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Active: 2012 users

Heart of the Swarm Update - Page 17

Forum Index > News
480 CommentsPost a Reply
Prev 1 15 16 17 18 19 25 Next All
UnceL
Profile Joined March 2011
Poland73 Posts
June 09 2012 00:33 GMT
#321
On June 09 2012 07:05 caradoc wrote:
Range 22? Did I read that correctly? My new favourite base sniper. Completely safe from marines, recallable. Bonus vs. buildings. Hell, that's way out of building site range.

Show nested quote +
On June 09 2012 07:04 whoopadeedoo wrote:
I am seriously confused how Toss is suppose to deal with broodlords/infestors in HoTS.



Range 22 bonus vs. massive. Not worried about BLs.

+ Show Spoiler +
no way this makes it into retail as is


I really hope it will never make it into the final version! That range is ridiculous, I don't want another Command and Conquer or the likes of that. Blizzard, please think it over again!
pdd
Profile Blog Joined November 2010
Australia9933 Posts
Last Edited: 2012-06-09 00:36:41
June 09 2012 00:35 GMT
#322
I can't wait for HotS (in a balanced state, whether in beta or not) becomes the tournament standard. It would really shake up the scene. Really loving the new units. The new Tempest range makes me not care that Carriers are not in it (seriously, let's just see if the 22 range works first before crying imba... either way if it's imba it will definitely be nerfed).

Warhound, mines and battle hellions making mech viable.
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
Warpish
Profile Joined June 2011
834 Posts
June 09 2012 00:37 GMT
#323
Definitely an improvement regarding the last preview, but for me, it’s really hard to be excited. It seems like Blizzard is focused in a few concepts and models and is trying to hammer them until they fit.

What I liked:


- Keeping the Mothership, Thor and Overseer
- Hydralisk upgrade.
- Redline Reactor (Battlecruisers need a buff).

What I didn’t liked:

- Tempest with 22 range (I’ll give the benefit of doubt).
- Battle Hellions? Are they really needed to counter Zealots?
- Widow mine? Lol. Does damage to air units? Lol. It’s simple, we want Brood War Mines.
- Ultralisk Burrow Charge is silly (It would be better to increase armor or HP).
- Abduct is a frustrating spell. Just no.
- The new unit models and spells don’t look very good
- New Queen is ugly, the War Hound is still ugly, the Oracle is ugly, etc.
- Entomb? No thanks, it’s not fun.
- Creating destructible rocks?
- Forget the Oracle. Bring back the Arbiter.

Blizzards don’t be afraid to bring units from Brood War back. They are part of the universe.

Another thing, use Hots to change the Sentries attack beam. It really doesn’t fit the rest of the animations in the game.
ScoringFire
Profile Joined December 2010
United States30 Posts
June 09 2012 00:40 GMT
#324
I really like the changes to zerg and the changes to terran are alright(wish the mine could be made from a unit instead of costing factory time), but the protoss changes seem so scattered. I know protoss looks like it is going to be overpowered as hell and it probably is, but it also feels like there is a unit for everything now. It seems like Blizz wants you to make each unit for a specific situation instead of using the units you have cleverly. Maybe I just miss the versatility of dragoons and zealots, but I am really not looking forward to "one of each counter unit" HOTS protoss.
"Why are you guys trying to justify this?" -QXC
B.I.G.
Profile Blog Joined August 2010
3251 Posts
June 09 2012 00:40 GMT
#325
I really like the design of the tempest. GJ there blizz. But 22 range? Im very curious to see how that will work out in game..
eden-san
Profile Joined October 2010
Belgium42 Posts
Last Edited: 2012-06-09 00:45:31
June 09 2012 00:42 GMT
#326
To the people overreacting to the 22 range tempest, just take a deep breath.

1) 22 range means you need VISION 22 yards away, simple counter to tempest is to snipe the observers.
2) It is no broodlords, does not destroy siege lines with broodlings, and DPS is said to be low so it won't matter much in big engagements.
3) Even if it mattered in big engagement, disparity in range between protoss units means the tempest will be defenseless while other units are on the front battling it out, vikings will definitively take them out with ease.

Seems like it will be a pretty difficult unit to mix in any comp imo...

