Note: This is not a beta key, it is simply access to Vs. AI and a Unit Tester. I have no idea how cool with this Blizzard is or is not, use at your own risk.
Hey look, a protoss with breasts. That's useful for a species living by photosynthesis. :q Questionable design aside, the unit seems... fine, I guess. From the video they 2-shot workers, so they got some firepower, but I'm guessing they'll be annoying to micro unless doing a hit and run.
Sad to see the Cyclone not being changed at all, most boring unit they made in the game so far. The range seems absurd when it attacked that infestor as well. Hopefully they make a more imaginative terran unit, maybe something melee? Tanks will be crazy annoying for a while.
Zerg seems quite promising, good things all around imo.
I just want to know if the Adepts have splash damage as gameinformer reported, that could allow Toss to take farther third bases and be more independent of high tech splash units. So yeah looking forward to more info on the unit.
On March 21 2015 00:19 sushiman wrote: Sad to see the Cyclone not being changed at all, most boring unit they made in the game so far. The range seems absurd when it attacked that infestor as well. Hopefully they make a more imaginative terran unit, maybe something melee? Tanks will be crazy annoying for a while.
The cyclone actually looks quite well, its a unit that mech has needed for quite a while, it allows map presence and harras options.
For what I got to play hellion/cyclone is a good combo that allows aggressive play while you use your heavy hitting units to defend your bases, stats will most likely would have to be tweaked but unlike the HERC it fills and important role and has a good use.
On March 21 2015 00:19 sushiman wrote: Sad to see the Cyclone not being changed at all, most boring unit they made in the game so far. The range seems absurd when it attacked that infestor as well. Hopefully they make a more imaginative terran unit, maybe something melee? Tanks will be crazy annoying for a while.
The cyclone actually looks quite well, its a unit that mech has needed for quite a while, it allows map presence and harras options.
For what I got to play hellion/cyclone is a good combo that allows aggressive play while you use your heavy hitting units to defend your bases, stats will most likely would have to be tweaked but unlike the HERC it fills and important role and has a good use.
The HERC could have filled an important role against Protoss deathballs, which could have been a step to reducing the amount of SCV pulls and such.
On March 20 2015 19:03 deacon.frost wrote: Another question - stasis ward applies for ground unit only? In the hype video it was used against Hydras, but damn this could be cool against Mutalisks
yeah, I bet you are getting all hard just thinking about running a Templar there trying to unleash your stormy passion all over my defenseless mut-muts
...What?
On March 20 2015 19:24 Nyast wrote:
On March 20 2015 09:22 chipmonklord17 wrote:
On March 20 2015 08:59 CannonsNCarriers wrote:
On March 20 2015 08:55 chipmonklord17 wrote: Have they talked about whether the battlecruiser ability would require you to cast it for each individual bc or if you could control + click a group and select a point to warp them all to? If its individual (meaning you need to click a new location for each bc) I can't help but feel like the ability will be near useless. Though if you can warp all at once I think it would be awesome to use with ravens. Spend a few PDDs to keep them safe during the teleport and then warp them all to one location
The problem with BC warp will be, even if executed ... what will the BCs accomplish once they warp in? They are still hard countered by Vikings / Voids / Stalkers / Corrupters. And if you warp in 50 supply of BCs without the rest of you army, they will fare just as badly. Maybe you can warp out and let the rest of your army (Ravens / Vikings) die. If the warp in costs more than Yamato, then a huge portion of the utility of the BC goes away when you use that warp in. And you also cant use warp in to quickly reinforce newly built BCs (which would be the best thing you could possibly do with this ability).
I'm talking about something more akin to mamma core + a few voidrays come in and snipe a base. Except instead of recall you use a PDD and warp out. Worst case you trade a raven for whatever you get, best case you trade energy.
On March 20 2015 09:05 ZAiNs wrote:
On March 20 2015 09:01 Ramiz1989 wrote:
On March 20 2015 08:56 ZAiNs wrote:
On March 20 2015 08:43 Elentos wrote: Can we stop complaining about the invincible nydus worm already? When reacted to appropriately, it's not going to do more than it does currently and it's still going to die a horrible death.
The concern is about Nydus all-ins mainly against Protoss who barely have anything out when Nydus hits; and the players in that video weren't taking it seriously at all >_>.
Yes but for that to happen you need to: -miss the Nydus Network in the Zerg's base when scouting -miss the Overlord giving vision to the Zerg player at the edge of your base -miss the Nydus Worm emerging inside of your base for 20 seconds
If all of that happens, I might as well kill you with Overlord drops.
