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Heart of the Swarm Unit Stats - Page 29

Forum Index > StarCraft 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 All
 
 SmileZerg   United States. June 11 2012 18:40. Posts 378
Profile # 

On June 11 2012 18:38 D4V3Z02 wrote:
Reaper bunker rush will become alot more viable. (like beta?)

I don't see how. Reapers lost their special attack vs structures and even have lower damage vs light. Their only new bonus is additional health and regen, which has no synergy with a bunker at all.
Last edit: 2012-06-11 18:41:51
"Show me your teeth."
Old Post

 
 Vindicare605   United States. June 11 2012 18:44. Posts 6487
Profile Blog # 

On June 09 2012 17:52 SpecFire wrote:
Thank you! very helpful

also, wtf, Warhound only 150/75? seems cheap.


It is very inexpensive. It massacres Stalkers too for only 25 additional gas investment.

The only thing keeping the warhound from being OP imo is the lack of anti air. It is a SOLID unit otherwise.
Last edit: 2012-06-11 18:45:09
Official Caster for .SCA @KTVindicare: twitter, twitch.tv/ktvindicare: stream, ktvindicare@hotmail.com
Old Post

 
 D4V3Z02   Germany. June 11 2012 18:55. Posts 570
Profile # 

On June 11 2012 18:40 SmileZerg wrote:

Show nested quote +


I don't see how. Reapers lost their special attack vs structures and even have lower damage vs light. Their only new bonus is additional health and regen, which has no synergy with a bunker at all.


When you place a bunker in the natural of Metalopolis cant you hit the mineral line in the main with vision on the high ground and the natural with 7 range?

Isnt it also crucial that spinecrawler wont outrange bunker? So bunker which get repaired kill spinecrawler?
Last edit: 2012-06-11 18:59:19
Reason your quotes please.
Old Post

 
 Salteador Neo   Andorra. June 11 2012 18:57. Posts 3606
Profile # 

On June 11 2012 18:44 Vindicare605 wrote:

Show nested quote +



It is very inexpensive. It massacres Stalkers too for only 25 additional gas investment.

The only thing keeping the warhound from being OP imo is the lack of anti air. It is a SOLID unit otherwise.


They are gonna change it somehow IMO. Won't stay long as it is, specially at 2 food.

I don't even know if Immortals soft-counter them at all, with those missiles.
Last edit: 2012-06-11 18:58:20
Revolutionist fan
Old Post

 
 SmileZerg   United States. June 11 2012 18:57. Posts 378
Profile # 

On June 11 2012 18:55 D4V3Z02 wrote:

Show nested quote +



When you place a bunker in the natural of Metalopolis cant you hit the mineral line in the main with vision on the high ground and the natural with 7 range?

Isnt it also crucial that spinecrawler wont outrange bunker?

Hate to break it to you but the reported range 7 was a mistake, Reapers are only range 5 in HotS. It'll be 6 in a bunker, but still.
"Show me your teeth."
Old Post

 
 D4V3Z02   Germany. June 11 2012 19:00. Posts 570
Profile # 
Good news ), im sorry.

Isn't it wierd that vipers arent psionic? So Vipers wont be sniped when abducting tanks hm.
Last edit: 2012-06-11 19:08:59
Reason your quotes please.
Old Post

 
 SmileZerg   United States. June 11 2012 19:20. Posts 378
Profile # 
They aren't psionic? Really??
"Show me your teeth."
Old Post

 
 Rabiator   Germany. June 11 2012 21:17. Posts 3232
Profile # 

On June 11 2012 06:20 sunprince wrote:

Show nested quote +



Why not simply change energy-using abilities to cooldown-based abilities where appropriate?

Because it doesnt work for units which have several abilities like the new Protoss ones or even BCs in HotS (they get a new ability, right?).


On June 11 2012 06:26 NeMeSiS3 wrote:

Show nested quote +



A lot of players are now yamatoing rocks before engagements so they have no energy to get feedback.

A. You HAVE TO research the Yamato upgrade first AND
B. you HAVE TO wait until all your BCs have 150+ energy ... stupid concept (same for Thors and not every map has rocks close to where they would be needed).
A much cheaper solution is to EMP the BCs yourself (what an awesome concept) ... twice obviously since EMP only removes 100 energy, but at least BCs can be stacked.

I hope this makes it crystal clear that Feedback MUST BE CHANGED. The new abilities are nice, but the real purpose for feedback is to counter Ghosts. HTs arent really the best way to deal with Medivacs, because they are above the terran bio army and only if the terran screws up (or tries to drop your base) can you really get them.
If you cant say what you're meaning, you can never mean what you're saying.
Old Post

 
 Inkstorm   United States. June 11 2012 22:52. Posts 10
Profile # 
I have a couple questions regarding Widow Mines that I would be thankful to have answered.

