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On February 08 2013 11:07 FlamingKitty wrote: NO! why are they making mines even better?!? 아이구 ㅠ_ㅠ
and the overlord speed makes the 1base lair roach burrow drop even better.... To have something that make you shit your pants and we can drop with at 7-8 minutes other than hellbats.
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So it looks like they did the widow mine buff specifically so it 1-shots oracles. I regularly open oracle and I found that terrans that open widow mine don't have any trouble dealing with oracle harass. The oracle eats one shot, is down to 35 hp and can get picked off by marines easily. The only time they have trouble against it is if they proxy the factory and the buff doesn't fix that. So I think their idea is that we have to activate detection to see if there's a widow mine, and if not we can retreat, but if we do that we might not harass with the oracle anyway since it spawns with 50 energy takes about 30s to get to the enemy base so you have 80 energy -50 for envision. if there's no widow mine you can activate pulsar beam for -25 energy and then you have enough energy to kill 2 scv's and scare one a little and then you're out of energy.
I don't think 1rax expand is a very good build anymore. CC first is still really good, and you have a ton of things you can do with gas openings. Just because a particular WOL build doesn't work anymore doesn't mean that the game should be fixed to work exactly like WOL.
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This game will be amazing if people stop using fungal growth
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This patch is a mess and doesn't fix major problems still.
- Still no nerf to protoss air, they are too much reward for little risk. So they respond by buffing the Oracle's Envision spell. I guess it's nice against DT rushes in PvP but it does nothing for TvP. Oracles still feel kinda overpowered there. I still want to see some MSC nerf. I don't care what they do to it, make it take longer to build, make it higher in the tech tree, I don't care. It is too good of a unit for how early you get it. It makes TvP stale as fuck.
- Widow Mine buff is nice but it was already pretty good before. Still doesn't make pure mech viable because the tank still blows. I don't feel like a buff was really needed.
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On February 08 2013 11:09 KamikazeDurrrp wrote: All this whining about hellbat drops remind me when people were whining about marauder drops back in the day. Now that I think about it though, if you gave the maurader aoe, better dps and 10 more hp (at the cost of lower range), and pair that up with an extremely fast medivac you basically have the old marauder drops on crack lol. Marauder drops are nothing like hellbat drops. Hellbats can destroy an entire mineral line in seconds, and they do enough damage against everything else that they can put up a decent fight against the defending army. Hellbats are cheap enough that the drop basically always pays for itself.
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Meh, doesn't seem like too big of a change to me. Envision was a smart idea, it ran out a little too quickly.
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On February 08 2013 10:07 Ksi wrote: The fact that Blizzard is now resorting to giving bonus damage vs very, very specific unit types seems like a step in the wrong direction for how they should approach balance. It seems a little too conservative in one sense (making mild damage buffs vs. specific targets rather than reworking the units as a whole), but also a bit too complicated in another sense. I'd really hate to see us 5 patches down the line with every unit having a bunch of extremely specific +damage modifiers. They've been doing that with SC2 from the very beginning.
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On February 08 2013 10:05 avilo wrote: Oracle still leads to build order wins, TvP is quite broken at this point. Expecting a lot of Terran players to switch race upon release.
Oh, and wait a minute, what? More early game buffs for Zerg? .... What Terrans?
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i agree with people saying skytoss is too strong, late game 3/3/3 skytoss is nearly unbeatable and is the best late game army in the game by far right now.
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On February 08 2013 11:11 Enki wrote:I still want to see some MSC nerf. I don't take what they do to it, make it take longer to build, make it higher in the tech tree, I don't care. It is too good of a unit for how early you get it. It makes TvP stale as fuck.
I might be biased because I'm toss, but I think it's good that there's something that forces terrans to play less greedy. You can easily deal with a msc/stalker rush if you don't cut marines while 1rax expanding, or if you open widow mine, or if you go cc first / 3rax So basically you'll always be fine unless you rush reaper while 1rax expanding... which is somethin you just can't do simply because of the threat of msc and oracle. Alternatively if you scout a single or no gas opening you can just go ahead and cut corners because there's any threat of a msc at your front any time soon.
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Platinum-Diamond Terran here. Still dont know what to do with Widow Mines. TvP? Really? How can they hit Stalker,Immortal,Observer,Void Ray,Carrier,Tempest or Collosus??? 5 range in crappy for Widow Mines,but at least they will serve to kill all the Protoss Gate Units.
Have you seen any Progamer use them past 10 mins??? xD
If they want to improve TvP,why no apply this "+Xshield damage" to the tank?
Still impossible for Zerg to beat Skytoss....
