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Thanks to Reddit sleuths, everyone can try the LotV test maps by following instructions here. 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. |
On March 31 2015 02:36 darkness wrote: So are stalkers supposed to be the counter for lurkers? Just like dragoons. I'm assuming that Immortals will pack a quite a punch against them.
Stargate units would be pretty decent counters too
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I assume Oracles tagging Lurkers will be pretty useful as well.
Oracles still gets it's tagging ability in LotV right?
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I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so.
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On March 31 2015 02:47 Supersamu wrote: I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so.
Except you dont control when you teleport, which makes it quite weak vs drop play.
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On March 31 2015 02:48 Hider wrote:Show nested quote +On March 31 2015 02:47 Supersamu wrote: I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so. Except you dont control when you teleport, which makes it quite weak vs drop play. Nah, you obviously need to spot the drop before it hits, but that's the case atm too. Someone said adepts don't have enough dps, so maybe that's really an issue though
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Apologies if this has already been discussed, but will the Adept's shade be vulnerable to movement-affecting abilities like abduct, forcefields and fungals? I think making it invulnerable is ok, but it would be interesting if you could still use these abilities against it.
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On March 31 2015 02:48 Hider wrote:Show nested quote +On March 31 2015 02:47 Supersamu wrote: I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so. Except you dont control when you teleport, which makes it quite weak vs drop play.
I think that is an interesting and unique aspect to the unit that the shade has a timer that both players know, so the defending and the attacking player should in theory know where the adept is able to reappear. This also makes it very important at what exact moment you send out the shade. It becomes very useful for Protoss players to know before the battle how it is likely going to go.
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All I'm sayin is Zerg sounds fucking scary.
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On March 31 2015 03:16 TronJovolta wrote: All I'm sayin is Zerg sounds fucking scary. It's only the early beta though. I seriously doubt that all the current changes will make it to the end game untouched.
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On March 31 2015 02:58 Supersamu wrote:Show nested quote +On March 31 2015 02:48 Hider wrote:On March 31 2015 02:47 Supersamu wrote: I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so. Except you dont control when you teleport, which makes it quite weak vs drop play. I think that is an interesting and unique aspect to the unit that the shade has a timer that both players know, so the defending and the attacking player should in theory know where the adept is able to reappear. This also makes it very important at what exact moment you send out the shade. It becomes very useful for Protoss players to know before the battle how it is likely going to go.
Sure, I agree it's interesting, but I don't see this as a particularly storng defensive unit. Rather, I believe it's intended to have strong harass options.
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On March 31 2015 02:57 MonkeyBot wrote: Apologies if this has already been discussed, but will the Adept's shade be vulnerable to movement-affecting abilities like abduct, forcefields and fungals? I think making it invulnerable is ok, but it would be interesting if you could still use these abilities against it. Nope. Not affected and not targetable from what I've seen. Really only affected by buildings and terrain.
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On March 31 2015 03:19 Hider wrote:Show nested quote +On March 31 2015 02:58 Supersamu wrote:On March 31 2015 02:48 Hider wrote:On March 31 2015 02:47 Supersamu wrote: I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so. Except you dont control when you teleport, which makes it quite weak vs drop play. I think that is an interesting and unique aspect to the unit that the shade has a timer that both players know, so the defending and the attacking player should in theory know where the adept is able to reappear. This also makes it very important at what exact moment you send out the shade. It becomes very useful for Protoss players to know before the battle how it is likely going to go. Sure, I agree it's interesting, but I don't see this as a particularly storng defensive unit. Rather, I believe it's intended to have strong harass options. Well, in theory it's supposed to be a "core" unit, but yeah...
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I'm really looking forward to the beta although I'm extremely sceptical about the economy change. But even if it won't be as good as the current economy it will still be a lot of fun to develope all the new build orders etc.
for the new units I think especially ravagers and cyclones will be really fun to play with and fill holes the races needed. I'm a bit sceptical for disruptor and lurkers though because I don't think we need even more splash damage in the game. If the disruptor ends up replacing the collossus it might be okay but if both remain strong it will be just to much.
Banshee, warpprism, immortal, carrier and bc changes are also great. tank pick up, ultra buff, marauder nerf, warpgate nerf and the new viper ability are either dumb or just plain OP and hopefully will not make it into the game.
edit: the new terran unit really should be a lategame bio unit. that's the one thing terran needs right now, a viable lategame with bio so they don't play every game on a timer.
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On March 31 2015 03:22 OtherWorld wrote:Show nested quote +On March 31 2015 03:19 Hider wrote:On March 31 2015 02:58 Supersamu wrote:On March 31 2015 02:48 Hider wrote:On March 31 2015 02:47 Supersamu wrote: I just realized how cool the adept is going to be. You can send out the shade, attack the terran army, and then teleport a frigging long distance away from them in an instant. Or you can defend a drop and send out the shade to have it with your main army instantly. You could defend 2 locations simultaneously with only one unit, so to speak. The terran will have to look for shades running around to see whether the adepts will change positions and will have to be more careful about really dropping simultaneously, and not with a 7 second difference or so. Except you dont control when you teleport, which makes it quite weak vs drop play. I think that is an interesting and unique aspect to the unit that the shade has a timer that both players know, so the defending and the attacking player should in theory know where the adept is able to reappear. This also makes it very important at what exact moment you send out the shade. It becomes very useful for Protoss players to know before the battle how it is likely going to go. Sure, I agree it's interesting, but I don't see this as a particularly storng defensive unit. Rather, I believe it's intended to have strong harass options. Well, in theory it's supposed to be a "core" unit, but yeah...
In fact, the Adept is very solid. Slightly weaker than a Zealot, but with good damage output vs light. They might tune the bounce damage (i'd say to 50%) and the damage a bit to be more standard (lower damage, faster attack), but the unit is very well designed.
The only thing I see is that is able to two shot too early maybe, considering that it's ranged, and attacks too slow for an infantry unit. But the concept is amazing.
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Italy12246 Posts
Every test done so far shows it's awful against armored, so meh i was hoping it would be better overall
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On March 31 2015 02:08 Tenks wrote: Adapt with Splash (was this upgrade confirmed?) will absolutely shred marines. Marauders are now (5+5)x2 so they're slightly less effective against structures now so cannons may be a bit better. And that is taking for granted that bio will still be the staple in TvP.
People really need to let the beta play and simmer for a bit prior to freaking out with theorycraft I would be very surprised if people mech in TvP. Blizzard gave protoss 2 more units that are good at exploiting siege tanks.
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Immortal warpism harass will be hilarious in PvP.
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Anyone got their invite yet?
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On March 31 2015 03:37 royalroadweed wrote:Show nested quote +On March 31 2015 02:08 Tenks wrote: Adapt with Splash (was this upgrade confirmed?) will absolutely shred marines. Marauders are now (5+5)x2 so they're slightly less effective against structures now so cannons may be a bit better. And that is taking for granted that bio will still be the staple in TvP.
People really need to let the beta play and simmer for a bit prior to freaking out with theorycraft I would be very surprised if people mech in TvP. Blizzard gave protoss 2 more units that are good at exploiting siege tanks.
The adapt and disruptor? Adapt just tickles armored units and I don't think the Disruptor one-shots tanks.
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Italy12246 Posts
Adepts can close in with tank lines quite easily though. Also stasis looks ok vs mech i guess, and carriers could be even better (and they are already decent against it)
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