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HotS Balance Update #4 [9/28/12] - Page 25

Forum Index > StarCraft 2 HotS 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 All
 
 TheLunatic   October 03 2012 03:59. Posts 296
Profile # 
All this talk on terran being the most complete race is garbage, timing attacks are crucial to victory, these are the only way to win out in macro by putting the enemy on the back foot, if terran simply tries to keep pace in the macro without doing damage there are huge openings were the enemy can simply a move to victory thus expelling the race is complete theory from any legitimate unbiased conversation about the workings of the race
Old Post

 
 Ramiz1989   October 03 2012 04:03. Posts 1210
Profile # 

On October 03 2012 02:59 kmillz wrote:
What defines a "complete" race? O_o


A race that have the most options and its units are usable in a lot of situations, and that every unit fills the gap, or has some role. That being said, none of the races are complete, but the most complete also in my opinion is Terran. Right now, beside the Reaper that is terrible, Battle Cruisers are also almost nonexistent(at least on top level, but they still have their uses), but every other unit is used regularly.

Being the most complete, doesn't mean the strongest, easiest or whatever. Zerg isn't the most complete simply because we can't stay on Lair tech and finish the game if we don't want to commit too much(go all-in), we have to rush the Infestor and Brood Lord army composition because it is easier to play with it and it is really strong. I am forced to do that. Also, at the Lair tech, Hydras are underused, Nydus is underused, Mutas are used less and less, just because Infestor fills every single gap out there. The unit is just awfully designed, because it is answer to everything enemy can make. Seeing 10 Corruptors, 10 Brood Lords and 30+ Infestors in the late game against every single race is just sad...

Infestors need seriously tuning, right now, they are just too good, and there is no drawback by having a lot of the Infestors. I hope that they change it somehow, so it becomes support caster instead of caster that kills everything. Looking at the Zerg streams of HOTS beta, they still prefer to rush to the Infestors than to the Swarm Hosts, or Vipers, or Hydras with speed or anything else.

I am Zerg player, and I hope that what DB said is true(that they will maybe nerf the Infestor while looking at other stuff that Zerg got), because I absolutely hate the current Zerg metagame, rushing Hive at 10th minute, and I hate Infestor + Brood Lord army composition.
"Living for the Swarm..."
Old Post

 
 numberThirtyOne   United States. October 03 2012 05:20. Posts 294
Profile # 
Hmm. 4-gates with MC to spot high ground seem ridiculous.
voIDRAys are the most bm unit in SC2
Old Post

 
 KevoVargas   Peru. October 03 2012 05:44. Posts 18
Profile # 
Just remove air atack on widow mine and make it 1/2 supply.
build 2 at a time from factory, like zearglins. and with reactor build 4 at a time.
Last edit: 2012-10-03 05:44:54
 
Old Post

 
 kmillz   United States. October 03 2012 06:04. Posts 1245
Profile # 

On October 03 2012 04:03 Ramiz1989 wrote:

Show nested quote +


A race that have the most options and its units are usable in a lot of situations, and that every unit fills the gap, or has some role. That being said, none of the races are complete, but the most complete also in my opinion is Terran. Right now, beside the Reaper that is terrible, Battle Cruisers are also almost nonexistent(at least on top level, but they still have their uses), but every other unit is used regularly.

Being the most complete, doesn't mean the strongest, easiest or whatever. Zerg isn't the most complete simply because we can't stay on Lair tech and finish the game if we don't want to commit too much(go all-in), we have to rush the Infestor and Brood Lord army composition because it is easier to play with it and it is really strong. I am forced to do that. Also, at the Lair tech, Hydras are underused, Nydus is underused, Mutas are used less and less, just because Infestor fills every single gap out there. The unit is just awfully designed, because it is answer to everything enemy can make. Seeing 10 Corruptors, 10 Brood Lords and 30+ Infestors in the late game against every single race is just sad...

Infestors need seriously tuning, right now, they are just too good, and there is no drawback by having a lot of the Infestors. I hope that they change it somehow, so it becomes support caster instead of caster that kills everything. Looking at the Zerg streams of HOTS beta, they still prefer to rush to the Infestors than to the Swarm Hosts, or Vipers, or Hydras with speed or anything else.

