If its energy cost got increased, it was a very odd change :/
HotS Balance Update #3 [9/20/2012] - Page 34
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Iatrik
Germany159 Posts
If its energy cost got increased, it was a very odd change :/ | ||
SuperYo1000
United States880 Posts
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TheManInBlack
Nigeria266 Posts
I don't get it man. They already have the units from the campaign - just use them. | ||
Necrophag1st
United States35 Posts
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urashimakt
United States1591 Posts
On September 23 2012 11:04 Sacred Reich wrote: I don't see why they can't just add the firebat... In the campaign, the Firebat had like 5 armour and a tonne of HP. It was basically a tank for the front lines and it looked way cooler. As for an addition to mech, wtf happened with Goliaths? I don't get it man. They already have the units from the campaign - just use them. There's a difference between a single factory unit that can essentially serve two separate roles and two units from two different production lines that serve two different purposes. Adding the firebat would conflict with the marauder's role as the heavy bio unit and encourage bio play, which is already popular. The firebat also looks exactly like the marauder, so I'm not sure what you mean by "looks way cooler". It is literally a marauder recolor with a minor reskin to the arms. Adding in single player units just because they already exist is a bad idea. They're not balanced, there's no polish on them, they're just plain incomplete. They basically took what didn't make the cut and said "Do we really have to throw these out? Can't we just put them somewhere in the singleplayer campaign as extra content?" | ||
Xanatoss
Germany539 Posts
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terranghost
United States980 Posts
Having them be healed by medivacs I think is just going to encourage bio play more. | ||
XythOs
Germany520 Posts
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HeyImFinn
United States250 Posts
I guess in team games you can transfuse hellions now. Pretty sure you just broke the 2v2 metagame. | ||
xoopau
Latvia5 Posts
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foxmulder_ms
United States140 Posts
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SuperYo1000
United States880 Posts
On September 23 2012 14:07 foxmulder_ms wrote: Nerf to momoship core is too much imho.. I saw some gnarly msc rushes used offensively...seemed pretty strong, maybe too strong | ||
HDgBober
25 Posts
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Halcyondaze
United States509 Posts
Way too worried about balance only a few weeks into the beta. Blizzard is listening too much to the community IMO | ||
CodeskyE
United States777 Posts
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morrezor
Sweden99 Posts
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morrezor
Sweden99 Posts
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morrezor
Sweden99 Posts
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Gendi2545
South Africa50 Posts
Also change the name to Hellfirebat or crocosaurus, whichever one DB likes best... | ||
Gyro_SC2
Canada540 Posts
At the end yeah, got to have Ghosts with your mech still. The change is no biggy though as it adds more skill needed to mech and makes you want to have Medivacs for drops, but it just sounds so wrong. Would have been fine with the Widow mine being 1 supply, but double splash damage is an even huger buff wow. Now I only need a single mine to completely destroy a workerslide hehe. Oracle sounds like it will become a more annoying scout now, not as good as a Warp Prism though. MSCore still has the perfect speed to arrive fully loaded and in time to support a timing push. But now the let the toss has his fun time is reduced. Just change Viking ground mode to non armored then too, so they can start tanking for mech in WoL too. | ||
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