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On November 24 2012 01:54 Murkury wrote:Show nested quote +On November 24 2012 01:17 XxJuicexX wrote:On November 24 2012 00:13 Ramiz1989 wrote:On November 23 2012 23:38 XxJuicexX wrote: Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard. Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem. Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else. Zealot Charge:-Auto cast ability -Attacks nearest enemy -Blocked by friendly unit collision Ultralisk Charge:-Manual Cast -Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.) -Allows for Ultralisk to negate friendly collision -Ultralisk is now guaranteed to do some damage by negating initial engagement damage -Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals -Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units I'm sorry, but you really couldn't be more wrong lol. Its still the same concept
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On November 24 2012 01:58 XxJuicexX wrote:Show nested quote +On November 24 2012 01:54 Murkury wrote:On November 24 2012 01:17 XxJuicexX wrote:On November 24 2012 00:13 Ramiz1989 wrote:On November 23 2012 23:38 XxJuicexX wrote: Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard. Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem. Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else. Zealot Charge:-Auto cast ability -Attacks nearest enemy -Blocked by friendly unit collision Ultralisk Charge:-Manual Cast -Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.) -Allows for Ultralisk to negate friendly collision -Ultralisk is now guaranteed to do some damage by negating initial engagement damage -Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals -Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units I'm sorry, but you really couldn't be more wrong lol. Its still the same concept
Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.
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On November 24 2012 02:03 Murkury wrote:Show nested quote +On November 24 2012 01:58 XxJuicexX wrote:On November 24 2012 01:54 Murkury wrote:On November 24 2012 01:17 XxJuicexX wrote:On November 24 2012 00:13 Ramiz1989 wrote:On November 23 2012 23:38 XxJuicexX wrote: Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard. Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem. Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else. Zealot Charge:-Auto cast ability -Attacks nearest enemy -Blocked by friendly unit collision Ultralisk Charge:-Manual Cast -Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.) -Allows for Ultralisk to negate friendly collision -Ultralisk is now guaranteed to do some damage by negating initial engagement damage -Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals -Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units I'm sorry, but you really couldn't be more wrong lol. Its still the same concept Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again. Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?
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On November 24 2012 02:05 XxJuicexX wrote:Show nested quote +On November 24 2012 02:03 Murkury wrote:On November 24 2012 01:58 XxJuicexX wrote:On November 24 2012 01:54 Murkury wrote:On November 24 2012 01:17 XxJuicexX wrote:On November 24 2012 00:13 Ramiz1989 wrote:On November 23 2012 23:38 XxJuicexX wrote: Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard. Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem. Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else. Zealot Charge:-Auto cast ability -Attacks nearest enemy -Blocked by friendly unit collision Ultralisk Charge:-Manual Cast -Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.) -Allows for Ultralisk to negate friendly collision -Ultralisk is now guaranteed to do some damage by negating initial engagement damage -Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals -Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units I'm sorry, but you really couldn't be more wrong lol. Its still the same concept Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again. Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?
Ah, so I see you've finally realized how retarded you are and now you're trying to sound like you've been trolling all along to cover it up. Such a pity, I expected more of an effort to come from you .
User was warned for this post
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On November 24 2012 02:08 Murkury wrote:Show nested quote +On November 24 2012 02:05 XxJuicexX wrote:On November 24 2012 02:03 Murkury wrote:On November 24 2012 01:58 XxJuicexX wrote:On November 24 2012 01:54 Murkury wrote:On November 24 2012 01:17 XxJuicexX wrote:On November 24 2012 00:13 Ramiz1989 wrote:On November 23 2012 23:38 XxJuicexX wrote: Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard. Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem. Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else. Zealot Charge:-Auto cast ability -Attacks nearest enemy -Blocked by friendly unit collision Ultralisk Charge:-Manual Cast -Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.) -Allows for Ultralisk to negate friendly collision -Ultralisk is now guaranteed to do some damage by negating initial engagement damage -Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals -Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units I'm sorry, but you really couldn't be more wrong lol. Its still the same concept Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again. Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad? Ah, so I see you've finally realized how retarded you are and now you're trying to sound like you've been trolling all along to cover it up. Such a pity, I expected more of an effort to come from you . What is a troll? Anyways no need to be depressed. This is just a forum. I'll give you time to think about it, but don't be mad if you respond.
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Personally, there's really only one buff to Terran that I would really, really like to see and that's to the Siege tank. At first I thought a damage buff would've been suitable but I reckon a lower supply cost and slightly lower resource cost would make for a more interesting change. The reason being that more units = more fun so rather than having strong single tanks I'd rather see more of them, spread out across the board, defending expansions etc.
