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Heart of the Swarm Update

Forum Index > News
480 CommentsPost a Reply
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Heart of the Swarm Update

Text byTL.net ESPORTS
Graphics byHawaiianPig
June 8th, 2012 21:24 GMT

Table of Contents




New Units and Abilities
New units and abilities included in the Heart of the Swarm build at MLG Anaheim



Official Q&A
Read the official Q&A document from Blizzard




Gallery
Screenshots



New Units and Abilities



Courtesy of Blizzard

This document lists the new units and abilities in the MLG Spring Championship preview build of StarCraft® II: Heart of the Swarm™. Please keep in mind that Heart of the Swarm is still in development, and all of the units and abilities you see described below are subject to change. It's even possible that some of these units and abilities will be discarded and new ones will be created to replace them as we continue to iterate on the game design. What we've listed below is just a snapshot of where we currently stand on multiplayer Heart of the Swarm.

Protoss

Upon analyzing data from their most recent battles, the protoss have identified a few areas of improvement that would help them maximize effectiveness against their enemies. Based on their findings, the protoss have augmented their arsenal with an extremely long-range attacker, additional psionic units, and a new form of enemy harassment.

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.

Oracle

Description: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants detection and vision around a targeted building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Cloak Field, which temporarily cloaks everything around the Oracle.
  • Note: The cloaking has a mana cost and is temporary. It isn't a permanent passive like the mothership. Preordain has a 30 sec duration in this build, but it's been tweaked a lot.

Mothership Core

Description: The Mothership Core is unique in more ways than one. Only a single one can exist in your army at once and it's also immobile, attaching itself to a nexus. There are four abilities available from the Mothership Core. Teleport allows you to move the Mothership Core to any of your other nexuses. Energize tops off the energy stores of any target unit or structure. Purify is a defensive ability that temporarily grants the Mothership Core a powerful, long range attack. Finally, Mass Recall allows players to quickly recall units back to the Mothership Core.

Mothership

Description: It's not really a new unit in Heart of the Swarm, but the Mothership abilities are slightly different from Wings of Liberty. The passive cloaking field is gone, with the cloak now available as an activated ability on the Oracle. The Mothership retains its Recall ability, and the Vortex spell from Wings of Liberty now affects ground units only. A new ability called Stasis is available, which puts the mothership and all air units around it into stasis for about 20 seconds. The Mothership is now created by upgrading the Mothership Core after a Fleet Beacon is constructed.

**In the current multiplayer build of Heart of the Swarm, the Protoss are not able to deploy Carriers. However, we have not yet made a final determination on the Carrier's status..


Terran

The resourceful terrans have also been improving their technology to better survive their battles in the Koprulu sector.

Widow Mine

Description: The Widow Mine is a new suicide unit built from the Factory that allows the terran player to control areas of the battlefield. The Widow Mine moves into position and sets to stationary mode, which burrows and activates it. When an enemy air or ground unit moves into range, the Widow Mine briefly flashes before moving and attaching itself to that unit. After several seconds, the mine detonates, dealing 200 damage to the unit and a smaller amount of damage to units in the surrounding area.
  • Note: Dustin 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.

Warhound

Description: The Warhound is a walking ground mech that is specialized as an anti-mechanical weapon. Smaller and more nimble than a Thor, the Warhound has a standard weapon to hit ground. Its true strength is an additional ability that fires powerful missiles at ground-based mechanical units, making it particularly well suited to taking out enemy siege lines and many protoss ground units.
  • Note: anti-mech missiles auto-launch at mechanical units independent of the warhound's normal attack.


New Abilities

The Hellion has been upgraded to a transforming unit similar to the Viking. 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. This makes the Hellion more effective in late-game fights against large clusters of light units such as Zealots. The player can opt to transform the Hellion into its original, more mobile form as well.

In Heart of the Swarm, the Battlecruiser gains a cooldown-based speed-boost ability called Redline Reactor. Finally, the Reaper no longer has a special building attack. Instead, it gains a passive health-regeneration upgrade that allows it to recharge hit points quickly when out of combat.


Zerg

The zerg continue to evolve and adapt to changing environments, particularly the dangers they face on the battlefield. New creatures will help the zerg stage more effective sieges and add unique enemy-manipulating abilities to their arsenal.

Viper

Description: The Viper is a new flying unit with three unique abilities. Blinding Cloud temporarily reduces the attack range of biological ground units inside the cloud to melee range. Abduct allows the Viper to physically pull a unit to the Viper’s location. Finally, the Viper can use Consume, a channeled ability that allows it to gain some energy back at the expense of damage to your own zerg building.

Swarm Host

Description: The Swarm Host is a slow-moving ground unit that has no standard attack. When burrowed, the Swarm Host spawns a continuous stream of slow-moving units called Locusts that can be used to lay siege and pressure entrenched enemy positions.

New Abilities

Ultralisks have a new Burrow Charge skill that lets them dive underground and quickly surface at a target, allowing them to initiate the fight faster on a crowded battlefield. However, its "frenzy" passive from Wings of Liberty has been removed, meaning the Ultralisk can now be snared by abilities like Fungal Growth. The Overseer has been retained from Wings of Liberty, and changelings can now be spawned from siege range. Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.


Official Q&A


Q: What is StarCraft® II: Heart of the Swarm™?

A: Heart of the Swarm™ is the first expansion set to Blizzard Entertainment's sci-fi real time strategy game StarCraft® II: Wings of Liberty™. Heart of the Swarm continues the epic story from Wings of Liberty with an all-new campaign that focuses on Sarah Kerrigan, the former Queen of Blades. New multiplayer units and maps will also be included in the expansion, as well as new features and upgrades to the Battle.net® online platform.

Q: What features can we expect from the single-player campaign of Heart of the Swarm?

A: Heart of the Swarm's campaign will include 20 new missions. Players will be able to evolve their swarms with unique, campaign-only units and abilities, and this evolution will happen in an organic manner befitting of the expansion's zerg theme. As an example, zerglings can evolve into specialized sub-species of zerglings such as the swarmling, a variant that spawns three swarmlings per larva at an almost instantaneous rate instead of the standard two zerglings. The fearsome raptor is another evolutionary offshoot of the zergling that has more health and the ability to leap short distances to quickly close the gap on an enemy.

Another aspect of Heart of the Swarm that sets it apart from Wings of Liberty is that Kerrigan will play a major role in each of the battles as a powerful hero. Over the course of the campaign she gains in strength as well as new capabilities. Players will choose what abilities to enhance and powers to use from mission to mission.

Heart of the Swarm will also include a wider variety of locations, or sets, for players to explore between missions. These sets change dynamically as players complete missions, giving players a sense of an evolving world as Kerrigan makes her presence felt throughout the galaxy. Fully voiced cut scenes will round out the cinematic gaming experience in Heart of the Swarm's campaign, while a new array of achievements will unlock in-game rewards such as portraits and decals.

Q: Will there be any technical upgrades to the graphics engine?

A: We'll be making some improvements to the graphics, including upgrades to the look and behavior of zerg creep, as well as some changes that allow our artists to better showcase the new types of planets that Kerrigan will explore in Heart of the Swarm. We still plan to keep the minimum hardware requirements the same for this expansion set as they were in Wings of Liberty.

Q: What approach is the development team taking toward multiplayer in Heart of the Swarm?

A: We're very pleased with the state of multiplayer in Wings of Liberty. Over the past year, the metagame has evolved as players are continuously developing new strategies and counters, while we've tried to make measured changes to game balance through patches. However, we recognize that there are still areas for improvement. Heart of the Swarm gives us an opportunity to address some of those needs through new units and abilities, which we're typically not willing to make outside of an expansion as they can have a serious effect on current tournaments.

With Heart of the Swarm, we've tried to locate the needs of each race and address them with new units and abilities. We're also trying to maintain -- and if possible, enhance -- the uniqueness of each race. The goal with everything we create for multiplayer Heart of the Swarm is to add new dimensions of strategy and gameplay to StarCraft, while maintaining balance and avoiding redundancy with existing units.

Q: What are some examples of new units, abilities, and game mechanics in multiplayer Heart of the Swarm?

A: First, it's important to note that units and abilities are still very much subject to change. What we're currently showing only represents a snapshot of where multiplayer Heart of the Swarm currently stands, and these are just a few examples of the new units and abilities coming in Heart of the Swarm.

For the zerg, the new Swarm Host will serve as a ground-based siege unit. When burrowed, the Swarm Host will spawn melee units that slowly move in a stream toward enemy units or structures. This will allow the zerg to apply pressure on entrenched enemy positions. We're also testing a new ability for the Ultralisk, called Burrow Charge, which will allow them to more easily get into the fight on a crowded battlefield. This activated ability will allow an Ultralisk to dive underground, quickly advance underneath units, and pop back up to attack enemies.

The protoss will field an interesting new unit called the Oracle. This unit is a psionic warship, built from a Stargate, that uses unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants detection and vision around a targeted building, allowing the protoss to see which units or technologies are being researched. 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.

The terrans will have some new tricks as well. The Hellion will be given a new ability to transform into a walking battle mech. In this alternate form, Hellions will move slower, but gain health and deal higher damage in a shorter spray of flame. Battlecruisers will get a short cooldown-based speed-boost ability (Redline Reactor). This speed boost will help with positioning these terran capital ships and engaging in late-game battles. The Warhound has also been introduced: an anti-vehicle mech unit.

We're also testing a new gameplay mechanic for maps: destructible rock pillars that can create a blockade at a choke point. This mechanic will allow players to close off pathways, block themselves into expansion bases, or protect scouts holding position on an elevated Xel'Naga watch tower.

Q: What changes will come to Battle.net with Heart of the Swarm?

A: We're already beta testing Arcade, which upgrades our custom map functionality on Battle.net. The mapmaking and modding community around StarCraft II has published tens of thousands of custom maps using the StarCraft II editor. The Arcade allows us to better showcase this wide variety of great new maps and mods to players who are looking for fun new gaming experiences. We want players to be able to more easily find, rate, and sort through all the great custom maps that have been created.

For map creators, we're adding even more tools for them to create compelling custom games. These tools will include a cinematics editor for players to create their own cut scenes, and a 3D model importing tool which will allow artists to bring their own models into the game for use in custom maps. These are just a couple of the improvements and new features we're developing to better support the mapmaking and machinima community in their quest to create fun and compelling content.

Other features we have planned for around the time of launch include a groups and clans system; multilanguage support; Global Play, to allow players to play on different regional servers; and unranked matchmaking, so players can try playing different races or test new strategies without impacting their ladder ranking. Multiplayer replay viewing and the ability to resume a multiplayer game from replay will also be included. We'll have more details on these and other Battle.net updates at a later date.

Q: Will Heart of the Swarm require players to own Wings of Liberty?

A: For the regions that have a standard box business model such as North America and Europe, yes, StarCraft II: Wings of Liberty will be required in order to play the Heart of the Swarm expansion. For other regions that have alternative access models, we’ll provide details at a later date.

Q: How much will Heart of the Swarm cost?

A: We typically don't provide details about pricing until the game is closer to release. We do view Heart of the Swarm as an expansion set, so for the regions that have a standard box business model such as North America and Europe, we will price accordingly. For other regions that have alternative business models, we’ll provide details at a later date.

Q: Will there be a console version of Heart of the Swarm?

A: StarCraft II: Heart of the Swarm is being developed for Windows and Mac. We currently have no plans to bring StarCraft II to any console platform.

Q: When is Heart of the Swarm coming out?

A: It's too early to talk about a specific release date at this point in time. As with all Blizzard games, our ultimate goal is to provide the best possible experience for our players, and we will take as much time as is needed to ensure that Heart of the Swarm meets the expectations of our players, as well as our own high standards.

Q: Will there be a beta test? When will it start?

A: Yes, we do intend to run a beta test for Heart of the Swarm multiplayer, and we expect it to start sometime in the summer of 2012.

Screenshot Gallery




Writers: TeamLiquid
Graphics: HawaiianPig
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TL+ Member
Cokefreak
Profile Joined June 2011
Finland8095 Posts
June 08 2012 21:24 GMT
#2
Huge!
Kevinshi3
Profile Blog Joined November 2011
United States148 Posts
June 08 2012 21:24 GMT
#3
Amazing new amounts of content. Get pumped!
yo mamaship so fat it couldn't fit in the expansion
StarK744
Profile Joined October 2011
United States34 Posts
June 08 2012 21:26 GMT
#4
just saw the videos. cant wait for HotS
IdrA MKP forever
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
June 08 2012 21:26 GMT
#5
Awesome!
Zhivago
Profile Joined June 2011
7 Posts
June 08 2012 21:27 GMT
#6
Oh lord, keeping the mothership?

Crazy blizzard.
GO GO GO -muhreen
skatblast
Profile Joined September 2011
United States784 Posts
June 08 2012 21:28 GMT
#7
Sounds awesome
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
June 08 2012 21:28 GMT
#8
I'm actually pretty excited for this expansion; I have high hopes!
Though the demo game they showed was pretty lolzy.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
shell
Profile Joined October 2010
Portugal2722 Posts
June 08 2012 21:30 GMT
#9
Seems really good to a silver player like me, it will create more diverse and difficult game styles imo!

BENFICA || Besties: idra, Stephano, Nestea, Jaedong, Serral, Jinro, Scarlett || Zerg <3
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
June 08 2012 21:30 GMT
#10
I really like almost everything I just read, with the exception of maybe the mothership core (seems silly) and widow mine (hits air units??). I'm really pumped for HotS now though!
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
June 08 2012 21:31 GMT
#11
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.

ddrddrddrddr
Profile Joined August 2010
1344 Posts
June 08 2012 21:31 GMT
#12
Free spawn every 45 seconds? What?
GuitarBizarre
Profile Blog Joined November 2011
United Kingdom332 Posts
June 08 2012 21:31 GMT
#13
I'm so, so very sad they're changing vortex. I hope that gets reverted back eventually. How can Blizzard possibly deny us things like that epic MVP vs Squirtle Archon toilet?
In retrospect, I don't know how you can play StarCraft without swearing. - Eifer
salito
Profile Joined May 2010
1647 Posts
Last Edited: 2012-06-08 21:40:05
June 08 2012 21:32 GMT
#14
Reaper health regeneration is seriously stupid and useless.