EDIT:
Thought about it for a minute, then only usage I see of it will be for harassment, using the Oracle "building parasite" to give vision in naturals so that the tempest can wreck havok in the mineral line, forcing the opponents' armies to engage;
Galaxy1again
Profile Joined June 2012
United States34 Posts
June 09 2012 00:45 GMT
#327
Wow, it may seem insignificant, but my favorite change to already existing units is the Changeling buff, allowing Zergs to spawn them at a huge range. This makes overseers much more effective scouts, especially in highly fluid battle fields with lots of shifting and moving of armies. Love it.
Worker bees can leave, even drones can fly away, the Queen is their slave.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
June 09 2012 00:45 GMT
#328
On June 09 2012 09:30 Ribbon wrote:
Remember that Dark Swarm literally made units underneath invincible to all Terran units in BW. Just because a spell or ability sounds OP, doesn't mean it is. The Tempest is SUPER expensive, needs a spotter to make use of its range, and is almost useless at close to medium range, or if you kill the spotter.

if only toss would have a small, cheap invisible scouting unit to function as this "spotter", right
Crazyeyes
Profile Blog Joined March 2008
Canada1342 Posts
Last Edited: 2012-06-09 00:50:40
June 09 2012 00:46 GMT
#329
Woooooooo! Does anyone else laugh every time they see seomthing get abducted?
It just looks hilariuos. Also I love the viper.
Actually I love most updates theyre doing.

but TWENTY TWO RANGE WHAT THE FUCK thats massive O_O

On June 09 2012 09:37 Warpish wrote:
Definitely an improvement regarding the last preview, but for me, it’s really hard to be excited. It seems like Blizzard is focused in a few concepts and models and is trying to hammer them until they fit.

What I liked:


- Keeping the Mothership, Thor and Overseer
- Hydralisk upgrade.
- Redline Reactor (Battlecruisers need a buff).

What I didn’t liked:

- Tempest with 22 range (I’ll give the benefit of doubt).
- Battle Hellions? Are they really needed to counter Zealots?
- Widow mine? Lol. Does damage to air units? Lol. It’s simple, we want Brood War Mines.
- Ultralisk Burrow Charge is silly (It would be better to increase armor or HP).
- Abduct is a frustrating spell. Just no.
- The new unit models and spells don’t look very good
- New Queen is ugly, the War Hound is still ugly, the Oracle is ugly, etc.
- Entomb? No thanks, it’s not fun.
- Creating destructible rocks?
- Forget the Oracle. Bring back the Arbiter.

Blizzards don’t be afraid to bring units from Brood War back. They are part of the universe.

Another thing, use Hots to change the Sentries attack beam. It really doesn’t fit the rest of the animations in the game.


So much hate. I think new queens look better. Ultralisk Burrow is neat, although a bit silly looking... increasing their HP wouldn't really do much (theyve tried that) and increasing their armor more would be ridiculous (they already have 6...)

Abduct is the fucking shit. I like how Oracles look (did you see the battle report? They look good in game). Creating destructable rocks can be interesting if used correctly, just like actual destructable rocks. Of course, it'll probalby be abused and overused unfortunately.

I agree with the mine thing. They seem pretty worthless. The fuse is so long.
Battle Hellions dont really seem required to me but I guess I can give them the benifit of the doubt...
WeeEEeeEEEeeEEEeeeEEee!!
ChriseC
Profile Joined December 2010
Germany440 Posts
Last Edited: 2012-06-09 00:53:24
June 09 2012 00:51 GMT
#330
wow so much defensive abilities for protoss, i hope it doesnt result in more defensive play like its right now

also i guess mutas will totaly disappear with that much defensive air stuff like mines and warhounds
DMKraft
Profile Joined December 2010
476 Posts
June 09 2012 00:55 GMT
#331
So can Warhounds shoot up?
Warpish
Profile Joined June 2011
834 Posts
Last Edited: 2012-06-09 01:16:29
June 09 2012 01:05 GMT
#332
On June 09 2012 09:46 Crazyeyes wrote:
Woooooooo! Does anyone else laugh every time they see seomthing get abducted?
It just looks hilariuos. Also I love the viper.
Actually I love most updates theyre doing.

but TWENTY TWO RANGE WHAT THE FUCK thats massive O_O

Show nested quote +
On June 09 2012 09:37 Warpish wrote:
Definitely an improvement regarding the last preview, but for me, it’s really hard to be excited. It seems like Blizzard is focused in a few concepts and models and is trying to hammer them until they fit.

