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On June 09 2012 19:46 Bagi wrote:Show nested quote +On June 09 2012 19:41 Akinokaze wrote:On June 09 2012 19:30 Bagi wrote:On June 09 2012 19:26 eviltomahawk wrote:On June 09 2012 19:23 Bagi wrote: Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.
That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.
How the hell am I supposed to deal with 7 range reapers in a TvT? Tanks and Marauders and Bunkers? Without the D8 charge, static defenses become much better against HotS Reapers. Marauders and bunkers only have 6 range though. I guess it would work anyway, the new reapers aren't that fast. But if they stay 7 range, pure marine openers will simply not be viable. A Marauder in a Bunker has 7 range Getting a Marauder or two with CS could become a popular follow up to FE builds in TvT or maybe even a resurgence in Marauder/Reaper expands. I'm pretty sure a marauder in a bunker still only has 6 range. Marines gain 1 range when in bunkers (5->6) simply because they need it to defend against stalkers and marauders.
Marauders in bunkers have 7 range. Everything gets +1 range. I play Terran.
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man i don't know but i love how the swarm host looks like....sooo fucking cute :D
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On June 09 2012 19:27 SiroKO wrote:Show nested quote +Widow mine: 75 minerals 25 gaz. There is a 10 second delay between attachment and detonation. Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ? 10 seconds ? Are you kidding me ? Dustin browder expects progamer to separate the unit targeted, but with a 10 second delay, I expect any master league player to do it and even the diamond player on the Korean server.
Lolwut, you need to be diamond in korea to be able to click on one unit and send it away within 10 seconds? How retarded do you think the majority of players are??
The problem is that you are judging the utility of the unit based on an ideal scenario where for example you march 20 marines across the map and nothing else is going on. In this case it's obviously very easy to isolate the ones that catch mines. But this is not the only scenario that could happen. If a player opens (cloaked) banshee, for example, you could place mines in your own base and restrict the banshees' movement or even kill them without even scanning. In multitasking heavy situations seperating the units might not be so easy. At least it will increase the pressure on your opponent. They could also latch on to tanks which is worth it even when the splash does nothing. Out on the map, they would also be of use telling you when the opponent moves out even if they don't kill a lot. And so on and on. Everything can be countered. Doesn't mean everything is useless.
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On June 09 2012 19:48 emc wrote: this game is looking good. But TvZ looks like Terran will have a hard time, battle hellions will be good against lings but if terrans go mech, roach/hydra/viper will be the go to composition. If terran goes for marine/tank/medivac, I think ling/viper/bane will be the go to composition with a few hydras/mutas/corrutpers to kill the medivacs. Yeah I'm worried that terran will suck against Zerg, even with spider-mines because they take too long to detonate.
Edit:woops have to start reading properly
hydras suck against blu flame and roaches suck agains mines you lead with roaches go into mine field bam , then comes in the battle helion, good bye hydras ... but thats just purely speculation
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On June 09 2012 19:39 Alexj wrote: Yes, it is gone, since you're supposed to use upgraded phoenixes vs muta now
Thanks. IMO the tempest looks pretty boring then, but we'll see.
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On June 09 2012 19:50 SolidMoose wrote:Show nested quote +On June 09 2012 19:46 Bagi wrote:On June 09 2012 19:41 Akinokaze wrote:On June 09 2012 19:30 Bagi wrote:On June 09 2012 19:26 eviltomahawk wrote:On June 09 2012 19:23 Bagi wrote: Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.
That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.
How the hell am I supposed to deal with 7 range reapers in a TvT? Tanks and Marauders and Bunkers? Without the D8 charge, static defenses become much better against HotS Reapers. Marauders and bunkers only have 6 range though. I guess it would work anyway, the new reapers aren't that fast. But if they stay 7 range, pure marine openers will simply not be viable. A Marauder in a Bunker has 7 range Getting a Marauder or two with CS could become a popular follow up to FE builds in TvT or maybe even a resurgence in Marauder/Reaper expands. I'm pretty sure a marauder in a bunker still only has 6 range. Marines gain 1 range when in bunkers (5->6) simply because they need it to defend against stalkers and marauders. Marauders in bunkers have 7 range. Everything gets +1 range. I play Terran. Even the Reapers will now that I think about it...
On June 09 2012 19:34 Decendos wrote:Show nested quote +On June 09 2012 19:27 SiroKO wrote: Widow mine: 75 minerals 25 gaz. There is a 10 second delay between attachment and detonation. Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ? 10 seconds ? Are you kidding me ? Dustin browder expects progamer to separate the unit targeted, but with a 10 second delay, I expect any master league player to do it and even the diamond player on the Korean server.
well, one mine. try getting out 10 mines out of your army in 10 seconds. you miss one mine, the whole army is dead. btw the 10 sec like any other stat isnt fix and there will be a lot of changes and patches. I don't think dealing with groups of Widow Mines will actually be that hard, but it does force a higher level of multitasking. People will basically need to keep a small portion of their T1 army in a separate control group as a vanguard and keep it in front of their army at all times.
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If widow mines are too cost efficient I wonder if it would be interesting to give the mines stupid ai sort of like spider mines. Sc2 could do with some dud brained units.
