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Heart of the Swarm Update - Page 22

Forum Index > News
480 CommentsPost a Reply
Prev 1 20 21 22 23 24 25 Next All
Lovely_US
Profile Joined August 2011
United States94 Posts
June 09 2012 19:31 GMT
#421
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)
Bearhammer
Profile Joined October 2011
United States49 Posts
June 09 2012 20:13 GMT
#422
I know pros don't necessarily like it when people change the game they play for a living but I am excited for the possible new dimensions of the game that this expansion can provide for the melee.

"To give less than your best is to sacrfice the gift" -Steve Prefontaine
optical630
Profile Joined August 2010
United Kingdom768 Posts
June 09 2012 20:17 GMT
#423
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-
Profile Joined May 2010
Croatia7457 Posts
June 09 2012 20:57 GMT
#424
On June 10 2012 00:25 RavenLoud wrote:
Show nested quote +
On June 09 2012 21:38 Aelonius wrote:
When I see the effectiveness of the Oracle, I feel very worried. Depending on the progress, I currently see the PvZ metagame shift to something like 1 gate 1 core 1 stargate -> oracles (sort of Nony 2 phoenix but then Oracles) and that completely shutting down any Zerg economy or chance to get into the game while Protoss safely expands and gears up.

I mean, after all, if one has no money, they are no threat? I hope this gets looked at, but we will see

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
Profile Joined August 2011
United States94 Posts
June 09 2012 21:04 GMT
#425
On June 10 2012 05:17 optical630 wrote:
Show nested quote +
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


Oh okay thats much better.

The oracle mineral blocking is kind of really strong... a little less health would be better.
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 09 2012 21:24 GMT
#426
I was opposed to the Viking transformation in WoL and now I am a staunch opponent of the Battlehelion transformation in HotS. Transformation can not take place within the vehicle model? Do Helion must change into a robot? Also, Warhoud can be designed in a million nicer ways.
What doesn't kill you makes you stronger.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 09 2012 22:08 GMT
#427
On June 10 2012 06:04 Lovely_US wrote:
Show nested quote +
On June 10 2012 05:17 optical630 wrote:
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


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
Profile Joined September 2011
8 Posts
June 10 2012 00:40 GMT
#428
22 range ?? what is that half map long ??
Project Epsilon
Profile Joined March 2012
Canada5 Posts
June 10 2012 01:04 GMT
#429
Pretty excited about the changes and the campaign and the entire game itself, but I feel like I'm gonna start some QQ once it's released >.<
Terran micro is silly. - Greg Fields
HeIsLegend
Profile Joined April 2012
Israel14 Posts
June 10 2012 02:32 GMT
#430
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
Profile Joined August 2010
United States112 Posts
June 10 2012 03:09 GMT
#431
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...
TommyP
Profile Joined December 2011
United States6231 Posts
June 10 2012 03:41 GMT
#432
On June 10 2012 11:32 HeIsLegend wrote:
Show nested quote +
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?

no i play zerg.
#TheOneTrueDong
TommyP
Profile Joined December 2011
United States6231 Posts
June 10 2012 03:42 GMT
#433
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
#TheOneTrueDong
Lefiathen
Profile Joined December 2011
70 Posts
June 10 2012 03:50 GMT
#434
the ultralisk have a building time of 55 seconds in hots? 55 seconds and burrow charge seems op to me
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
June 10 2012 04:05 GMT
#435
They should just keep the carrier. No one has really used it in the Wings of Liberty but it has never caused any terrible balance issues. Its just a unit within the game for nostalgia I believe. If you want to mass the most expensive unit in the game go for it but no one has ever cried about carrier being imba. Very much like the void ray when you get like 200 / 200 fully upgraded and you kill off all your probes to get the maximum carrier count sure it is like a impossible force to break in a 4v4. But lets be realistic here for a minute. Unless the other team is god awful and does not realize the protoss took 4 bases before making a gateway and didn't harass or kill off them then they should lose to 200 / 200 carrier IMO. KEEP THE CARRIER
Master Chief
Areon
Profile Joined November 2010
United States273 Posts
June 10 2012 04:05 GMT
#436
22 range? That's ridiculous! Not necessarily in a bad way, but if you spend two seconds thinking about it, why the hell doesn't Blizzard give the Carrier a range upgrade to something that blatantly inane? Plus that's just a huge number considering siege range is 13; this would almost double the previously longest ranged unit in the game. So why not just give that to the Carrier?
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2012-06-10 07:19:24
June 10 2012 06:57 GMT
#437
22 Range Tempest haha?

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
Profile Blog Joined October 2011
Canada258 Posts
June 10 2012 07:26 GMT
#438
These new units will be very interesting and will bring lots of new metagame. So looking forward to them.
"You may say I'm a dreamer, but I'm not the only one"
PsyChoRo
Profile Joined October 2010
Romania85 Posts
Last Edited: 2012-06-10 07:43:50
June 10 2012 07:42 GMT
#439
Oracle: Interesting, very powerful. Hopefully the entomb shield should decrease in time. I am ok with the rest of the abilities.

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
Profile Joined March 2010
Canada1197 Posts
Last Edited: 2012-06-10 08:01:54
June 10 2012 08:01 GMT
#440
New unit previews:


Battle report:
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