How are you meant to kill the Nydus Worm when you opened Forge expand and have a Zealot, Stalker and MSc? I think the worker change could change the timings so you just about have enough if your units stay at home and don't wander off on the map.
Don't open forge expand. If its a case of balance it will be fixed, but if its a case of "muh build won't work anymore" then LotV will have a bunch of new openers
It's true in theory, but if a quick forge isn't viable anymore, then how does toss punish a Zerg that goes fast 3 hatch before pool ? Or even 2 hatch before pool, while getting stuck on a standard 1 gate expand ? Then playing behind in eco from the rest of the game...
So yeah I'm not saying you're wrong, it's too early to tell, but I certainly hope that on the flipside, greedy Zerg builds can be punished.
I guess San-gate? *shrug*
I want toss to be able to macro. What kills this race is that ( due to a lot of design choices ) we're kindda forced into all-ins in a lot of situations. If nydus at early timings can't be addressed by a macro build in LotV, don't complain that toss are always doing all-ins. Give us options..
You're theorycrafting pretty hard in your previous posts. I am sure that forge expand will still be a very viable option in LOTV. If not, a new opener will come about. And are you saying that Protoss macro is too slow/easy/boring and you wish there was more to do or are you saying Protoss has no ability to play a macro game? Because I certainly disagree that Protoss can't play a macro game. Protoss all-ins are strong, that's why people go for them, not because Protoss has no ability to play late game.
You're absolutely right when speaking of HotS. But I was speaking of the future LotV, and the PvZ matchup specifically. If it forces you into a 1 gate expo and Zerg can still easily held 3 hatch before pool, then Protoss can't really play a macro game, can he ?
On March 21 2015 01:25 Uvantak wrote: I just want to know if the Adepts have splash damage as gameinformer reported, that could allow Toss to take farther third bases and be more independent of high tech splash units. So yeah looking forward to more info on the unit.
Or they have yet another unit they can add to their deathball.
Seriously Protoss doesn't need more splash. :/
On March 21 2015 04:58 Doodsmack wrote: Not much new stuff for Terran. Hopefully it's not more fun to play the other two races since they're getting new stuff.
Are you kidding? Tank pickups in siege are almost the best thing to be added in LotV, the micro potential is huge.
On March 21 2015 01:25 Uvantak wrote: I just want to know if the Adepts have splash damage as gameinformer reported, that could allow Toss to take farther third bases and be more independent of high tech splash units. So yeah looking forward to more info on the unit.
Or they have yet another unit they can add to their deathball.
On March 21 2015 04:58 Doodsmack wrote: Not much new stuff for Terran. Hopefully it's not more fun to play the other two races since they're getting new stuff.
Are you kidding? Tank pickups in siege are almost the best thing to be added in LotV, the micro potential is huge.
I just don't get why this is. When meching I only build a couple of medivacs for early widow mine drops. With a mech army I need fighting units for my supply not flying paperweights. How does siege pick up help here? Even if I drop a mineral line I prefer unsieged tanks and to drop/pick up 2 at a time. Is marine tank still a thing - and TvT does not count, pick up a tank in TvT and watch the stimmed marines kill it in flight.
Now make the medivac heal mech or give the Raven the ability to pick up a mech unit and I am all for it.
On March 21 2015 01:25 Uvantak wrote: I just want to know if the Adepts have splash damage as gameinformer reported, that could allow Toss to take farther third bases and be more independent of high tech splash units. So yeah looking forward to more info on the unit.
Or they have yet another unit they can add to their deathball.
Seriously Protoss doesn't need more splash. :/
On March 21 2015 04:58 Doodsmack wrote: Not much new stuff for Terran. Hopefully it's not more fun to play the other two races since they're getting new stuff.
Are you kidding? Tank pickups in siege are almost the best thing to be added in LotV, the micro potential is huge.
I just don't get why this is. When meching I only build a couple of medivacs for early widow mine drops. With a mech army I need fighting units for my supply not flying paperweights. How does siege pick up help here? Even if I drop a mineral line I prefer unsieged tanks and to drop/pick up 2 at a time. Is marine tank still a thing - and TvT does not count, pick up a tank in TvT and watch the stimmed marines kill it in flight.
Now make the medivac heal mech or give the Raven the ability to pick up a mech unit and I am all for it.
Medivac tank pickups will be a huge buff to terran bio pushes. You will only have 2 tanks you produce with 1 factory and you will use them in conjunction with your bio parade. Will help massively when trying to push down Zerg 3rd/4th bases and trying to kill Lurkers/Banelings. Will also help versus protoss to have 1/2 tanks to force engagements or punish blink.
Tank pickups will not help mech comps because mass tanks can't be lifted efficiently and lone tank drops without marine support will die.
