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hmm. also hope they keep it. just nerf the damage and/or radius of hsm but let raven do 2 hsms instead of 1. perhaps combined with a nerf on PDD since corruptors and especially tempest will get pretty hardcountered.
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or just decrease a bit the hsm speed, so it give you the time to spread your army
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If the ability had the same AOE as storm, fungel and EMP, I don't think anyone would have a problem. Right now the AOE is massive and far larger than any other spell in the game. Sure it cost more energy(25), but the amount of damage 100 damage is more than any of the other spells and the AOE is far larger(old EMP). Bring it in line with the other spells in AOE and it would be a totally reasonable ability at 100 damage.
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On September 10 2012 05:30 Plansix wrote:If the ability had the same AOE as storm, fungel and EMP, I don't think anyone would have a problem. Right now the AOE is massive and far larger than any other spell in the game. Sure it cost more energy(25), but the amount of damage 100 damage is more than any of the other spells and the AOE is far larger(old EMP). Bring it in line with the other spells in AOE and it would be a totally reasonable ability at 100 damage.
The damage decreases significantly when it comes to the splash damage.
http://wiki.teamliquid.net/starcraft2/index.php?title=File:Marauderafter.jpg&filetimestamp=20100618051642
That's when a pack of Marauders get Seeker Missiled, it's in total of 525 damage. With if it had been storm you could have done 480 damage. Now note that in both cases there was zero micro. The strength of SM comes from the fact that they stack, not that they deal much more damage than storm for example.
If there would be cooldown on SM (around 20 seconds) then it's not big deal to reduce the energy cost to 100.
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you have not mentioned that storm is dodgable, sm not(at least not from slow units)
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On September 10 2012 06:03 Garmer wrote: you have not mentioned that storm is dodgable, sm not(at least not from slow units)
I said that was no micro, if those marauders had been spread in then again SM would have barely done anything.
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Keep the 100 energy but give the spell a slight minimum range to go with the maximum range, or a slight delay before the missile arms and starts to move - either way so you can't raven tackle.
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HSM doesn't need any adjustments to stay at 100 energy.
It's hard countered by micro — something that has been hitherto unknown for Z and P.
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i posted this in another thread, but ill post it here as well, since i know blizzard is reading this feedback from teamliquid.
To me the seeker missile is flawed in its current form. Its either completely OP or completely useless. Here are my solutions
1) remove seeker missile, bring in irradiate instead.
OR
2) keep the hunter seeker missile, But rework it
A) have it do less AOE damage. B) Have the cost of the ability be less energy so it can be used more. C) have the target of the hunter seeker always get damaged no matter what. And let micro from your opponent determine any further damage.
So basically the missile should shoot out quite slowly no matter what range its casted from, of which should give the opponent a set amount of time to react to prevent further damage but out-running the missile should be impossible as it should keep speeding up the further it travels.
With those changes to the seeker missile, It will be balance and it will make sense to get the raven.
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On September 10 2012 11:02 johnny123 wrote: i posted this in another thread, but ill post it here as well, since i know blizzard is reading this feedback from teamliquid.
To me the seeker missile is flawed in its current form. Its either completely OP or completely useless. Here are my solutions
1) remove seeker missile, bring in irradiate instead.
OR
2) keep the hunter seeker missile, But rework it
A) have it do less AOE damage. B) Have the cost of the ability be less energy so it can be used more. C) have the target of the hunter seeker always get damaged no matter what. And let micro from your opponent determine any further damage.
So basically the missile should shoot out quite slowly no matter what range its casted from, of which should give the opponent a set amount of time to react to prevent further damage but out-running the missile should be impossible as it should keep speeding up the further it travels.
With those changes to the seeker missile, It will be balance and it will make sense to get the raven.
Even if a Seeker Missile can't catch its target, it removes it from the fight because said target is booking it to the other side of the map. Also, keep in mind that even slow units like infestors can dodge it by loading into an ovie / prism / medivac; the missile hits the spot the unit was last 'seen' before being loaded.
The ability SHOULD be as powerful as it is currently (and perhaps cost even less to cast), simply because it forces your opponent to pay attention to / participate in a fight, beyond simply avoiding your ghosts, pressing T or F, and guiding banelings to marines.
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On September 10 2012 10:27 DemigodcelpH wrote: HSM doesn't need any adjustments to stay at 100 energy.
It's hard countered by micro — something that has been hitherto unknown for Z and P. Yeah, only Terran players know to micro...
God, how is TL even letting people post bullshits like that.
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On September 10 2012 16:39 Ramiz1989 wrote:Show nested quote +On September 10 2012 10:27 DemigodcelpH wrote: HSM doesn't need any adjustments to stay at 100 energy.
It's hard countered by micro — something that has been hitherto unknown for Z and P. Yeah, only Terran players know to micro... God, how is TL even letting people post bullshits like that.
rofl. so right dude :D
every terran i play in the ladder these days complains about a-move and OP zerg. played ling bling muta yesterday so i had 3 control groups with lings to surround, banelings move-commanding towards marines and split + attack with them when i was near marines and focus-firing tanks with mutas. after winning the fight he wrote "fucking a move easy race" and left. :D
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If they take it out, without waiting how it turns out, I'll consider quitting SC2.
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On September 07 2012 23:28 Existor wrote:Can be it a joke or true, but Raven can be considered as new unit for Terrans in HotS Also what is the counter to mass ravens? Don't say me corruptors, they are bad vs PDD I'm pretty sure the counter is more Ravens.
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United Kingdom12010 Posts
On September 11 2012 03:13 rembrant wrote:Show nested quote +On September 07 2012 23:28 Existor wrote:Can be it a joke or true, but Raven can be considered as new unit for Terrans in HotS Also what is the counter to mass ravens? Don't say me corruptors, they are bad vs PDD I'm pretty sure the counter is more Ravens.
Fungal outranges HSM and despite what Sheth was saying yesterday it is a really amazingly good counter versus ravens.
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