1. What happens if a unit with a widow mine attached is killed before the timer runs out?

2. Can widow mines unbury after they have been activated?

3. Can widow mines attach to biological buildings (spine crawlers for instance)?

4. Scenario: A terran player buries a widow mine at his Zerg opponent's 4th expansion in order to prevent the eventual drone. Zerg sends a drone to plant a hatchery at the 4th which trips the mine right as it's getting close. The timer starts and the drone turns into a hatchery shortly afterwards. Does the spider mine stay on building to destroy it or what?
Old Post

 
 Garmer   June 11 2012 23:00. Posts 1126
Profile # 

On June 11 2012 21:17 Rabiator wrote:

Show nested quote +


Because it doesnt work for units which have several abilities like the new Protoss ones or even BCs in HotS (they get a new ability, right?).


Show nested quote +


A. You HAVE TO research the Yamato upgrade first AND
B. you HAVE TO wait until all your BCs have 150+ energy ... stupid concept (same for Thors and not every map has rocks close to where they would be needed).
A much cheaper solution is to EMP the BCs yourself (what an awesome concept) ... twice obviously since EMP only removes 100 energy, but at least BCs can be stacked.

I hope this makes it crystal clear that Feedback MUST BE CHANGED. The new abilities are nice, but the real purpose for feedback is to counter Ghosts. HTs arent really the best way to deal with Medivacs, because they are above the terran bio army and only if the terran screws up (or tries to drop your base) can you really get them.

yamato is 125 dude...
Old Post

 
 Zato-1   Chile. June 11 2012 23:15. Posts 2577
Profile Blog # 

On June 11 2012 21:17 Rabiator wrote:

Show nested quote +


Because it doesnt work for units which have several abilities like the new Protoss ones or even BCs in HotS (they get a new ability, right?).


Show nested quote +


+ Show Spoiler +

I hope this makes it crystal clear that Feedback MUST BE CHANGED. The new abilities are nice, but the real purpose for feedback is to counter Ghosts. HTs arent really the best way to deal with Medivacs, because they are above the terran bio army and only if the terran screws up (or tries to drop your base) can you really get them.

This thread is about HotS, complaining about how WoL units interact with other WoL units has no place here.

On-topic, I find the Warhound and Battle Hellion so weird for PvT... On the one hand, they should wipe the floor with Chargelot / Stalker. However, I find them to be super susceptible to Force Fields, especially the Battle Hellions, a bit like pure Roach armies in ZvP only more so... Terrans usually deal with Force fields by kiting away from sentries with Stim until Ghosts come out, and if they get caught they can load into a Medivac and hopefully get out, but a Warhound / Hellion army wouldn't have Medivacs and would be pretty gas-heavy, delaying higher tech units.

Warhounds and Hellions also look like they'd have a lot more trouble than MMM against cannons, especially if P has a Templar or two to support them; they also look pretty bad for base trade scenarios. Could we see P getting mass cannons in PvT like Zerg does with Spine Crawlers in ZvP? A meching Terran can always get siege tanks vs. cannons, but Tempests sound like a pretty strong late game answer to a T slow push.
Last edit: 2012-06-11 23:17:27
Ranking of SC2 Matchups by how fun they are to watch: ZvP 10/10 | PvT 8/10 | PvP 7/10 | TvZ 5/10 | TvT 4/10 | ZvZ 1/10
Old Post

 
 s3rp   Germany. June 11 2012 23:21. Posts 2767
Profile # 
I just noticed something Reapers don't 2 shot Lings with 7 damage against Light anymore . What the hell why ? Even a group of Lings on Creep would shutdown Reapers completely especially not to mention Queens still exist.

They take away speed , the build damage , nerf the damage overall considerably and all they get is an upgrade that is useless later on and -5 seconds buildtime. They're not making Reapers useful again they're making them even worse and more useless I mean 7 range seems to be false so i don't see any reason to ever build a Reaper again ever beyond 5 minutes into the game. The 10 HP i don't see how that all all can compensate they still only have 60 HP thats not alot.

edit: I noticed something else Reapers would not 3 shot SCV's anymore if the deal 2*7 damage because 3 shots of that would only deal 42 damage ...

Only if 7 range is actually correct Reapers would be a useful unit ...
Last edit: 2012-06-11 23:37:22
Old Post

 
 QqVVJ   Canada. June 11 2012 23:31. Posts 1
Profile # 
love the MommaCore, gunna make nexus fist possible in all matchups. and gateway expos possible in PvZ!!
Storm OP
Old Post

 
 TeeTS   Germany. June 11 2012 23:32. Posts 1729
Profile # 
So, after finally having the time to carefully read those stats...