On March 21 2015 06:25 CannonsNCarriers wrote: Medivac tank pickups will be a huge buff to terran bio pushes. You will only have 2 tanks you produce with 1 factory and you will use them in conjunction with your bio parade. Will help massively when trying to push down Zerg 3rd/4th bases and trying to kill Lurkers/Banelings. Will also help versus protoss to have 1/2 tanks to force engagements or punish blink.
Tank pickups will not help mech comps because mass tanks can't be lifted efficiently and lone tank drops without marine support will die.
That's very optimistic of you, but tanks aren't going to start showing up just because they can now be picked up while sieged. Immobility wasn't a problem anyone asked to be fixed.
On March 21 2015 06:25 CannonsNCarriers wrote: Medivac tank pickups will be a huge buff to terran bio pushes. You will only have 2 tanks you produce with 1 factory and you will use them in conjunction with your bio parade. Will help massively when trying to push down Zerg 3rd/4th bases and trying to kill Lurkers/Banelings. Will also help versus protoss to have 1/2 tanks to force engagements or punish blink.
Tank pickups will not help mech comps because mass tanks can't be lifted efficiently and lone tank drops without marine support will die.
That's very optimistic of you, but tanks aren't going to start showing up just because they can now be picked up while sieged. Immobility wasn't a problem anyone asked to be fixed.
You're going about this the wrong way. It's not a problem that needed to be fixed, but an opportunity waiting to be used.
If the expansion was about fixing problems, it would be a balance patch.
On March 21 2015 07:12 KeksX wrote:You're going about this the wrong way. It's not a problem that needed to be fixed, but an opportunity waiting to be used.
If the expansion was about fixing problems, it would be a balance patch.
The potential is there in TvT, but I don't see it in matchups 'CannonsNCarriers' brought up. It's the same with the new cattlebruiser ability -- Terran as an afterthought.
On March 21 2015 06:25 CannonsNCarriers wrote: Medivac tank pickups will be a huge buff to terran bio pushes. You will only have 2 tanks you produce with 1 factory and you will use them in conjunction with your bio parade. Will help massively when trying to push down Zerg 3rd/4th bases and trying to kill Lurkers/Banelings. Will also help versus protoss to have 1/2 tanks to force engagements or punish blink.
Tank pickups will not help mech comps because mass tanks can't be lifted efficiently and lone tank drops without marine support will die.
That's very optimistic of you, but tanks aren't going to start showing up just because they can now be picked up while sieged. Immobility wasn't a problem anyone asked to be fixed.
I'm just curious: have you watched any TvT matches lately? Because the current meta is bio + tank. Almost every game.
On March 21 2015 06:25 CannonsNCarriers wrote: Medivac tank pickups will be a huge buff to terran bio pushes. You will only have 2 tanks you produce with 1 factory and you will use them in conjunction with your bio parade. Will help massively when trying to push down Zerg 3rd/4th bases and trying to kill Lurkers/Banelings. Will also help versus protoss to have 1/2 tanks to force engagements or punish blink.
Tank pickups will not help mech comps because mass tanks can't be lifted efficiently and lone tank drops without marine support will die.
That's very optimistic of you, but tanks aren't going to start showing up just because they can now be picked up while sieged. Immobility wasn't a problem anyone asked to be fixed.
I'm just curious: have you watched any TvT matches lately? Because the current meta is bio + tank. Almost every game.
Outside of TvT Terran has the smallest set of viable units. The other match ups are basically MMMMMMMMMMMMM (Mostly Marines, Marauders, Medivacs, Mines and More Marines, Marauders, Medivacs, with More Mines Mixed in).
It would be nice to mech against Protoss for instance, and with the viper blinding cloud change I think mech against Zerg may be in serious trouble.
On March 21 2015 07:12 KeksX wrote:You're going about this the wrong way. It's not a problem that needed to be fixed, but an opportunity waiting to be used.
If the expansion was about fixing problems, it would be a balance patch.
The potential is there in TvT, but I don't see it in matchups 'CannonsNCarriers' brought up. It's the same with the new cattlebruiser ability -- Terran as an afterthought.
While I don't think tanks are suddenly awesome all of a sudden I wouldn't be so quick to jump to conclusion.
Here's the deal, why aren't tanks used in TvP?