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On June 09 2012 19:48 emc wrote: this game is looking good. But TvZ looks like Terran will have a hard time, battle hellions will be good against lings but if terrans go mech, roach/hydra/viper will be the go to composition. If terran goes for marine/tank/medivac, I think ling/viper/bane will be the go to composition with a few hydras/mutas/corrutpers to kill the medivacs. Yeah I'm worried that terran will suck against Zerg, even with spider-mines because they take too long to detonate.
How will hydras be suddenly "viable" when they just added a speed upgrade? The Hydra still melts against tanks, the Hydra still gets obliterated by Hellions. HP, Range and Cost haven't changed. The Speed just lets you suddenly reinforce with Hydra which you could not before unless you used a Nydus. And I dont see why I want an expensive 3 Supply unit against mech. Blinding Cloud doesnt work on mech at all and Abduction is hugely outranged by Thors (which are still in this build) and Vikings.
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well swarm host are a good answer to those mines i feel
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On June 09 2012 20:02 Arush wrote:well swarm host are a good answer to those mines i feel
dude have you watched the battle report?xD haha i know it is a showcase xD but xD just watch it... xD
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Ok so i need to ask because you didnt see it anywhere in the thread...
Is the widdow mine damage affecting friendly units??? cause at the moment only abuse is comming to my mind that a defense based mine in front or behind my bunkers are picked up by a zealot or some other unit with a bit of survivability and ran straight into my own mineral line and kabooom....
If so also lategame defence is useless, because why would i put spider mines at my 4th 5th 6th if a guy sends 1 ling or zealot picks up the mine and straight to the mineral line...please check this out...its very important as you can imagine...
Also the timer (10sec) dunno , maybe if you only had detection to spot which unit has it or something, if you have a clock timer on a unit its pretty much useless. A 20 apm player can remove it from he's army in time...just looks like a big gimmick.
Another thing is the protoss tempest range...the longest range ingame was the siege tank which took time to siege up (immobile) and even then needed a spoter to get full potential out...
The tempest has mobility, spotting (it flies) does not need to setup to fire shoots air and ground...considering it has a regular type deathball that you can't attack into beneath it how do you fight this ????
EDIT: also nice thread, really apreciate you putting so much effort into showing everyone the new units and they're stats
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On June 09 2012 20:02 Arush wrote:well swarm host are a good answer to those mines i feel
maybe even overseers as "create changeling" is now siege range and the changeling is targetet by units when/before morphing
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On June 09 2012 19:36 kochujang wrote:Show nested quote +On June 09 2012 19:33 CruelZeratul wrote:All of this seems so imba Can't help it but fear for the qality of HotS. If everything is imba, doesn't it all equalize? Why do you think this will affect the quality?
Because it gets much harder to balance and Terran seems to be lacking. P and Z get so much anti Tank stuff but Terran only getd the Widow mine which seems super hard to balance anyway (i.e. could get nerfed hard).
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On June 09 2012 20:06 CruelZeratul wrote:Show nested quote +On June 09 2012 19:36 kochujang wrote:On June 09 2012 19:33 CruelZeratul wrote:All of this seems so imba Can't help it but fear for the qality of HotS. If everything is imba, doesn't it all equalize? Why do you think this will affect the quality? Because it gets much harder to balance and Terran seems to be lacking. P and Z get so much anti Tank stuff but Terran only getd the Widow mine which seems super hard to balance anyway (i.e. could get nerfed hard).
I think it will get buffed with the cooldown time 10 seconds(pretty long for a mine) , but it is realatively low cost unit and low food unit. A roach is 75/25/2 the mines are in coparison same cost 1 food and have splash. I would say faster detonation time and 25 minerals higher cost? idk
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I CANT WAIT TO MAMAEXPAND!
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can someone explain why they added that "knock back" to the ultralisk when it unborrows? did blizzard really think that the charge move is so good that they gotta add this little setback? kuz lets be honest... spreading marines.. or anything at all vs zerg is not what zerg wants.. amirite?
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On June 09 2012 20:15 Cuce wrote: I CANT WAIT TO MAMAEXPAND!
Yo mama-ship so fat , that she cant leave the base?xDDDD
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On June 09 2012 19:23 Bagi wrote: Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.
That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.
How the hell am I supposed to deal with 7 range reapers in a TvT?
I really like the reaper potential in TvZ, if you can outrange the queen. Before, you would open reactor hellions and try to bbq in the mineral line. And unless you hit hard on the Z's eco, you reach a point where you're done with the drones harass and focus on tech/macro while trying to deny creep.
Now with the regeneration upgrade, reapers become hit and run units and reward good multitasking. The zerg will know that if some reapers managed to survive after the first harass attempt, they'll be back 10-15 seconds later for a new try.
By the way I wonder if the WMines deny the creep spread ? o.o
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btw you do realize, widow mines are accuale units. so I guess you can choose what they will attach too. I mean, you can hold position lurker them till they can attack sentries, instead of zealots, which will stop any early game warpgate push on its tracks.
Those fellas can kill any toss unit, aside from archon/immortal(I wonder if they will chew through hardened shields like yomato cannon..)/carrier/colosus/ and voidray.
If you look at the unit situation by situation its priceless. example.
voidray all in? just add 2-3 widow mines to marine bunker defense. gateway push? just like before pick off couple sentries. a gateway push loses its power exponentially and permanently as they lose their sentries. tvt early tank push, cloak banshee? well minem up.
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I like the Oracle and it's abilities, but it needs to have the cloaking field to be an upgrade that requires a Fleet Beacon to research. Far to powerful in the early game against Zerg given the lack of detection.
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