Time to put the reaper out of its misery.
Nature moves in the shortest way possible.
System42
Profile Joined August 2011
172 Posts
June 08 2012 21:32 GMT
#15
Sick stuff cant wait for it to come out!
bnanaPEEL
Profile Joined July 2010
Canada138 Posts
Last Edited: 2012-06-08 21:33:06
June 08 2012 21:32 GMT
#16
Consume deals damage to your buildings? I much prefer the Brood War "consume your own UNITS" ideology better, but this is still better than consuming mineral patches.

All in all, very excited for this expansion.
unintentionally intoxicated
enecateReAP
Profile Joined June 2011
United Kingdom378 Posts
June 08 2012 21:33 GMT
#17
They're giving the protoss extreme mobility when the only counter to late game protoss is a unit composition with extreme immobility in late-game zvp.
Aswell as this they're also giving the protoss a one-unit counter to the late game, with TWENTYTWO (??????) range.
I don't understand how they can give protoss late game extreme mobility aswell as a power unit which directly counters the only counter to late-game protoss anyway.

"Stargate units imba" - oGsMC
BraneSC2
Profile Joined May 2010
United States123 Posts
June 08 2012 21:34 GMT
#18
All this information on the new units makes me so giddy. It's quite a clear improvement from the first HotS multiplayer press release. It will really pump up the strategies in games I feel, with all these new spell casters and mech units. I can't wait to see mech used more often.
No fighting in the war room!
Jecktor
Profile Joined March 2011
United States41 Posts
June 08 2012 21:34 GMT
#19
Does anyone know if the thor is still in this build?
Diamond Terran and Platinum Random. Jecktor.745 Blasphemy.350
Leeto
Profile Joined August 2007
United States1320 Posts
June 08 2012 21:35 GMT
#20
Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.


Really looking forward to this
Nightmarishpie
Profile Joined April 2011
United States20 Posts
June 08 2012 21:35 GMT
#21
No burrow move for Banelings?
I can't complain though, looks awesome!
"Who dares, wins"
.MadHaT
Profile Joined November 2010
Canada76 Posts
June 08 2012 21:35 GMT
#22
Wonder if the Widow Mine would be as effective if your opponent simply sends one unit in first, and separate from the main army....will the mine redeploy in the ground if the effected unit dies before detonation?
"That's just the man trying to get you to buy Bananas" - Artosis
skfat
Profile Joined May 2012
United States3 Posts
June 08 2012 21:35 GMT
#23
Protoss seems buffed.... dat range on the tempest
Protoss tears taste so good
thejamster
Profile Joined December 2010
Canada71 Posts
June 08 2012 21:35 GMT
#24
hmmm like it more than the originally proposed units but I still think that they should keep the carrier over the tempest (purely for how cool they are not anything to do with balance)
Sanguinarius
Profile Joined January 2010
United States3427 Posts
June 08 2012 21:36 GMT
#25
I love the changes presented today. I can't wait to get the game!
Your strength is just an accident arising from the weakness of others -Heart of Darkness
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
Last Edited: 2012-06-08 21:38:39
June 08 2012 21:36 GMT
#26
I think every change theyve made from the original previews are good ones honestly. Especially excited that they decided to keep many of the to-be-axed units like mothership and overseer, and theyre at least thinking about keeping the Carrier

Lots of the new units also look like they'll demand control and positioning to be effective, which is really nice. Game doesn't need any more 1-A units
MSwiLD
Profile Joined April 2012
United States8 Posts
June 08 2012 21:36 GMT
#27
Wow, I LOVE how they fixed up the mothership instead of deleting it. No more stupid archon toilets, but the unit is still there and still powerful!
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
June 08 2012 21:37 GMT
#28
You guys should embed those youtube videos onto here.
thejamster
Profile Joined December 2010
Canada71 Posts
June 08 2012 21:37 GMT
#29
On June 09 2012 06:35 Nightmarishpie wrote:
No burrow move for Banelings?
I can't complain though, looks awesome!


they didn't mention whether these are all the new features in HOTS. They may not have removed their previously mentioned uprgrades. Although burrowed baneling movement did seem a little ridiculous.
rufflesQueso
Profile Joined May 2012
100 Posts
June 08 2012 21:38 GMT
#30
SC2: Heart of the Swarm or as I like to call it... wanna-be Brood War.

Anywho, I am so excited for the new terran units. Perhaps finally Mech will be viable vs protoss! (Anti-mech missiles seem pretty nice :D)
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
June 08 2012 21:38 GMT
#31
wowowow... cant wait to see this game and PLAY it!!

gonna be very interesting indeed
rastaban
Profile Blog Joined May 2010
United States2294 Posts
June 08 2012 21:38 GMT
#32
Sick, glad I pre-ordered on TL
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2012-06-08 21:41:18
June 08 2012 21:40 GMT
#33
I wonder how Ultra Blink will work out.

Also window mine seems particularly weak vs zerg either with infested Terrans/Broodlings or suicide ovie.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
CCitrus
Profile Joined July 2011
Canada164 Posts
June 08 2012 21:40 GMT
#34
I'm even more excited for HOTS now. Every race gets some exciting changes. Can't wait!
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
June 08 2012 21:40 GMT
#35
reaper health will be nice. They will continue to be a lasting harass unit throughout the game this way.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Echo_
Profile Joined November 2010
48 Posts
June 08 2012 21:41 GMT
#36
Wait, how is Terran supposed to win?

Are Warhounds able to be reactored out?
IMMvp / AcerMMA / NSHjjakji / MarineKingPrime / STBomber / SKTFantasy / STXINnoVation / KTFlash
GuitarBizarre
Profile Blog Joined November 2011
United Kingdom332 Posts
June 08 2012 21:42 GMT
#37
On June 09 2012 06:38 rufflesQueso wrote:
SC2: Heart of the Swarm or as I like to call it... wanna-be Brood War.


You're edgy. And totally cool. No, really.
In retrospect, I don't know how you can play StarCraft without swearing. - Eifer
avc
Profile Joined December 2011
121 Posts
June 08 2012 21:43 GMT
#38
Well, I hope everyone likes PvP because if the game stays the way it is (obviously it wont), everyone will switch to Protoss.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
June 08 2012 21:44 GMT
#39
Beta...

THIS SUMMER?

Not buying it, Blizz. lol.

However, after watching the first battle report, I have to say that I REALLY love the vipers. The wings and animations make them feel so zerg-y. So great.



Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
June 08 2012 21:45 GMT
#40
On June 09 2012 06:36 MSwiLD wrote:
Wow, I LOVE how they fixed up the mothership instead of deleting it. No more stupid archon toilets, but the unit is still there and still powerful!


Sorry to burst your bubble, bro, but the core can turn into the mothership still. And that mothership can use vortex. L
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Sumahi
Profile Blog Joined January 2012
Guam5609 Posts
June 08 2012 21:45 GMT
#41
Very interesting. So many new abilities.
Startale <3, ST_July <3, HongUn <3, Savior <3, Gretorp <3, Nada <3, Rainbow <3, Ret <3, Squirtle <3, Bomber <3
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 08 2012 21:45 GMT
#42
So basicly terran gets the warhound, a unit that is not really a micro unit. What about making more micro units, blizzard? Marines vs banelings for example is fun to watch.
Irave
Profile Joined October 2010
United States9965 Posts
June 08 2012 21:46 GMT
#43
Sounds like an exciting expansion, lots of cool new things.
lFlippyl
Profile Joined November 2010
United States147 Posts
Last Edited: 2012-06-08 21:48:26
June 08 2012 21:46 GMT
#44
Spider mines are back baby, woo!
EDIT: Does that mean we can use them for mine daebak?
Will work as Hired Pun for laughs / "Only the best PianO puns make it out. Most of them end up on the Chopin block."
Robble Dobble
Profile Joined April 2011
Canada36 Posts
June 08 2012 21:47 GMT
#45
Can't wait!
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
June 08 2012 21:48 GMT
#46
"This is not warcraft in space!!"
-Artanis
RiPPy
Profile Joined March 2012
Norway23 Posts
June 08 2012 21:49 GMT
#47
Looks ok but i really dont know what ur thinking with if u think protoss need even more long ranged stuff to be honest... SERIOUSLY!
eviltomahawk
Profile Blog Joined August 2010
United States11133 Posts
June 08 2012 21:49 GMT
#48
Q: Will there be a beta test? When will it start?

A: Yes, we do intend to run a beta test for Heart of the Swarm multiplayer, and we expect it to start sometime in the summer of 2012.

Brace yourselves.

Summer is coming.

Granted, I did waste my WoL beta on only Nexus Wars
ㅇㅅㅌㅅ
Nyarly
Profile Blog Joined March 2011
France1030 Posts
Last Edited: 2012-06-08 21:50:59
June 08 2012 21:49 GMT
#49
Is it me or there are a lot of stuff coming from broodwar ?
Mines, dark swarm, lurkers, arbiter.
Well it's not exactly the same units but they do seem to work the same, it might help bw players :D

And i really like the health regen for reapers, i'm eager to see the new uses for them.
Espylacopa
Profile Joined April 2011
Switzerland4 Posts
June 08 2012 21:49 GMT
#50
This gives me hope..
A man is a success if he gets up in the morning and gets to bed at night, and in between he does what he wants to do.
GuitarBizarre
Profile Blog Joined November 2011
United Kingdom332 Posts
June 08 2012 21:49 GMT
#51
On June 09 2012 06:45 GhandiEAGLE wrote:
Show nested quote +
On June 09 2012 06:36 MSwiLD wrote:
Wow, I LOVE how they fixed up the mothership instead of deleting it. No more stupid archon toilets, but the unit is still there and still powerful!


Sorry to burst your bubble, bro, but the core can turn into the mothership still. And that mothership can use vortex. L


But only against ground. Which makes it useless against broodlords and Battlecruisers, the two units you really, REALLY want to be able to Archon toilet.
In retrospect, I don't know how you can play StarCraft without swearing. - Eifer
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
June 08 2012 21:49 GMT
#52
A lot of things brought back from Brood War, that's nice.

Though I could have sworn before the launch of SC2, the two expansions were more or less stand alone and would retail for $60.
Konsumed
Profile Joined April 2010
United States30 Posts
June 08 2012 21:50 GMT
#53
Not sure about mothership core, but i think it has potential!
zTz
Profile Blog Joined February 2003
United States476 Posts
June 08 2012 21:50 GMT
#54
wow flying defilers
where's the rants n flames section?
MagmaPunch
Profile Joined November 2011
Bulgaria536 Posts
June 08 2012 21:50 GMT
#55
Ok , most of the changes I can understand and some of them are quite good imo, but seriously wtf - 22 range ?
Aut viam inveniam, aut faciam.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
June 08 2012 21:50 GMT
#56
I'm seeing the potential for T to be way underpowered with the sick new P and Z units lol. We'll have to reserve judgment until we've played it though.
Hakanfrog
Profile Joined October 2011
Sweden690 Posts
June 08 2012 21:51 GMT
#57
On June 09 2012 06:31 GuitarBizarre wrote:
I'm so, so very sad they're changing vortex. I hope that gets reverted back eventually. How can Blizzard possibly deny us things like that epic MVP vs Squirtle Archon toilet?


I think that game would be equally epic with mothership core, oracles, redline reactor, widow mines and tempests :D
Leetley
Profile Joined October 2010
1796 Posts
Last Edited: 2012-06-08 21:52:09
June 08 2012 21:51 GMT
#58
Sounds like that Widow Mines are way easy to avoid and control areas very loosely. Also the Tempest should be a very limited unit.
bucckevin
Profile Joined April 2011
858 Posts
June 08 2012 21:52 GMT
#59
The terran new units and their abilities are shit.
GlassEater
Profile Joined August 2011
United States20 Posts
June 08 2012 21:52 GMT
#60
Please, please, please keep the carrier! I don't want the tempest.
speknek
Profile Joined February 2012
758 Posts
June 08 2012 21:52 GMT
#61
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.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
Last Edited: 2012-06-08 21:54:42
June 08 2012 21:52 GMT
#62
If I understand this correctly, the new terran mines are basically a suicide version of terror drones from Red Alert 2? Dustin Bowder you sneaky bastard - trying to sneak in cool things from your past projects :D - this is so awesome. I really like it!
Wambo
Profile Joined August 2011
Germany50 Posts
June 08 2012 21:53 GMT
#63
Overseers have been removed from the game!? how the hell am i going to have mobile detection?
we stopped checking for monsters under our bed because we realized they were inside of us - Gil Grissom
Jecktor
Profile Joined March 2011
United States41 Posts
June 08 2012 21:53 GMT
#64
So does anyone know if thor is still out?
Diamond Terran and Platinum Random. Jecktor.745 Blasphemy.350
corumjhaelen
Profile Blog Joined October 2009
France6884 Posts
June 08 2012 21:54 GMT
#65
On June 09 2012 06:49 Nyarly wrote:
Is it me or there are a lot of stuff coming from broodwar ?
Mines, dark swarm, lurkers, arbiter.
Well it's not exactly the same units but they do seem to work the same, it might help bw players :D

And i really like the health regen for reapers, i'm eager to see the new uses for them.

