Blizzard are back. After a much needed Christmas break they have released another Heart of the Swarm Beta Balance Update with changes to the reaper, siege tank and more that are sure to raise some eyebrows:
Quote:
Terran
Barracks
Train Reaper no longer requires a Tech Lab Addon.
Hellbat
Attack speed changed from 1.9 to 2.
The Infernal Pre-Igniter upgrade no longer increases Hellbat weapon damage.
Napalm Spray weapon damage increased from 10 +9 vs. light to 18 +12 vs. light.
Splash damage radius decreased from 110 to 45.
Medivac
Caduceus Reactor
No longer improves the healing rate of Medivacs.
Upgrade cost decreased from 150/150 and 110 seconds to 100/100 and 80 seconds.
One of the interesting parts about the "thoughts on changes" thingo:
Quote:
We feel that the most necessary, core use of this ability is: fighting against Mutalisks. So we're trying a general downgrade against all Armored units to see how that goes.
The core use of fungal is anti-muta? Obviously it's a part of it but core?
Anyway cool patch, I am now scared to play HOTS Terran because I know when I play in SEACL as Terran I'll forget siege and look like a moron
One of the interesting parts about the "thoughts on changes" thingo:
The core use of fungal is anti-muta? Obviously it's a part of it but core?
Anyway cool patch, I am now scared to play HOTS Terran because I know when I play in SEACL as Terran I'll forget siege and look like a moron
It is the core reason, no one made infestors before they were buffed UNLESS it was ZvMuta. Zerg pretty much needed fungal to deal with mutas. Now mutas got buffed and infestors nerfed so mutas are imba good.
One of the interesting parts about the "thoughts on changes" thingo:
The core use of fungal is anti-muta? Obviously it's a part of it but core?
Anyway cool patch, I am now scared to play HOTS Terran because I know when I play in SEACL as Terran I'll forget siege and look like a moron
It's weird phrasing I agree but part of the reasons they couldn't keep the slow projectiles or remove the ability for fungal to hit air (which was in a balance map a while back) was because it's one of the only ways to break muta vs muta, most of the other functions of fungal can be moved or replicated to other units, but providing asymmetry in ZvZ can almost only be performed by the infestor.
Last edited by Dingobloo; Thu, 10th-Jan-2013 at 11:51 AM.
It is the core reason, no one made infestors before they were buffed UNLESS it was ZvMuta. Zerg pretty much needed fungal to deal with mutas. Now mutas got buffed and infestors nerfed so mutas are imba good.
People say Mutas are better in HotS in ZvZ, but I've yet to understand that concept yet :\
How are Mutas "imba" good?
Sure they move faster and have better health regen, but once you get them fungal'd, they'll be chain fungal'd and still die won't they?
It's weird phrasing I agree but part of the reasons they couldn't keep slow projectiles or remove the ability for fungal to hit air (which was in a balance map a while back) was because it's one of the only ways to break muta vs muta, most of the other functions of fungal can be moved or replicated to other units, but providing asymmetry in ZvZ can almost only be performed by the infestor.
So if terrans are complaing about late game strength, and zergs are complaining about mid game strength and tech pidgeonholing, why did we get this as a patch?
How did this patch pidgeonhole tech? Terran now has a much more viable opener in all m/u's, mech is a lot more viable in tvp now, infestors are still possible to use zvt, and zvz/zvp to supplement, mutas more viable all mu/s, hydras are actually pretty good, protoss can open robo/stargate no problems. Late game strength is dependent on early game strength which this patch helps. They might have to tone down reapers slighty and we'll see how the siege tank buff works out, but i think its a pretty cool patch overall
I hear tempest are pretty good against brood lords.
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Azz had a chance at this one point in the game where he had a nexus and 6 probes. But he found a way to **** it up from there 3 times in a row - Iaguz
This....is an interesting development.
Mainly because I think getting rid of siege is a good and logical thing to do (IMO) but I cannot understand the reaper change at all as it seems too major to balance along with everything else in 2 months.
Is this balance change really a balance change for a game that's only 2 month away from its release..?
....
It's a beta they can do what they want and if it turns out to be ******* retarded as shit then they'll hopefully change it again. Are you playing the beta?
Siege tech removed biggest change for me in that patch. Holy **** that's so huge. Tanks are kinda bad to open TvP/Z (and T to an extent) because you either they attack into them or you have to do a dopey timing, but now greedy behind a tank or two might actually be kinda viable.
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Reluctant new users of this so called... Twitter- @ROOTiaguz
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