BW introduced 2 for T/Z and 3 for P.
WC3:TFT introduced 2 units for all races.
If they can come up with other improvements its fine by me. But I still think each race will still be getting at least 1 new unit eventually, probably 2.
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Bagi
Germany6799 Posts
BW introduced 2 for T/Z and 3 for P. WC3:TFT introduced 2 units for all races. If they can come up with other improvements its fine by me. But I still think each race will still be getting at least 1 new unit eventually, probably 2. | ||
morimacil
France921 Posts
On February 14 2011 07:26 YoungNeil wrote: Show nested quote + On February 14 2011 07:19 morimacil wrote: On February 14 2011 07:11 .Aar wrote: On February 14 2011 07:09 TedJustice wrote: Could be some new upgrades. I'd be okay with that. Something to research at the Dark Shrine would be nice so it isn't just a giant sign saying "hey, I'm going DT's, look at my waving phallus" Well, considering after there's detection out they're basically shitty Zealots, I propose.. HOVERBOARDS. Shitty zealots? They are super expensive super awesome zealots! Any toss lategame army should be replkacing zealots with DTs progressively, their sheer dps when massed, with some units behind makes them incredibly scary. That would be true, if it weren't for the fact that DTs are quite slow and extremely fragile. If you try running 10 DTs (instead of ~25-30 Zealots) into a late-game MMM ball with detection, it will make you cry. Zealots can remain relevant in the late game because of Charge and their awesome HP for cost, DTs have neither of those things. It's just impossible to keep them alive for long enough to take advantage of their DPS if your opponent has detection in place. If you try to compare 10 DTs to 30 zealots, then yeah, they are less than optimal. But 30 DTs take up exactly as much food in a 200/200 army as 30 zealots. And if you have 30 DTs in your army, even if he has detection, its quite scary compared to 30 zealots. At 3/3 for example, it takes a zealot 50 hits to kill an ultralisk, and he can tank 9 hits. A DT on the other hand, kills an ultralisk in 9 hits and dies in 8 hits. So sure enough, the zealot tanks a little bit better, but Id rather face them any day than equal numbers of DTs that do 60 damage per hit ![]() | ||
People_0f_Color
177 Posts
Baneling catapult is a must. | ||
Talin
Montenegro10532 Posts
Unlike SC1, competitive SC2 scene developed pretty much at release day (even since beta actually), and it would be annoying for people to have to re-learn the game with every expansion. It needs to stabilize and strategies need to be given enough time to evolve properly. | ||
MrTortoise
1388 Posts
On February 14 2011 06:02 Na_Dann_Ma_GoGo wrote: Oh man can someone give that OP a warning? He obviously left out the "just" on purpose in order to get some attention for his thread. That's pathetic. I was like "can't imagine that going to happen". Checked the Interview and yep. He misquoted. Weird how you can copy past the whole paragraph but somehow, someway a word goes loose ![]() I fixed your quote and left the "just" out, im sure you didnt mean that. I mean, its not like you wrote it or anything. On topic: I think they left it open deliberately. He wants to say they dont want to be constrained by some arbitrary restriction. All he has said is that they are not just adding 1 unit per race | ||
infinity2k9
United Kingdom2397 Posts
On February 14 2011 05:59 willoc wrote: Upgrades could replace new units as well. For example: Archon upgrade that allows them to charge like a Void Ray. When fully charged their AOE is increased in radius. Queen upgrade: allows dark swarm to be cast. Etc. Do you realize why things like dark swarm were removed? Because with smart-casting, they are completely ridiculous. Spells all have to be weakened now. | ||
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Conrose
437 Posts
Additionally, none of the new units from broodwar required a new building, but rather an altered tech path for terran and zerg units (Protoss teching did not get altered at all). Valkyries were Stargate + Armory (A requirement combo not present in SCII presently btw), Lurker was Hydra Den + Lair + Research. Medics shared tech paths with firebats and Devourer shared tech requirements with Guardians. DT's and Dark Archons had the same requirements as HTs and Archons, and Corsairs were stargate only. | ||
ClanOverdosed
691 Posts
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MisterPuppy
161 Posts
On February 14 2011 07:46 Beloth(OD) wrote: why not take just replace units? if not work when purchase left | ||
MavercK
Australia2181 Posts
thats what im hoping for. | ||
cskalias.pbe
United States293 Posts