It has nothing to do with dark swarm, it's more like a worse disruption web, and thoes are not really close to lurker either. Mine mechanic seems strange, but hard to say out of the blue, and mothership still sounds completely stupid honestly.
‎numquam se plus agere quam nihil cum ageret, numquam minus solum esse quam cum solus esset
Leetley
Profile Joined October 2010
1796 Posts
June 08 2012 21:54 GMT
#66
On June 09 2012 06:35 Leeto wrote:
Show nested quote +
Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.


Really looking forward to this

It will probably be Hive-tech...
sanguin
Profile Joined June 2010
Hungary16 Posts
June 08 2012 21:54 GMT
#67
terran mini nuke (spider mine) is back, just stronger

seems legit
Mod_Counter
Profile Joined March 2012
Germany20 Posts
June 08 2012 21:55 GMT
#68
Entomb and Preordain as Abilities?

I bet some developers play Magic the Gathering! =D

(for those who dont play it, those are two very strong and often played cards)
Rad
Profile Joined May 2010
United States935 Posts
June 08 2012 21:55 GMT
#69
Awesome changes. I may have to start playing protoss again! If they "fix" the carrier and keep it as a unit, I can see myself switching back for sure.

Summer 2012 beta has me psyched. Hope I get in :D Original sc2 beta was so fun. I really enjoy playing when there are huge sweeping changes being made often.
SomeONEx
Profile Joined April 2011
Sweden641 Posts
June 08 2012 21:55 GMT
#70
Protoss gets an extra teleport? At the moment I'm seriously considering buying Brood-War instead and saving 15 bucks for the same game without protoss being able to be out of position for drops and such without it hurting them. Warp-in's or recall, whatever happens you'll know catching a protoss of guard will become harder and harder TT

Note: When I say same game I am of course meaning all "BW-like" units that have found their way into HotS (Warhound, Viper etc..)
BW hwaiting!
h-a-r-v
Profile Joined January 2011
Poland30 Posts
June 08 2012 21:56 GMT
#71
Isn't it 25 seconds for the Swarm Host?
Fuck the world for all it's worth, every inch of planet Earth...
carloselcoco
Profile Blog Joined December 2010
United States2302 Posts
June 08 2012 21:57 GMT
#72
A: Yes, we do intend to run a beta test for Heart of the Swarm multiplayer, and we expect it to start sometime in the summer of 2012.


FUCKING CALLED IT!!! :D

http://www.teamliquid.net/forum/viewmessage.php?topic_id=332877
http://www.twitch.tv/carloselcoco/b/296431601 <------Suscribe! Casts in Spanish :) |||| http://www.twitch.tv/carloselcoco/b/300285215<----- CSL: Before Sunday! Episode 3!
Crookedpinkies
Profile Joined April 2011
United States6 Posts
June 08 2012 21:57 GMT
#73
i'm glad they aren't removing the mothership actually. it isn't going to be as powerful since they remove the cloak and give it to the oracle. i think this may be a better expansion than i thought with what they have changed so far; imo anyway. i like the new zerg units and the charge ability that ultras will have. and now hellions will actually be viable late game against protoss. and who knows..... maybe even reapers! i'm excited : )
bucckevin
Profile Joined April 2011
858 Posts
June 08 2012 21:58 GMT
#74
On June 09 2012 06:45 Snowbear wrote:
So basicly terran gets the warhound, a unit that is not really a micro unit. What about making more micro units, blizzard? Marines vs banelings for example is fun to watch.



Battlecruiser speed boost cooldown ability, there's your micro unit. Have fun with your micro. Your welcome. --Blizzard.
setzer
Profile Joined March 2010
United States3284 Posts
June 08 2012 21:59 GMT
#75
I don't see the widow mine being used much at higher skill levels if it has a cost and build time. Sounds like an even less useful version of seeker missile.

Still don't like many of the introduced abilities (abduct, burrow charge ultralisk) or the "hero units" which doesn't feel like Starcraft at all to me.

What happened to the Warhounds anti-air attack? Blizz, just bring the Goliath back please.
Bayyne
Profile Joined January 2011
United States1967 Posts
June 08 2012 22:00 GMT
#76
I believe this build changed the Viper's cloud spell to only affect bio units. This is interesting.

I like the Protoss additions, and the Terran's "Widow Mine"; I'm somewhat disappointed with the Zerg additions though.
Remember not only to say the right thing in the right place, but far more difficult still, to leave unsaid the wrong thing at the tempting moment.
la_pantera
Profile Joined February 2011
United States1 Post
June 08 2012 22:00 GMT
#77
With the mothership staying in, does anyone know the news on HotS Thor? Will the uber unit still be available to terran, or has that idea been trashed?
He who wins the war is not the man that killed the most, but the man left standing at the end
Fairchild
Profile Joined February 2011
133 Posts
June 08 2012 22:02 GMT
#78
Are any other Zergs completely disappointed by this?
FATJESUSONABIKE
Profile Joined November 2011
184 Posts
Last Edited: 2012-06-08 22:05:04
June 08 2012 22:02 GMT
#79
I agree on the global 'don't change terran too much cos they're too adaptable already' thing but damn they could have thought some more stylish units out, those are ugly as shit.


P.S : Oh and the tempest is horribly unesthetic too
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
June 08 2012 22:02 GMT
#80
On June 09 2012 06:31 ddrddrddrddr wrote:
Free spawn every 45 seconds? What?


I'm just wondering how that will work. Like, can we walk around while we wait those 45 seconds?(which really is a long time in game time.) Because then there could be some cool weird zerg defenses where you just burrow your swarm hosts, spawn, then retreat and wait for the cooldown. If you have to stay in the ground during the 45 secs, it has become less cool.

The tempest sounds like so much fun to me. 22 range? mwahahahahahaahahaahahahaha. Tempest rush ALL the games. Oracle seems like there could be some cool harass with oracle into cloak oracle and a ton of blink stalkers, blink in while invisible, kill hatchery, blink out. Mothership seems cool as well.


Everyone theorycrafting balance, put a cork in it. One week after release of HOTS you might have something legitimate to say, which might even then be solvable with the new units. So, just be cool with it, and laugh at how similar some of the untis are to BW
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
JYUUU
Profile Joined June 2011
France5 Posts
June 08 2012 22:03 GMT
#81
Good, only terran gonna get useless stuff
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 08 2012 22:04 GMT
#82
I am seriously confused how Toss is suppose to deal with broodlords/infestors in HoTS.
RusHXceL
Profile Joined August 2010
United States1004 Posts
June 08 2012 22:04 GMT
#83
I hope this cost around 30 bucks because I already have the full sc2.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2012-06-08 22:07:35
June 08 2012 22:05 GMT
#84
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.

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
Salvation a la mode and a cup of tea...
Monochromatic
Profile Blog Joined March 2012
United States991 Posts
June 08 2012 22:05 GMT
#85
Reaper is still worthless, since the regeneration is an upgrade.

Don't get the splitting of the mothership into the mothership core/motherships. Doesn't make sense to me.

The tempest sounds absurd, with 22 range. It makes it better then a siege tank since it doesn't have to deploy, and sounds like it could be used for harassment, floating off near the map boundrays.

MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Advantageous
Profile Blog Joined May 2012
China1350 Posts
June 08 2012 22:06 GMT
#86
looks awesome! but i do wish blizzard would reconsider the widow mines :\
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
ViperPL
Profile Joined March 2011
Poland1775 Posts
June 08 2012 22:07 GMT
#87
22 range is really retarded idea, especially when this unit can target everything.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
Ares[Effort] *
Profile Blog Joined February 2009
DEMACIA6550 Posts
June 08 2012 22:09 GMT
#88
On June 09 2012 06:45 Snowbear wrote:
So basicly terran gets the warhound, a unit that is not really a micro unit. What about making more micro units, blizzard? Marines vs banelings for example is fun to watch.

My thoughts exactly, i'm tired of so many anti-micro, A move, spell based units.
Moderatorgold coin
Tayar
Profile Joined November 2011
United States1439 Posts
June 08 2012 22:09 GMT
#89
I can't imagine 22 range ever being balanced, but the idea of a super long ranged capital ship intrigues me
unifo
Profile Joined September 2009
Canada65 Posts
June 08 2012 22:09 GMT
#90
Anybody actually notice that it is the end of the ARchon toilet? Vortex will only work on land unit.... This may be bad for protoss in the late game against zerg.

I would be curious if the oracle will be an important part of the protoss arsenal for mid to late game, due to its cloaking field.

Finally, it is the return of the spider mine (although it is very different from the BW version, it does the same purpose)
None
takingbackoj
Profile Joined December 2010
United States684 Posts
June 08 2012 22:09 GMT
#91
On June 09 2012 07:02 Fairchild wrote:
Are any other Zergs completely disappointed by this?

Yes, I was really looking forward to burrowed banelings. I think we'll have to wait and see how the hydra speed works and exactly what the viper can be used for. If some of the posts in this thread are true and blinding cloud only affects bio then zerg are about to be in a world of hurt against toss I would imagine.
Get the hell outta here Der Beek, your'e ruining my moment.
Wivyx
Profile Joined May 2009
Norway624 Posts
June 08 2012 22:10 GMT
#92
Wow. I actually really liked that. Like... A lot!
Dragonspear
Profile Joined April 2011
United States28 Posts
June 08 2012 22:10 GMT
#93
Khaldor just confirmed for me on twitter that Warhogs do not have an Anti-Air attack. Therefore except for the new widow mines mech has no Anti-Air units if the thor was removed. Mech players would now be forced to supplement their forces with marines or vikings against air threats.
Nuclear Launch Detected
NKexquisite
Profile Joined January 2009
United States911 Posts
June 08 2012 22:10 GMT
#94
Finally, the Reaper no longer has a special building attack. Instead, it gains a passive health-regeneration upgrade that allows it to recharge hit points quickly when out of combat.


Nice try, Blizzard but I don't think anyone is buying that this will make anyone think twice about building the Reaper...
Whattttt Upppppppp Im Nesteaaaaaa!!
novamarine
Profile Joined February 2011
Malaysia215 Posts
June 08 2012 22:11 GMT
#95
Oh my why they didn't change the warhound design, like seriously -_-
People.....People never change
LittLeD
Profile Joined May 2010
Sweden7973 Posts
June 08 2012 22:11 GMT
#96
I'm really excited for the future! Some of these stuff looks soooo cool in action.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
iXphobos
Profile Joined July 2010
Germany1464 Posts
June 08 2012 22:11 GMT
#97
On June 09 2012 07:09 Tayar wrote:
I can't imagine 22 range ever being balanced, but the idea of a super long ranged capital ship intrigues me

Yeah, me too. But you need at least a 20" screen to even target that far.
K_Dilkington
Profile Joined June 2011
Sweden449 Posts
June 08 2012 22:12 GMT
#98
Sound really good!
Common sense is the collection of prejudices acquired by the age of 18
vol_
Profile Joined May 2010
Australia1608 Posts
June 08 2012 22:12 GMT
#99
Finally!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! the Hydralisk has a new upgrade that allows them to move faster while not on creep.

Fixed.

The new reaper looks like it has the potential to be annoying as crap and never die in the right hands.
Jaedong gives me a deep resonance.
takingbackoj
Profile Joined December 2010
United States684 Posts
June 08 2012 22:12 GMT
#100
On June 09 2012 07:03 JYUUU wrote:
Good, only terran gonna get useless stuff

I think Blizzards whole goal in reference to Terran is to make Terran mech more viable in all the matchups and I think they succeeded there.
Get the hell outta here Der Beek, your'e ruining my moment.
Dyme
Profile Joined November 2010
Germany523 Posts
Last Edited: 2012-06-08 22:15:55
June 08 2012 22:12 GMT
#101
Can anyone comprehend why Protoss needs the Mothership Core?

I can kinda see a purpose for some defense advantage in PvP.
But isn't Protoss already the most forgiving race? (Shields, strong units etc.)

And then on top of that Mass Recall? I just don't see why Protoss would the race that needs another mechanism that is completely "wooopsy, just herp derped my army into a shitty spot, better herp derp outta here".

Also, Terrans units look SOOOO bad. Haha those mines are so incredibly bad. It's funny how Terran has strong Marines, so subsequently every single other unit has to be weird or bad.
The mine can go to the corner of Seeker Missile and Nuke... the bad, completely avoidable, expensive AoE corner.
Inex
Profile Joined October 2010
Bulgaria443 Posts
June 08 2012 22:13 GMT
#102
22 range capital ship, with mum coming back with a ground vortex?

Yeah you can send those broodlords my way, thx.

The Protoss changes sound awesome, especially with the Mothership core giving the race a free town portal. Yeeeaaaaahhh, toss looks way too cool.
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
June 08 2012 22:13 GMT
#103
Tempest idea looks horrible. Ultralisks should keep frenzy. Terran yet another close step to being transformer race, I guess.
StormShield24
Profile Joined March 2011
United States32 Posts
June 08 2012 22:13 GMT
#104
22 range tempest?!?!?!?!?!?!?!?!?


..................awesome
"You just got slaughtered by a guy who's talking like Dr. Seuss. Its cool, it happens." -Day[9]
pit5000
Profile Joined June 2011
United States7 Posts
June 08 2012 22:14 GMT
#105
hope the carrier makes it!
Behold my awesome?
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
June 08 2012 22:14 GMT
#106
Spider mines fuck yeah :D :D :D
Romanes eunt domus
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 08 2012 22:15 GMT
#107
Twitter: Khaldor: Since I was asked: Warhounds don't have anti_air anymore
Twitter: Khaldor: Widow Mines are 75/25 and available at the factory right away. Also benefit from a reactor

lol.
trifecta
Profile Joined April 2010
United States6795 Posts
June 08 2012 22:15 GMT
#108
I wonder if you can attack the mines before they hit. Also curious to see if they're viable as a factory unit and not an ability/upgrade
Killcycle
Profile Joined January 2011
United States170 Posts
June 08 2012 22:15 GMT
#109
22 range on the Tempest? Who decided that Protoss were the artillery masters? That's a Terran thing, *cough*.