What I liked:


- Keeping the Mothership, Thor and Overseer
- Hydralisk upgrade.
- Redline Reactor (Battlecruisers need a buff).

What I didn’t liked:

- Tempest with 22 range (I’ll give the benefit of doubt).
- Battle Hellions? Are they really needed to counter Zealots?
- Widow mine? Lol. Does damage to air units? Lol. It’s simple, we want Brood War Mines.
- Ultralisk Burrow Charge is silly (It would be better to increase armor or HP).
- Abduct is a frustrating spell. Just no.
- The new unit models and spells don’t look very good
- New Queen is ugly, the War Hound is still ugly, the Oracle is ugly, etc.
- Entomb? No thanks, it’s not fun.
- Creating destructible rocks?
- Forget the Oracle. Bring back the Arbiter.

Blizzards don’t be afraid to bring units from Brood War back. They are part of the universe.

Another thing, use Hots to change the Sentries attack beam. It really doesn’t fit the rest of the animations in the game.


So much hate. I think new queens look better. Ultralisk Burrow is neat, although a bit silly looking... increasing their HP wouldn't really do much (theyve tried that) and increasing their armor more would be ridiculous (they already have 6...)

Abduct is the fucking shit. I like how Oracles look (did you see the battle report? They look good in game). Creating destructable rocks can be interesting if used correctly, just like actual destructable rocks. Of course, it'll probalby be abused and overused unfortunately.

I agree with the mine thing. They seem pretty worthless. The fuse is so long.
Battle Hellions dont really seem required to me but I guess I can give them the benifit of the doubt...


What? What hate? If I'm listing all this things it's because I love this game and don't want to see him ruined. It is just my opinion, but I'm not enjoying the new additions so far. I hope that this opinion changes.

frogrubdown
Profile Blog Joined June 2011
1266 Posts
June 09 2012 01:22 GMT
#333
Huh, mana regen from building damage. I assume this is because they want it to be a defensive caster, but I hope it works on unburrowed crawlers. It'd be pretty funny to see zerg armies start to feature unburrowed, sacrificial spores and spines.
terran0330
Profile Joined November 2010
New Zealand106 Posts
June 09 2012 01:28 GMT
#334
On June 09 2012 09:37 Warpish wrote:
Definitely an improvement regarding the last preview, but for me, it’s really hard to be excited. It seems like Blizzard is focused in a few concepts and models and is trying to hammer them until they fit.

What I liked:


- Keeping the Mothership, Thor and Overseer
- Hydralisk upgrade.
- Redline Reactor (Battlecruisers need a buff).

What I didn’t liked:

- Tempest with 22 range (I’ll give the benefit of doubt).
- Battle Hellions? Are they really needed to counter Zealots?
- Widow mine? Lol. Does damage to air units? Lol. It’s simple, we want Brood War Mines.
- Ultralisk Burrow Charge is silly (It would be better to increase armor or HP).
- Abduct is a frustrating spell. Just no.
- The new unit models and spells don’t look very good
- New Queen is ugly, the War Hound is still ugly, the Oracle is ugly, etc.
- Entomb? No thanks, it’s not fun.
- Creating destructible rocks?
- Forget the Oracle. Bring back the Arbiter.

Blizzards don’t be afraid to bring units from Brood War back. They are part of the universe.

Another thing, use Hots to change the Sentries attack beam. It really doesn’t fit the rest of the animations in the game.


