Heart of the Swarm Update - Page 22
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Lovely_US
United States94 Posts
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Bearhammer
United States49 Posts
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optical630
United Kingdom768 Posts
On June 10 2012 04:31 Lovely_US wrote: Something that bugs me personally not concerning the units is the worker count on hatcheries/nexus/CC. Talk about lowering the skill level. I feel like something like that, while not a big deal, should not be included. There shouldn't be any mechanic that actually lowers the skill ceiling in an RTS... It'd be like having a mechanic that automatically splits marines (obviously the worker counter isn't as impactful but they serve the same purpose) thats spectater mode only | ||
-Archangel-
Croatia7457 Posts
On June 10 2012 00:25 RavenLoud wrote: They are really good, and easily kept the protoss in the game in the battle report. In fact it's the reason why he won, the zerg was floating like 2k gas and had no minerals. On the other hand, Protoss was losing pretty much every straight up fight with very little map control. It's clear that there's no chance of winning at all without the oracle against vipers/swarmhosts/speed hydras. Personally I don't think it's completely broken. The zerg player could have dealt with it a little bit better too.. Balance by imbalance units for every race is quite possible and very fun to play as demonstrated by BW. If toss had one oracle for each base that game would have been so easy to win. You cannot stop entomb ability without flying units to kill the oracle and micro needed to entomb minerals is way less then what is needed to destroy shields on each mineral and send all workers in all bases back to mining. On the other hand toss player didn't use a single feedback in all the fights. Vipers as big flying units are such an easy target for feedback it is not even funny. But to be fair Zerg building only hydras for most of the match was dumb as shit. Yes, Hydra move faster but are still the same useless unit that gets 2shoted by colossi and cannot kill zealot/stalker armies without roaches to tank. | ||
Lovely_US
United States94 Posts
Oh okay thats much better. The oracle mineral blocking is kind of really strong... a little less health would be better. | ||
Animal_PL
Poland11 Posts
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RavenLoud
Canada1100 Posts
On June 10 2012 06:04 Lovely_US wrote: Oh okay thats much better. The oracle mineral blocking is kind of really strong... a little less health would be better. They'll go over these in the beta. I won't be surprised if it becomes 60 or 50 hp. | ||
Rhu
8 Posts
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Project Epsilon
Canada5 Posts
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HeIsLegend
Israel14 Posts
On June 10 2012 04:21 TommyP wrote: Oracle looks so gay and stupid. I know im going to play toss, it looks like it will be sooo imba. Edit: To be honest ive only seen like three games, but i havent liked what ive seen (possibly just rob's casting) are you playing Toss during WOL? | ||
huller20
United States112 Posts
Personally, I would like the pros to switch immediately to hots even during the beta... | ||
TommyP
United States6231 Posts
no i play zerg. | ||
TommyP
United States6231 Posts
On June 10 2012 12:09 huller20 wrote: Are players going to switch to this immediately, or will wings of liberty die out staggered like BW? Personally, I would like the pros to switch immediately to hots even during the beta... Watch the Idra interview he just did with Hot Bid | ||
Lefiathen
70 Posts
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Pucca
Taiwan1280 Posts
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Areon
United States273 Posts
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Dommk
Australia4865 Posts
Are you sure someone didn't misread the tooltip? Like the difference between "Increases tempest range to 12" as opposed to increases tempest range by 12"? edit: Guess I'm suuuuper late to the party, damn I really want to see these units :o | ||
hangene92
Canada258 Posts
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PsyChoRo
Romania85 Posts
Tempest: upgrade to 22 range, seriously ? I think max range should be 1 screen, that's it. I am trying to find the purpose of that range. Best thing would be to give it a reasonable range and a decent DPS. The tempest was supposed to fix PvZ with respect to Mutas, that changed. Mothership Core: I want to see how it works when attacked. Life of the Core is added to the Nexus ? Can I attack it directly or what happens if I attack the Nexus direcly ? Vortex should still affect flying units. Swarm Host: not a real siege unit, more of a defensive unit imo. Viper: hopefully the cloud will affect bunkered units. Consume would look really cool if like the viper is latching itself to the building and eating it [but that won't happen] Abduct: really nice Ultralisk: that was needed but they should also fix the attack AI. Keep the frenzy. Hydra speed: finally, but it should be layer tech upgrade. I don't see many zerg switching to hydra late game. Both Protoss and Terran have good units to deal with hydras at Hive tech. Widow Mine: interesting. Warhound: the model looks stupid, but it is a powerful unit, especially since it can fire both its weapons at the same time. | ||
teko
Canada1197 Posts
Battle report: | ||
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