On June 09 2012 08:26 Jerubaal wrote: Starcraft 2: Brood War.
Are you happy Teamliquid?
Yes? Are people really complaining that SC2 is too much like BW?
I'm pleased, but they're still trying to have it both ways by distinguishing the HotS concepts with counter-intuitive and arbitrary constraints that pigeonhole them (eg Warhound vs mechanical, Ghost nerf, blinding cloud only vs bio).
On June 09 2012 08:26 Jerubaal wrote: Starcraft 2: Brood War.
Are you happy Teamliquid?
Yes? Are people really complaining that SC2 is too much like BW?
Well, pretty much. A lot of the HOTS units resemble old BW units (e.g. Defiler/Viper, Widow Mine/Spider Mine, Warhound/Goliath).
To be honest, I am somewhat disappointed with the new units; while they are nice, I would have liked to see more "new" units that don't resemble anything we've seen before.
Everyone was superhyped about D3, but it's actually kinda shitty and shallow
Everyone is complaining about this, which makes me think that it's going to be awesome once you played it and have actually felt and seen all the changes.
On June 09 2012 08:22 Kanuck wrote: i really hoped Blizzard learned more from the feedback from the last preview than they apparently did.... it doest take much looking to see the vast majority of feedback is negative here.
Also, if all they wanted was to give the protoss an flying siege unit, why not increase the carrier range? At least they other player would be able to defend at least a little. And then you keep one of the iconic units that made the game instead of forcing this new model for a failed unit.
It doesn't matter what Blizzard does, the feedback is going to be negative.
I agree with the carrier thoughts. The tempest is a decent unit, but the carrier is legendary. When I think of a unit for each race its the tank zergling and carrier, and removing any one of them would just be...fucking weird, and the concept of the carrier is actually pretty unique and they should strive to keep it.
The viper should create interesting conflicts, especially when paired with infestors late game. The oracle seems like it might be extremely strong. Mothership core should makle PvP way less volatile, hopefully at least. The mines for Terran seem very interesting, and potentially very dangerous. I have high hopes for the warhound making mech viable versus Protoss...we'll see I guess.
I'd say this is a step up from the last preview. The swarm host is more powerful, terran don't have that retarded aoe thing anymore, and the tempest doesn't 1 shot muta flocks anymore. Slow and steady improvements are well...steady and improving .
On June 09 2012 08:26 Jerubaal wrote: Starcraft 2: Brood War.
Are you happy Teamliquid?
Yes? Are people really complaining that SC2 is too much like BW?
I'm pleased, but they're still trying to have it both ways by distinguishing the HotS concepts with counter-intuitive and arbitrary constraints that pigeonhole them (eg Warhound vs mechanical, Ghost nerf, blinding cloud only vs bio).
Oh yeah. it's not perfect, but I consider it a notable upgrade to WoL.
I do wish Terrans were getting something cool, though. I hope that, if Terran is super UP, they buff T instead of nerfing the cool units. Make Ravens and BCs better! That's the way to go!
viper looks op as fuck, needs to be like 300 gas or something or have the pull thing nerfed, it prettymuch hard counters robo units unless the protoss has hts. the zerg also massed hydras in that game (which are expensive in gas) and still had like 5-6 vipers with his army. if he went roaches instead, he would ahve had like 10+ vipers pulling immortals/colossi, it also means that motherships are worthless vs zergs cos sacing 2 vipers and a few corruptors for a mothership is always a good trade.
those little things the swarm host makes also can attack air and seem to have good dps which seems a bit op (like mass mass swarm host can kill eveything for free).
ultralisk charge just looks kinda retarded... hope its an activated skill rather than a auto cast or it will just be like charge but more stupid looking, doesnt make sense for 7 huge ultralisks to burrow and unbrrow under like a single marine.