No tank changes? Herm. Like the stuff mostly, though. Swarm host is awesome, Widow Mine is awesome(sounding), but the Warhound now only attacks ground? It's becoming more and more an upgrade marauder. I can see how it'd be helpful in countering mech in TvT. Though I suppose if the new battle hellion works against zealots as well as Blizz is saying it will, a mechanical marauder would synergize better with upgrades and whatnot.

Purty good, though. Can't wait for beta :D
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
nadafanboy42
Profile Joined August 2009
Netherlands209 Posts
June 08 2012 22:15 GMT
#110
I'm loving these changes. The Viper, Widow Mine and new Hellion sound awesome, I really hope Blizzard keeps those as they are no matter what. Oracle, new Mothership and Swarm Host sound cool, but I wouldn't get depressed if they got cut. Warhound and Tempest are more meh to me, we'll have to see how they work out in practice.
NaDa/Jaedong/Liquid-Fanboy
phoenixfeather95
Profile Blog Joined January 2011
665 Posts
June 08 2012 22:16 GMT
#111
so terrans also have burrowed banelings now?
:D
@dbrisingr
trifecta
Profile Joined April 2010
United States6795 Posts
June 08 2012 22:16 GMT
#112
On June 09 2012 07:15 Snowbear wrote:
Twitter: Khaldor: Since I was asked: Warhounds don't have anti_air anymore
Twitter: Khaldor: Widow Mines are 75/25 and available at the factory right away. Also benefit from a reactor

lol.


wow that's expensive
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
June 08 2012 22:16 GMT
#113
Don't like the tempest; seems like collosus but *more* boring if that's possible.

Protoss builds collosus/tempest
Zerg/Terran doesn't have corruptors/vikings
Game ends

or

Protoss builds collosus/tempest
Zerg/Terran has corruptors/vikings
Game continues.

Also, 2 recalls? + planetary fortress meets shield generator that can teleport away when in trouble??
I don't get why they are buffing protoss lategame so much, it's really not their weak point at all.

Birdfood
Profile Joined May 2012
United States33 Posts
June 08 2012 22:18 GMT
#114
I find most of this stuff to be incredibly retarded... LOL
roach-immortal is pretty good vs stalkers -Idra
BashfulBen
Profile Blog Joined June 2011
Ireland29 Posts
June 08 2012 22:18 GMT
#115
As a protoss I gotta say, if we can top up our chrono boost energy with the moship core, seems a bit crazy powerful :/
sevia
Profile Joined May 2010
United States954 Posts
June 08 2012 22:19 GMT
#116
The Mothership retains its Recall ability, and the Vortex spell from Wings of Liberty now affects ground units only.


Fucking YES
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
terran0330
Profile Joined November 2010
New Zealand106 Posts
June 08 2012 22:20 GMT
#117
I'm actually rather sad that HOTS is no longer standalone ;c I was looking forward to having my girlfriend and I both pick up a copy to play, since she only has ever got to play WOL through my account :c Now she has to purchase WOL in order to play HOTS, damn. I hope there is some other option because I do understand that is how expansions work but this is 2012 and other options should exist haha

Besides that, all changes look good, I very much like the teleport ability of the mothership to other Nexi, very nice.
Brotoss FTW
dextrin303
Profile Joined May 2011
Sweden320 Posts
June 08 2012 22:20 GMT
#118
I hope everyone who preorders gets a beta key =)
HellNino
Profile Joined September 2011
France156 Posts
Last Edited: 2012-06-08 22:22:25
June 08 2012 22:20 GMT
#119
If Warhounds dosen't fire at air, i REALLY hope blizzard dosen't remove the thor...

Or their hope to see more mech play seems very compromised...

And 22 range tempest?! WTF... With an obs they can kill BL when they're still in the zerg base...
26
Picklebread
Profile Joined June 2011
808 Posts
June 08 2012 22:21 GMT
#120
22range? are you kidding me?
phoenixfeather95
Profile Blog Joined January 2011
665 Posts
June 08 2012 22:21 GMT
#121
On June 09 2012 07:20 HellNino wrote:
If Warhounds don't fire at air, i REALLY hope blizzard dosen't remove the thor...

Or their hope to see more mech play seems very compromised...

And 22 range tempest?! WTF... With an obs they can kill BL when they're still in the zerg base...


Haha yes,
the tempest does sound to be a bit overkill.
@dbrisingr
zTz
Profile Blog Joined February 2003
United States476 Posts
June 08 2012 22:21 GMT
#122
these forums are funny because everyone thinks they are pro players/developers
where's the rants n flames section?
terran0330
Profile Joined November 2010
New Zealand106 Posts
June 08 2012 22:22 GMT
#123
On June 09 2012 07:18 BashfulBen wrote:
As a protoss I gotta say, if we can top up our chrono boost energy with the moship core, seems a bit crazy powerful :/


Not really, the mothership core only should exist lategame right? That will probably mean late game situations, where most players have crono energy lying around doing nothing.... it should be fine haha, would be possibly useful but not OP. Mostly looking forward to Mass Stormmm~~

I can see it now, korean casters...... TOP UPPPPPP TOP UPPPPPPPPP REAVER REAVER REAVER REAVER~
Brotoss FTW
trashman
Profile Blog Joined June 2011
United States113 Posts
June 08 2012 22:22 GMT
#124
Welp, it all sounds very interesting. Dunno how much more you can really say until there's a beta out to tinker with. At least some of the really awful ideas from Blizzcon seem like they've been weeded out, and retooling the Tempest into some sort of long range siege-ish unit is cool, though why they don't just, um, do that to the carrier is a mystery to me...
Kick at the rock, Sam Johnson, break your bones: / But cloudy, cloudy is the stuff of stones.
Syphonix
Profile Joined February 2012
Belgium26 Posts
June 08 2012 22:22 GMT
#125
A lot of siege breaking units lol
PBCL
Profile Joined May 2012
Sweden44 Posts
June 08 2012 22:22 GMT
#126
The thing I'm looking forward to the most is the non-rated queue.
Follow Jangbi @Jangbitoss on twitter
Tortious_Tortoise
Profile Blog Joined November 2010
United States944 Posts
June 08 2012 22:23 GMT
#127
22 range? Is that real? That's like 1 and a half screens. There's gonna situations where there's an observer in a base, and tempests are just going to sit outside and kill command centers or hatcheries. That's got to be a mistake.
Treating eSports as a social science since 2011; Credo: "The system is never wrong"-- Day9 Daily #400 Part 3
IamPryda
Profile Joined April 2011
United States1186 Posts
June 08 2012 22:23 GMT
#128
Can anyone confirm if the oracle can detect cloaked units as well? If not I would be pretty disappointed because it might be the only new useful thing Protoss gets
Moar banelings less qq
Gardel
Profile Joined April 2011
Mexico220 Posts
June 08 2012 22:23 GMT
#129
Omg OMG!!!!!!!!!!!!!!!!!!!!
"And in the end, it's not the years in your life that count. It's the life in your years." Abraham Lincoln.
Day-Walker
Profile Joined May 2012
Germany12 Posts
June 08 2012 22:23 GMT
#130
Am I the only one who thinks that Sc2 changes into SC.BW with better grafics????

Widow Mine -> spider mins
Hydra Speed
Staces
swarm host -> Lurker

Is it only me?
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 08 2012 22:23 GMT
#131
What they have done to Terrans? Transformers? Anime like robots? WTF?! I am so disappointment. Protoss and Zergs look great, but Terrans looks awfully. Blizzard have no good idea for this race. Terran units looks like in the C&C.
What doesn't kill you makes you stronger.
Picklebread
Profile Joined June 2011
808 Posts
June 08 2012 22:24 GMT
#132
On June 09 2012 07:23 mbr2321 wrote:
22 range? Is that real? That's like 1 and a half screens. There's gonna situations where there's an observer in a base, and tempests are just going to sit outside and kill command centers or hatcheries. That's got to be a mistake.

Ya i agree theres no way that they are gonna let it sit with 22 range thats just freaking ridiculous.
riotjune
Profile Blog Joined January 2008
United States3392 Posts
June 08 2012 22:24 GMT
#133
Siege tanks should have an upgrade that extends its range to 32, and shoots air (lower dps to balance it out).
An2quamaraN
Profile Joined March 2011
Poland379 Posts
Last Edited: 2012-06-08 22:26:07
June 08 2012 22:25 GMT
#134
"Mothership vortex affects only ground units" ......seriously? You see it's being used to deal with brood lords not ground units...

Anyways, hoping for ZvP metagames to change anyway. Those units are very interesting and what's more important, add sooooooo much more micro to the game. Can't wait.
CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
June 08 2012 22:26 GMT
#135
cool changes.. can't wait to observe in esports.

no mention of moving, burrowed banelings? T.T

love the hydra speed upgrade.. hydras are so badass.

XD
~ The Ultimate Weapon
oneill12
Profile Joined February 2012
Romania1222 Posts
June 08 2012 22:26 GMT
#136
So amazing!
Bajsgrodan
Profile Joined November 2010
Afghanistan408 Posts
June 08 2012 22:26 GMT
#137
22 range...Blizzard...seriously...comon...You can hit his natural from your own natural on small maps. How could that be a good mechanic?
My name sucks!
Day-Walker
Profile Joined May 2012
Germany12 Posts
June 08 2012 22:27 GMT
#138
On June 09 2012 07:26 CCa1ss1e wrote:
no mention of moving, burrowed banelings? T.T


so happy about that^^
M7Jagger
Profile Joined March 2012
Sweden237 Posts
June 08 2012 22:27 GMT
#139
Why do you hate terran so much blizzard? All the nerfs, and now you give us the shittiest units. And what's up with the ultralisk upgrade, it's hard to deal with ultras as it is.
Brace your're selves. Grammar, nazis are Coming
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
June 08 2012 22:27 GMT
#140
On June 09 2012 06:34 Jecktor wrote:
Does anyone know if the thor is still in this build?

I think its being replaced by the warhound.

And those widow mines...are they deployed from a unit or do the walk around on their own?
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 08 2012 22:28 GMT
#141
Lol at 22 range DPS better be really small, otherwise it's retarded xD I mean a decent attack at 22 range would force any other army to move out and engage in the protoss terms, or just sit and take damage from somewhere you can't even see.
Revolutionist fan
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
June 08 2012 22:29 GMT
#142
I like all of the changes, the creep looks awsome, but oh god, the warhound still looks retarded, and the tempest is itself retarded, 22 range? 5-6 of them can oneshot anything :\
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Day-Walker
Profile Joined May 2012
Germany12 Posts
June 08 2012 22:30 GMT
#143
On June 09 2012 07:27 firehand101 wrote:
And those widow mines...are they deployed from a unit or do the walk around on their own?


seams like they walk alone on their own... if not they are exactly like spidermins in bw -.-
ErAsc2
Profile Joined May 2012
Sweden256 Posts
June 08 2012 22:30 GMT
#144
On June 09 2012 07:12 Dyme wrote:
Can anyone comprehend why Protoss needs the Mothership Core?

I can kinda see a purpose for some defense advantage in PvP.
But isn't Protoss already the most forgiving race? (Shields, strong units etc.)

No, that would be Zerg. You can throw away endless amounts of roaches and still be completely fine with a slightly smaller bank. If you're Protoss and miss 1 force field, you lose a game no matter how much better you played previous to it.
Swedish GM Protoss http://eu.battle.net/sc2/en/profile/2336142/1/MilkEA/
rufflesQueso
Profile Joined May 2012
100 Posts
June 08 2012 22:30 GMT
#145
On June 09 2012 06:42 GuitarBizarre wrote:
Show nested quote +
On June 09 2012 06:38 rufflesQueso wrote:
SC2: Heart of the Swarm or as I like to call it... wanna-be Brood War.


You're edgy. And totally cool. No, really.

Honestly, I think you are misunderstanding me. It was a joke, buddy. I fucking LOVE SC2. There was no need for you to be a passive-aggressive twat.
m0ck
Profile Blog Joined November 2010
4194 Posts
June 08 2012 22:30 GMT
#146
The deathball got an upgrade
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
June 08 2012 22:31 GMT
#147
I... don't even know what to say.

I mean WoL had its problems, but at least it was still Starcraft, and it kind of looked, played and felt like Starcraft. This, on the other hand... almost all of the new stuff is borderline lunatic.
MetalPanda
Profile Joined April 2012
Canada1152 Posts
June 08 2012 22:31 GMT
#148
On June 09 2012 07:25 An2quamaraN wrote:
"Mothership vortex affects only ground units" ......seriously? You see it's being used to deal with brood lords not ground units...

Anyways, hoping for ZvP metagames to change anyway. Those units are very interesting and what's more important, add sooooooo much more micro to the game. Can't wait.


Exactly, they're removing the archon toilet, and replacing it with the vortex ability, which is : remove from battle a big chunk of your enemy's army and put them back X seconds later.

It's just used to remove DPS or help getting a good position in a battle.
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
June 08 2012 22:31 GMT
#149
In those pics, is that Steppes of War? o_O
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
tendron
Profile Joined April 2010
Jamaica21 Posts
June 08 2012 22:31 GMT
#150
Planetary fortress, seige unit, stop mining completely....lol.....looking at you protoss.
Iron_
Profile Joined April 2010
United States389 Posts
June 08 2012 22:31 GMT
#151
I am not worried about the 22 range ship, if the game released with that, it would ruin the game. I am not even going to worry about that because it has no chance of getting in.

The warhound is the best part of this thing. It totally changes TvT and TvP. TvT has many more options now, and TvP maybe we can stand up to the toss army, at least a little bit now.

