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On February 02 2013 01:56 Maesy wrote: Have they made any statement on realizing how ridiculous hellbat drops are and when they're nerfing them? hellbats require armory right? if by the time T has an armory your not prepared to handle drops your doing alot of things wrong
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On February 02 2013 01:57 Forikorder wrote:Show nested quote +On February 02 2013 01:56 Maesy wrote: Have they made any statement on realizing how ridiculous hellbat drops are and when they're nerfing them? hellbats require armory right? if by the time T has an armory your not prepared to handle drops your doing alot of things wrong
Speaking in terms of TvT. I've been going 1 rax expand and not really having anything to deal with it. As soon as the alert goes off you go from 16 scvs to 7 if you don't see the dot of the speed boosting medivac charging at your mineral line. If you happen to evacuate they can scoop them up and drop them right into your evacuating SCV's.
I've tried things between turrets and widow mines and neither work to any advantage because the hellbats get in there regardless.
(Edit: The build I'm playing against is 1 base, and then after their harass is done they macro like crazy)
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On February 02 2013 02:01 Maesy wrote:Show nested quote +On February 02 2013 01:57 Forikorder wrote:On February 02 2013 01:56 Maesy wrote: Have they made any statement on realizing how ridiculous hellbat drops are and when they're nerfing them? hellbats require armory right? if by the time T has an armory your not prepared to handle drops your doing alot of things wrong Speaking in terms of TvT. I've been going 1 rax expand and not really having anything to deal with it. As soon as the alert goes off you go from 16 scvs to 7 if you don't see the dot of the speed boosting medivac charging at your mineral line. If you happen to evacuate they can scoop them up and drop them right into your evacuating SCV's. I've tried things between turrets and widow mines and neither work to any advantage because the hellbats get in there regardless. (Edit: The build I'm playing against is 1 base, and then after their harass is done they macro like crazy) so your complaining because you use a greedy build without building attacking units and then your opponent does not play greedy and instead goes for a super offensive build and kills you with it....
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On February 02 2013 02:23 Forikorder wrote:Show nested quote +On February 02 2013 02:01 Maesy wrote:On February 02 2013 01:57 Forikorder wrote:On February 02 2013 01:56 Maesy wrote: Have they made any statement on realizing how ridiculous hellbat drops are and when they're nerfing them? hellbats require armory right? if by the time T has an armory your not prepared to handle drops your doing alot of things wrong Speaking in terms of TvT. I've been going 1 rax expand and not really having anything to deal with it. As soon as the alert goes off you go from 16 scvs to 7 if you don't see the dot of the speed boosting medivac charging at your mineral line. If you happen to evacuate they can scoop them up and drop them right into your evacuating SCV's. I've tried things between turrets and widow mines and neither work to any advantage because the hellbats get in there regardless. (Edit: The build I'm playing against is 1 base, and then after their harass is done they macro like crazy) so your complaining because you use a greedy build without building attacking units and then your opponent does not play greedy and instead goes for a super offensive build and kills you with it....
I'm complaining because with widow mine/turret placement and a handful of marines/marauders, they can still get in your mineral line, and when they do, they kill over half your workers in a literal second. I'm not sure why you feel the need to act like a passive-aggressive prick when I gave you the run-down and how there's plenty of pros talking about how out of hand it is. It's gotten to the point where it's used against me in 3/4ths of my TvT's because it's guaranteed to kill 10 scvs.
I was wondering if there's any blue post regarding hellbat drops if anyone wants to give me a 'real' answer to my initial question.
