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Active: 1553 users

Some initial thoughts of Heart of the Swarm

Blogs > blabber
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blabber
Profile Blog Joined June 2007
United States4448 Posts
Last Edited: 2012-06-09 07:31:38
June 09 2012 06:45 GMT
#1
here are some initial thoughts as well as some info on the new stuff in Hots. I'll be writing a "review" blog later after i get 2 more days of playing in and gather all my thoughts.

Terran
Widows mines: can move. can be built from factory + reactor. 75 minerals / 25 gas, 1 food each. Can catch air and ground units. Does 500 splash damage after 10 seconds of being latched on. Meaning in a TvT going fast banshee can be quite risky if a widow mine is placed well. pretty good early game, but in later game not as useful as you will probably be using the factory build time to build other stuff and also you want the food for other stuff. it also would take too much time to control. so good for early scouting (blocking expos, etc). they MIGHT be triggered by workers, i'll have to check. need to test out its range vs range of other units too

Warhound: made from factory, requires tech lab. 150/75, 2 food. Called "anti-vehicle." tbh i think this unit is kinda meh. marauders seem to already fill its role. need to test more

Battle hellion: when you make a hellion, it is by default the battle hellion. moves slower than hellion, has more armor, and fires sort of horizontally in front of it. basically a regular hellion but requires less micro. i think this (along with mines) does make mech more viable (especially tvp). basically i dont think you will see terran players just float the factory and scout with it. it will actually be used

so the reaper has an upgrade at the tech lab (costs 100/100) to make the reaper regen out of battle. regen acts pretty much the same as protoss shields. no more reaper speed upgrade.

Zerg
Swarm host: 200/100, 3 food, requires infestation pit. has an upgrade at the infestation pit that gives the locusts 10+ survival time (upgrade costs 200/200). while burrowed, the swarm host spawns 2 locusts every 25 seconds, and last for 15 seconds (without the upgrade), meaning if you get the upgrade, you can have a constant force of locusts instead of having a 10 second gap between each force. Each locust does 16 dmg with 1.2 attack speed with range 2 (locusts are surprisingly fast at killing stuff in low numbers). i feel like they are useful only in small battles. versus death balls they wont do anything. i would imagine these are very good for defense.

There is a new hydralisk upgrade at the hydra den. basically for 150/150, hydralisks move 50% faster off creep (ie. same speed as on creep). Will probably see more hydra busts zvp if pvz were to stay the same.

Viper: Requires spire. Costs 100/200, 3 food. It has a few abilities: one is consume (costs no energy) where it consumes a *structure* (doesn't destroy structure, only takes 200 health off it) for 10 seconds, where the viper then receives 50 energy. Haven't tested if you can have multiple vipers consume off same building. With queen transfuse the lost HP is pretty negligible. There is also the abduct (the grab and pull skill that you have seen) for 75 energy. Blinding cloud (125 energy) is kind of like dark swarm but not quite. Basically any ranged units under it will have its attack reduced to melee range. Meaning they will still do damage but will have only melee range. It doesn't make much sense typing that out, so i will need to test it out more to better understand it.

ultras have charge ability that let them go underground and charge towards a target area and knocks back any units there. 30 second cooldown. need to test more

Protoss
Mothership core: costs 100/50, no food, takes 30 seconds to make. No building requirements needed to make. You can make only one. you cannot make probes at same time, so have to figure out when is a good time to make this and not probes. It is placed on top of the nexus it was made at and cannot be moved (unless you teleport it).
Has 4 abilities (dont remember names of all):
teleport - for 75 energy, you can move the mothership core to another nexus.
energy - for 25 energy, you can charge the energy of any nearby unit to max. Meaning you can warp in a high templar or sentry and use this ability, and it will have full energy. Meaning you can theoretically get only 1 sentry and be safe for a decently long time. also meaning really fast gateway pushes become stronger since you can get less sentries + more other gateway units and have same amount of force fields.
Recall - for 150 energy, you can recall a group of units back to the nexus. I imagine it works exactly like the original mothership recall (can recall fungaled units). Because you can get this pretty early, you may see protosses commit to more attacks knowing they can just recall out of it.
Cannon - morph the nexus core into a cannon that shoots things around it (believe it costs 75 energy). only temporary.

