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On January 12 2015 00:31 DJHelium wrote:Show nested quote +On January 12 2015 00:29 TheDwf wrote:On January 12 2015 00:28 pmp10 wrote:On January 12 2015 00:22 FeyFey wrote:On January 12 2015 00:20 Alchemik wrote: is there any kind of reasoning behind making banshee have cloak by default Banshee was pretty bad and needed a buff since access to HotS anti air and detection were super easy to access ? Especially Zerg was buffed extremely in that regard with HotS. I think they just want to see more banshees in TvP. In that case, removing Cloak isn't the solution at all Removing the stalker would be a great solution for more banshees!
To be honest the banshee is like the tank, every protoss units that can attack it counters it
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On January 12 2015 00:31 Penev wrote: The new Terran units, indeed, feel like they're added just because for the sake of adding new units. The new Zerg units/ abilities seem to make a lot of sense though Agree. They're like toys, not real tools.
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So much for the "expanding all over the map" theme
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On January 12 2015 00:24 Alchemik wrote:Show nested quote +On January 12 2015 00:22 FeyFey wrote:On January 12 2015 00:20 Alchemik wrote: is there any kind of reasoning behind making banshee have cloak by default Banshee was pretty bad and needed a buff since access to HotS anti air and detection were super easy to access ? Especially Zerg was buffed extremely in that regard with HotS. so? you're still using banshees with mech, and you use it to put some pressure on the Zerg (or just kill him straight up with hellbat/banshee), while being safe at home it's not like every unit is supposed to be used in every part of the game
The Banshee is an AvG unit thats all it is and it was okay in the WoL build, but in the HotS build alot of things got an range or speed buff that deal with the Banshee. So it got to weak to be played apart from a few situations and even then it usually just works because the players choose to ignore it. And Terran has alot of units that don't work anymore in a normal engagement.
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I like the cyclone idea as a mobile single target unit if they nerf it's damage somewhat. It's like a 'medium' mech unit that currently doesn't exist. Also another mech AA option
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On January 12 2015 00:34 FueledUpAndReadyToGo wrote: I like the cyclone idea as a mobile single target unit if they nerf it's damage somewhat. It's like a 'medium' mech unit that currently doesn't exist. Also another mech AA option Just make the Thor that 2 supply medium mech unit, no need to add something else when you can rework what exists to fulfill the desired purpose
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Hercs really wreck hatcheries :D
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Ahah that Herc animation. :D
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The stats/mobility of the HERC are completely off for an early game unit
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160 hp is way too much lol
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seeing the herk damage on lings I want to pair it up with a worker. Always loved Zealot + probe vs Ling battles.
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Yay he hit an air unit :D
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Did banshee get a range increase?
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Why does the spell of the Ravager hit air units...
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I´m really starting to like ravagers!
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I like the mineral change and Lurkers, but everything else fells pretty meh..
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Hmm ravager basic attack may be a bit too good
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On January 12 2015 00:46 TheDwf wrote: Why does the spell of the Ravager hit air units...
Rewatch Starship troopers, u'll get the answer.
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