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Heart of the Swarm Update - Page 11

Forum Index > News
480 CommentsPost a Reply
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Ophiophilius
Profile Joined April 2012
Canada42 Posts
June 08 2012 22:53 GMT
#201
Pretty neat stuff overall but...

There is ONE thing which I cannot comprehend... Blinding cloud only affecting biological units means this ability will be entirely useless against protoss (no ranged bio units)... unless it still prevents spellcasting too in which case it can be used against the high templar... and that's it... kinda limited efficiency all in all
In the same way lockdown was meh in broodwar design wise because it was useless against zerg (still an awesome spell in other matchups, and it has the advantage of being an upgrade so it's a choice to get it) I doubt blinding cloud is a viper upgrade though
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 08 2012 22:53 GMT
#202
On June 09 2012 06:52 speknek wrote:
The Protoss stuff sounds really bad, some weird gimmicky unbalancable things again. They should fix the core of the race first and after that add fancy options.
Terran things sound decent. Don't know what to think of the Zerg stuff, have to see them in action first.


I think you're crazy, the ability to use the oracle for cloaking is actually insanely good for space control to force detection if they want to attack outside bases, it fixes one of the big problems I had with the oracle in the initial version was that it could harass but could not swing around to defend, it now does so in a really unique way.

The recall that's only on a single nexus (the mothership core) fixes the fact that every protoss attack was a one way trip, just really hard to retreat from, without making it broken like putting recall on the nexus would have been.

Tempest I'll agree looks gimmicky as hell and I see no reason for it to have the range that it has except maybe to avoid getting pulled into range too quickly.

Seems interesting, I'm excited to see where it goes because they've simplified their initial plans in a really nice way.
OxyFuel
Profile Joined August 2011
Canada195 Posts
June 08 2012 22:54 GMT
#203
Mech is viable TvP!
Flash | Boxer | qxc | KawaiiRice | LuckyFool | Avilo
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
June 08 2012 22:55 GMT
#204
On June 09 2012 07:50 Nazza wrote:
75 ??? mins gets you 3 spider a single widow mine
fastest unit in game comes free


And don't forget little walkers dudes that can shoot air!

But in all seriousness, these concept designs sucks, all of them do.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
nimdil
Profile Blog Joined January 2011
Poland3752 Posts
June 08 2012 22:56 GMT
#205
I can see the logic here. In the Legacy of the Void terrans will get a flyer with range 33.
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 08 2012 22:56 GMT
#206
I hate Terran changes!!!!!!
What doesn't kill you makes you stronger.
IndridCold
Profile Joined August 2010
United States385 Posts
June 08 2012 22:56 GMT
#207
i dont understand the warhound? its anti mech so its useless vs zerg right? And is it still replacing the thor? I remember hearing the thor was going to be a 1 thor only mothership style unit. Is that still true?
Evil Geniuses needs a LoL team.... Pobelter/Altec fan
bLecK
Profile Joined June 2011
Australia625 Posts
June 08 2012 22:57 GMT
#208
Word cannot express how happy I am that they've scrapper the shredder idea. Also BC upgrade!!! Cheaaaaaaaaaaaaaaah
Yoo Ara | Lee Min Jung /Suzy/Taeyeon/Eunji/ NaRae/ Alice
pallad
Profile Joined September 2010
Poland1958 Posts
June 08 2012 22:58 GMT
#209
On June 09 2012 06:27 Zhivago wrote:
Oh lord, keeping the mothership?

Crazy blizzard.


But MS cant move now
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
PlagueWasp
Profile Joined April 2012
United States216 Posts
June 08 2012 22:58 GMT
#210
Terran seems mostly the same and kind of boring new units. Protoss look awesome.
Lillpapps
Profile Joined November 2010
Sweden99 Posts
June 08 2012 22:58 GMT
#211
On June 09 2012 07:56 IndridCold wrote:
i dont understand the warhound? its anti mech so its useless vs zerg right? And is it still replacing the thor? I remember hearing the thor was going to be a 1 thor only mothership style unit. Is that still true?

Thors are in the current build and you can make more than one.
asphyxia88
Profile Joined March 2012
94 Posts
Last Edited: 2012-06-08 23:00:32
June 08 2012 22:58 GMT
#212
Hmm, well, here is my take on all of this, I'm not going to bother with discussing balance since that will change.

What I like
- The new design direction of the Warhound, it looks interesting.
- The "Spider Mine", since it is timed it encourages micro, I would definately like to see it being affected by friendly fire.
- The Oracle, it'll be interesting to see how this unit works out. (although I think they need to reduce the hit points on those Mineral Shields, but that is a balance thing so meh)
- The new abilites for the Mothership, Stasis sounds interesting and I'm happy that Vortex only affects ground units now.
- I'm happy that they kept the Overseer.

What I Don't Like
- The design of the Tempest, it's ugly as fuck (imo), I'd much rather they kept the Carrier and slapt a long range low-dps attack on it and use it's Interceptors at close range targets, or something.
- The new design of the Queen, I REALLY don't like it, it's a lot darker which makes it harder too see, especially with the new Creep design. But maybe it'll grow on me, we'll see.
- The design of the Locust, I'm not entirely sure why, but I just don't like it...
- The design of the Mothership Core, it looks... weird, having that slapt onto the Nexus, I really hope they change how it looks.

