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Thread: [HotS] Meta-game theorycrafting

  1. #21

    Default Re: [HotS] Meta-game theorycrafting

    Quote Originally Posted by The_Blade View Post
    It is out. I guess that made them op.
    I seriously doubt that. There's no way that making BC's slightly faster would make them broken. All it would do is help them get in and out of battle faster, especially if Blizzard was smart enough to turn off their weapons while they were boosted. Of course, this is Blizzard we're talking about, an idea so simple and obvious would never cross their mind.

  2. #22
    The_Blade's Avatar Administrator
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    Default Re: [HotS] Meta-game theorycrafting

    That's the main problem, BCs shouldn't be able to handle a battle on thier own without support. This "boost" allowed them to reach targets faster and "micro" against enemy vikings and other fast units (specially because BC's fire while moving). When I spot mass BC's, I split my army in three and destroy his expos. If he goes for base trade, then we do the base trade. Some players will want to D and because the BCs are slow, they won't do very good. I will lose a third of my army and will replace it with heavy anti BC forces.

    Without the upgrade you can handle critical mass BCs with vikings, with it you can't.

  3. #23

    Default Re: [HotS] Meta-game theorycrafting

    Quote Originally Posted by The_Blade View Post
    That's the main problem, BCs shouldn't be able to handle a battle on thier own without support. This "boost" allowed them to reach targets faster and "micro" against enemy vikings and other fast units (specially because BC's fire while moving). When I spot mass BC's, I split my army in three and destroy his expos. If he goes for base trade, then we do the base trade. Some players will want to D and because the BCs are slow, they won't do very good. I will lose a third of my army and will replace it with heavy anti BC forces.

    Without the upgrade you can handle critical mass BCs with vikings, with it you can't.
    I'd like to reiterate my point about disabling their weapons while the boost is active. I envisioned the boost as more a way for BC's to stay in pace with the rest of their much faster army, than to head out on their own. If the ability was like a "power transfer" from weapons to engines and back again, with a slight delay in transition from speed to normal modes, it would produce good surprise attack options for the enemy to take advantage of. This would help create more exciting games.

  4. #24
    The_Blade's Avatar Administrator
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    Default Re: [HotS] Meta-game theorycrafting

    I have to agree there. I guess Vikings would still be safe from BCs overwhelming firepower, but BCs would gain a lever on basetrade and D. I just don't know if that would make them OP, but it would seriously give them an advantage over their current movility issues.
    Last edited by The_Blade; 09-08-2012 at 11:15 AM.

  5. #25

    Default Re: [HotS] Meta-game theorycrafting

    So, is any factions' build order different at all for HotS?

    What do you all think about the fact that workers automatically disperse to mine now?

  6. #26
    The_Blade's Avatar Administrator
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    Default Re: [HotS] Meta-game theorycrafting

    Terrans have shifted entirely into mech with air support in any match up. Bio is viable in only some cases.

    Zerg love Swarm Hosts and hive tech transitions intro broodlord corruptor muta.

    Protoss is basically the same. They have attempted to adapt towards a more air superiority play (due to the new units). Protoss death balls now contain more voidrays, but they still use colossus vs Zerg and Protoss. Immortals can stop up to 4 warhounds with support, but can't stand against larger numbers and being cost effective.

  7. #27

    Default Re: [HotS] Meta-game theorycrafting

    Quote Originally Posted by Shadow Archon View Post
    So, is any factions' build order different at all for HotS?

    What do you all think about the fact that workers automatically disperse to mine now?
    1. Since there are multiple build orders per race anyway, your question is kind of awkward. However, I assume you were referring to opening/early game plays, in which case the answer is still clearly "yes." Specifically, Terran and Protoss both have new, viable opening build options thanks to Reaper Combat Drugs and the Mothership Core.

    2. I like the automine. Game-start working splitting is overvalued as a "skill."

  8. #28

    Default Re: [HotS] Meta-game theorycrafting

    Quote Originally Posted by The_Blade View Post
    Terrans have shifted entirely into mech with air support in any match up. Bio is viable in only some cases.

    Zerg love Swarm Hosts and hive tech transitions intro broodlord corruptor muta.

    Protoss is basically the same. They have attempted to adapt towards a more air superiority play (due to the new units). Protoss death balls now contain more voidrays, but they still use colossus vs Zerg and Protoss. Immortals can stop up to 4 warhounds with support, but can't stand against larger numbers and being cost effective.
    I am pretty sure that Bio is just as viable as before, and bio-mech play is even better with combination of Marines + Warhounds, Marauders + Marines + Battle Hellions, Marines + Battle Hellions + Banshees. There is a lot of unit combinations in Terran arsenal right now, I love it(and I am an Zerg player).

    I feel like that mech isn't really superior, but with addition of Mines, Warhounds and Battle Hellions, people are just overusing mech to try the new stuff, or just because they were basically forced to play the bio or bio-mech for whole expansion.

    I am really happy with the Zerg because we can do some pushes and attacks at Lair tech, I don't have to rush for Hive! YEY! Again, tons of possibilities, Roaches + Vipers + Corruptors, Mutas + Zerglings + Swarm Hosts, Swarm Hosts + Infestors, Roaches + Hydralisks + Swarm Hosts, everything is awesome and can do some serious damage. And Brood Lords + Corruptors + Infestors definitely isn't the strongest composition in the game anymore.

    Also, Battle Cruisers have buffed ground attack from 8 to 10, and Yamato Cannon got energy reduced from 150 to 100. Blizzard said that they wanted to introduce that new ability for BC that gives them speed, but they felt like it would contradict what the Capital Ship is all about. BC is slow unit, with high dps, good ability and very high HP. If you give them good mobility, you have to reduce some of the stats to compensate for that, so they felt like that it is better to buff their damage a little so they can be better at fight, than getting faster in fight or out of fight.
    Last edited by RamiZ; 09-09-2012 at 05:29 PM.
    "Living for the Swarm!"

  9. #29

    Default Re: [HotS] Meta-game theorycrafting

    So how much of the zerg metagame (vs all matchup) has changed now with the swarm host added?

  10. #30

    Default Re: [HotS] Meta-game theorycrafting

    Quote Originally Posted by Twilice View Post
    So how much of the zerg metagame (vs all matchup) has changed now with the swarm host added?
    I'll say this: LiquidSheth has a completely bullshit 1 base Swarm Host rush versus Protoss. He pumps out Swarm Hosts and Queens and makes like 2 Overseers. The Swarm Hosts burrow at the front of the Protoss base, and the Protoss can't see them to attack without Observers. Except the Queens kill any Observers instantly thanks to the Overseers, and heal any damaged Swarm Hosts. You have to go Stargate, and get an Oracle to use Revelation from safety. It's bloody inconvenient if you'd prefer to go gateway/robo play.

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