I am Zerg player, and I hope that what DB said is true(that they will maybe nerf the Infestor while looking at other stuff that Zerg got), because I absolutely hate the current Zerg metagame, rushing Hive at 10th minute, and I hate Infestor + Brood Lord army composition.


Ok thank you for clearing that up. Maybe they should take away one of the infestors abilities and give another unit an ability that fills the same role?
Old Post

 
 Ramiz1989   October 03 2012 07:15. Posts 1210
Profile # 

On October 03 2012 06:04 kmillz wrote:

Show nested quote +



Ok thank you for clearing that up. Maybe they should take away one of the infestors abilities and give another unit an ability that fills the same role?

I don't think that they will take away some of the ability, but nerf some of them, and specifically fungal growth, they even said that they are taking a look at that ability. Infested Marines are problem when you have high number of Infestors, but you can get to the higher number of them because of the fungal, it stops everything, you just can't kill Zerg when he is camping with 20 Spines and 10 Infestors, and he keep adding more and more Infestors to his army.

Otherwise Infested Marines aren't problem when you have lower number of Infestors because they are immobile, they die to AoE and if Infestors overextend with energy usage on Infested Marines, they won't have enough energy for fungal, where in late game that isn't the problem, since you will always have the energy for fungal with 20+ Infestors... And Neural Parasite is never a problem, since its nerf it is situational ability at best.
"Living for the Swarm..."
Old Post

 
 G00BAK   Canada. October 03 2012 08:12. Posts 51
Profile # 
I got similar info from http://www.swagling.com/hots-update-4/
Last edit: 2012-10-03 08:13:08
 
Old Post

 
 G00BAK   Canada. October 03 2012 08:14. Posts 51
Profile # 
I don't care what people way about the momma core. I like how the Toss has to tiskit if they want to use mass recall. Makes way more sense to me.
 
Old Post

 
 Jerubaal   United States. October 03 2012 08:38. Posts 2504
Profile # 
I'm sure this has been stated much more eloquently before, but this change completely changes the flavor of the mothership core and not for the better. The previous version of the mothership core opened up a huge new range of possibilities. You could literally throw your dart at a timing and pick that time for aggression and that's what's needed especially against zerg. Zerg has been steadily reaching a point where they can react to any aggression and come out ahead provided they see it coming. What's needed to counteract this is the ability to be random, reactive and reflexive- the opposite of Protoss. With the new mothership core, needing to protect it, Protoss will once again have to go back to only their strongest timings. And then what's the point of the recall? Fun fact: If you hit a two base timing and march over to the zerg's base and don't do any damage, you're dead. You better keep attacking until you do some damage. The times when recall would actually be useful in that situation will be..situational.
I'm not stupid, a marauder just shot my brain.
Old Post

 
 archon256   United States. October 03 2012 09:34. Posts 360
Profile # 

On October 03 2012 08:38 Jerubaal wrote:
You could literally throw your dart at a timing and pick that time for aggression and that's what's needed especially against zerg.

It's clear that Blizzard felt that such tactics were too strong, hence the change.
Now you can still do timing attacks, you just need to choose between slower attacks with the ability to recall your units if things get hairy, or faster attacks where you don't need to worry about protecting the Mcore.

"The troupe is ready, the stage is set. I come to dance, the dance of death"
Old Post

 
 NET   United States. October 03 2012 19:13. Posts 643
Profile Blog # 
Widow mine in mineral line is scary with no detection lol.

Maybe have it not target workers like the mine in sc1, if by chance they happen to get it in the mineral line and I have no detection, its basically gg.
"Dark Templar are the saviors of the Protoss Race." -Artosis
Old Post

 
 Hattori_Hanzo   Singapore. October 03 2012 19:29. Posts 967
Profile # 
I can see widow mines in the mineral line being a problem in the lower leagues, but come on. Medivac timings are at least 8minutes and above. Given their high cost, anything less than 6 worker kills is hugely expensive because of the gas and one hit nature of the mine.

I agree they COULD be imba if they were placed at expands with no way to defend, but again there ARE So many counters past the 7 minute mark. I do agree that this strategy is problematic for Terrans as scans and ravens aren't as readily available as overseer and observers.
Cauterize the area
Old Post

 
 kmillz   United States. October 04 2012 00:26. Posts 1245
Profile # 

On October 03 2012 19:29 Hattori_Hanzo wrote:
I can see widow mines in the mineral line being a problem in the lower leagues, but come on. Medivac timings are at least 8minutes and above. Given their high cost, anything less than 6 worker kills is hugely expensive because of the gas and one hit nature of the mine.

