are getting shafted in HoTS. They are getting the weakest (which could be balanced) and most boring (which sadly couldn't) additions from all races. But the one mine detonation was kinda funny, I'll give you that. Too bad other things were rather cryworthy. Because its a zerg expansion? Like WoL is a terrans game? I hope you do realise you have more units then zerg or protoss currently right? WoL's not Terran game, where the fuck that sentinent comes from? It's singleplayer is T centered, just as HotS will be Z centered. Multiplayer experience should be equally balanced and fun for all races, otherwise Blizz is failing big time. Because it is, blizzard already said Wing's of liberty is a TERRAN'S GAME. You have the most units now. Of course you won't have 5 more units. And in case you didn't count, HoTs allows zerg to have the same amount of units as terran. What are you talking about? http://wiki.teamliquid.net/starcraft2/Terran_Units http://wiki.teamliquid.net/starcraft2/Zerg_Units Not counting specials like Mule, Changeling etc, I see 13 units on both sides. Yeah, I counted them, did you? edit: and for the sake of completeness, Protoss (15!) http://wiki.teamliquid.net/starcraft2/Protoss_Units | ||
HeroMystic
United States1217 Posts
June 09 2012 03:00 GMT
#1076
On June 09 2012 11:56 Snoodles wrote: The detonation time on mines should only be a couple seconds, at best, long enough for a pro to move them out of his ball if he's fast, but punishing if he's not. I mean, toss and zerg get storm and fungal and thermal lance and all that, and you have almost no time to react, but Terran AoE like siege and nukes, are completely avoidable and slow. I dunno. I'm actually not sure why people are complaining that the Willow mine sucks. Granted it was a showmatch, but they burrowed so fast and guaranteeing to kill a unit instantly is a good thing. Willow mines can also be reactored, which is a -huge- factor to take into account. | ||
ImNightmare
1575 Posts
June 09 2012 03:00 GMT
#1077
On June 09 2012 11:58 eden-san wrote: And more importantly I do agree with people complaining about SC2 morphing into a WC3 kinda game with so many abilities around in each and every unit, kinda afraid that all those changes might entirely change the actual gameplay... Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it. HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T). A few good changes still: - Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game. - Ultras charge is cool without being overpowered. - Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo. - Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D - I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games). Now for what I think sucks: - Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it. - Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus. - Tanks were already not used much vP, useless vZ end-game... What of it now? :D - Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed. - Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?! lol, swarm host is fucking cool man. I don't know why you think it sucks, a siege breaker unit? Zerg has been yearning for a before broodlord type of unit. I love it. | ||
Natespank
Canada449 Posts
June 09 2012 03:00 GMT
#1078
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s3rp
Germany3192 Posts
June 09 2012 03:02 GMT
#1079
On June 09 2012 12:00 HeroMystic wrote: Show nested quote + On June 09 2012 11:56 Snoodles wrote: The detonation time on mines should only be a couple seconds, at best, long enough for a pro to move them out of his ball if he's fast, but punishing if he's not. I mean, toss and zerg get storm and fungal and thermal lance and all that, and you have almost no time to react, but Terran AoE like siege and nukes, are completely avoidable and slow. I dunno. I'm actually not sure why people are complaining that the Willow mine sucks. Granted it was a showmatch, but they burrowed so fast and guaranteeing to kill a unit instantly is a good thing. Willow mines can also be reactored, which is a -huge- factor to take into account. The only time they actually did something is when the Zerg had a bunch of units that couldn't defend themselves... Against the Hydras it looked completely useless and crappy totally not worth 75/25 . | ||
ImNightmare
1575 Posts
June 09 2012 03:04 GMT
#1080
On June 09 2012 12:00 L0thar wrote: Show nested quote + On June 09 2012 11:52 ImNightmare wrote: On June 09 2012 11:50 L0thar wrote: On June 09 2012 11:47 ImNightmare wrote: On June 09 2012 11:46 L0thar wrote: ....aaand the TvZ battlereport only supported my previous view that Terrans are getting shafted in HoTS. They are getting the weakest (which could be balanced) and most boring (which sadly couldn't) additions from all races. But the one mine detonation was kinda funny, I'll give you that. Too bad other things were rather cryworthy. Because its a zerg expansion? Like WoL is a terrans game? I hope you do realise you have more units then zerg or protoss currently right? WoL's not Terran game, where the fuck that sentinent comes from? It's singleplayer is T centered, just as HotS will be Z centered. Multiplayer experience should be equally balanced and fun for all races, otherwise Blizz is failing big time. Because it is, blizzard already said Wing's of liberty is a TERRAN'S GAME. You have the most units now. Of course you won't have 5 more units. And in case you didn't count, HoTs allows zerg to have the same amount of units as terran. What are you talking about? http://wiki.teamliquid.net/starcraft2/Terran_Units http://wiki.teamliquid.net/starcraft2/Zerg_Units Not counting specials like Mule, Changeling etc, I see 13 units on both sides. Yeah, I counted them, did you? marine,maruder,reaper, ghost, medivac, BC, thor, hellions, raven, banshee, tank, viking. = 12 Queen, lings, baneling, roach, hydra, ultralisk, infestor, corruptor, broodlord, mutalisk= 10. You sure you counted them? | ||
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