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Killing Hunter Seeker Missiles

setsura12 US

Stalker
389 posts

Pet 6,711
1,393

Jun 30th 2009, 06:31pm
So everyone knows these Hunter Seeker Missiles are small missiles that are shot at individual units dealing 150 dmg i believe. It lasts for 10 seconds in which a unit must retreat or face the consequences. It also has some AOE dmg to nearby units. To me 10 seconds to move a unit is a long time. I think that you should be able to target and kill the missiles instead of having to just run for 10 seconds. And to keep it fair it would have to be targeted and specifically given the command to attack the missiles instead of just attacking it automatically. This way it still takes some attention to avoid the damage, but it doesn't take 10 seconds of running to avoid it.

Just to state im not saying the missiles are OP or anything since that seems to be a touchy subject (lol...) but just how i think they should be tweaked. What are your thoughts?
If being dumb was a sin, I would be Satan.

ptoss1 CA

Baneling
571 posts

Pet 35,712
15,765

Jun 30th 2009, 06:35pm
First time I saw them I was like "OMFG TOO OP">>>........l....what do they cost? 500 minerals?

Giygalisk

Queen
408 posts

1,043
788

Jun 30th 2009, 06:36pm
This ability is way less powerful than Irradiate. Could you 'kill' irradiate? No. Ergo, this ability requires you to either:

a) Send the targeted unit towards the enemy, possibly damaging his forces.

b) Run for 10 seconds, to avoid losing a unit, but taking your attention from the battlefield

c) Set the unit aside to DIE.

Compared to irradiate, this ability is a blessing.
My admin went to BlizzCon and all I got was this lousy t-shirt!

ptoss1 CA

Baneling
571 posts

Pet 35,712
15,765

Jun 30th 2009, 06:38pm
Quote by swarmaster
This ability is way less powerful than Irradiate. Could you 'kill' irradiate? No. Ergo, this ability requires you to either:

a) Send the targeted unit towards the enemy, possibly damaging his forces.

b) Run for 10 seconds, to avoid losing a unit, but taking your attention from the battlefield

c) Set the unit aside to DIE.

Compared to irradiate, this ability is a blessing.


What about in choke point battles.

setsura12 US

Stalker
389 posts

Pet 6,711
1,393

Jun 30th 2009, 06:38pm
I agree that irradiate was much more harmful. But i still think it should be kill able instead of running forever
If being dumb was a sin, I would be Satan.

anomaly0 US

Overlord
148 posts

Pet 1,491
1,939

Jun 30th 2009, 06:41pm
Quote by ptoss1

What about in choke point battles.


Send the targeted unit into the enemy. Or the opposite way if he was in the back.

Ya pretty much everything in that list still can apply to choke points.

Giygalisk

Queen
408 posts

1,043
788

Jun 30th 2009, 06:42pm
Quote by ptoss1
Quote by swarmaster
This ability is way less powerful than Irradiate. Could you 'kill' irradiate? No. Ergo, this ability requires you to either:

a) Send the targeted unit towards the enemy, possibly damaging his forces.

b) Run for 10 seconds, to avoid losing a unit, but taking your attention from the battlefield

c) Set the unit aside to DIE.

Compared to irradiate, this ability is a blessing.


What about in choke point battles.


Suck it up, I guess. Science vessels were even worse in a choke point, because Irradiate happened immediately. You had no way of planning ahead.

Because the pathing system is way better, it is possible to send your targeted unit running towards the enemy front lines.
My admin went to BlizzCon and all I got was this lousy t-shirt!

Polak_Person CA

SCV
92 posts

Pet 1,611
1,718

Jun 30th 2009, 06:49pm
Ok, the biggest problem i'm seeing with the 'its weaker then irradiate' argument is that, as far as i know, you don't know which of your units is being targeted, so if you have a mass of units and you see a HS missile, they ALL have to run else you will receive 1 dead unit and mass splash.

At least with Irradiate you could tell which unit was dead/killing your own guys, meaning you could either move the guy aside to die peacefully or make it charge the enemy.

Personally i want them to shorten the HS missiles length but I really like Setsura's idea with being able to target the missile and i like how he added the twist that units wont do it on their own, instead they have to be micro-ed to do it.


WEEEEEEEEEEEEEEEE

anomaly0 US

Overlord
148 posts

Pet 1,491
1,939

Jun 30th 2009, 06:53pm
Quote by Polak_Person
Ok, the biggest problem i'm seeing with the 'its weaker then irradiate' argument is that, as far as i know, you don't know which of your units is being targeted, so if you have a mass of units and you see a HS missile, they ALL have to run else you will receive 1 dead unit and mass splash.

At least with Irradiate you could tell which unit was dead/killing your own guys, meaning you could either move the guy aside to die peacefully or make it charge the enemy.

Personally i want them to shorten the HS missiles length but I really like Setsura's idea with being able to target the missile and i like how he added the twist that units wont do it on their own, instead they have to be micro-ed to do it.


Blizzard said they were working on a way so that you can tell who the hunter seeker is targeting. I am too busy to search for the post though.

Here it is:

It is true, if you can get close enough with the Raven (previously known as the Nighthawk), the Hunter Seeker Missile(HSM) is likely to do some major damage. Nonetheless, a Zerg opponent should have an ample amount of time to react to it, and the HSM has a slight delay launch when it comes out from the Raven. Additionally, there will be a visual that will show exactly which unit is being targeted by the HSM, allowing the possibility of more micro by the Zerg player to limit the damage taken.

Omega US

Raven
3,674 posts

Pet 45,674
34,314

Jun 30th 2009, 06:55pm
You do know which unit is being targeted by HSM. The unit would have like a red dot or something, I don't remember, that would indicate they are being chased be a HSM.

steve42 US

Reaper
401 posts

Pet 9,656
7,743

Jun 30th 2009, 07:02pm
I think all would be solved if the time was shortened to 5 seconds. yes, that is half, but time is very very very precious in the game of Starcraft and 10 seconds is just a death sentance to most strategies, 5 seconds is an amount of time that makes it annoying to dodge, but at least its an option.
---We make war so that we may live in peace---

setsura12 US

Stalker
389 posts

Pet 6,711
1,393

Jun 30th 2009, 07:06pm
im just gonna throw this back onto topic... do u think that you should be able to kill the hunter seeker missile as well as having the option to run.
If being dumb was a sin, I would be Satan.

averyfatcow US

Dark Templar
729 posts

Pet 12,436
9,366

Jun 30th 2009, 07:11pm
naw. It looked pretty balanced to me in Battle-report two. It took 3 missiles to kill about 5-6 hydralisk. that's pretty balanced to me.

Blizzard has added so many tweaks to it that it's lost it's OP-ness. (Slow movement, unit target shown, dissapears after a certain time.)

It reminds me of a scarab, and how those went away after some time.

anomaly0 US

Overlord
148 posts

Pet 1,491
1,939

Jun 30th 2009, 07:13pm
Quote by setsura12
im just gonna throw this back onto topic... do u think that you should be able to kill the hunter seeker missile as well as having the option to run.


No it should not be killable in my opinion because there are other ways to avoid it. They are fine.

Darkn3ss US

Overseer
1,486 posts

Pet 10,588
8,118

Jun 30th 2009, 07:15pm
Yes, you should be able to kill it IF it doesn't tell you which unit it targets.

OR

No but instead it should tell you exactly which unit it's going for...


(Having neither or both is too much for one side or the other... i think.)



You get it? Or want me to explain?
I'm a noobcake. Come beat me! GGQQmoar DefendOr Darkn3ss