TvZ.... I am not sure what we can do here. T is already losing at an incredible rate to Z, and these units actually make that worse. Z is getting an air unit to basically nullify vikings, and the ultra is getting better. Maybe the spider mine will be so good that we win before 10 minutes everygame.
terran0330
Profile Joined November 2010
New Zealand106 Posts
June 08 2012 22:32 GMT
#152
On June 09 2012 07:27 firehand101 wrote:
Show nested quote +
On June 09 2012 06:34 Jecktor wrote:
Does anyone know if the thor is still in this build?

I think its being replaced by the warhound.

And those widow mines...are they deployed from a unit or do the walk around on their own?


Deployed on their own from the factory straight up, also helped out by reactors. 75/25 I think they said?

Plus: I would think it would be really cool if Archon received some sort of buff :3 Not they I'm saying they are bad or anything, they are great units, but I feel like they have some creativity to the design! Like for example, if a High Temp and High Temp merge, what about an overcharge ability like Beta? Or High and Dark gives a passive chain lighting attack, and a Dark and Dark grants them cool down invincibility or blink or some kind. All these extra spells can be activated from one 200/200 upgrade from the Templar building or something, or maybe even two separate upgrades! So then really it gives you different tech paths etc.

Okay I've said too much but come on :3 Archon can be played around with so awesomely.
Brotoss FTW
Kanuck
Profile Joined March 2011
Canada50 Posts
Last Edited: 2012-06-08 22:35:19
June 08 2012 22:32 GMT
#153
This is sad... i actually HATE most of these changes... not just disappointed, but full on hate.

22 range??? so now protoss can destroy bases from their base. It exaggerate, but just a bit. It will give protoss the ability to totally decide when and where a battle takes place. The idea of trying to balance this thing is absurd.

Battle hellions.... retarded excuse for more transformers..... no players are complaining about the regular hellions ability to face down zealots. We want more micro, not less. Give the players what they really want: Firebats, both for nastalgia, and to act as a buffer for bio armies.

The ultralisk burrow.... why? just why? Its a fine ability, but ridiculous to look at. Why not just give them a ram/charge? Its already been done in custom games (i.e. hero attack) and is far better aesthetically. Ram + Frenzy >>> burrow attack

The warhound looks like its model was cleaned up a bit from the last look, but its still not pretty. but other then that my rage is over. Its sad that the only unit i really like out of this is the Viper.


EDIT: also, for the love of all that is good, keep the carrier. It not being used means it needs a buff, not to be removed (see immortal)
There is no failure. Only feedback.
setzer
Profile Joined March 2010
United States3284 Posts
June 08 2012 22:32 GMT
#154
On June 09 2012 07:31 Talin wrote:
I... don't even know what to say.

I mean WoL had its problems, but at least it was still Starcraft, and it kind of looked, played and felt like Starcraft. This, on the other hand... almost all of the new stuff is borderline lunatic.


Hah reading some of these units and abilities I was thinking "finally a C&C game not published by EA!"
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 08 2012 22:33 GMT
#155
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


The effectiveness of vortex on BLs is that it takes out a big group of them at a time. If you're just chipping away the BL fleet one at a time, BLs are still going to be very devastating. But this all depends on the final stats on the Tempest. How low is its "low dps?" How fast does it move (can it kite corrupters)? How slow does it build (reactively building a fleet of tempest to deal with a fleet of BLs is a serious concern). etc.
Linog[e]
Profile Joined April 2012
59 Posts
June 08 2012 22:33 GMT
#156
epic
'Now you’re in the world of the wolves And we welcome all you sheep'
WArped
Profile Joined December 2010
United Kingdom4845 Posts
June 08 2012 22:33 GMT
#157
On June 09 2012 07:21 phoenixfeather95 wrote:
Show nested quote +
On June 09 2012 07:20 HellNino wrote:
If Warhounds don't fire at air, i REALLY hope blizzard dosen't remove the thor...

Or their hope to see more mech play seems very compromised...

And 22 range tempest?! WTF... With an obs they can kill BL when they're still in the zerg base...


Haha yes,
the tempest does sound to be a bit overkill.

22 is a lot, but it fires pretty slowly and has lost it's splash ability, can also be pulled by Vipers from a fair distance away into corrupters or super-fast hydras and they seem pretty weak to both those units. Who knows what can happen and how effective it is yet.

What gets me is the mass recall and the auto-fire on the missiles for the Warhound, it just seems to reward bad play too much. Toss can get out-positioned horribly by a Zerg or Terran and they can just get out with EVERY unit instantly without taking losses, they should be punished for bad positioning or horrible force-fields etc. Auto-fire missiles? Mech play doesn't have too much micro compared to bio play, make Terran fire those missiles themselves, make them choose the targets, much like neuro-parasite for infestors.

All the other stuff looks really good though, very impressed overall.
Zhou
Profile Joined February 2009
United States832 Posts
Last Edited: 2012-06-08 22:34:06
June 08 2012 22:33 GMT
#158
On June 09 2012 07:26 Bajsgrodan wrote:
22 range...Blizzard...seriously...comon...You can hit his natural from your own natural on small maps. How could that be a good mechanic?


Since this isn't the 'end build' of SC2 HoTS, we can assume that there will be changes. But to defend the unit a little bit, it doesn't shoot super fast, and one of the problems blizzard wanted to solve was creating more variety past what Wings of Liberty had (bio all the time, never mech unless you are GoOdy.)

This unit is also 300/300, and probably not a good idea to build in masses, since Protoss's core has always been gateway/warpgate units. In battles other than 1v1s, I imagine it might be a bit something else for blizzard to handle.

Oracle, I am okay with. I didn't like at first, but it looks like a lot of it is micro in the background, as well as another orb support unit like the sentry.

Mothership core, is 150 energy and I believe a 3 minute cooldown time on the recall, so its not THAT bad. The reason why Blizzard did this was because they wanted the Nexus to have another reason to spend energy, since Chronoboost slightly falls off late game.

The goal with terran was to create a wider variety of builds outside of just building marines, marauders, medivacs, and siege tanks maybe the occasional other unit to do some harassing or defending the main army.

If you guys look at all the units they have made for heart of the swarm, its clear that their goal was to create a bigger variety, and having less units become a part of the deathball that so many of us hate in SC2 in the first place.

I really enjoy the work they've done so far, and hopefully they continue to make changes/balances and so on. Looking forward to seeing what the people who have had the chance to play it say. Wish I could be at Anaheim!

Thanks a ton Liquid~
Banteng
Profile Blog Joined July 2010
United States147 Posts
June 08 2012 22:34 GMT
#159
When the HOTS beta does come out, will the pro scene immediately switch over or will the pros stick with WOL until the official release of HOTS?
.Aar
Profile Joined September 2010
2177 Posts
June 08 2012 22:35 GMT
#160
Really looking forward to the Mothership Core. The use of Recall as emergency defense rather than just as deployment has been something I've wanted for a long time. Tempest sounds annoying as hell, but everything fits in so well thematically

Spider mines as independent units, sick sick sick. Warhounds for breaking siege lines, sick sick sick. Mechanical transforming Firebats, sickkkkkkk. "Oh shit" button for Battlecruisers, sweeet. Reaper change is pretty damn cool too.

Temporary aoe Optical Flare + Dark Swarm hybrid? Consume on buildings!? BURROW CHARGE? Offensive hydras..

Man. I swore to myself I'd ignore HotS as a gamer but now.. niceeeeeee.
now run into the setting sun, and suffer, but don't mess up your hair.
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2012-06-08 22:36:26
June 08 2012 22:35 GMT
#161
cloak
recall
spider mine
goliath
firebat
defiler-consume, swarm
lurker downgrade
hydra speed

hmmmmmmmmmmmmmm

protoss looks like it's going to continue to be the race that makes matchups boring
mcmartini
Profile Blog Joined December 2010
Australia1972 Posts
June 08 2012 22:35 GMT
#162
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.
I just want to say I have 370 APM - Liquid'Tyler SotG 14-12-2011 "I mean it's too bad you can't be paid to be, you know, a chicken shit fucking whiny bitch on the internet or we would have lots of rich community members" Nick "Tasteless" Plott
Xyik
Profile Blog Joined November 2009
Canada728 Posts
June 08 2012 22:36 GMT
#163
SPIDER MINES!!!! but 22 range upgrade for tempest? Pretty ridiculous.
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 08 2012 22:36 GMT
#164
So Terrans are now Transforrmers, so in the HotS store they will discover thanks to some prophecy, that for real they came from Cybertron... I cant belive it. Not enougth that this race will become the most difficult in play, it will also be the most ugly race in the game.
What doesn't kill you makes you stronger.
mierin
Profile Joined August 2010
United States4943 Posts
June 08 2012 22:36 GMT
#165
On June 09 2012 06:38 rufflesQueso wrote:
SC2: Heart of the Swarm or as I like to call it... wanna-be Brood War.

Anywho, I am so excited for the new terran units. Perhaps finally Mech will be viable vs protoss! (Anti-mech missiles seem pretty nice :D)


Wanna-be Brood War...that sounds like a game I'd enjoy playing :D
JD, Stork, Calm, Hyuk Fighting!
Tippecanoe
Profile Joined May 2011
United States342 Posts
June 08 2012 22:37 GMT
#166
On June 09 2012 07:35 mcmartini wrote:
Show nested quote +
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.


Takes 8 seconds to blow up, and even dustin himself said he expects pros to take no damage from it.
Dragonspear
Profile Joined April 2011
United States28 Posts
June 08 2012 22:37 GMT
#167
On June 09 2012 07:20 HellNino wrote:
If Warhounds dosen't fire at air, i REALLY hope blizzard dosen't remove the thor...

Or their hope to see more mech play seems very compromised...

And 22 range tempest?! WTF... With an obs they can kill BL when they're still in the zerg base...


Twitter: Khaldor confirmed that Thors are still in game and you can make more than 1.
Nuclear Launch Detected
rift
Profile Blog Joined September 2007
1819 Posts
June 08 2012 22:38 GMT
#168
On June 09 2012 07:37 Tippecanoe wrote:
Show nested quote +
On June 09 2012 07:35 mcmartini wrote:
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.


Takes 8 seconds to blow up, and even dustin himself said he expects pros to take no damage from it.

Dustin Browder, outright admitting he wants to make the game easy.
LeapofFaith
Profile Joined November 2011
United States446 Posts
June 08 2012 22:38 GMT
#169
That looks really sick.
ShivaN
Profile Joined January 2007
United States933 Posts
Last Edited: 2012-06-08 22:39:19
June 08 2012 22:38 GMT
#170
edit: nvm, someone answered this above.
Broot
Profile Joined February 2012
Ireland6 Posts
June 08 2012 22:38 GMT
#171
Cant wait! :D
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2012-06-08 22:39:24
June 08 2012 22:39 GMT
#172
Recall every three minutes, costing no supply. Don't the changes to protoss encourage turtling and and produce an even stronger deathball?
Tippecanoe
Profile Joined May 2011
United States342 Posts
June 08 2012 22:39 GMT
#173
On June 09 2012 07:38 rift wrote:
Show nested quote +
On June 09 2012 07:37 Tippecanoe wrote:
On June 09 2012 07:35 mcmartini wrote:
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.


Takes 8 seconds to blow up, and even dustin himself said he expects pros to take no damage from it.

Dustin Browder, outright admitting he wants to make the game easy.


Yeah which improves my point on the widowmakers being useless just like the warhound and battle hellion.
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
June 08 2012 22:39 GMT
#174
spider mines, i'm hard.
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
1ntrigue
Profile Joined May 2012
Australia948 Posts
June 08 2012 22:40 GMT
#175
Many of the changes seem really retarded IMHO. 22 range is going to be abused no matter what. Oracle is like a micro-less version of a HT drop. The Mothership core seems to give a "get out of jail" card. Spider Widow mines seems to lose depth when they are actually constructed rather than come equipped to another unit.

I mean, I'm just not feeling anything with many of the changes, although some are nice.
Schmoooopy
Profile Joined July 2011
United States448 Posts
June 08 2012 22:41 GMT
#176
If Thors aren't that hero unit concept from before, and can now be built with warhounds, then I'm pretty excited and I like these changes as Terran. The Reaper change doesn't affect me much; I still won't be building Reapers in game. The widow mine is also intriguing...
Filter
Profile Blog Joined November 2010
Canada620 Posts
June 08 2012 22:41 GMT
#177
RIP Siege Tanks 1998 - HOTS Release
Live hard, live free.
Tippecanoe
Profile Joined May 2011
United States342 Posts
June 08 2012 22:42 GMT
#178
On June 09 2012 07:41 Filter wrote:
RIP Siege Tanks 1998 - HOTS Release


Still useful in tvt... i think.
WArped
Profile Joined December 2010
United Kingdom4845 Posts
June 08 2012 22:42 GMT
#179
On June 09 2012 07:40 1ntrigue wrote:
Many of the changes seem really retarded IMHO. 22 range is going to be abused no matter what. Oracle is like a micro-less version of a HT drop. The Mothership core seems to give a "get out of jail" card. Spider Widow mines seems to lose depth when they are actually constructed rather than come equipped to another unit.

I mean, I'm just not feeling anything with many of the changes, although some are nice.

The oracle seems to be countered by one spine-crawler anyway, I think the cloaking ability will be used more often to be honest.
No_eL
Profile Joined July 2007
Chile1438 Posts
June 08 2012 22:42 GMT
#180
if wing of liberty its far away for being balanced... the balance in HOTS seems to be extremely difficult !! Blizzard would need years after all games are released to achieve something close to Starcraft:Broodwar Masterpiece.
Beat after beat i will become stronger.
Dragonspear
Profile Joined April 2011
United States28 Posts
June 08 2012 22:42 GMT
#181
On June 09 2012 07:32 Kanuck wrote:
This is sad... i actually HATE most of these changes... not just disappointed, but full on hate.

