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+ Show Spoiler +On February 14 2011 06:50 okrane wrote: No new units??? That's sad. Just out the top of my head stuff that could work:
Zerg: - Lurker (fan favorite) - Any sort of ground siege/long range unit: think of a Baneling Launcher... - Air Spellcaster (like the old Queen with some extra utility in there) - Scourge can still work
Protoss - Arbiter: oh and scrap the Mothershit please. (Vortex is overpowered and ridiculous and Mass recall doesnt fit on such a slow unit)
Terran: - Something for better map presence
I cant lie if they scrapped the mothership i would probably lose all hope in SC2. The arbiter was awesome, i miss my statis fields but Vortex i would take any day.
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On February 14 2011 09:26 Roggay wrote:Oh man The second answer was probably relating to the campaign, as all the StarCraft 1 Terran units were in the SC2 terran campaign, so I expect to see the SC1 zerg units in HotS (dunno what they'll do about the queen, though...)
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I think what people are forgetting is that Starcraft 1 was super heavily imbalanced before broodwar came out. I mean, come on. Can you imagine playing as zerg with zero lurkers in BW? It would make every matchup (except ZvZ obv) a nightmare. BW's new units were necessary to balance the game and make it playable at high levels. Since such an effort has already been made to balance SC2, I can see how the prospect of adding an additional unit to each race while maintaining balance is a daunting idea to the developers. If they were forced to add them, they would have to be mostly useless units that fulfill some niche role (like the valkyrie or the devourer). This would be fine, but as Dustin Browder said, it would be hard to do this without stepping on another units toes.
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Zerg is missing scourge sooo bad, I don't know why they appear in the campaign only, just imagine how less effective terran drops would be if you had banelings in the heavens patroling around your base bw style... Zerg also needs a midgame siege unit, I don't understand what was Blizzard's reasoning when they decided to make zerg the underranged race when clearly the ranged unit always has the advantage of the melee unit ...
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Can you imagine playing as zerg with zero lurkers in BW? It would make every matchup (except ZvZ obv) a nightmare.
Actually, it'd be great for Zerg. No corsairs. No Valks. No medics. Sure, Zergs would go Muta-ling all the time, but they'd be pretty strong overall.
Zerg is missing scourge sooo bad, I don't know why they appear in the campaign only, just imagine how less effective terran drops would be if you had banelings in the heavens patroling around your base bw style...
Of course, that's why they're gone.
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I hope zerg gets more options and I hope they completely redo the custom game system and I would be a happy camper.
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Please oh please let there be a new race.
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On February 14 2011 09:48 TheBlueMeaner wrote: Zerg is missing scourge sooo bad, I don't know why they appear in the campaign only, just imagine how less effective terran drops would be if you had banelings in the heavens patroling around your base bw style... Zerg also needs a midgame siege unit, I don't understand what was Blizzard's reasoning when they decided to make zerg the underranged race when clearly the ranged unit always has the advantage of the melee unit ...
The same was true of zerg in BW (no midgame siege unit), are you saying that BW is imbalanced? And don't say that the lurker was a siege unit, since both reavers and tanks outranged lurkers, and bunkers (with marine range upgrade) were equal in range.
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i think this topic is fake... dont know but i am sure at list 1 new unite per race will be...
topic is fake... hope you close it sone..
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I'm sure they will throw in a few upgrades in addition to new units. Brood War gave the Goliath a range upgrade that made it a dominant anti-air unit. Considering that the Fleet Beacon went from a treasure trove of upgrades in BW to only having a paltry one upgrade in SC2, I have a feeling that Blizzard might add something to make it a more viable building. Also, I heard a rumor that the Dark Shrine might be getting an upgrade, though it is a very, very shady rumor.
I really hope Blizzard adds some units to completely flesh out the Zerg, since right now it feels like there are significant holes in the Zerg unit composition with the removal of Lurkers and Defilers. IMO, Zerg really need a mid-game siege unit, a unit that can attack while burrowed, and a late-game spellcaster.
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I think they are referring to keeping roughly the same number of units overall so that any role overlaps are minimized. I'm sure we will see some new stuff. It's just not necessarily going to be the addition of 1-2 units over the next couple expansions. Maybe they will try and make units which are relatively unused different or replace them with something else or add some interesting upgrades which change the dynamic of certain units. I would love to trade my useless carriers for something more interesting, or see some new zerg units. I trust that DB isn't going to allow anything completely retarded to happen, I mean so far blizzard has been pretty good about balance.
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Wr3k, that's a really good theory. Right now, reapers are pretty underused, so adding in new abilities or even replacing the unit is probably what's going to happen.
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On February 14 2011 09:54 barkles wrote:Show nested quote +On February 14 2011 09:48 TheBlueMeaner wrote: Zerg is missing scourge sooo bad, I don't know why they appear in the campaign only, just imagine how less effective terran drops would be if you had banelings in the heavens patroling around your base bw style... Zerg also needs a midgame siege unit, I don't understand what was Blizzard's reasoning when they decided to make zerg the underranged race when clearly the ranged unit always has the advantage of the melee unit ... The same was true of zerg in BW (no midgame siege unit), are you saying that BW is imbalanced? And don't say that the lurker was a siege unit, since both reavers and tanks outranged lurkers, and bunkers (with marine range upgrade) were equal in range.
the lurker was a siege unit. range doesnt come into the equation when you talk about a seige unit. A siege unit is something that sits in one place and blocks enemy units from crossing through the section they are guarding(controlling space and where battles happen which is essential for zerg). There are some exceptions but from the litteral definition of the word a lurker is a siege unit
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Maybe they're going to add a 4th race!
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Tanks get owned by lurkers, with dark swarm.
I would like to see more micro units, kike the defiler/lurker stuff from bw, and the reaver. The infestor is pretty boring.
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On February 14 2011 10:12 Kamikiri wrote: Maybe they're going to add a 4th race! That won't happen, as it would completely destroy game balance, unless the essentially made the race a duplicate of an existing race.
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A siege unit is something that sits in one place and blocks enemy units from crossing through the section they are guarding(controlling space and where battles happen which is essential for zerg). There are some exceptions but from the litteral definition of the word a lurker is a siege unit
No. No it isn't. The "litteral" definition of the word "Siege" focuses on attacking a place. A fortified position. They are the opposite of territory defense; "siege" always means attack.
The Terrans get territory defense and siege in one package. And you're right that it would be nice for the Zerg to have some unit that can hold territory. But that unit does not have to be a "siege unit."
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On February 14 2011 10:35 stroggos wrote: No new units? this is blizzards way of admitting that starcraft brood war was already a perfect game and that sc2 is just a graphical/ui update.
I wonder when will people learn to read....
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