Just found out the most ridiculous part of the story of Batttle-Hellions being bio I think:
--> Battle-Hellions CAN enter in bunkers now..
--> Battle-Hellions CAN enter in bunkers now..


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Sep 22nd 2012, 11:12:03Just found out the most ridiculous part of the story of Batttle-Hellions being bio I think:
--> Battle-Hellions CAN enter in bunkers now..![]()



Sep 22nd 2012, 11:30:25Sep 22nd 2012, 11:12:03Just found out the most ridiculous part of the story of Batttle-Hellions being bio I think:
--> Battle-Hellions CAN enter in bunkers now..![]()
You don't say. Along with that the Siege Tank has a minor buff to their armor bonus(3+4 vs armor instead of the normal 3+2 vs armor).

Sep 24th 2012, 04:28:51They didn't want BH in Bunkers, that was an unforeseen consequence (I wonder how can they miss such a thing). See this thread. They are going to 'fix' it so they can't get in Bunkers.
Sep 24th 2012, 04:28:51You seem to be saying that STs are not the ideal Mech core unit, but you did not say what should be and how mech should play.
Sep 24th 2012, 04:28:51In WoL we still see the Tank making up the core mech strength in army encounters, and in cases where you do not build Tanks you usually do not see factory units past early game. This shows that the Tank is still the core army unit of Mech
Sep 24th 2012, 04:28:51all the changes differences you mentioned have not changed that. You are not wrong in what you said, but it just means that Tanks are weaker or even harmful if used like in BW.
Sep 24th 2012, 04:28:51In HotS I do not see this changing much, although I do wonder if we will see people being able to throw BH into TvP bio.
Sep 24th 2012, 04:28:51As for maps, that is the reason people want to see tank buffs now, but I think it should be more in a drop of Tank supply(and maybe gas) for better coverage. Still this is if Tanks need a buff, and I am not convinced they need a direct.
Sep 24th 2012, 04:28:51
In closing I would like to say that the new units could very well be of big help to mech play, but neither will be able to take away form what the core unit is.
Sep 24th 2012, 04:28:51If you try and work against this you will run into problems(like the WH trying to give Mech a mobile core unit).

Sep 24th 2012, 04:28:51Doesn't matter. Why? There's a safer way to play called bio or bio-mech. If that doesn't happen then Factories are used as scouts to be killed off later. The reason Mech was so great in TvP was because it was practically our only choice.
Now with everything being so mobile that "core" mech unit doesn't look very good as you're pulled apart if not outright overrun in all three matchups.
I agree. Also to add to this, one interesting change between SC1:BW and SC2 is the way Protoss shields work, namely how they no longer receive full damage from everything. This means an archon or 'lots will get hit for 35 damage instead of 50. Adds a bit of extra tanking on top of all the other changes from SC1 that lessen what Tanks can do vs protoss.Sep 24th 2012, 04:28:51I think Blizzard wanted more Mech usage against the protoss so I cans see why they're even more hesitant on buffing the Siege Tank. Buffing it would change the other two matchups. Either way I'm a proponent of also changing the way Protoss interacts with Terran mech. It's far too mobile and cost effective with hard counters as icing.
Focusing on Protoss you are right, although Hellions who not originally meant to be as much a tanking unit as it was meant to be a harassing unit(a role it fill well). BH I think where more to offer vs light melee as well as to be able to take a few more hits. They does the first new role well, but are still killed by AoE. Agree with the Thor save that I am not sure the Thor has a well defined role(has a few roles I guess). Also Thors are seem a bit weak vs Protoss air. I am not sure about your view on air upgrades. When going mech you get your armories faster, and you often go two armories which let you upgrade air faster when you get around to it. I am not sure how delayed the upgrades are when compared to bio since I have not seen a lot of good comparisons(Bio-mech I know is worse since air upgrades seem to be the lowest priority). Banshees are becoming a support unit for mech, but I am doubtful of their usefulness in TvP past early game pushes and pressure. As for Ghosts, I have seen that as well in HotS. I guess it is hard to play TvP with out the Ghost in SC2.Sep 24th 2012, 04:28:51What good is a siege tank if it's support units suck at their roles? Hellions melted to splash, there was little to help screen Toss and the maps are large enough that you can attack from multiple angles. Or reload to overrun the remnants either way you can't retreat. Thors practically kill production of STs along with being great single target dealers and Vikings are admirable in their AA role but can't do much on the ground because Armories are too busy researching vehicle upgrades. Heck, ghosts are now becoming more common in late game mech compositions so they don't get storm abused or wrecked by archons.
Sep 20th 2012, 08:59:27The mothership core changes are really stupid in this patch. I don't know what they're thinking.
"We see that the MSCore is vulnerable to double attacks. Causing it to go into purify and then being run away from, and then going back in once purify is done. So we made it so it takes even LONGER for you to use purify in the first place and make that double timing even harder to stop!"