2 reason mainly:
1.- Tanks are immobile and can't keep up with the mobility of stimmed bio 2.- They too weak to its hard counters (namely zealots and immortals)
So what is different now? Its pretty simple actually, now the colossus has its range reducen from 9 to 8, the immortal no longer has hardened shield, and there might be a new unit interacion with the coming of the adept (or whatever unit they come up with)
Since WoL TvP the compositions haven't changed much, you need vikings for colossus and ghost for templars, however things are as simple now with the range of colossus reduced there might less necessity for vikings, that already allows for room for siege tank, the tank is already strong vs stalkers and with pick up tanks they become less vulnerable to chargelots and also allows them to catch up to the mobility of bio.
For all we know it could change the MU completely or it may change nothing at all, we need to test and see, however I'm very possitive about these changes.
Also contrary to popular believe, medivacs are used in mech, 1 for hellbats (droping hellbats in an engagement is mech TvT 101) and for harrass (I've seen SuperNova get a huge medivac count while meching vs protoss on stream) so its another change that can't be ruled out.
On March 21 2015 07:30 ohmylanta1003 wrote:I'm just curious: have you watched any TvT matches lately? Because the current meta is bio + tank. Almost every game.
On March 21 2015 06:25 CannonsNCarriers wrote: Medivac tank pickups will be a huge buff to terran bio pushes. You will only have 2 tanks you produce with 1 factory and you will use them in conjunction with your bio parade. Will help massively when trying to push down Zerg 3rd/4th bases and trying to kill Lurkers/Banelings. Will also help versus protoss to have 1/2 tanks to force engagements or punish blink.
Tank pickups will not help mech comps because mass tanks can't be lifted efficiently and lone tank drops without marine support will die.
That's very optimistic of you, but tanks aren't going to start showing up just because they can now be picked up while sieged. Immobility wasn't a problem anyone asked to be fixed.
I'm just curious: have you watched any TvT matches lately? Because the current meta is bio + tank. Almost every game.
Outside of TvT Terran has the smallest set of viable units. The other match ups are basically MMMMMMMMMMMMM (Mostly Marines, Marauders, Medivacs, Mines and More Marines, Marauders, Medivacs, with More Mines Mixed in).
It would be nice to mech against Protoss for instance, and with the viper blinding cloud change I think mech against Zerg may be in serious trouble.
Simply not true. The ghost aside, every other Terran unit has a major role in at least one of the manigfold TvZ gameplans. I guess the BC is kind of a hipster choice in turtlemech too. You have the free choice to use any of them if you are just willing to adapt certain playstyles. (And stop pretending Mech is some different race for fucks sake...)
On March 21 2015 01:25 Uvantak wrote: I just want to know if the Adepts have splash damage as gameinformer reported, that could allow Toss to take farther third bases and be more independent of high tech splash units. So yeah looking forward to more info on the unit.
Or they have yet another unit they can add to their deathball.
On March 21 2015 04:58 Doodsmack wrote: Not much new stuff for Terran. Hopefully it's not more fun to play the other two races since they're getting new stuff.
Are you kidding? Tank pickups in siege are almost the best thing to be added in LotV, the micro potential is huge.
They actually do, atm every toss splash unit is a high tech unit, meanwhile in the early to midgame toss does not have a way of dealing with mass cheap units that isn't the force field or a high committal to gateway units which will rapidly lose value as the game drags on. A splash unit that can teleport would allow Toss to be more mobile and active on the map. When massed it would still be problematic tho I agree with you that it would be a strong deathball unit, but a nerf to the collosus coupled with this new unit would be very interesting. Still we need to wait and see, the only confirmation I have gotten from Adepts having splash came from a single source, so it can't really be reliable. As I said it is wait and see.
On March 21 2015 01:25 Uvantak wrote: I just want to know if the Adepts have splash damage as gameinformer reported, that could allow Toss to take farther third bases and be more independent of high tech splash units. So yeah looking forward to more info on the unit.
Or they have yet another unit they can add to their deathball.
Seriously Protoss doesn't need more splash. :/
On March 21 2015 04:58 Doodsmack wrote: Not much new stuff for Terran. Hopefully it's not more fun to play the other two races since they're getting new stuff.
Are you kidding? Tank pickups in siege are almost the best thing to be added in LotV, the micro potential is huge.
They actually do, atm every toss splash unit is a high tech unit, meanwhile in the early to midgame toss does not have a way of dealing with mass cheap units that isn't the force field or a high committal to gateway units which will rapidly lose value as the game drags on. A splash unit that can teleport would allow Toss to be more mobile and active on the map. When massed it would still be problematic tho I agree with you that it would be a strong deathball unit, but a nerf to the collosus coupled with this new unit would be very interesting. Still we need to wait and see, the only confirmation I have gotten from Adepts having splash came from a single source, so it can't really be reliable. As I said it is wait and see.
The way it was phrased, Adept's don't do splash. But might hit multiple units. Kindda like mutas maybe ?