22 range??? so now protoss can destroy bases from their base. It exaggerate, but just a bit. It will give protoss the ability to totally decide when and where a battle takes place. The idea of trying to balance this thing is absurd.

Battle hellions.... retarded excuse for more transformers..... no players are complaining about the regular hellions ability to face down zealots. We want more micro, not less. Give the players what they really want: Firebats, both for nastalgia, and to act as a buffer for bio armies.

The ultralisk burrow.... why? just why? Its a fine ability, but ridiculous to look at. Why not just give them a ram/charge? Its already been done in custom games (i.e. hero attack) and is far better aesthetically. Ram + Frenzy >>> burrow attack

The warhound looks like its model was cleaned up a bit from the last look, but its still not pretty. but other then that my rage is over. Its sad that the only unit i really like out of this is the Viper.


EDIT: also, for the love of all that is good, keep the carrier. It not being used means it needs a buff, not to be removed (see immortal)


Honestly I'm really excited about battlehellions. If you want to go pure mech against toss or zerg, this will give you a legit buffer against zealots and zerglings for your tanks to siege from outside of throwing a fuckton of thors in front of them. Now you can stagger your units into hellions in front, then warhogs with thors, then tanks sieged in the back to have a ball. And zerg will still have vipers to pull the tanks away. Personally I prefer mech play to bio as it is so maybe that's why I'm excited.
Nuclear Launch Detected
LuciferSC
Profile Joined August 2010
Canada535 Posts
Last Edited: 2012-06-08 22:45:05
June 08 2012 22:43 GMT
#182
On June 09 2012 07:23 mbr2321 wrote:
22 range? Is that real? That's like 1 and a half screens. There's gonna situations where there's an observer in a base, and tempests are just going to sit outside and kill command centers or hatcheries. That's got to be a mistake.


Like you pointed out, tempest could be used as a very effective harass option by placing observer over opponent's workers.

But keep in mind that tempest needs observer or something to give it vision - while it has 22 range of attack, it will not (hopefully not, anyways) have 22 range of vision.
That means it being used against choke hold units won't be as useful (snipe out observers).

Also in team plays (2vs2, etc) you could do an interesting harassment while keeping tempest safe by having a protoss & terran composition.

Seems like an interesting implementation to me.
Come get some
RUFinalBoss
Profile Joined May 2012
United States266 Posts
June 08 2012 22:43 GMT
#183
blizzard is really forcing sc2 more like bw.
Story Of My SC2 Love Life, Meets ROOT. ROOT Disbands :( JOINS COL :D COL JOINS MVP :D HYPE! Col.MvP go byebye ): BUT THEN! ROOT GAMING IS BACK OMGOMGOMG qxc - Minigun - ROOTerdam - Catz - Drewbie - TaiLS - KeeN
tendron
Profile Joined April 2010
Jamaica21 Posts
June 08 2012 22:43 GMT
#184
On June 09 2012 07:41 Schmoooopy wrote:
If Thors aren't that hero unit concept from before, and can now be built with warhounds, then I'm pretty excited and I like these changes as Terran. The Reaper change doesn't affect me much; I still won't be building Reapers in game. The widow mine is also intriguing...


Widow mines take sooooo long to blow.
MicroTastiC
Profile Joined January 2011
375 Posts
June 08 2012 22:44 GMT
#185
There are so many P changes!
Lillpapps
Profile Joined November 2010
Sweden99 Posts
June 08 2012 22:44 GMT
#186
Widow Mines - 8 sec arm time.
Tempest - 22 range.
Lets give all races a fair chance.
mcmartini
Profile Blog Joined December 2010
Australia1972 Posts
June 08 2012 22:44 GMT
#187
On June 09 2012 07:37 Tippecanoe wrote:
Show nested quote +
On June 09 2012 07:35 mcmartini wrote:
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.


Takes 8 seconds to blow up, and even dustin himself said he expects pros to take no damage from it.

It depends on how many mines there are, if the player is paying attention, and its just like irradiate and HSM. don't pay attention your shit dies, think about trying to micro a battle. roaches lings etc against a siege line and marines. Now imagine trying to pull back individual units with the mines on them. People are still going to take damage, maybe not as much as I would in the situation. But damage will occur. It will all be a matter of it you need tech lab to make them screwing tank production of if reactor 2 for 1 deal.
I just want to say I have 370 APM - Liquid'Tyler SotG 14-12-2011 "I mean it's too bad you can't be paid to be, you know, a chicken shit fucking whiny bitch on the internet or we would have lots of rich community members" Nick "Tasteless" Plott
KimJongChill
Profile Joined January 2011
United States6429 Posts
June 08 2012 22:44 GMT
#188
Zerg changes seem kind of boring imo :/ no more burrow move banglings?
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
dekuschrub
Profile Joined May 2008
United States2069 Posts
June 08 2012 22:45 GMT
#189
warhounddd sighhh

MINES THOUGH!!
LuciferSC
Profile Joined August 2010
Canada535 Posts
June 08 2012 22:46 GMT
#190
On June 09 2012 07:44 mcmartini wrote:
Show nested quote +
On June 09 2012 07:37 Tippecanoe wrote:
On June 09 2012 07:35 mcmartini wrote:
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.


Takes 8 seconds to blow up, and even dustin himself said he expects pros to take no damage from it.

It depends on how many mines there are, if the player is paying attention, and its just like irradiate and HSM. don't pay attention your shit dies, think about trying to micro a battle. roaches lings etc against a siege line and marines. Now imagine trying to pull back individual units with the mines on them. People are still going to take damage, maybe not as much as I would in the situation. But damage will occur. It will all be a matter of it you need tech lab to make them screwing tank production of if reactor 2 for 1 deal.


Still think 8 seconds is too too much.

We all miss and love the spider mine from BW (perhaps except for BW protoss users).
We also need the 'woooohhh~' factor for the audiences.

Think 4 seconds would suffice.
Come get some
Lillpapps
Profile Joined November 2010
Sweden99 Posts
June 08 2012 22:46 GMT
#191
On June 09 2012 07:44 mcmartini wrote:
It will all be a matter of it you need tech lab to make them screwing tank production of if reactor 2 for 1 deal.

They can be made with reactors and they cost 75/25 to make.
Kanuck
Profile Joined March 2011
Canada50 Posts
June 08 2012 22:47 GMT
#192
well... at least i can still look forward to the single player component.
There is no failure. Only feedback.
Dragonspear
Profile Joined April 2011
United States28 Posts
June 08 2012 22:47 GMT
#193
On June 09 2012 07:46 LuciferSC wrote:
Show nested quote +
On June 09 2012 07:44 mcmartini wrote:
On June 09 2012 07:37 Tippecanoe wrote:
On June 09 2012 07:35 mcmartini wrote:
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.


My thoughts exactly, they just too proud to admit they made a mistake so they call it something else.I thought the same thing about the swarm host when it cam out, they want to give us the lurker but they are too proud to say they made a mistake. Instead lets give them something similar to both the lurker and the brood lord.


Takes 8 seconds to blow up, and even dustin himself said he expects pros to take no damage from it.

It depends on how many mines there are, if the player is paying attention, and its just like irradiate and HSM. don't pay attention your shit dies, think about trying to micro a battle. roaches lings etc against a siege line and marines. Now imagine trying to pull back individual units with the mines on them. People are still going to take damage, maybe not as much as I would in the situation. But damage will occur. It will all be a matter of it you need tech lab to make them screwing tank production of if reactor 2 for 1 deal.


Still think 8 seconds is too too much.

We all miss and love the spider mine from BW (perhaps except for BW protoss users).
We also need the 'woooohhh~' factor for the audiences.

Think 4 seconds would suffice.


I get the feeling that 4 seconds is likely what they'll determine it to be in the end as well. Really looking forward to more mech play in HotS
Nuclear Launch Detected
Laneir
Profile Joined September 2010
United States1160 Posts
June 08 2012 22:48 GMT
#194
Epic all i can say im so juiced for this game to come out
Follow me on Instagram @Chef_Betto
Sacrilege
Profile Joined December 2011
United States199 Posts
June 08 2012 22:48 GMT
#195
So excited for the hydra upgrade!!!!!
Imperative Gaming Owner | Grandmaster Zerg | https://twitter.com/SacrilegeSC2 | https://www.twitch.tv/shadowbites
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
June 08 2012 22:48 GMT
#196
Here is my not-comment on balance because all we have is a video of each race looking cool and no numbers or anything.

But holy shit 22 range? There's epic deadspace abuse potential right there.

Also, according to video P > Z > T > P
(╯°□°)╯︵ ┻━┻
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
June 08 2012 22:50 GMT
#197
75 ??? mins gets you 3 spider a single widow mine
fastest unit in game comes free
No one ever remembers second place, eh? eh? GIVE ME COMMAND
Borsti
Profile Joined May 2012
Germany79 Posts
June 08 2012 22:50 GMT
#198
Hello Warhound - Bye Bye Ling Infestor =(
I'm not sure how this changes will affect the Ladder experience - i guess even after the realease there will me much more work to do by Blizz
tendron
Profile Joined April 2010
Jamaica21 Posts
June 08 2012 22:52 GMT
#199
Wait..is the enemy able to tell which unit has a mine attached?
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-06-08 22:58:23
June 08 2012 22:52 GMT
#200
Why wouldn't Oracles permanently cloak? Everything Protoss cloaks is passive and permanent. Bad design.

Also, I don't think Terran should have build-able suicide units. That's a zerg thing. Give them to a unit. Reaper? Hellion?

I have absolutely no reservations about Blizzard adding things from BW back in if they aren't capable of doing things of equal caliber. There have been lots of new SC2 successes for the design team, but there have also been many failures.
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
Poland3748 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
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 08 2012 23:05 GMT
#221
Just watched the ZvP battle report.

Viper is OP as all hell, but the Oracle is equally OP, so it kind of works in a BWish way. I like them both.

The tempest feels gimmicky.

I'm increasingly okay with the swarm host, though I feel it needs a little tweaking. It's pretty neat.

Your town halls now display how many workers you have so you can properly saturate, because lord knows SC2 macro needed to be easier </s>

Protoss and Zerg look like they're way stronger. Isn't it sad, Terran? ;_;

I hope Terran gets something really cool, still. Even if it's balanced as it, I'm much more excited about Z and P than T
Mortal
Profile Blog Joined November 2010
2943 Posts
June 08 2012 23:06 GMT
#222
22 range? TWENTY TWO FUCKING RANGE? That just sounds ridiculous and bad. Ignoring the dps and what not, the concept of something shooting THAT far, is actually comical to say the least.
The universe created an audience for itself.
GodZo
Profile Joined November 2011
Italy224 Posts
June 08 2012 23:06 GMT
#223
where is the dark archon?

2 years for 2 new units per race? 1 year for 1 unit! Gratz.
프로토스, Yellow, GdZ
sieksdekciw
Profile Joined April 2012
240 Posts
June 08 2012 23:07 GMT
#224
On June 09 2012 06:24 TeamLiquid ESPORTS wrote:
(note: 22 range with upgrade, compared to 13 for siege tanks. Relatively low DPS to balance it out.).


NOTHING can balance 22 range. It is becoming evident to me that Blizzard regard toss as the equivalent of Noob Saibot from MK.
Kris312
Profile Joined August 2010
United States70 Posts
June 08 2012 23:08 GMT
#225
lol 22 range wat
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 08 2012 23:08 GMT
#226
Shit, I am pissed off about how Terrans units look. It is ridiculous that there are so many mechs and transformers! I hate this idea!!!
What doesn't kill you makes you stronger.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 08 2012 23:08 GMT
#227
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.
~ ~ <°)))><~ ~ ~
pallad
Profile Joined September 2010
Poland1958 Posts
June 08 2012 23:09 GMT
#228
On June 09 2012 08:06 Mortal wrote:
22 range? TWENTY TWO FUCKING RANGE? That just sounds ridiculous and bad. Ignoring the dps and what not, the concept of something shooting THAT far, is actually comical to say the least.


Eh but look at weak DPS , how much its cost and how slow it is. That range tell you other thing to , this units will be always undefented , if you move army closer , they gonna sit behind , little counter from side , and they are dead.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2012-06-08 23:11:03
June 08 2012 23:09 GMT
#229
On June 09 2012 08:09 pallad wrote:
Show nested quote +
On June 09 2012 08:06 Mortal wrote:
22 range? TWENTY TWO FUCKING RANGE? That just sounds ridiculous and bad. Ignoring the dps and what not, the concept of something shooting THAT far, is actually comical to say the least.


Eh but look at weak DPS , how much its cost and how slow it is. That range tell you other thing to , this units will be always undefented , if you move army closer , they gonna sit behind , little counter from side , and they are dead.


Blizzard says Tempest has shit damage, but...

In the video, there are 7 tempests. First volley takes out the front 2 siege tanks. So, 3/4 shots kill a siege tank. That works out to 50 damage a shot.
(╯°□°)╯︵ ┻━┻
Shinespark
Profile Joined June 2011
Chile843 Posts
June 08 2012 23:10 GMT
#230
I don't see a single original idea in HotS besides the Mothership Core, and it sounds terrible.
"I, for one, welcome our new Korean overlords."
takingbackoj
Profile Joined December 2010
United States684 Posts
June 08 2012 23:10 GMT
#231
Im somewhat excited about the changes but I would like to see the viper get another ability. Since Blinding cloud isn't viable against protoss I would like to see something else that could be used in the ZvP matchup.
Get the hell outta here Der Beek, your'e ruining my moment.
Arkless
Profile Joined April 2010
Canada1547 Posts
June 08 2012 23:12 GMT
#232
Only thought that went through my head as I watched the new unit video is.......RIP terran

http://www.mixcloud.com/Arkless/ http://www.soundcloud.com/Arkless
Filter
Profile Blog Joined November 2010
Canada620 Posts
June 08 2012 23:12 GMT
#233
Okay after watching the videos, the entire thing are new units wrecking tanks and marines with the Terran player having zero control of the situation. Every new unit has some way to blow tanks to pieces, so why make tanks ever again? Even the Terran video is tanks and marines getting blown apart.
Live hard, live free.
Node
Profile Blog Joined October 2009
United States2159 Posts
June 08 2012 23:13 GMT
#234
So far I'm cautiously optimistic. I like the Terran changes -- it looks like they're meant to reintroduce the positional play with staggered mech armies that BW was known for. If it means the end of the bio deathball I'll be extremely happy. If the widow mine causes friendly damage I already foresee some amaaaaazing micro plays from the pros. I'm more unsure about the Protoss changes, as I'm not really sure what the goal of them is. I worry that all of the recall abilities will screw with the "defender's advantage" even more, and essentially allow 'toss to be everywhere at once, guaranteeing that all P fights will be a deathball standoff.

