On September 04 2012 20:47 wrj wrote:
can someone finally tell me how to get this mod i wana try stuff too??????
can someone finally tell me how to get this mod i wana try stuff too??????
It's not a mod it's the HOTS beta.
Forum Index > Closed |
Do not use this thread to beg users for beta access or trade access with others. Thanks. | ||
kollin
United Kingdom8380 Posts
On September 04 2012 20:47 wrj wrote: can someone finally tell me how to get this mod i wana try stuff too?????? It's not a mod it's the HOTS beta. | ||
PresenceSc2
Australia4032 Posts
On September 04 2012 20:41 Dingobloo wrote: Show nested quote + On September 04 2012 20:27 MavercK wrote: On September 04 2012 20:25 wcr.4fun wrote: I think abduct shouldn't work versus all massive units but at least versus ultra's, possibly collussi (might be too strong). But not versus mothership, thor(?), etc. And who would ever want to use consume? Why'd I want to damage my own buildings? It's going to depend heavily on how much energy you get per health you consume. Because I can't imagine which building I'd want to damage. Consuming units, like zerglings would have been incredibly useful. Buildings doesn't seem that good on a first glance. ticks every second, for 20 seconds. takes 10hp for 2.5 energy Can you give us a run-down of what happens when 2 vipers abduct each other? We'll tell you when you get older ![]() | ||
Decendos
Germany1338 Posts
On September 04 2012 20:47 NeonFox wrote: Show nested quote + On September 04 2012 20:20 Decendos wrote: On September 04 2012 20:17 NeonFox wrote: I really hope the viper abduct doesn't work on massive units at launch. i worked on colossi in battlereport. if it didnt work on massive it would be useless spell ^^ The thing is it looks (of course no way to know for sure until pro games test this out) way too strong vs protoss. The range is pretty big and you can basically oneshot colossi and the mothership like this. No need for corrupters anymore if you can pull the colossi directly in the center of your roach hydra ball. The tech is early enough that you can make them as soon as you see the robo. It also looks stupid on big units, but I guess that's just taste. it would be OP if it is on lair tech. but since it is hive tech the toss can easily have colossus and HT which outrange vipers. and the colossus are in back of stalkers so its up to microwars and positioning which is why the viper is a really great unit for the dynamics of zvp. | ||
Umpteen
United Kingdom1570 Posts
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MavercK
Australia2181 Posts
On September 04 2012 20:51 Umpteen wrote: Loving the Swarm Host video... right up until I realised that's forty-six hydra worth of Swarm Hosts. Or about seventy roaches. Also known as 'the zerg's entire army supply', and 'never going to happen'. yea. it was fairly disappointing to see they were 3 supply... like zerg needed more high supply cost units ![]() | ||
graNite
Germany4434 Posts
On September 04 2012 20:51 Umpteen wrote: Loving the Swarm Host video... right up until I realised that's forty-six hydra worth of Swarm Hosts. Or about seventy roaches. Also known as 'the zerg's entire army supply', and 'never going to happen'. They are not there to be your whole army. Blizz wants you to nibble away at turteling players with them. | ||
wrj
219 Posts
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PardonYou
United States1360 Posts
On September 04 2012 20:54 graNite wrote: Show nested quote + On September 04 2012 20:51 Umpteen wrote: Loving the Swarm Host video... right up until I realised that's forty-six hydra worth of Swarm Hosts. Or about seventy roaches. Also known as 'the zerg's entire army supply', and 'never going to happen'. They are not there to be your whole army. Blizz wants you to nibble away at turteling players with them. That I find rather boring in the long run. | ||
MavercK
Australia2181 Posts
<s val="CampaignPanelLastMissionTitle">StarCraft II: Heart of the Swarm</s><n/><n/><n/><s val="CampaignPanelLastMissionDescription">Raynor hearts Kerrigan. not a spoiler, this was in the same place you could find the ending splash screen for WoL (which was a spoiler). i assume this is a joke. | ||
Umpteen
United Kingdom1570 Posts
On September 04 2012 20:54 graNite wrote: Show nested quote + On September 04 2012 20:51 Umpteen wrote: Loving the Swarm Host video... right up until I realised that's forty-six hydra worth of Swarm Hosts. Or about seventy roaches. Also known as 'the zerg's entire army supply', and 'never going to happen'. They are not there to be your whole army. Blizz wants you to nibble away at turteling players with them. Describe a realistic situation in which this 'nibbling' occurs and is worth more to me than 2x(number of SH) hydra or 3x(number of SH) roaches or (number of SH) infestors. | ||
Cyro