I agree they COULD be imba if they were placed at expands with no way to defend, but again there ARE So many counters past the 7 minute mark. I do agree that this strategy is problematic for Terrans as scans and ravens aren't as readily available as overseer and observers.


Uhh..how do you figure? Scans should be available damn near all game unless you are mule greedy..and you can scan anywhere. If obs and or overseer are out of position you can't just instantly get vision where you need it.
Last edit: 2012-10-04 00:28:06
Old Post

 
 Hattori_Hanzo   Singapore. October 04 2012 04:05. Posts 967
Profile # 

On October 04 2012 00:26 kmillz wrote:

Show nested quote +



Uhh..how do you figure? Scans should be available damn near all game unless you are mule greedy..and you can scan anywhere. If obs and or overseer are out of position you can't just instantly get vision where you need it.


... You do realize the act of having to scan and have enough units there to kill the mine before the scan wears off costs more APM than both P's observer/stalker and Z's overseer/roach/infestor?
Cauterize the area
Old Post

 
 kmillz   United States. October 04 2012 04:12. Posts 1245
Profile # 

On October 04 2012 04:05 Hattori_Hanzo wrote:

Show nested quote +



... You do realize the act of having to scan and have enough units there to kill the mine before the scan wears off costs more APM than both P's observer/stalker and Z's overseer/roach/infestor?


Why would it take more apm? why does that even matter, my point was that scans are always available unless you are reckless with your energy, whereas vision for P or Z is not always available at every base unless you have 1 obs/overseer at every base (or spores or cannons).
Old Post

 
 ReachTheSky   United States. October 04 2012 05:39. Posts 2336
Profile # 

On October 03 2012 19:13 NET wrote:
Widow mine in mineral line is scary with no detection lol.

Maybe have it not target workers like the mine in sc1, if by chance they happen to get it in the mineral line and I have no detection, its basically gg.


Yeah it is, I think the widow mine should not be activated by workers.
Internet Police
Old Post

 
 ReachTheSky   United States. October 04 2012 05:41. Posts 2336
Profile # 

On October 03 2012 19:29 Hattori_Hanzo wrote:
I can see widow mines in the mineral line being a problem in the lower leagues, but come on. Medivac timings are at least 8minutes and above. Given their high cost, anything less than 6 worker kills is hugely expensive because of the gas and one hit nature of the mine.

I agree they COULD be imba if they were placed at expands with no way to defend, but again there ARE So many counters past the 7 minute mark. I do agree that this strategy is problematic for Terrans as scans and ravens aren't as readily available as overseer and observers.



Its the early game proxy factory/in your opponent's base factory that is the problem. Harassing at the front with marine/marauder or reapers with a factory in your opponent's base churning out widow mines is, dare i say it, pretty overpowered. If blizzard changed the widow mine to not be activated by workers this would be much less of a problem.
Internet Police
Old Post

 
 summerloud   Austria. October 05 2012 00:56. Posts 951
Profile # 

On October 03 2012 05:20 numberThirtyOne wrote:
Hmm. 4-gates with MC to spot high ground seem ridiculous.


so do reapers than can pick off any buildings on the edge of your starting plateau

im all for adding overpowered stuff like this, it will balance itself out
why is everyone but me suffering from selective perception?
Old Post

 
 Hattori_Hanzo   Singapore. October 05 2012 03:09. Posts 967
Profile # 

On October 05 2012 00:56 summerloud wrote:

Show nested quote +



so do reapers than can pick off any buildings on the edge of your starting plateau

im all for adding overpowered stuff like this, it will balance itself out


You bring up a valid point now ALL races have the ability to peek up the ramp albeit at a cost.
Reapers
Overlords
MC
Cauterize the area
Old Post

 
 Von   United States. October 05 2012 04:56. Posts 345
Profile # 

On October 03 2012 02:59 kmillz wrote:

Show nested quote +



What defines a "complete" race? O_o



When your favorite race gets a big red Destructo button that instantly wipes out all enemy units and structures on the map.

Last edit: 2012-10-05 04:56:52
If its not fun I dont want it.
Old Post

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