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On June 10 2012 00:07 Solo Terran wrote: WHY DID THEY REMOVE THE WARHOUNDS ANTI AIR ATTACK??
Blizzard knows that the Thor sucks absolute balls at being an anti air unit because of their low numbers cause them to be easily magic boxed by mutas, we saw this time and time again in WoL. Make the Warhounds cost more money and give them an anti air attack.
Why not nerf the ground attack and add a medium/low damage long range AA?
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On June 10 2012 00:08 revy wrote:Show nested quote +On June 10 2012 00:07 Solo Terran wrote: WHY DID THEY REMOVE THE WARHOUNDS ANTI AIR ATTACK??
Blizzard knows that the Thor sucks absolute balls at being an anti air unit because of their low numbers cause them to be easily magic boxed by mutas, we saw this time and time again in WoL. Make the Warhounds cost more money and give them an anti air attack. Why not nerf the ground attack and add a medium/low damage long range AA?
You could also make the units voice actor do an Arnold Schwarzenegger impression.
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Break up the quote a little bit with maybe bold text its kind of hard to look through
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3136 Posts
Warhound only takes 2 supply... they looks so big.
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On June 10 2012 00:16 SarcasmMonster wrote: Warhound only takes 2 supply... they looks so big.
Considering they're pretty much special Anti-Mech making them cost too much supply would be silly.
For whatever reason Blizz thinks Mech players should build terrible upgrades Vikings as Anti-Air. At least change the way Thors AA-works.
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On June 10 2012 00:16 SarcasmMonster wrote: Warhound only takes 2 supply... they looks so big. 220 health too... Seems a bit excessive.
With 135 health hellions and 220 health warhounds doing the tanking, a maxed terran mech army will be ridiculously beefy.
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ugh ,why is Blizzard doing this to the game?
The Terran changes are great-- they are adding core units to the Terran army.
adding so many gimmicky casters just makes the game worse: grabbing tanks, limiting the range of 30 marines to 1, mass recall and cloaking, and pressing 1 button to deny a bases mineral income is not skill.
Starcraft is supposed to be won by the better player-- the player that has better mechanics, macro, and decision making than his opponent-- not the player that casts 1 spell and wins the game....
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3136 Posts
On June 10 2012 00:20 Bagi wrote:Show nested quote +On June 10 2012 00:16 SarcasmMonster wrote: Warhound only takes 2 supply... they looks so big. 220 health too... Seems a bit excessive. With 135 health hellions and 220 health warhounds doing the tanking, a maxed terran mech army will be ridiculously beefy.
As it should ^_^
Really waiting for the TvP Battle Report (if there is one) before deciding if I like the mech changes.
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I don't like that mines cost gas.
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On June 10 2012 00:21 xrapture wrote: ugh ,why is Blizzard doing this to the game?
The Terran changes are great-- they are adding core units to the Terran army.
adding so many gimmicky casters just makes the game worse: grabbing tanks, limiting the range of 30 marines to 1, mass recall and cloaking, and pressing 1 button to deny a bases mineral income is not skill.
Starcraft is supposed to be won by the better player-- the player that has better mechanics, macro, and decision making than his opponent-- not the player that casts 1 spell and wins the game....
Corsair Disruption Web and Arbiter Recall and Cloaking Field.
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Does the widow mine do friendly splash?
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On June 10 2012 00:20 Bagi wrote:Show nested quote +On June 10 2012 00:16 SarcasmMonster wrote: Warhound only takes 2 supply... they looks so big. 220 health too... Seems a bit excessive. With 135 health hellions and 220 health warhounds doing the tanking, a maxed terran mech army will be ridiculously beefy.
This is already the case with current mech via Hellion/Thor/Tank. The reason why this didn't work is because when split up, they are unable to utilize their synergy. The Warhound is there to not only mitigate that weakness, but also be a midgame type unit combined with Battle Hellions to make viable pushes.
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On June 10 2012 00:20 Bagi wrote:Show nested quote +On June 10 2012 00:16 SarcasmMonster wrote: Warhound only takes 2 supply... they looks so big. 220 health too... Seems a bit excessive. With 135 health hellions and 220 health warhounds doing the tanking, a maxed terran mech army will be ridiculously beefy.
I can't believe the Warhound has 220 Hp, 1 armor, takes 2 supply, and does 23 damage every 1.3 seconds, yet only costs 150/75...
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On June 10 2012 00:21 xrapture wrote: ugh ,why is Blizzard doing this to the game?
The Terran changes are great-- they are adding core units to the Terran army.
adding so many gimmicky casters just makes the game worse: grabbing tanks, limiting the range of 30 marines to 1, mass recall and cloaking, and pressing 1 button to deny a bases mineral income is not skill.
Starcraft is supposed to be won by the better player-- the player that has better mechanics, macro, and decision making than his opponent-- not the player that casts 1 spell and wins the game....
I agree. The changes to zerg and protoss are complete cheese. Burrowed broodlords and all these casters for zerg are so silly. It's not cool or clutch at all by grabbing a tank or colossus. You essentially had the same thing with infestors using neural parasite but atleast then infestors are ground units which can be killed. These air units are very difficult to focus down especially with the cast range.
This game is extremely disappointing
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Viper seems overpowered after watching the battle report. Maybe they should allow Abduct to pull units towards them slower, and at the same time making the leash destroyable. This increases the amount of micro needed for the defending player and gives him a chance to react. That being said, forcefields are still overpowered.
The oracle might also be overpowered from what I see. Denying mining at crucial times can really make or break games. And all that just through one spell, seems quite harsh.
I don't like the tempest though, seems like it doesn't serve any particular role well at the moment.
Swarm hosts seem fine at the moment and looks to be a very interesting unit for zoning out areas.
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warhound are god on the ground, they do 23 against everything(1.3 cooldown) plus a bonus vs mechanical, they are better than thor for sure
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I really don't like the Warhound's auto attack ability with those missiles. They only attack mech units and the player has no control over it, and it seems to be a big part of the Warhound's DPS.
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I have an idea... Blizzard didn't want the Warhound to be exactly like a smaller Thor so they removed the anti air attack (probably). Give Warhounds a non splash anti air attack that fires at a decent rate. This way adding a few Thors in your mech mix will be really beneficial at zoning mutas and dealing that splash damage.
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On June 10 2012 00:25 Saechiis wrote: Does the widow mine do friendly splash?
It shouldn't else its be straight up suicide to use near you own base. Imagine a Baneling Bust where the Banelings have attached widow mines and kill stuff with even more splash....
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The Tempest seems absolutely terrifying. The things a smart player could do with that kind of range...
I'm hoping it doesn't remain in the game in its current form.
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