08-17-2012, 02:59 PM
#71
08-17-2012, 03:03 PM
#72
On the TL, they are saying that Friends&Family Beta has already began, they got the info from Korean site. Also, they have changed a few things, they said that already in Beta, we can resume the game from replays, and that we got global play.
From units, can't remember if anything has changed except that Mine lost its timer(dunno what that means, it would be pretty OP if it explodes instantly), they reduced the AoE but improved the single target damage.
http://www.teamliquid.net/forum/view...currentpage=22
That page you have the link, and below on that page, guy from Korea named Ktk had translated it for us.
Btw, a lot of guys are expecting Beta to begin in few days, I still stand that it will begin after the gamescom, until the end of August.
"Living for the Swarm!"
08-17-2012, 03:19 PM
#73
The things I'm most interested to see in beta:
- if they've found a way to make the Warhound worthwhile against Zerg.
- if they've fixed how ridiculous the Tempest is, mechanically. 22 range just proves they're throwing shit at a wall and seeing what sticks.
- The new anti-building Nydus upgrade.
08-17-2012, 04:03 PM
#74
The Nyduses are cool, can't wait to see them.
Tempest, I don't know how to feel about it. Somehow for me, it feels like Reaver, that does no splash.
About the Warhound, if you have tried HOTS custom map(that is awesome btw), Warhounds are pretty damn good vs. Zerg. A lot of the people is whining how good they are for their cost, and how they should be nerfed even though they have no clear purpose.
Last edited by RamiZ; 08-17-2012 at 04:10 PM.
"Living for the Swarm!"
08-17-2012, 06:05 PM
#75
Haven't tried the HOTS custom cause my PC is broken, and who plays SC on a Mac, honestly?
Sounds like Warhounds are, right now, basically like WoL beta Roaches. Simply too powerful for their cost. Perhaps the same solution can be applied. Increase their supply cost from 2 to 3, so you simply can't get as many. Make them an even more reactive and situational niche unit instead of a main army component like Marines.
08-17-2012, 08:27 PM
#76
Judging balance by HOTS map = LOL
Rest In Peace, Old Friend.
08-17-2012, 11:46 PM
#77
08-18-2012, 02:11 AM
#78
To be honest, I don't even know how they came up with 2 population Warhound. These things are huge, and Hydras and Roaches that are 5x smaller are also 2 population... Hence, even Marauder is 2 population.
Also, they won't do the work with population, they are a lot stronger than Roaches stat wise, so for their cost, they have to nerf them in some way, or reducing the stats, or pumping up the cost.
I mean, lets compare Warhound and Stalker.
Cost: 150/75 ------- 125/50
Popu: 2 ------- 2
HP: 220 ------- 80/80(160)
MS: 2.81 ------- 2.95
Armor: 1 ------- 1
Dmg: 23 ------- 10(+4 vs. arm)
AS: 1.3 ------- 1.44
Range: 7 ------- 6
So, for 25/25 you get incredibly buffed unit, that can't attack air, but you can produce them en masse just as much as Stalkers.
People are whining how right now there is no need for Mech, you just produce Warhounds and they destroy everything, at least in TvP.
They even said that they are killing the Immortals because Haywire missiles do 30 damage to Hardened Shield, and with this speed, and 7 range, you can even kite the Immortals and wait for their Shield to go down, then you can even a-click.
I like the concept, but it really needs tweaking.
"Living for the Swarm!"
08-18-2012, 09:35 AM
#79
I wouldn't use roaches as an example. The control cost of most zerg units are too high, and that went back to StarCraft I.
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"Do you hear them whispering from the stars? The galaxy will burn with their coming."
08-18-2012, 10:29 AM
#80
Perhaps they should raise their cost to match the Siege Tank, and balance from there. So the Terran is acctually forced to sacrifice production of a valuable Tank for every Warhound they make as a responsive unit.