United Kingdom20275 Posts
On September 04 2012 20:48 avilo wrote: Show nested quote + On September 04 2012 19:25 Cyro wrote: On September 04 2012 19:09 MavercK wrote: Im speechless. What unit do we make to deal with warhounds on 1-2 base that is not extremely vunerable to the battle hellions that come with them? Stalkers? Nope. Zealots? Well, Warhound is a ranged unit (a high range ranged unit) that is about 25% faster, you wouldnt even need hellions to be able to tear apart a zealot defense unless there was a choke with forcefields. Immortals? 1robo would not be enough, and it appears that Haywire missile bypasses hardened shield, and battle hellions are not armored. I think you could deal with warhounds alone, but the battle hellions pose the strange problem of seemingly hardcountering everything that comes with them, if you were to build 2 immortals, then you are handing the terran the resources to add 7 battle hellions to the fight, which is 840hp of light armored metal that has to be destroyed before you can reach the warhounds unless you plan on walking through the hellions IF you can.. Stalkers and immortals both have extremely low DPS vs light units, and it seems that Warhounds are the hardest non-flying-unit-counter to the colossus so far. This video is 9 Warhounds vs 12 Stalkers, the warhounds are a little more gas heavy, and the production is harder to get up, but otherwise this is an equal cost engagement, and the 9 warhounds kill all 12 stalkers with only 1 loss and some damage. Most people currently in WOL don't actually understand how to play against mech with protoss because so few Terrans go mech and because mech is technically "bad" in WOL. If you played the custom map or if you played as the mech Terran yourself vs competant protoss players that know how to play against mech you'd already know that the protoss ends up with 3-4 robos and stargates for void rays for mass immortals/chargelot as well as to utilize void rays to skew the mech player's unit composition to include vikings/thors which is bad for the mech Terran player. This will become even better with the new tempest. So basically what i'm saying is, you and everyone else that's saying "OMGWAT WILL WE DO!" really don't understand how the game will develop and you probably have no clue at all how to currently play against mech in WOL if you're making uninformed statements like "1 robo would not be enough." As said above, you and probably 99% of the player population literally have no idea how to play against mech with SC2 protoss, because Protoss rarely sees it. I havnt seen it outside a small handful of mid/low master terran games, it just doesnt seem to happen at all, but my point was mainly focused on the dilemma with current mech being very slow, tanks being 2.25 speed and having siege mode, thors being 1.88, hellions beaing far weaker, mech being a more turtly and immobile army, if you move out with pure mech before the 10 minute mark under any circumstances you are probably going to get crushed, but in contrast, the HOTS mech involves a bunch more hellions than i think most people would build in WOL, backed up with Warhounds, which are 2.81 speed, overall the new mech army in its most powerful form will be extremely mobile, and suited for quite early timing attacks maybe with scv pulls or something, and it seems very dangerous to go air or multiple robos in time for a 6-9 minute timing or something along those lines. What do you think? I know you have more experience and ability than most in this area | ||
jurch
Slovenia60 Posts
On September 04 2012 20:55 wrj wrote: kollin i know its the beta but i dont understand how to play with the new unites. the mp editor is like in wol can someone explain to me what to do??? ffs. you need mpqeditor to mess with mod files and inject them in the editor somehow. u now know as much as everyone here except mavrck. good day | ||
Drinc
Sweden98 Posts
On September 04 2012 20:48 avilo wrote: Show nested quote + On September 04 2012 19:25 Cyro wrote: On September 04 2012 19:09 MavercK wrote: http://www.youtube.com/watch?v=xqMDbzVCixY&feature=youtu.be Im speechless. What unit do we make to deal with warhounds on 1-2 base that is not extremely vunerable to the battle hellions that come with them? Stalkers? Nope. Zealots? Well, Warhound is a ranged unit (a high range ranged unit) that is about 25% faster, you wouldnt even need hellions to be able to tear apart a zealot defense unless there was a choke with forcefields. Immortals? 