The Reaper change will make them much more easy to use (range 7, hello? isi kiting for everyone!)
Otherwise the terran units are simply boring. Battle hellion and warhound are just plain strong into your face units, nothing tricky, sneaky about them. I would've loved to see an interesting spellcaster for terran instead. Ghosts are cool and useful, but Raven are just bullshit, I truly hate them.
Zerg and Protoss have got very interesting spellcasters and the tempest.... I think a 22 range unit with a slow shooting high dmg shot can be really cool, maybe really imbalanced. I'm very interested to see how it's gonna work out. The Mothership Core looks way too powerful. You'll get much sooner than many may think right now. Especially the energy recharge is insanely good. I think this will have to be fixed during the beta.
The Viper may also have to be changed. I don't think Zerg need a second unit that manipulates enemy movement directly (fungal growth!). This will turn out to be way too much, I'm very very sure at this point.

Overall it looks good. I would love blizzard for thrashing the warhound or the raven and come up with a new spellcaster for terran. Everything else will turn out in the beta, I think.
 
Old Post

 
 s3rp   Germany. June 11 2012 23:33. Posts 2767
Profile # 

On June 11 2012 23:32 TeeTS wrote:
So, after finally having the time to carefully read those stats...

The Reaper change will make them much more easy to use (range 7, hello? isi kiting for everyone!)
Otherwise the terran units are simply boring. Battle hellion and warhound are just plain strong into your face units, nothing tricky, sneaky about them. I would've loved to see an interesting spellcaster for terran instead. Ghosts are cool and useful, but Raven are just bullshit, I truly hate them.
Zerg and Protoss have got very interesting spellcasters and the tempest.... I think a 22 range unit with a slow shooting high dmg shot can be really cool, maybe really imbalanced. I'm very interested to see how it's gonna work out. The Mothership Core looks way too powerful. You'll get much sooner than many may think right now. Especially the energy recharge is insanely good. I think this will have to be fixed during the beta.
The Viper may also have to be changed. I don't think Zerg need a second unit that manipulates enemy movement directly (fungal growth!). This will turn out to be way too much, I'm very very sure at this point.

Overall it looks good. I would love blizzard for thrashing the warhound or the raven and come up with a new spellcaster for terran. Everything else will turn out in the beta, I think.


This is wrong from what i've heard they still have the same range.
Last edit: 2012-06-11 23:34:07
Old Post

 
 TeeTS   Germany. June 11 2012 23:45. Posts 1729
Profile # 

On June 11 2012 23:33 s3rp wrote:

Show nested quote +



This is wrong from what i've heard they still have the same range.


then the OP should change this!

Reaper – Light, Biological


Requirement: Barracks w/ Tech Lab

Minerals: 50
Gas: 50
Supply: 1
Build Time: 40
Health: 60
Speed: 2.95
Base Armor: 0
Attack Damage:2 x 4 (7 vs. Light)
Attack Range: 7
Attack Delay: 1.1
Upgrade: Combat Drugs

really irritating!
 
Old Post

 
 Noocta   France. June 11 2012 23:48. Posts 8620
Profile # 

On June 11 2012 23:33 s3rp wrote:

Show nested quote +



This is wrong from what i've heard they still have the same range.


They will need to buff their range or something anyway.
Reaper unable to kite queens make them uselness pretty much.

And you can't even bunker rush that effectively with reaper now that they don't have the building attack.
Last edit: 2012-06-11 23:52:33
There are no secrets to success. It is the result of preparation, hard work, and learning from failure.
Old Post

 
 s3rp   Germany. June 12 2012 00:04. Posts 2767
Profile # 

On June 11 2012 23:48 Noocta wrote:

Show nested quote +



They will need to buff their range or something anyway.
Reaper unable to kite queens make them uselness pretty much.

And you can't even bunker rush that effectively with reaper now that they don't have the building attack.


You couldn't even kill Creep Tumors effectivly anymore with a few Reapers because they would need 4 shots for 1 Tumor.
Last edit: 2012-06-12 00:06:11
Old Post

 
 ilikeLIONZ   Germany. June 12 2012 00:08. Posts 425
Profile # 
tbh: the viper just seems incredibly imbalanced with its hook ability.
 
Old Post

 
 Jermstuddog   United States. June 12 2012 00:37. Posts 2051
Profile Blog # 

On June 12 2012 00:08 ilikeLIONZ wrote:
tbh: the viper just seems incredibly imbalanced with its hook ability.


About as imba as infestors with neural parasite.

Amirite?
As it turns out, marines don't actually cost any money -Jinro
Old Post

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