tempest seems like bad design with the 22 range but no splash and really low attackspeed and dps, if they cost the same amount as carriers do now, i dont see when they would be made unless the oppoent is turtling hard behind like spines or something, or geting like 20+ broodlords, in wihch case the mothership statis still seems better, assuming u dont get it abducted. it will also limit maps greatly as they cant have as much dead space or clifts which can be abused by the templest way to easily. tbh i still think they shoudl just fix the carrier and make it microable rather than introducin this thing.
warhound seems like a mech maruader which also murders probes and scvs which is always a bad thing. they also make stalkers even less desirable in pvt.
the oracle will make pvp even more coinflipy since it pretty much makes stargate openings double as a dt opener. stargate is already at an advantage vs robo and with the new sg units, the robo player wil be disadvantaged even more. more people will go dts which will have a reasonable advantage vs sg openers, which will cause more people to go robo, which sg is advantaged greatly against, hence more coin fliping. sg vs sg will turn even more retarded than its current state with phoenix wars with some oracles which is more or less like colossus wars.
the mines seem ok in that they wil probably always kill a unit but a bit expensive to spam around the map like spider mines, though im not complaining cos i was sick to death of my two control groups of retarded dragoons steping onto mines and turning into blue goo back in bw.
On June 09 2012 08:35 mR.bONG789 wrote: ultralisk charge just looks kinda retarded... hope its an activated skill rather than a auto cast or it will just be like charge but more stupid looking, doesnt make sense for 7 huge ultralisks to burrow and unbrrow under like a single marine.
Blizzard seem to have taken the areas which were underutilized by each race and either add units or outright buff them, all while not taking away from what the races strong points were. Protoss now need to build a Stargate, Hydras are a real option with their new speed, etc.
I also like how the Swarm Host and the Tempest work, although 22 range might be a bit messed up. A lot of peoples problems with SC2 is that the battles are over in a second, after having built up the deathball. These high damage, slow attack speed units with high range make people think twice about engaging and can punish people for running in too fast. I think these new units will slow down battles so they aren't over in the blink of an eye, with the possible exception of the Widow Mines, but Terran seem the least fleshed out in general.
On June 09 2012 08:37 Psychobabas wrote: I really wonder how a zerg will be expected to engage a turtling, never attack protoss that goes to tempest/senties.
" LOL you better attack me zerg right now into my forcefields or you will die, lol"
I think that's what the swarm hosts and vipers are for, and as with the siege tank, you can only attack with the tempest where you have vision, so unless the zerg has no detection with his army, they wont be able to siege that well
On June 09 2012 08:35 mR.bONG789 wrote: viper looks op as fuck, needs to be like 300 gas or something or have the pull thing nerfed, it prettymuch hard counters robo units unless the protoss has hts. the zerg also massed hydras in that game (which are expensive in gas) and still had like 5-6 vipers with his army. if he went roaches instead, he would ahve had like 10+ vipers pulling immortals/colossi, it also means that motherships are worthless vs zergs cos sacing 2 vipers and a few corruptors for a mothership is always a good trade.
those little things the swarm host makes also can attack air and seem to have good dps which seems a bit op (like mass mass swarm host can kill eveything for free).
ultralisk charge just looks kinda retarded... hope its an activated skill rather than a auto cast or it will just be like charge but more stupid looking, doesnt make sense for 7 huge ultralisks to burrow and unbrrow under like a single marine.
tempest seems like bad design with the 22 range but no splash and really low attackspeed and dps, if they cost the same amount as carriers do now, i dont see when they would be made unless the oppoent is turtling hard behind like spines or something, or geting like 20+ broodlords, in wihch case the mothership statis still seems better, assuming u dont get it abducted. it will also limit maps greatly as they cant have as much dead space or clifts which can be abused by the templest way to easily. tbh i still think they shoudl just fix the carrier and make it microable rather than introducin this thing.
warhound seems like a mech maruader which also murders probes and scvs which is always a bad thing. they also make stalkers even less desirable in pvt.