1robo would not be enough, and it appears that Haywire missile bypasses hardened shield, and battle hellions are not armored. I think you could deal with warhounds alone, but the battle hellions pose the strange problem of seemingly hardcountering everything that comes with them, if you were to build 2 immortals, then you are handing the terran the resources to add 7 battle hellions to the fight, which is 840hp of light armored metal that has to be destroyed before you can reach the warhounds unless you plan on walking through the hellions IF you can.. Stalkers and immortals both have extremely low DPS vs light units, and it seems that Warhounds are the hardest non-flying-unit-counter to the colossus so far. This video is 9 Warhounds vs 12 Stalkers, the warhounds are a little more gas heavy, and the production is harder to get up, but otherwise this is an equal cost engagement, and the 9 warhounds kill all 12 stalkers with only 1 loss and some damage. Most people currently in WOL don't actually understand how to play against mech with protoss because so few Terrans go mech and because mech is technically "bad" in WOL. If you played the custom map or if you played as the mech Terran yourself vs competant protoss players that know how to play against mech you'd already know that the protoss ends up with 3-4 robos and stargates for void rays for mass immortals/chargelot as well as to utilize void rays to skew the mech player's unit composition to include vikings/thors which is bad for the mech Terran player. This will become even better with the new tempest. So basically what i'm saying is, you and everyone else that's saying "OMGWAT WILL WE DO!" really don't understand how the game will develop and you probably have no clue at all how to currently play against mech in WOL if you're making uninformed statements like "1 robo would not be enough." As said above, you and probably 99% of the player population literally have no idea how to play against mech with SC2 protoss, because Protoss rarely sees it. Please tell that to top korean terrans, they need to know. Avilo everyone hates you for a reason. So just shut the f*ck up. User was warned for this post | ||
NeonFox
2373 Posts
On September 04 2012 20:50 Decendos wrote: Show nested quote + On September 04 2012 20:47 NeonFox wrote: On September 04 2012 20:20 Decendos wrote: On September 04 2012 20:17 NeonFox wrote: I really hope the viper abduct doesn't work on massive units at launch. i worked on colossi in battlereport. if it didnt work on massive it would be useless spell ^^ The thing is it looks (of course no way to know for sure until pro games test this out) way too strong vs protoss. The range is pretty big and you can basically oneshot colossi and the mothership like this. No need for corrupters anymore if you can pull the colossi directly in the center of your roach hydra ball. The tech is early enough that you can make them as soon as you see the robo. It also looks stupid on big units, but I guess that's just taste. it would be OP if it is on lair tech. but since it is hive tech the toss can easily have colossus and HT which outrange vipers. and the colossus are in back of stalkers so its up to microwars and positioning which is why the viper is a really great unit for the dynamics of zvp. Oh I though it still was on lair tech, we'll see then. Does anyone know if blinding cloud prevents spells as well? If not then yeah it seems balanced. | ||
Umpteen
United Kingdom1570 Posts
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MavercK
Australia2181 Posts
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Dingobloo
Australia1903 Posts
On September 04 2012 21:07 Umpteen wrote: Actually, I saw a pretty cool suggestion on the battlenet forums: give Locusts cliff jump/climb (rebalancing health/damage as necessary). That way SH's actually can 'nibble' in small numbers from a direction other than right in front of the enemy's main army. Then it starts really overlapping with the brood lord, they like units with unique and simple restrictions so I doubt that would happen. | ||
caneras
433 Posts
On September 04 2012 21:10 MavercK wrote: http://www.youtube.com/watch?v=Qa-IZ_Y98L0&feature=youtu.be If these are in multiplayer and aren't 250/250 or something ridiculous, I'm switching to Zerg. | ||
Cyro
United Kingdom20275 Posts
On September 04 2012 21:10 MavercK wrote: http://www.youtube.com/watch?v=Qa-IZ_Y98L0&feature=youtu.be There is the standard analysis, going over stats, how far X and Y the creep spreads from target, but screw that DAT CREEP | ||
_vk_
219 Posts
On September 04 2012 21:07 Umpteen wrote: Actually, I saw a pretty cool suggestion on the battlenet forums: give Locusts cliff jump/climb (rebalancing health/damage as necessary). That way SH's actually can 'nibble' in small numbers from a direction other than right in front of the enemy's main army. You say "rebalance as necessary" like it's easy. ![]() Would you trust the current game design team at Blizzard to balance a unit with an ability to generate infinite quantities of cliffwalkers? So that it's useful but not OP? | ||
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