With Zerg, I looooove the Viper. Wonder if Consume works on creep tumors? The swarm host I need to see before I make up my mind. 45 seconds feels like a really long time if you're sieging something. I suppose it depends on how the Locusts work. Here's hoping the upgrades help get the ultra and hydra back into play. I'm disappointed that the corrupter hasn't been changed / removed, it's such a booooooring unit.

Of course, all of the BNet changes are fantastic.
whole lies with a half smile
cbueno
Profile Joined November 2008
Ireland76 Posts
June 08 2012 23:13 GMT
#235
Mothership needs to be removed
They give the oracle the abilities instead, just like in broodwar "arbiter". And keep the carriers. Dont remove the carriers specially since blizzard completelly ignored it all throught sc2!
hangene92
Profile Blog Joined October 2011
Canada258 Posts
June 08 2012 23:14 GMT
#236
This sounds epic! Awesome!
"You may say I'm a dreamer, but I'm not the only one"
MateShade
Profile Joined July 2011
Australia736 Posts
June 08 2012 23:14 GMT
#237
Why can't the carrier have 22 range instead? Just change the attack animation
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
June 08 2012 23:14 GMT
#238
22 range... wow thats far.
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-08 23:15:53
June 08 2012 23:14 GMT
#239
But look now at hydras.. oh baby.. they move so fast at high tech . If zerg player can go fast to this tech at base play ( like roches one) IMO its instantly kill all toss warpgate pressure , even 7-8 blink stalkers gate pushes are dead now :D , im so happy :D


On June 09 2012 08:13 cbueno wrote:
Mothership needs to be removed
They give the oracle the abilities instead, just like in broodwar "arbiter". And keep the carriers. Dont remove the carriers specially since blizzard completelly ignored it all throught sc2!


But MS CANT MOVE NOW , its addon to nexus , like planetery fortres for terran. Toss cant attack you with MS , he cant vortex .. how you can complain at this ?
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
takingbackoj
Profile Joined December 2010
United States684 Posts
Last Edited: 2012-06-08 23:17:58
June 08 2012 23:17 GMT
#240
On June 09 2012 08:14 pallad wrote:
But look now at hydras.. oh baby.. they move so fast at high tech . If zerg player can go fast to this tech at base play ( like roches one) IMO its instantly kill all toss warpgate pressure , even 7-8 blink stalkers gate pushes are dead now :D , im so happy :D


Show nested quote +
On June 09 2012 08:13 cbueno wrote:
Mothership needs to be removed
They give the oracle the abilities instead, just like in broodwar "arbiter". And keep the carriers. Dont remove the carriers specially since blizzard completelly ignored it all throught sc2!


But MS CANT MOVE NOW , its addon to nexus , like planetery fortres for terran. Toss cant attack you with MS , he cant vortex .. how you can complain at this ?

Well by the time a zerg gets to hive and completes that upgrade the protoss should have moved into the late game composition so he should have more than just gateway units.

And the mothership can still move. The mothership core can't.
Get the hell outta here Der Beek, your'e ruining my moment.
Alabasern
Profile Blog Joined September 2010
United States4005 Posts
June 08 2012 23:17 GMT
#241
HYPE HYPE HYPE HYPE!
Support your esport!
Aunvilgod
Profile Joined December 2011
2653 Posts
June 08 2012 23:18 GMT
#242
BC speed boost? Aww yeah.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
docvoc
Profile Blog Joined July 2011
United States5491 Posts
June 08 2012 23:19 GMT
#243
This is going to be amazing . Its not just going to revitalize the matchups, but its also going to change the way people think about MU's with all the new units that require positioning tactics along with the macro to support it all. It seems like Blizz is introducing ways of making the skill ceiling much, much higher .
User was warned for too many mimes.
MateShade
Profile Joined July 2011
Australia736 Posts
June 08 2012 23:19 GMT
#244
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.

Cool story, tell it again bro

User was warned for this post
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
June 08 2012 23:19 GMT
#245
22 Range... The Siege Tank just cried T_T
Someone call down the Thunder?
ShamansForest
Profile Joined August 2011
United States21 Posts
June 08 2012 23:21 GMT
#246
No archon toilet?
"Use your smile to change the world. Don't let the world change your smile." - Liquid'HerO <3
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-08 23:24:18
June 08 2012 23:21 GMT
#247
On June 09 2012 08:17 takingbackoj wrote:
Show nested quote +
On June 09 2012 08:14 pallad wrote:
But look now at hydras.. oh baby.. they move so fast at high tech . If zerg player can go fast to this tech at base play ( like roches one) IMO its instantly kill all toss warpgate pressure , even 7-8 blink stalkers gate pushes are dead now :D , im so happy :D


On June 09 2012 08:13 cbueno wrote:
Mothership needs to be removed
They give the oracle the abilities instead, just like in broodwar "arbiter". And keep the carriers. Dont remove the carriers specially since blizzard completelly ignored it all throught sc2!


But MS CANT MOVE NOW , its addon to nexus , like planetery fortres for terran. Toss cant attack you with MS , he cant vortex .. how you can complain at this ?

Well by the time a zerg gets to hive and completes that upgrade the protoss should have moved into the late game composition so he should have more than just gateway units.

And the mothership can still move. The mothership core can't.


ahh then its MS and mothership core now for toss? I miss that..

And as zerg player i can tell you zerg at 3 bases can go hive very fast , you just need take 6 gases fast , but dunno I must see game from some pro players to confirm my thinking , but IMO its possible to hit that timming to shot down toss gate pressure with hydras.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Kanuck
Profile Joined March 2011
Canada50 Posts
June 08 2012 23:22 GMT
#248
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.
There is no failure. Only feedback.
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 08 2012 23:23 GMT
#249
Warhound should look like a one of these:

http://1.bp.blogspot.com/_2AJVtO27Nlw/TGuQFUSCbtI/AAAAAAAAAJY/mSzXAjZx3HI/s1600/golem_web[1].jpg

http://1.bp.blogspot.com/_iW9-ukBm9es/TQpLlgNKxnI/AAAAAAAAAnQ/3ehDCkaA2Fc/s1600/rook2a.jpg

http://2.bp.blogspot.com/_VRm3edgusok/TP3wAFtaaYI/AAAAAAAAAYY/jkomKZ67-Do/s1600/Warhounds_ASSAULT_7.jpg

Because now it looks like a SHIT!!!
What doesn't kill you makes you stronger.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
June 08 2012 23:24 GMT
#250
Latest harassment unit: the tempest. Stand far far behind mineral patches in dead space, 1-shot workers while ground units can't touch you.
=Þ
aklambda
Profile Joined October 2010
Austria48 Posts
June 08 2012 23:25 GMT
#251
So if I want to play Mech as Terran now what are my options against air units? If the Thor is gone and the Warhound does not shoot up... ZvT: build Mutalisk only and win?
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
June 08 2012 23:26 GMT
#252
Tempest - I kinda dont like the idea of the Tempest, because its going to destroy a Brood Lord/Corruptor force. Killing Zerg late-game. Both are too slow to dogde a large AOE attack.

The Oracle is going to be a great harassment unit, if you think about it, it will be much faster than killing off workers giving it much faster harassment times and lower risk.

Core is super defensive/anti-harass with its purify ability and teleport ability. I would imagine you could warp to a drop and take it out quickly.

Mine - I feel its going to be similar to banelings. Could be used to snipe important units, really dependent on its range and the amount of time it takes to activate.

Warhound- cant say much until we see it

Hellions - Harassment unit that just got scary. You can run it fast into the base and transform into a potent force if trapped. I feel it'll make mech a hell lot more viable.

Viper - It'll be a good templar sniper. Good marine counter, will totally change TvZ more into a BW esque battle with Terrans microing out of the cloud.

SH - not sure on this one 45 seconds is a long time to wait.

Ultra - Sounds crazy. Ultras will be able to get better surrounds.

Hydra - I dont think it will make much of a difference with roaches being cheap. Hydras will always be an anti air response. Might see more usage in ZvP





Playing Protoss = Opponent owned
Coolhwip
Profile Joined March 2011
Sweden1381 Posts
June 08 2012 23:26 GMT
#253
Feels like they are just pumping in more magic into the game. As a protoss player, I dont like it.
crack
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
June 08 2012 23:26 GMT
#254
Starcraft 2: Brood War.

Are you happy Teamliquid?

I'm not stupid, a marauder just shot my brain.
Cyanocyst
Profile Joined October 2010
2222 Posts
June 08 2012 23:26 GMT
#255
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".
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
June 08 2012 23:27 GMT
#256
tempest kind of crap for the price.
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 08 2012 23:27 GMT
#257
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?
cbueno
Profile Joined November 2008
Ireland76 Posts
June 08 2012 23:28 GMT
#258
On June 09 2012 08:14 pallad wrote:
But look now at hydras.. oh baby.. they move so fast at high tech . If zerg player can go fast to this tech at base play ( like roches one) IMO its instantly kill all toss warpgate pressure , even 7-8 blink stalkers gate pushes are dead now :D , im so happy :D


Show nested quote +
On June 09 2012 08:13 cbueno wrote:
Mothership needs to be removed
They give the oracle the abilities instead, just like in broodwar "arbiter". And keep the carriers. Dont remove the carriers specially since blizzard completelly ignored it all throught sc2!


But MS CANT MOVE NOW , its addon to nexus , like planetery fortres for terran. Toss cant attack you with MS , he cant vortex .. how you can complain at this ?


you got it wrong. the mothership still can move. the core cant move. the mothership now needs a core and fleet beacon.
that is to say that toss needs another building before he can build a motehrship. its retarded, not to mention that the whole idea of the mothership itself is retarded. make the oracle like the arbiter in broodwar!
awakenx
Profile Joined May 2011
United States341 Posts
June 08 2012 23:28 GMT
#259
Sooo... ZvZ is swarm hosts vs more swarm hosts?
WorstMicroNA
0neder
Profile Joined July 2009
United States3733 Posts
June 08 2012 23:28 GMT
#260
On June 09 2012 08:19 docvoc wrote:
This is going to be amazing . Its not just going to revitalize the matchups, but its also going to change the way people think about MU's with all the new units that require positioning tactics along with the macro to support it all. It seems like Blizz is introducing ways of making the skill ceiling much, much higher .

Except for micro. Where is moving shot? Where are faster units?
0neder
Profile Joined July 2009
United States3733 Posts
June 08 2012 23:30 GMT
#261
On June 09 2012 08:27 Ribbon wrote:
Show nested quote +
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).
silvercharcoal5
Profile Joined June 2011
United States17 Posts
June 08 2012 23:31 GMT
#262
On June 09 2012 08:27 Ribbon wrote:
Show nested quote +
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.
clusen
Profile Joined May 2010
Germany8702 Posts
June 08 2012 23:31 GMT
#263
I have a really good feeling about this!

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.
covote
Profile Blog Joined October 2010
United States86 Posts
June 08 2012 23:31 GMT
#264
PvT sounds like it will be impossible.
Coolness53
Profile Joined April 2010
United States668 Posts
June 08 2012 23:32 GMT
#265
It seems there trying super hard to keep the game fun but balanced. Having multiple strategies for each race.. Excited to see the pros place the game.
Fruitdealer, DongRaeGu, and Soulkey
Sikly
Profile Joined June 2011
United States413 Posts
June 08 2012 23:32 GMT
#266
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 .
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 08 2012 23:33 GMT
#267
On June 09 2012 08:30 0neder wrote:
Show nested quote +
On June 09 2012 08:27 Ribbon wrote:
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!
jedi1982
Profile Joined January 2011
United States172 Posts
June 08 2012 23:34 GMT
#268
Terran's are going to get pummeled!
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
June 08 2012 23:35 GMT
#269
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.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
June 08 2012 23:37 GMT
#270
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"
GuardianEU
Profile Joined June 2011
Netherlands488 Posts
June 08 2012 23:38 GMT
#271
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.



I urge you to read the OP once more.
Standard.
Naphal
Profile Joined December 2010
Germany2099 Posts
June 08 2012 23:38 GMT
#272
22 range? wut? xD
Apus
Profile Joined November 2010
New Zealand74 Posts
June 08 2012 23:38 GMT
#273
I'm pretty happy with how things are progressing.

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.
GuardianEU
Profile Joined June 2011
Netherlands488 Posts
June 08 2012 23:39 GMT
#274
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
Standard.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
June 08 2012 23:39 GMT
#275
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"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 08 2012 23:39 GMT
#276
On June 09 2012 08:26 Cyanocyst wrote:
Show nested quote +
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.
~ ~ <°)))><~ ~ ~
Jugan
Profile Blog Joined July 2009
United States1566 Posts
Last Edited: 2012-06-08 23:48:47
June 08 2012 23:39 GMT
#277
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.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
DwindleFlip
Profile Joined April 2011
United States32 Posts
June 08 2012 23:39 GMT
#278
If you watch the video, all you will see is terran being destroyed and marines and tanks being made useless.