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On February 02 2013 02:34 Maesy wrote:Show nested quote +On February 02 2013 02:23 Forikorder wrote:On February 02 2013 02:01 Maesy wrote:On February 02 2013 01:57 Forikorder wrote:On February 02 2013 01:56 Maesy wrote: Have they made any statement on realizing how ridiculous hellbat drops are and when they're nerfing them? hellbats require armory right? if by the time T has an armory your not prepared to handle drops your doing alot of things wrong Speaking in terms of TvT. I've been going 1 rax expand and not really having anything to deal with it. As soon as the alert goes off you go from 16 scvs to 7 if you don't see the dot of the speed boosting medivac charging at your mineral line. If you happen to evacuate they can scoop them up and drop them right into your evacuating SCV's. I've tried things between turrets and widow mines and neither work to any advantage because the hellbats get in there regardless. (Edit: The build I'm playing against is 1 base, and then after their harass is done they macro like crazy) so your complaining because you use a greedy build without building attacking units and then your opponent does not play greedy and instead goes for a super offensive build and kills you with it.... I'm complaining because with widow mine/turret placement and a handful of marines/marauders, they can still get in your mineral line, and when they do, they kill over half your workers in a literal second. I'm not sure why you feel the need to act like a passive-aggressive prick when I gave you the run-down and how there's plenty of pros talking about how out of hand it is. It's gotten to the point where it's used against me in 3/4ths of my TvT's because it's guaranteed to kill 10 scvs. I was wondering if there's any blue post regarding hellbat drops if anyone wants to give me a 'real' answer to my initial question. just make a viking and patrol it to shoot down the medivac and have a few marauders in near your minerals to take down the hellbats
even if he gets half your workers you still have twice the production he does so youll quickly remake all the workers you lost anyway
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I got a pretty stupid question: when you look at your performance at the end of a game, under "APM", is it your APM pick or your APM average? Thanks in adance.
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On February 02 2013 05:29 Lazzi wrote: I got a pretty stupid question: when you look at your performance at the end of a game, under "APM", is it your APM pick or your APM average? Thanks in adance.
HotS apm is bugged.
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On February 02 2013 05:35 Najda wrote:Show nested quote +On February 02 2013 05:29 Lazzi wrote: I got a pretty stupid question: when you look at your performance at the end of a game, under "APM", is it your APM pick or your APM average? Thanks in adance. HotS apm is bugged. I knew 260 was a bit too much APM for me.
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So as someone who hasn't been following HotS beta at all (and the dawn of HotS replacing WoL is soon aproaching) I was wondering if there is a resource online or a thread that I couldn't find, that succinctly describes the differences (patch notes style) so that it will be easier for me as a spectator to follow the change.
I understand that the beta balance and changes are still in flux but any help would be awesome.
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On February 02 2013 19:01 Kerwin wrote: So as someone who hasn't been following HotS beta at all (and the dawn of HotS replacing WoL is soon aproaching) I was wondering if there is a resource online or a thread that I couldn't find, that succinctly describes the differences (patch notes style) so that it will be easier for me as a spectator to follow the change.
I understand that the beta balance and changes are still in flux but any help would be awesome.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=395543
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Maybe one could add the speed boost of the medivac as an upgrade, this would also help vs hellbatdrop, without nerfing them. But i see a problem butting it on techlab for starport, because dual medivac is so important imo.
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Are hellbats still considered biological?
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On February 02 2013 21:24 nomyx wrote: Are hellbats still considered biological? Yes.
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1. What is the difference between APM and EPM 2. What is the difference between Income and resources
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Do anyone know if the Warhound will come back? (The unit "replacing" thor and gloiath) If anyone knows anything about the warhound balance updates please reply.
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On February 03 2013 01:14 vahgar.r24 wrote: 1. What is the difference between APM and EPM 2. What is the difference between Income and resources
APM is actions per minute and is inflated by spamming EPM is effective actions per minutes and only counts meaningful clicks
income is how much resources your bringing in per minute resources is how much resources you have
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What is the best way to react as zerg when you scout a protoss going double stargate, with phoenix/oracle harass and a voidray 3rd behind that. I would like to punish that, by being aggressive.
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On February 03 2013 01:22 Musicus wrote: What is the best way to react as zerg when you scout a protoss going double stargate, with phoenix/oracle harass and a voidray 3rd behind that. I would like to punish that, by being aggressive. get 2 spores in every mineral line, drop your hydra den and push
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On February 03 2013 01:19 KAB00000000M wrote: Do anyone know if the Warhound will come back? (The unit "replacing" thor and gloiath) If anyone knows anything about the warhound balance updates please reply.
As far as I know, no. Dustin Browder recently gave an interview in PC gamer and I believe he said that they had no plans to add any new units to the beta.
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Finally decided to pre-order HoTS after watching quite a lot of streams! I'm just wondering, am I guaranteed a beta key if I pre-order from eu.battle.net?
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