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Hunter seeker

Discussion in 'General StarCraft 2 Discussion' started by Cabbage, Apr 20, 2009.

Hunter seeker

Discussion in 'General StarCraft 2 Discussion' started by Cabbage, Apr 20, 2009.

  1. necromas

    necromas New Member

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    Nighthawks have a cooldown before they can fire another missile from what people have been reporting, and I'm pretty sure the battle report lines up with this assumption because I don't remember ever seeing more missiles fired in a fight than 1 per nighthawk.
     
  2. Cabbage

    Cabbage New Member

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    As Sueco said, its really hard to know which unit the missile is chasing.
    I don't know about you Aurora, but don't you think punishing people to macro would decrease the popularity of the game? For professional gamers, yes, its bearable, but for normal gamers, they will get annihilated when the enemy spams those missiles. I still think the missile should be able to be shot down.
    And garfieldodie, one of the roaches DID die.
    Also, I read somewhere that the missiles have no cooldown.
     
    Last edited: Apr 20, 2009
  3. Muncie16

    Muncie16 New Member

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    We'll maybe it should have a phyical ring or something around it before it shoots. you know something noticable like how the phoenix has the overload ablitly it stops and starts chargin up. i like the idea of the missle but yea it was kinda was OP because the manuverablity of the nighthawk and the fact u couldn't tell when it was gonna shoot out a seeking bomb of hell. but if they can find a way to fix it somehow. be a very cool ability. :)
     
  4. MarineCorp

    MarineCorp New Member

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    I agree with Forsaken. Hunter Seeker Missile is there to punish those who don't micro their units away from the missiles and plus it does not matter which unit is being targeted, if you see the missile, just run away. Though good positioning of your units would clearly see where the missile is going towards to. I'm honestly sick of people just complaining about silly little things.
     
  5. Cabbage

    Cabbage New Member

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    Silly little things? Personally I would hate it if my ground units would always have to run away from a good opportunity to strike the terrans. Also, by the time you come back, those nighthawks would probably be done generating 75 more energy and 15 seconds is a long time to run in a straight line...
    Anyways, the majority of people playing starcraft aren't people who are very great at macro-ing.
     
  6. lurkers_lurk

    lurkers_lurk New Member

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    It is right now unknown if it has a cooldown or not(tho, i doubt it does), Karune talked about how much it cost with energy and how much damage it did and even how to avoid it, I find it strange that he gave us that info and then forgot to give us a cooldown if it had one, I think the reason why we didnt see more than 1 missile at a time when there way only 1 or 2 Nighthawks was either 1. Waiting to see what kind of damage it can do(since both players are very new to this ability), 2. to much of the zerg forces were killed that an 2nd one wasnt needed. or 3. Not enough energy
     
    Last edited: Apr 20, 2009
  7. Sueco

    Sueco New Member

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    As it stands now, launch a couple of missiles against a pack of anything and its almost a guaranteed win. The other player cannot afford withdrawing an entire group of units and thus losing the battle, and he doesnt know which marine/hydra/stalker is drawing the missile.

    What needs to happen is a clear marker on the targeted unit, so the affected player can micro that unit away and thus neutralize the threat. Even then multiple hunter seekers will challenge even pro players to move units away quickly. As it is now its like a homing psi storm, and thats not a good thing.
     
  8. chargeshot

    chargeshot New Member

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    I think the HunterSeeker missile does need to be balanced a bit more.

    It would probably be a little more fair if they did one of the three things already suggested:

    - Allow the missile to be shot down. This specifies the role of the missile - making it ideal for taking out melee ground troops and resource gatherers - without making it super powerful against all ground units.

    - Add a targeting reticule. Like the old Queen's parasite ability, maybe you just get a little marker on the targeted unit. A player would still have to micro that unit away, making it distracting in the heat of battle, but it wouldn't have the added benefit of completely stopping a squad's offensive.

    - Lower the splash damage. If you can't shoot it down and you can't tell who its attack, the fact that it does heavy splash damage makes it (like Sueco said) a homing psi storm, which is way too powerful. Removing splash damage all together might nerf the ability, but as it stands, it looks way too powerful. Maybe it should do less splash versus larger units, so its less effective as the opponent climbs the tech tree?

    Again, if you did more than one of these things, you'd neutralize the ability completely. But it definitely looks way too powerful - at least against the Zerg.
     
  9. Cabbage

    Cabbage New Member

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    I agree with chargeshot for all except the splash damage part, because I like splash damages...hehe...
     
  10. garfieldodie

    garfieldodie New Member

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    I agreed with that(I've already posted sth like that),it's just not fair enough for the targeted force to go boom and die instantly while the terran player just lose some energy and hp
     
  11. overmind

    overmind Active Member

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    The time until it stops homing needs to be changed, 15 seconds is a very long time.

    The marking the target could be good, some kind of a targeting laser or similar.

    At the moment it just seems too overpowered in a game lacking the sniping abilities of starcraft (atleast for zerg) anybody else find it painful to watch the nighthawks having effectively free roam with the missiles with the lack of scourge?
     
  12. garfieldodie

    garfieldodie New Member

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    How would snipping make things better if the seeker is undestructable(I suppose it is)?
     
  13. overmind

    overmind Active Member

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    Sniping the nighthawk i meant, the same way scourge in stacraft keep science vessels + irradiate on their toes.
     
  14. garfieldodie

    garfieldodie New Member

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    O,I thought u meant the lame idea of blowing hunter seekers of the sky....
     
  15. Muncie16

    Muncie16 New Member

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    i really dont like the fact that you have to run your group of units out of a battle you otherwise would clean the other teams clock with. if you cant out run the missle boom like half the groups gone or at least down to minimal hp. It definatly needs some fine tuneing but i'm confident Blizzard is up to the task and will balance this game better then any other RTS game has next to SC1 of course lol.

    Would the missle be considered a heavy weapon like a seige tank attack so lets say immortals would otherwise laugh that the fact of the missle comming at them?

    Another wacky idea i guess would be that the ghost could lockdown any missles and the electrical charges that surrounds it makes it fall from the sky and hit the ground with a smaller explosion. this would be extreamly hard to do if your are microing your ghosts and would require great timeing. so i'm thinking maybe set up an autocast ability that only seeks out the missle with the lockdown ability if the ghost is present in the area.

    Probabbly a far fetched idea but an idea none the less. :)
     
  16. overmind

    overmind Active Member

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    That's a very good point, does the hunter seeker ignore the immortals shields like any other ability?

    IMO it shouldn't because it's not really a conventional ability and it wouldn't make much sense to take 10 damage from a nuke but full from this missile.
     
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  17. garfieldodie

    garfieldodie New Member

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    Another ideas I think of is the dark archon can use its maelstorm to 'stun' it,after stunning the seeker can be hit,but if not the seeker is not an invalid target.

    Just anothe wild idea XD
     
  18. Cabbage

    Cabbage New Member

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    I thought there were no lockdowns ability or dark archons in this game anymore. I would prefer the thing to shot the thing down. That way, you are advised to use it with a combo of other units so they can still shoot the enemy while the enemy must use anti-air units to shoot the missile down.
     
  19. onlinenow

    onlinenow New Member

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    What seems to be missed is that the damage being splashed moves over to friendly units as well.

    The only thing I see that needs to be fixed is some sort of indication that the seeker missile is targeting a selected unit.

    Because knowing the target then makes it so the player can run the unit into their enemies army using the hunter seeker missile to their own advantage, loosing one unit to cause "Terrible Terrible Damage."