Unsure
- The new design of Creep, I still don't know if I like or dislike it.
- I couldn't find any information about the Thor but I really hope they keep it in it's current form instead of making it into some Mothership-like you-can-only-have-one kinda unit.

That's about it, the other changes I either don't really care that much about or didn't feel the need to comment on.
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
June 08 2012 22:59 GMT
#213
Well I had hoped that Blizzard would actually listen and reduce the amount of transformers in the terran race. Guess my decision is now made.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 08 2012 22:59 GMT
#214
On June 09 2012 07:58 pallad wrote:
Show nested quote +
On June 09 2012 06:27 Zhivago wrote:
Oh lord, keeping the mothership?

Crazy blizzard.


But MS cant move now


They can, you can upgrade mathership core into normal mathership.
What doesn't kill you makes you stronger.
Govou
Profile Joined August 2010
Canada1072 Posts
June 08 2012 23:00 GMT
#215
I hated every time they did this 'updates' fro HoS

however, I like it this time.
LuciferSC
Profile Joined August 2010
Canada535 Posts
June 08 2012 23:01 GMT
#216
On June 09 2012 07:53 Ophiophilius wrote:
Pretty neat stuff overall but...

There is ONE thing which I cannot comprehend... Blinding cloud only affecting biological units means this ability will be entirely useless against protoss (no ranged bio units)... unless it still prevents spellcasting too in which case it can be used against the high templar... and that's it... kinda limited efficiency all in all
In the same way lockdown was meh in broodwar design wise because it was useless against zerg (still an awesome spell in other matchups, and it has the advantage of being an upgrade so it's a choice to get it) I doubt blinding cloud is a viper upgrade though


Just because you brought up lockdown, I gotta say in BW because they were not able to be used vs. zerg it raised the value or the awesomeness of that spell by that much. All avid BW fans will recall Boxer using lock down on arbiters and killing it with turrets. That was pure epic-ness.
Come get some
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
Last Edited: 2012-06-08 23:10:38
June 08 2012 23:01 GMT
#217
So... early game, spider Widow mines run and set up near the opponents base as a very very light contain.

Warhounds - useless versus zerg (anti-mech missile? so they shoot Colossus, Immortal, Probes, stalker(?) + terran mech units), useless versus air. (Goliwhat?) On second thought, not bad anti-toss.

Hellions - More than meets the eye...

Reapers - It's not that they're squishy, Dustin, it's that they take forever to build, require an upgrade to move fast, and their cost/benefit sucks. Still won't be used much, probably.

Meanwhile...

Oracles say take your third. You just can't mine there. Tempest (assuming you make one) spends most of its time looking for something to shoot, then has an enhanced tickle beam. Original stated use? Gone. Long range siege - DPS is too low unless you get lots of them, and that won't work. How about we cut some of that range and augment the DPS?

Mothership/Mothership core - stasis? Is that the answer to broodlords? Stasis them (and every other flying unit) after vortexing the ground army then blink under and start shooting? And just how many of these units are just to get protoss to build a Stargate, really?

Lastly...

The zerg now says "Get Over HERE!", then "haha you can't see", and Ultralisks jump out of nowhere to say high. Lurkers lurk, but with excellent timing (or excellent timed burrows) I can see them being mildly annoying to "Cheebus, kill that damn thing!" Seems to go well with Widow mine. (The terran may have mines... better send broodlings that way to ferret out the mines.)

Huh. Not sure. Will hope to get in beta to assist in determining what needs to get nerfed back into next week, or out entirely.

Best part to me are Battle.net 2 changes. A "play" ladder and a "srs" ladder.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
pallad
Profile Joined September 2010
Poland1958 Posts
June 08 2012 23:03 GMT
#218
I really LIKE , as zerg player that you can see units with this mines.. They are marked , and you can take them from army.

Or its only for spectators ?

[image loading]
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
sjh
Profile Joined April 2010
Canada136 Posts
June 08 2012 23:03 GMT
#219
On June 09 2012 07:53 Ophiophilius wrote:
Pretty neat stuff overall but...

There is ONE thing which I cannot comprehend... Blinding cloud only affecting biological units means this ability will be entirely useless against protoss (no ranged bio units)... unless it still prevents spellcasting too in which case it can be used against the high templar... and that's it... kinda limited efficiency all in all
In the same way lockdown was meh in broodwar design wise because it was useless against zerg (still an awesome spell in other matchups, and it has the advantage of being an upgrade so it's a choice to get it) I doubt blinding cloud is a viper upgrade though

it will play a role in zvz as well
Ceterum ceseo Protatem esse delendam
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 08 2012 23:04 GMT
#220
On June 09 2012 06:35 skfat wrote:
Protoss seems buffed.... dat range on the tempest


Tempest DPS is really bad, I think it is just a way to deal with swarm hosts and maybe oracles in PvP
SC2 Mapmaker
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