the oracle will make pvp even more coinflipy since it pretty much makes stargate openings double as a dt opener. stargate is already at an advantage vs robo and with the new sg units, the robo player wil be disadvantaged even more. more people will go dts which will have a reasonable advantage vs sg openers, which will cause more people to go robo, which sg is advantaged greatly against, hence more coin fliping. sg vs sg will turn even more retarded than its current state with phoenix wars with some oracles which is more or less like colossus wars.
the mines seem ok in that they wil probably always kill a unit but a bit expensive to spam around the map like spider mines, though im not complaining cos i was sick to death of my two control groups of retarded dragoons steping onto mines and turning into blue goo back in bw.
I expect phoenix openings to be standard in PvZ then, no Zerg would dare to make vipers"
On June 09 2012 08:08 TheFish7 wrote: Umm, I was seriously hoping they were trolling us when they first announced the new units. All these new units seem absolutely stupid to me.
Tempest - the answer to broodlords? You will still need starports to make them. and voidrays already hard counter BL and mass muta is not a problem in the current metagame. 22 range. wut? Oracle - Harassment unit? ...... again, Harassment unit? wut? Mothership Core/Mothership - another gimmick. just bring the arbiter back. what is hard about this? Widow Mine - herp derp our other idea wasn't viable so lets bring back the spider mine except make it stupid Warhound - Wait, didn't you mean to say "Goliath"? Hellion - Now Terrans have to push an extra button to transform this into a useful unit. wut? Viper - the bastard child of some Defiler's one night stand. Again, why not just put the defiler back in? dumb. Swarm host - herp derp zerg has no siege units before broods so lets make some retarded version of the Lurker when really we should just put the lurker in the game Burrow Charge - Now we can watch our ultralisks charge stupidly into a wall before they get kited to death! wut?
I really really really truly hope I am wrong here but honestly I am afraid for this expansion.
You know if you want to play Brood War, go play BW no one is stopping you.
I also find it odd that your so fond the the BW units, when you've only been apart of team liquid for a couple of months. I would have though such a big BW fan would have been much more aware of the community.
Btw here is the proper spelling of the word "What".
Fair enough, I might have to go play BW since it looks like HoTS might break this game. I dunno man, none of these units seem like good ideas to me. I hope I'm wrong, but if one day you see a crazy old homeless drunk shouting nonsense about goliaths and vipers and game design, you'll know what happened to me.
Note: Justin Browder expects that with practice, pro-level players will almost always be able to remove the mined units away from the rest of their unit cluster.
Why would I use this unit? I don't understand, is it somehow better than building actual units out of my factory so I don't lose? Or am I supposed to use it as a crutch to beat up lower level players?
Tempest
Description: The tempest is a new capital ship that can fire at both ground and air targets from long range, doing additional damage to massive units. A further range upgrade can be researched to give the Tempest the ability to fire from incredible distances. Note: Starts at range 10, increases to 22 range with upgrade (compared to 13 for siege tanks). Said to have relatively low DPS to balance it out.
So both Zerg and Protoss get a broodlord? I like the sound of that, not being able to kill long range air units n' stuff. Sounds pretty frustrating and poorly designed imo, although to be fair I felt what they did in WoL was 100x worse.
When constructed from the factory, the Hellion spawns in its new battle mode, which gives it additional hit points and a stronger flame attack that covers a short forward-facing arc
So when I spawn my units from my buildings and want to get them out into the battlefield, I use mobility mode. And when I'm out in the battlefield, I switch to battle mode so it can outbattle other units, right? Oh wait.
On June 09 2012 08:37 Psychobabas wrote: I really wonder how a zerg will be expected to engage a turtling, never attack protoss that goes to tempest/senties.
" LOL you better attack me zerg right now into my forcefields or you will die, lol"
Like on video ? Viper , hydra , corruptor mix + Swarm Host