might not be easy/possible though. people are looking too deeply into the # of units per expansion and making all sorts of comparisons that aren't necessarily valid. although i agree zero units in an expansion would be pretty disappointing, unless current units get some cool new abilities. | ||
arb
Noobville17921 Posts
On February 14 2011 05:48 ReTr0[p.S] wrote: I agree with Browder, there would be WAY too many tech choices if a new unit per race is added in every game, it would lead to a game where the winner is not the better player, but the one that had the luck of choosing the right strategy to use. isnt that what the game boils down to now? But from the way it looks, get used to seeing the same strategies every game in every expansion | ||
LeGeNDz
60 Posts
Anyways enough of the lurker. I don't see the metagame changing too much from its current state without new units. To me new units should represent style preferences in gameplay such as the lurker and baneling example, where if players prefer banelings or if they prefer lurkers both doing the same thing basically and being dealt with in slightly different ways its up to the player which they like better. Similar to collosus and high templar, both good for protoss at dealing with mass amounts of units but they have different counters from the other races. I could see adding new spells and abilities to other units being a good idea, such as adding a shield regeneration spell to the high templar which there is Hero unit in the campaign that has this ability already. If they don't add new units which I still hope they do, they should add new abilities atleast. Overall I'd be dissapointed with no new units. | ||
bole
Serbia164 Posts
exemple : toss get dark archon , and maby somthing like arbitar ? and some new abylity for phoenix of some other unite... zerg : some good unite AA (like in bw small unite) and unite that jump over clifs (like riper) and maby something like lurker (resurce) terrans : they need something like spider mines (abylity) they need some air unite AA...maby some new mecha unite T2... that is it.. if they dont input at list 2 unites in expo...(Or eny unites) in multiplayer whay whould i by it ? :D | ||
Fa1nT
United States3423 Posts
They now have 5000 hp and 7 armor. Think of the strategic possibilities! | ||
Nik0
Uruguay460 Posts
On February 14 2011 07:58 Fa1nT wrote: SPOILERS : They will be adding new and improved, PINK DESTRUCTIBLE ROCKS. They now have 5000 hp and 7 armor. Think of the strategic possibilities! With the way blizzard has been designing maps i don't think this is out of the realm of possibility | ||
Daralii
United States16991 Posts
On February 14 2011 07:58 Fa1nT wrote: SPOILERS : They will be adding new and improved, PINK DESTRUCTIBLE ROCKS. They now have 5000 hp and 7 armor. Think of the strategic possibilities! I laughed. I then realized that this is probably something they'll add. | ||
Cain0
United Kingdom608 Posts
On February 14 2011 07:12 FrostOtter wrote: Show nested quote + On February 14 2011 07:08 sysrpl wrote: On February 14 2011 06:58 hackmed wrote: You can, with a straight face, tell me that those changes wouldn't break the game? On February 14 2011 06:46 FrostOtter wrote: Considering his blatent miss-quote in the OP, im guessing he is a troll. But if he isn't, the roach could heal just as fast above ground in the alpha/early beta and it was clearly broken (if i recall). Making the roach heal at the same rate above ground and below would be fine. You just need to tweak their damage, range, move speed, health, and armor. Then, you have a unique unit ... one that can will heal itself quickly, rather than the boring unit it is now. How is it boring? That's just like throwing out that zealots are boring...you are just saying it is so, without any reason or explanation. How is it boring??? Seriously??? It has a short range, it is unmicroable, it has thick armour and high health. ITS A MEATSHEILD. Zealot in unique because it is the only melee unit protoss has, however, im pretty sure that a zerg player could survive just aswell with a unique unit in place of the roach. What im trying to say is if remove the zealot, protoss cannot defend from cheese or very early pressure. Remove the roach on the other hand and and add in a lurker and you have an interesting game. Note: I pretty much feel the same way about the marauder. | ||
Gescom
Canada3370 Posts
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ironchef
Canada1350 Posts
I am very of interested how they pull off the expansion. They obviously dont want to totally alter the game, but need to make it enough of a change to be compelling to get. (eg if it was just new missions, I can see alot of people skipping it.) That's why I was pretty surprised they had a predetermined number of expansions, | ||
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