Not only they decrease the cost but the research time as well?
Because we just can't get enough the cheesy/autoloss builds that define SC2. rofl
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kasumimi
Greece460 Posts
Not only they decrease the cost but the research time as well? Because we just can't get enough the cheesy/autoloss builds that define SC2. rofl | ||
Son of Gnome
United States777 Posts
On June 15 2013 14:43 GinDo wrote: People are making a bigger deal about the hellbat nerf then it really warrants. Hellbat drops early game were stupid. They ere practically impossible to defend against. You could just win simply by dropping Hellbats. And guess what. Get the blue flame and bam you have your bonus back. So enjoy your free wins for now. EDIT: As for the Banshee. I we don't need faster/cheaper cloak. What we need are faster banshees. Protoss and Zerg are pretty immune to banshee openers. The only thing Banshees are gonna do is make TvT really stupid. not to mention weaken Mech TvT because your so much better off getting a crap ton of marines. Protoss: Stargate/Robo shut it down + MS Core Zerg: Spores that require Spawning pool. Or you know you could get a thor or use the vikings you already have??? Its not that big a deal and won't make them more common in any stage past the midgame. They still cost alot to make and are easily countered. I am not sure about the buff though, I open banshees in most of my tvts so at least in that match up they are still a decent option. | ||
Existor
Russian Federation4295 Posts
On June 15 2013 15:30 kasumimi wrote: The banshee change blows my mind. Why would they even think of tweaking that is beyond me. Not only they decrease the cost but the research time as well? Because we just can't get enough the cheesy/autoloss builds that define SC2. rofl Is that hard to start with widow mines, turrets and marines? | ||
Scones
Wales99 Posts
1 spore and a spine at each base, and youre set! | ||
Existor
Russian Federation4295 Posts
Would be interesting if Oracles could attack air. In fact if they could, they would be a pretty decent counter to banshees considering the bonus damage it does to light (and banshee is a light unit) But you have phoenixes... why not combine oracle/phoenix? | ||
-Archangel-
Croatia7457 Posts
On June 15 2013 03:31 Decendos wrote: awesome changes! also so awesome to see they care about making zerg more fun to play and test all that nydus/drop/hydra/corruptor/overseer/neural parasite stuff that would make zerg fun to play! like it a lot! This. No1 reason why I still have not bought HotS. | ||
hansonslee
United States2026 Posts
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TAMinator
Australia2706 Posts
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Cortza
South Africa328 Posts
On June 15 2013 03:49 Snowbear wrote: Show nested quote + On June 15 2013 03:48 Targe wrote: On June 15 2013 03:45 Snowbear wrote: PLEASE Blizzard! Hellbat DROPS are the problem >>> nerf damage. People who mix in hellbats instead of mines (TvZ) in their army, get nerfed. The drops will still happen, but hellbat instead of mines in your army is dead as hell. I can't believe this . This is just a nerf to hellbat in army, not hellbat drops imo. Cloack: this makes tvt a bigger coinflip. Is that good? What, this nerfs early hellbat drops though. I like the changes, Warp prism good, Hellbat is pretty good and Banshee could turn out good, depends if banshees become the go to unit. Imagine you are a terran that doesn't want to play marine mine, and you prefer hellbat marine. This is nerfed and done. Meanwhile speedvac + hellbat harass is still possible, and will still do a shitton of damage. You still have the pre-ignitor upgrade. Seems more balanced imo that both hellbat and hellion should require this upgrade. | ||
AxionSteel
United States7754 Posts
That being said, I doubt the change will go through. Toss and Zergs crying like crazy even though no one even uses banshees anymore in those matchups whatsoever. | ||
RPR_Tempest
Australia7788 Posts
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sths
Australia192 Posts
On June 15 2013 16:28 RPR_Tempest wrote: They are fucking kidding me with his banshee buff. They are not fucking kidding you. They are just TESTING. | ||
Telenil
France484 Posts
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ZoraIV
Canada3 Posts
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Bagi
Germany6799 Posts
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SSVnormandy
France392 Posts
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Existor
Russian Federation4295 Posts
On June 15 2013 17:17 SSVnormandy wrote: the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea Why? Blue flame hellbats still own Zealots pretty good, and Ghosts still own Protoss nicely with EMPs. | ||
Teoita
Italy12246 Posts
On June 15 2013 17:21 Existor wrote: Show nested quote + On June 15 2013 17:17 SSVnormandy wrote: the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea Why? Blue flame hellbats still own Zealots pretty good, and Ghosts still own Protoss nicely with EMPs. Terrans are allergic to tech labs in the midgame on anything that isn't a rax He's right that the matchup will change a lot because a) it takes longer to do the (generally) 2fact hellbat switch, b) there will be less hellbats since one fact will have a tech lab rather than a reactor c) it could open up a pre blueflame timing for the protoss in which zealot/templar can still wreck shit, especially if they skip ghosts like many hellbat players like to do. I don't think that will create balance problems though. | ||
Big J
Austria16289 Posts
On June 15 2013 17:24 Teoita wrote: Show nested quote + On June 15 2013 17:21 Existor wrote: On June 15 2013 17:17 SSVnormandy wrote: the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea Why? Blue flame hellbats still own Zealots pretty good, and Ghosts still own Protoss nicely with EMPs. Terrans are allergic to tech labs in the midgame on anything that isn't a rax He's right that the matchup will change a lot because a) it takes longer to do the (generally) 2fact hellbat switch, b) there will be less hellbats since one fact will have a tech lab rather than a reactor c) it could open up a pre blueflame timing for the protoss in which zealot/templar can still wreck shit, especially if they skip ghosts like many hellbat players like to do. I don't think that will create balance problems though. Yeah, I think some guys that incorporated hellbats early will have to change their playstyles - which are in most cases guys that did hellbat drops everygame and will have to adapt anyways. Everyone else who went for the standard more bioheavy play (or bio/mine in TvZ) can just go on playing the same way. And then come up with a new transition with double factories (like in TvZ with mines) or maybe find a different opening with blue flame. | ||
Hattori_Hanzo
Singapore1229 Posts
To defend against hellbat drops is. 1) Active scouting 2) two Vikings to intercept and 3shot the medivacs 3) be massively ahead, due to the tech rush to hellbat. | ||
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