Hmm reading your comment got me to thinking, if sentries received another spell of some sorts. 150 mana maybe, but it casts a red shield much like guardian shield but no spells can be cast inside that shell. This would create interesting micro fights between EMP, Abduct, and even denying transfuse etc. IDK just a random idea :3 Maybe even give it to oracle, but like imagine, putting on the shield and suddenly conc shell not working, hmm idk I kinda like the idea :3

I'm gonna just sit here in my own theorycraft fantasy.
Brotoss FTW
terran0330
Profile Joined November 2010
New Zealand106 Posts
June 09 2012 01:29 GMT
#335
On June 09 2012 10:22 frogrubdown wrote:
Huh, mana regen from building damage. I assume this is because they want it to be a defensive caster, but I hope it works on unburrowed crawlers. It'd be pretty funny to see zerg armies start to feature unburrowed, sacrificial spores and spines.


I know right! I imagined that in my head just as I read it also, should be pretty cool tbh :3
Brotoss FTW
megapants
Profile Blog Joined December 2009
United States1314 Posts
June 09 2012 01:32 GMT
#336
the 22 range tempest is definitely intriguing. i think it will most effectively be used as a way to break stalemates in the same way that brood lords are right now, only better. of course it will require vision support via observers or other air units, which is a different element of gameplay that protoss has not had up until now. i also like that they are trying to turn the late game into something more for protoss with the addition of new abilities for the nexus via upgrades.

i'm actually mostly excited for the zerg units still, i'm glad to see that they are going to remain the same. the viper and swarm host may need some tweaking in some due time but overall they are the units i felt zerg needed the most for the past 2 years.
VioRem
Profile Joined July 2011
Australia14 Posts
June 09 2012 01:45 GMT
#337
22 range?? holy 8O
RezChi
Profile Blog Joined January 2010
Canada2368 Posts
June 09 2012 01:51 GMT
#338
Feels like they're trying to make the game more like brood war without actually trying to get it noticed.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
June 09 2012 01:54 GMT
#339
Some awesome micro tips for HotS:::

1. Broodlords before Broodlords
in WoL, sometimes the only thing stopping an unstoppable force of Siege Tanks is.... themselves. Using their own splash against them, Broodlords are the best counter currently to Tank lines. But now, with a ranged cast on Changelings, you can have Beach Ball Bombs before even getting an Infestation Pit! No more hoping the terran has no detection and hoping that burrow upgrade was worth it. No more getting you infestors all picked off because you tried to do a cute micro trick. No more losing 8 Broodlord cocoons which were your last hope against a stampede of siege tanks. Now, as early in the game as 5 minutes, you can have the best counter to siege tanks yet, often before Terran even finishes researching siege mode.

2. Flying Forcefields
Are marauders still kiting your Ultralisks? Now, with a ranged cast on Changeling, you can make a makeshift wall of fake marines to prevent your enemy from escaping! Due to the recent speed buff on Overseers, positioning them is easier as well. This strategy has a myriad of uses, from hugging a group of stimmed marines for your baneling rape train to catch up to, or to block your ramp from a zergling runby. Embrace the melee ranged of zerglings, banelings, and Ultras! Laugh at and ignore the Ultralisk burrow-charge upgrade. As an added bonus, we've taken the pleasure of helping you against Zerg's other new unit, the Swarm host as well. With a well armed volley of Changelings, you can form a ring around the spawning point of Locusts, preventing the from ever being a factor in the battle. With the Overseers TrueSight, clean up the useless wanna-be Lurkers afterwards.

3. The Disposable Paratrooper
With siege range on Spawn Changeling, you can now infiltrate an enemy's base from a safe and careful distance. Patrolling Marines, Missile Turrets, or defensive Widow Mines preventing you from scouting? Not anymore! Just throw down a Changeling, bypass all defenses and detection, and enjoy your free maphacks! What's more, you can use them to scout ahead of your army, throwing them left and right around the map willy nilly, since hey, they're free. And since they can be deployed from any angle, any location, and from a siege range, there's no nook nor cranny you can't scout.

Addendum: Interaction with Widow Mines. Does a un-morphed Changeling trigger spider-mines? If so, it might be a free way of getting rid of mines as well...

Changelings: Most OP unit since 2009, now even more OP.
+ Show Spoiler +
not a serious post, obviously
aka ChillyGonzalo / GnozL
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 09 2012 02:02 GMT
#340
Can you use a mothership core to energize a nexus, thus getting tons of Chrono Boosts midgame?

Feels like a huge buff that requires a ton of APM to use effectively. I like that kind of thing
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