One month Dayvie and the BETA is in ALPHA State and you believe its almost done...Soooo sad :-(
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On February 08 2013 10:49 CoR wrote:Show nested quote +On February 08 2013 10:06 Valon wrote:On February 08 2013 10:01 Qikz wrote:On February 08 2013 09:59 Valon wrote: I like how they asked for our opinion, it was overwhelmingly negative and the put the changes in anyway. Why bother to ask for out input if they don't listen. This is one of the worst patches ever does not address any problems namely sky toss. Skytoss has been good for like a month or so. That's no where near long enough to find out if it's actually balanced or people just don't know how to deal with it. The last thing I want them to do is nerf carriers now and they become useless again, same goes for the voidray. Sky toss is too good if it gets to late game zerg has zero answers to it. It needs some changes. well in wol protoss has zero answers to mass broordlord infestor, strangely the zergs was fine with it ... as for me in mid-high masters, the zergs can deal pretty fine with my skytoss i have to say (only not if they ignore making no infestors) so as protoss i would say "swarm host too good protoss no answer need change" but NO i still need more TIME to figure out how to deal with it, i think thats the difference in p and z, z cry, p try I am curious, when was the last time a protoss lost to BL/infestor in WoL? I have only been watching a bit of code S (which doesnt have many protoss in it) so this is an honest question.
Also, do you think it is a good decision to have things do a complete 180 so that the other side dominates for an extended period of time? Or should they actually strive for balance?
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I like how they are making Terran play rather consistently across all mech units. They all have secondary abilities, basically transform, but they don't cost upgrades now??? That's rather gamechanging...
Are they trying to make SC2 simpler? I'm not opposed to that because it opens it up to more gamers, but that's a pretty big dang change.
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On February 08 2013 11:16 EleanorRIgby wrote: i agree with people saying skytoss is too strong, late game 3/3/3 skytoss is nearly unbeatable and is the best late game army in the game by far right now. Protoss is supposed to have the strongest late game army. It's Terran and Zerg's job to utilize their mobility advantage to shut down Protoss expansions and engage this army on favorable terms, then quickly remax with an economic advantage to finish it off. Protoss can't rebuild the army if they have no economy. Suiciding armies into a Protoss player's Skyball who has a strong economy is just asking to lose.
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On February 08 2013 10:11 Tenks wrote: Does anyone know how the Widow Mine's +shield damage is calculated? Does it pretty much instantly remove the 35 shields and then proceed to do it's damage? Because if it does it's payload and then does 35 shield damage ontop of it the only thing that effects are shots to Carriers and Colossus :/
As a Terran player I was really hoping for some kind of Hellbat nerf. I simply cannot find the will to log into the beta knowing I may roll a TvT which quickly became the stupidest matchup (worse than Reaper wars, imo) since the Hellbat drop build. What I'm really curious about is, what if you have a protoss whose shields have been knocked down below 35 but aren't at 0? Will you get the full +35, or will the bonus damage stop once the shields are gone?
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On February 08 2013 11:05 Arco wrote: I feel that people who complain that Skytoss is imba are the Zerg who just a-move their entire army into yours and expect to win. I second this.
One month Dayvie and the BETA is in ALPHA State and you believe its almost done...Soooo sad :-(
I think Alpha phase is before Beta. Where only programmers and developers test the game.
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On February 08 2013 11:27 Tamburlaine wrote:Show nested quote +On February 08 2013 10:11 Tenks wrote: Does anyone know how the Widow Mine's +shield damage is calculated? Does it pretty much instantly remove the 35 shields and then proceed to do it's damage? Because if it does it's payload and then does 35 shield damage ontop of it the only thing that effects are shots to Carriers and Colossus :/
As a Terran player I was really hoping for some kind of Hellbat nerf. I simply cannot find the will to log into the beta knowing I may roll a TvT which quickly became the stupidest matchup (worse than Reaper wars, imo) since the Hellbat drop build. What I'm really curious about is, what if you have a protoss whose shields have been knocked down below 35 but aren't at 0? Will you get the full +35, or will the bonus damage stop once the shields are gone? Likely the bonus will deal damage to the shields as long as they are there, up to a maximum of 35 per attack.
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Awesome! More hardcounter in the game. They know how to make the game worse. :D
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On February 08 2013 11:27 Tamburlaine wrote:Show nested quote +On February 08 2013 10:11 Tenks wrote: Does anyone know how the Widow Mine's +shield damage is calculated? Does it pretty much instantly remove the 35 shields and then proceed to do it's damage? Because if it does it's payload and then does 35 shield damage ontop of it the only thing that effects are shots to Carriers and Colossus :/
As a Terran player I was really hoping for some kind of Hellbat nerf. I simply cannot find the will to log into the beta knowing I may roll a TvT which quickly became the stupidest matchup (worse than Reaper wars, imo) since the Hellbat drop build. What I'm really curious about is, what if you have a protoss whose shields have been knocked down below 35 but aren't at 0? Will you get the full +35, or will the bonus damage stop once the shields are gone? If you have a Colossus with 150HP/25SP you'll end up at 25HP after being hit by Widow Mine. It basically works like EMP.
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Can we forget about this widow mine, helbat fiasco and go back to vultures and spider mines? I can only dream of vultures...
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