Against Protoss, this would just simply make mech stronger as it is a direct buff to a core mech unit and perhaps more viable.
In TvZ zerg now has the viper with blinding cloud, which is just another hard counter to the tank like so many before, so not only does zerg have a good response to the siege tank, even if it were to be stronger/buffed, but also quite necessary for tank viability in the matchup.
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Source of medivac/hellbat changes please? Sounds retarded imo.
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im ready to see some existing unit changes already, when is the next patch supposed to hit..........we need more balance testings asap, march is right around the corner.
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On November 24 2012 01:54 Murkury wrote: Zealot Charge: -Auto cast ability -Attacks nearest enemy -Blocked by friendly unit collision
Ultralisk Charge: -Manual Cast -Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.) -Allows for Ultralisk to negate friendly collision -Ultralisk is now guaranteed to do some damage by negating initial engagement damage -Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals -Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units
I'm sorry, but you really couldn't be more wrong lol.
Question, does the burrow charge attack deal the same damage as normal? Or does it do full damage in a wider radius?
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Is anyone else as worried about TvT as I am? Reapers are butchering any sort of build diversity, and it's a tad frightening to see the Devs. talking about Reapers like they're "successful" or that they may even need buffs.
From my experience you either go Reapers or you metagame and go blind marauders + sim city to defend vs Reapers. Basically any other build is an instant loss and an FE is suicide. That, and they're still useless in TvP and TvZ due to MSC and Queens. Are others having the same issues?
EDIT: I'm talking about the Beta here, btw.
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On November 26 2012 10:10 ForwardUntoDawn wrote: Is anyone else as worried about TvT as I am? Reapers are butchering any sort of build diversity, and it's a tad frightening to see the Devs. talking about Reapers like they're "successful" or that they may even need buffs.
Actually, they do need buffs, because it's ridiculous for a unit to be useful only in early game TvT.
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United States8476 Posts
Hey, I didn't see you mention anything about the Phoenix or Mutalisk. After my interview with Dustin Browder, he told us that they were looking into changes with these units plus the Void Ray. The most official comment on this is in the following link, but I actually wrote that OP anyways, so.... =P
http://www.teamliquid.net/forum/viewmessage.php?topic_id=383169
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Dayvie also talks more about buffing underused units in a recent post.
That comparison with BW and HotS new unit adds are pretty interesting.
On top of that, the next thing on our list for the beta is to take a pass at units that have been phased out as well as units that aren't being used that much. Both of these areas we feel can change up the game. For example, if a unit that's almost never used in Wings is changed to be useful in HotS, we feel it's just as big of a win.
We're looking at potentially changing up units like Voidray or Raven. And also looking at bringing back things like heavy Mutalisk usage, heavy medivac drop based play, or stronger Banshee/DT viability.
Please let us know if you guys have suggestions on this area.
http://eu.battle.net/sc2/en/forum/topic/5966308311#17
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Thanks monk and Descendos! Added Hydralisk, Phoenix and Mutalisk to the op.
Lair tech hydra speed is a good step, not sure if enough though if they are going ahead and make fungal projectile.
Edit: @eviltomahawk wow, that's really ambitious. Looks like they are trying to promote agressive styles (in their examples anyways) and that caters to my tastes so I'm happy
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Pleeeeaaase no to stronger mutas. They're already way harder for me to beat than broodlords.
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yeah they shouldnt buff mutaspeed. take away hitting air and cloaked from mine finally (while removing spore change and MsC detection change) and buff the muta in another way. not the unit itself needs a buff but it needs to be possible to build only 8-10 mutas if you want and be effective with it. maybe let mutas morph into corruptors or vipers so going mutatech is less "all or nothing".
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that feel when flock of mutas gets nuked by 2 widow mines
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On November 28 2012 07:33 a176 wrote:that feel when flock of mutas gets nuked by 2 widow mines
You should avoid those or send one muta in first if you think its a trap. Then those widowmines are extra dumb and easy to kill.
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On November 28 2012 07:40 Plansix wrote:Show nested quote +On November 28 2012 07:33 a176 wrote:that feel when flock of mutas gets nuked by 2 widow mines You should avoid those or send one muta in first if you think its a trap. Then those widowmines are extra dumb and easy to kill.
lol so 1 mine for 25 gas only kills 1 muta for 100 gas..."great" exchange lol. they dont need to buff mutas but nerf mine hitting air and cloaked. thats just completely stupid and since everybody in the community says that and blizzard seems to listen a lot in the last weeks i think there is a very realistic chance that mines hitting air and cloaked will be removed and their supply buffed to 0,5 or 1.
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