Once you get a fleet beacon, you can morph the mothership core into a mothership for 300/350 and 8 food. The mothership has recall, vortex, and stasis (which will put cause the mothership and nearby air units to be put into a stasis). The mothership does not have a cloak field. The aforementioned mothership core abilities are lost. The transformation from core to mothership cannot be chronoboosted. Also you cannot use any core skills while it is morphing.

Tempest: costs 300/300, (forget food count), needs fleet beacon. has 10 range but can get 22 range with range upgrade at fleet beacon. Does 40 damage and 60 to massive but shoots real slow. This thing sucks, actually.

Oracle: costs i believe 150/200 and 3(?) food. pretty fast moving unit. low hp, dies fast, and takes somewhat long to make. Has a few skills:
Preordain - (75? energy) target an enemy building and you get vision of the building and its surrounding area for 2 minutes. This along with 22 range tempest can be annoying, but only super deadly if you have like 6+ tempests.
Block minerals (forget actual name): 75 energy, area of effect, block minerals from being able to be mined with a shield. this shield can be killed by units and disappears after some time.
Cloak: for 100 energy, you can make units around the oracle cloaked. lasts 60 sec or until oracle dies. I believe you can move the oracle and the cloak field will move with it.
Oracle plus mothership core energy thing seems pretty good. I feel like in pvz it could replace or supplement the air harass some people do. but they die so fast that any number of queens or spores will make the oracle useless. tbh i dont see this unit getting much use (at least i dont see people getting a stargate just to get this)

i'll edit in more thoughts as i think of them.

blabberrrrr
Azera
Profile Blog Joined December 2010
3800 Posts
June 09 2012 06:47 GMT
#2
Seems like the Warhound and Reaper change are both pretty redundant -.-

Come on blizzard
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
June 09 2012 07:05 GMT
#3
omgsh how do you remember all that lol.
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Incze
Profile Blog Joined December 2011
Romania2058 Posts
June 09 2012 07:20 GMT
#4
These changes make me want to play terran, wow. Zerg might need some work
Religion: Buckethead
cpc
Profile Joined June 2011
Australia126 Posts
June 09 2012 09:27 GMT
#5
I don't think I've seen it mentioned anywhere, can you build a mothership core after you have upgraded your mothership core to a mothership or can you only have 1 mothership core/mothership? (meaning you have to wait for both if your mothership dies)
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
June 09 2012 09:56 GMT
#6
Random all the way when the beta is out Btw. Does anyone think that range 22 on that protoss carrier thingy is a bit excessive or the 500 dmg mines?
yummy tomatoes
Imbu
Profile Blog Joined May 2009
United States903 Posts
June 09 2012 10:48 GMT
#7
On June 09 2012 18:56 FreshVegetables wrote:
Random all the way when the beta is out Btw. Does anyone think that range 22 on that protoss carrier thingy is a bit excessive or the 500 dmg mines?

The 22 range seems excessive when you look only at that, but you have to take into consideration its damage as well. At 40 damage per shot, that translates into taking 2 shots to kill a marine, and quite a few more for anything else. Without splash and its slow fire rate, it is by far a terrible replacement for the carrier. I would be surprised if a Protoss managed to turn this into anything besides a way to harass the mineral line, and for that, there are better options.

The 500 damage mines are pretty scary though D:.
@DreamingBird
blabber
Profile Blog Joined June 2007
United States4448 Posts
June 09 2012 16:36 GMT
#8
On June 09 2012 18:27 cpc wrote:
I don't think I've seen it mentioned anywhere, can you build a mothership core after you have upgraded your mothership core to a mothership or can you only have 1 mothership core/mothership? (meaning you have to wait for both if your mothership dies)

you cannot have both a mothership and a mothership core at the same time. also i do not think there was a way to "downgrade" the mothership into a mothership core.
blabberrrrr
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