Sep 26th 2012, 01:36:10Sep 20th 2012, 08:59:27The mothership core changes are really stupid in this patch. I don't know what they're thinking.
"We see that the MSCore is vulnerable to double attacks. Causing it to go into purify and then being run away from, and then going back in once purify is done. So we made it so it takes even LONGER for you to use purify in the first place and make that double timing even harder to stop!"
Maybe Blizzard should just keep the damn thing tethered to the Nexus by a certain range. At this point people are just abusing the MSC and blizzards idea to help is to nerf the defense time and buff the damage. If anything it's enabled more shenanigans.
Yes, please. I am still not that happy that it became mobile(guessing it had something to do with wanting it to be with armies).Sep 26th 2012, 01:36:10Sep 20th 2012, 08:59:27The mothership core changes are really stupid in this patch. I don't know what they're thinking.
"We see that the MSCore is vulnerable to double attacks. Causing it to go into purify and then being run away from, and then going back in once purify is done. So we made it so it takes even LONGER for you to use purify in the first place and make that double timing even harder to stop!"
Maybe Blizzard should just keep the damn thing tethered to the Nexus by a certain range. At this point people are just abusing the MSC and blizzards idea to help is to nerf the defense time and buff the damage. If anything it's enabled more shenanigans.



Sep 26th 2012, 01:36:10
Terran
Widow Mine
The duration of Activate Mine has been decreased to 2 sec.
Auto-cast can now be turned off in both activated and deactivated modes.
Yes please, now the Core is meant to be a unit being mixed within the others overall..Sep 20th 2012, 05:22:55Recall has been changed to the following:
Recall is now a simple cast-and-click ability on a player’s Nexus.
Once cast, the mothership core and every friendly unit within a 7-range radius to the core will be recalled to the Nexus.

1.875 is more than even I expected.. Holy Moly - that's the speed of an upgraded Overlord or Thor for example.. My wish came true.. Now the Core is a unit.. Praise Blizzard.. Oh w8 -Sep 20th 2012, 05:22:55A new ranged weapon called Repulsor Cannon has been added to the mothership core while in its mobile state.
Repulsor Cannon deals 8 damage to ground units with an attack speed of 0.85.
The cost of the mothership core has increased from 50/50 to 100/100.
Movement speed has increased from 0.47 to 1.875.


Good change overall.. more HP, movement speed reasonably fast but not ridiculously fast - better..Sep 20th 2012, 05:22:55
Oracle
Health has increased from 20/80 to 60/100.
Speed has decreased from 3.75 to 3.375.
The duration of Entomb has increased from 30 to 45.

Don't know about the idea of using phase-shift on the Oracle though.. And if phase-shift is already what I think it is (was more likely) - during the WoL alpha build the ability back the High-Templar had it before they got feedback - I think they better use a stasis-cell type ability instead.. It's the very same ability idea, works the same, but looks cooler IMO..Sep 20th 2012, 05:22:55We’re also reevaluating the oracle's third spell: Phase Shift. While Phase Shift is a cool option against Fungal Growth, is not very appealing in other situations


Manual detonation F.T.W.. Good change.. Still - as mentioned just above - Blizz better be thinking how to add a new tactical flier unit for Terran IMO..Sep 20th 2012, 05:22:55
Terran
Widow Mine
The duration of Activate Mine has been decreased to 2 sec.
Auto-cast can now be turned off in both activated and deactivated modes.
Hmmm - IDK, it's probably a good change considering how started not using it almost at all - people are good at kiting overall so they brought back the range.. Probably not a bad idea though..Sep 20th 2012, 05:22:55
Zerg
Swarm Host
Locust attack range has increased from 2 to 3.
Locust damage has been reduced from 14 to 12.

IDK what the 4th one means, but good they fixed Hellions.. Didn't know Mines could blow up each other from the splash though..Sep 20th 2012, 05:22:55
Bug Fixes
Battle hellions can no longer load into Bunkers.
The splash damage from widow mines will no longer hit friendly activated widow mines.
The Stargate Command Card now properly includes a Set Rally Point button.
Swarm hosts now have proper collision while burrowed.

GL with that one, kinda don't see the point of what it might be missing or anyhow a mine could actually be a core unit.. But better not being doubtful about it though..Sep 20th 2012, 05:22:55We’re currently looking at ways to alter the design of the widow mine so that it feels like core terran unit


