Ravens just need to cost 100/150 and Auto-turret needs the 3 cast range back.
Strange, I use 150/150 oracle to actually scout and you canāt use 100/200 for Raven? Specially bio players, who donāt really need that much gas?
2 oracles in Terranās base can mean gg even for Pros if they arenāt ready, Raven harass is easily dealt with just moving your workers to the other base and back after the turrets run out.
How is anti-armour missile not awesome for bio builds?
Legitimately wondering what the issue is, as it seems good on paper.
Paper yes, reality sucks
You assume I play bio. Iām 100% mech. Also your Oracle doesnt clear creep, so I dont even know what you are getting at.
It is. But Ravens are just so gas heavy that getting them out is hard.
strange, oracles have what speed and DPS? compared the the raven who is extra extra slow and more squishy than the oracle. have you ever played terran in your life??
Some thoughts how to redesign raven spells ⦠to make them more flexible
- Interference Matrix: Disables a target unit rendering it unable to attack, use abilities or move for 8 seconds. Reveals Cloaked units. Cant target massive units.
This will make raven usefull vs lurkers , vipers , queens, DTs, WP, oracles ,Disruptors and banshees . it have good sinergy with Auto-Turret ā¦
- Anti-Armor Missile: Deploys a Missile which pursues the target unit, and, upon contact, reduces the armor and shield armor of affected units by 3 and slow down movment speed by 30% for 15 seconds.
This will allow you to force trade after this spell hits ⦠it will be good vs ,coruptors ,mutas ,mass banelings and ultras. it can substitute siege tanks in late game as supprot for bio vs bling/ultra
Bigest weaknest of terran race is lack of mobility (even bio/WM isnt that fast )⦠its hard to disengage , force fights or chase defeated enemy army ⦠this change for raven will give him new support role disrupting enemy movment ⦠and fill gaps in terran arsenal ⦠no counter to lurkers and disruptors ā¦
Itās a poorly designed ability that would be OP if it actually worked the way the designer envisioned it.
It may function in a vacuum but in reality what happens is that your bio will get fungaled, stormed/disruptered, or blown to smithereens by tanks if you attempt to capitalize on a AAM.
Yeah a slow make perfect sense.
I find Raven very useful during the first push against Protoss. Unfortunately, it is true that in the mid-late game they have less potential. On paper, AAM is very strong combined with bio, but the truth is that EMP is more powerful, and ghosts are more versatile in the mu. Moreover you donāt have to forget that you need a tech lab-starport for raven, while you want it on reactor for libs or vikings production (thanks God they moved the lib range upgrade on fusion core). And against Zerg, Raven are basically useless (you could use them for detection but they are too much expensive for just that role).
Aside from these considerations, I think you can do whatever you like until you reach GM.
Yes, AAM looks good āon paperā if you only look at the Marine, Liberator AA, or Battlecruiserās damage and the amount of damage AAM adds to each; but in practice AAM is heavily affected by any higher-burst units in the army, and by the remaining health of each enemy unit.
When you run the math considering those factors, AAMās result is often very disappointing. In most cases AAM deals far less damage than any other splash damage spell or than splash damage units such as Widow Mines, Siege Tanks, Fungal/Storm, EMP, etc. AAMās effect is just rarely worth adding Ravens to your composition.