This is not going to go well for terran players
pallad
Profile Joined September 2010
Poland1958 Posts
June 08 2012 23:39 GMT
#279
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
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
KingAce
Profile Joined September 2010
United States471 Posts
June 08 2012 23:40 GMT
#280
22 range? LOL I like protoss but this is so silly. This plus observer plus massive recall = massive headache for all other races late game.
"You're defined by the WORST of your group..." Bill Burr
maximuspita
Profile Joined April 2010
1093 Posts
June 08 2012 23:41 GMT
#281


It's gonna be great.
Korean Air, please save Fox.
Jaegeru
Profile Joined February 2012
United Kingdom676 Posts
June 08 2012 23:43 GMT
#282
Disappointing for terrans, I really hope some things are added and changed for terran during the beta since it seems like they've been gimped more than other races in the expansion.
MVP on winning his Fourth GSL - "Yeah I know the routine, take the flowers and cheque, I will kiss the trophy for the photo"
Psychobabas
Profile Blog Joined March 2006
2531 Posts
June 08 2012 23:47 GMT
#283
On June 09 2012 08:39 pallad wrote:
Show nested quote +
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


You're missing the point. Once again Protoss will determine the place and time of the battle. You're gonna make hydras and burrow swarm hosts with their 45 second cooldown vs sentries?
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
June 08 2012 23:48 GMT
#284
Ok, looks sick, it's definitely a giant improvement from their first announcement. Glad the tempest has been changed and the Shredder removed. The Oracle has definitely improved with its new abilities but I still think that the mineral block ability is stupid.

I'm excited but I'm also really worried about what all these units will do to the balance of the game. I mean, every single one is just ridiculously powerful. Zerg tier 2 (pretty much like ground Brood Lords, that can burrow too!) and a 22 range unit for late game Toss...(On Shattered, these could prolly seige your main from like above the Nexus...has crazy flashback to Thor drops on Lost Temple and heart misses a beat) I definitely forsee some ridiculously imba shit happening when the game hits...

but I'm still excited!
You mean I just write stuff here and other people can see it?
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-08 23:50:36
June 08 2012 23:48 GMT
#285
I really hope that at MLG they goona make some show match of HOTS , with pro players playing


On June 09 2012 08:47 Psychobabas wrote:
Show nested quote +
On June 09 2012 08:39 pallad wrote:
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


You're missing the point. Once again Protoss will determine the place and time of the battle. You're gonna make hydras and burrow swarm hosts with their 45 second cooldown vs sentries?



Its 25 sec i think not 45. And yes , hydras can easy kill stalkers + sentry mix , everyone know that
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
TheRealPaciFist
Profile Blog Joined August 2010
United States1049 Posts
Last Edited: 2012-06-09 00:00:43
June 08 2012 23:53 GMT
#286
I'm completely confused about what to think of the Tempest, but... WOOT WIDOW MINES! Sounds like a fun ability to use AND to play against =)

Plus, I'm glad they decided to keep the Mothership instead of the Super thor

And the oracle cloak is intriguing

And warhounds are cute

Yep, I is excite
Second favorite strategy game of all time: Starcraft. First: Go (aka Wei Qi, Paduk, or Igo)
optical630
Profile Joined August 2010
United Kingdom768 Posts
June 08 2012 23:54 GMT
#287
On June 09 2012 08:48 pallad wrote:
I really hope that at MLG they goona make some show match of HOTS , with pro players playing


Show nested quote +
On June 09 2012 08:47 Psychobabas wrote:
On June 09 2012 08:39 pallad wrote:
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


You're missing the point. Once again Protoss will determine the place and time of the battle. You're gonna make hydras and burrow swarm hosts with their 45 second cooldown vs sentries?



Its 25 sec i think not 45. And yes , hydras can easy kill stalkers + sentry mix , everyone know that


the speed or lack of was a huge handicap to hydras, but now they seem way more viable and can shake up the zvp fights
Niyanyo
Profile Joined April 2011
Mexico71 Posts
June 08 2012 23:55 GMT
#288
My absolute favorite is the launchable changeling!! Zerg scout ahoooy!
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
June 08 2012 23:56 GMT
#289
Biological unit restriction for blinding cloud makes it essentially useless against Protoss then. Not to mention it becomes less intuitive to spectators now, because it's going to confuse them a bit at first when they see marines not firing but siege tanks can.
Someone call down the Thunder?
Doomwish
Profile Joined July 2011
438 Posts
Last Edited: 2012-06-08 23:59:24
June 08 2012 23:58 GMT
#290
widow mine and the new mech units look really lackluster in comparison to the new zerg/toss units.

The fight where they showcased in the preview vs the toss the widow mines did almost nothing lol.

I have a feeling HotS is going to be a bitch to balance.
cbueno
Profile Joined November 2008
Ireland76 Posts
Last Edited: 2012-06-09 00:00:27
June 08 2012 23:59 GMT
#291
well Blizz defently is gonna screw up this game at the end!
And this is coming from a toss.

22 range for tempest wtf?
no carriers wtf?
stupid mothership requires another building upgrade wtf?

remove mothership and make oracle the mothership like the arbiter in broodwar ffs!

felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
June 09 2012 00:00 GMT
#292
So, in thinking over possibilities and cheese that worked about a year ago (not so much now)...

As a Zerg player, if I concentrate lurkerSwarm Host and Infestors, I basically can spawn a free army as often as my timer ticks and my infestors still have energy? Move up, burrow swarm hosts (they're now invisible), then move burrowed infestors up to support with massive beach ball lobbing under the cover of the Swarm Hosts.

After this weekend, maybe the HotS custom maps get updated and we get a taste while waiting and praying we get into the beta.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Im_hell
Profile Joined March 2012
United States16 Posts
June 09 2012 00:00 GMT
#293
Why doesnt blizzard just remove terran??
blizzard is crossing out all possible unit composition
in TvZ mech sucks anyways
and viper is gonna make tank useless
so only possible TvZ unit combo terran has is MMM...

and in TvP they didnt make any nerf to toss late game units, they buffed it by giving mothership recall ability back, and giving
nexus mothership core...
now toss units strong and mobile
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 09 2012 00:00 GMT
#294
On June 09 2012 08:39 Jugan wrote:
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.


That's actually on purpose. If you are bronze, battle mode is more useful, otherwise, it's an APM tax in a game that's pretty APM light.
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
June 09 2012 00:01 GMT
#295
Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.

I actually started jumping in my chair at this hahah, pretty excited for all the new changes. Gonna be a great time on the competetive scene for a while I'm sure

also great write up!
If the quarter was in your right hand, that would've been micro
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
June 09 2012 00:01 GMT
#296
--- Nuked ---
Sailincieri
Profile Joined July 2011
Poland83 Posts
June 09 2012 00:03 GMT
#297
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.


Wait, what?!
So i should build this Mine in factory, loss resources, loss time in factory for it, and then kill 1 (ONE!) unit with it? Realy?!

Zerg gets scorpion from mortal kombat, 'defiler', underground broodlords and more, and I get Mine? Great...
NexaS
Profile Blog Joined December 2010
United States202 Posts
June 09 2012 00:04 GMT
#298
22 range? Huh? Is this real life?
TexaS
Ozarugold
Profile Blog Joined February 2008
2716 Posts
June 09 2012 00:07 GMT
#299
I'm going to hold my opinion until I play the game since I'm pretty on the fence with almost all the changes.

But I gotta say, 22 range is really far...
this is my quote.
wangstra
Profile Joined March 2011
922 Posts
Last Edited: 2012-06-14 06:15:50
June 09 2012 00:07 GMT
#300
-nuked-
nenshoua
Profile Joined August 2011
Brazil27 Posts
Last Edited: 2012-06-09 00:10:00
June 09 2012 00:09 GMT
#301
Wow, toss just got amazing, while terran has a few decent(ish) improvements, and zerg got severely nerfed from the past edition of the hots beta (when everyone can agree,zerg looked the best from the hots races).

Toss has an even more powerful late game now with the Tempest, and still a very strong mothership (archon toilet is not needed with 22 range Tempest), with amazing midgame additions such as the oracle..zerg no longer has burrow speed banes, ultras are now snareable/slowable which will make sure to keep them at the terrible units status they are, regardless of the charge..think expensive chargelots, that is what ultras will be.Viper only working on bio will make it pretty bad against the dredded death ball as well, aside from pulling some colossi i guess.

Toss looks amazing..hope you enjoy pvp, everyone will switch over...toss already feels stronger and easier to a lot of people..this xpac will just amplify that.
Education is not a substitute for intelligence. F.H
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
June 09 2012 00:09 GMT
#302
On June 09 2012 08:27 Ribbon wrote:
Show nested quote +
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?


People will complain about this regardless. Not my fault BW is such a good game .
No one ever remembers second place, eh? eh? GIVE ME COMMAND
rutian
Profile Joined November 2010
Turkey288 Posts
June 09 2012 00:09 GMT
#303
With vortex not working on air units, ZvP will turn into a joke. But, besides that, radical changes are good, hopefully we will see a lot of new players becoming pros and maybe pushing the current ones aside.
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
June 09 2012 00:10 GMT
#304
On June 09 2012 09:03 Sailincieri wrote:
Show nested quote +
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.


Wait, what?!
So i should build this Mine in factory, loss resources, loss time in factory for it, and then kill 1 (ONE!) unit with it? Realy?!

Zerg gets scorpion from mortal kombat, 'defiler', underground broodlords and more, and I get Mine? Great...

Not only that but now siege tanks can be outranged EZPZ. BoxeR must by crying.
Nevertras
Profile Joined October 2011
United States27 Posts
June 09 2012 00:10 GMT
#305
I choked when I reread 22 range for the third time, because the first two times I didn't believe it. o.O

It might change PvP pretty drastically if it does bonus to massive. Goodbye giant colossi balls.
marcelluspye
Profile Joined August 2011
United States155 Posts
June 09 2012 00:10 GMT
#306
I'm definitely going to get it, but I am skeptical that it'll be any better than WoL.
TheRealPaciFist
Profile Blog Joined August 2010
United States1049 Posts
June 09 2012 00:11 GMT
#307
On June 09 2012 09:07 wangstra wrote:
My impression is that they are still trying to kludge together units from BW but remain in denial and instead have opted to spray abilities all over the place. If you want to introduce an arbiter do so, don't half ass it.

The way they've approached balance in this game also introduces a stupid hilarity into the units they make. The protoss, the might of the void, with technology far outpacing anything the Terrans have ever encountered, who have absorbed technology from their creators in their wisdom built a an air unit that could fire at enemies from far away but only tickle them damage wise. Then they proceeded to call it a tempest...

If Bowder is absolutely certain that pros will be evading the newly introed mine, does he expect people to spend the min/gas to kill one unit?


The point is board control, not killing efficiency
Second favorite strategy game of all time: Starcraft. First: Go (aka Wei Qi, Paduk, or Igo)
rutian
Profile Joined November 2010
Turkey288 Posts
June 09 2012 00:12 GMT
#308
On June 09 2012 09:09 nenshoua wrote:...toss already feels stronger and easier to a lot of people..this xpac will just amplify that.


actually terran has the honors of being the easiest race to play, for a lot of people. and I'm not seeing anyone switching races. be less biased.
BoondockSnake
Profile Joined April 2012
United States30 Posts
Last Edited: 2012-06-09 00:51:40
June 09 2012 00:13 GMT
#309
I feel like Terran is coming out a bit weaker from all of this, but will try to withhold judgement until we have more opportunities to see how the game actually plays. Just a bit worried...


Also, one other person commented on this - what do you all think of the CC/Nexus/Hatch showing you the number of workers you currently have mining? I simultaneously like and dislike this. It makes my life easier, which is kind of nice, but I feel like it does take a bit of "skill" (aka paying attention to expos) out of the game. Why not give queens' inject an autocast option, as well? Obviously somewhat different, and not as drastic, but...I'm kinda meh on that one.

Still, excited with all the work they seem to be putting into this. Having only been playing SC2 for 6 months, I wish I had more time with this before HotS, but trying to stay positive!

Edit: I also don't like the mineral blocking thing from Protoss. Seems really annoying.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2012-06-09 00:14:10
June 09 2012 00:13 GMT
#310
On June 09 2012 06:31 Sadistx wrote:
Widow mine:

AKA - we give up on giving terran something to control terrain and we're just going to reintroduce spider mine, because it worked so well in bw.



Except for this part: "with practice, pro-level players will almost always be able to remove the mined units away from the rest of their unit cluster."

Which means at high level play it will be completely useless
twoscomp
Profile Joined November 2010
United States42 Posts
June 09 2012 00:14 GMT
#311
22 range sounds absolutely god like. I can't even really image what that attack looks like traveling 22 range. "Fire! *wait* *wait* *wait* Nice"
Yrr
Profile Joined June 2012
Germany799 Posts
June 09 2012 00:16 GMT
#312
terran mines
hydraspeed
arbitercloak

Welcome to broodwar^^
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Sailincieri
Profile Joined July 2011
Poland83 Posts
June 09 2012 00:16 GMT
#313
On June 09 2012 09:12 rutian wrote:
Show nested quote +
On June 09 2012 09:09 nenshoua wrote:...toss already feels stronger and easier to a lot of people..this xpac will just amplify that.


actually terran has the honors of being the easiest race to play, for a lot of people. and I'm not seeing anyone switching races. be less biased.


Man, check the results of BW pro in SC2. Toss have somthing like >90% win ratio... Its easiest race by far...
VeNoM HaZ Skill
Profile Blog Joined November 2010
United States1528 Posts
June 09 2012 00:17 GMT
#314
Interviewer: "So Dustin would you say that you just hate mech or do you despise it?"
DB: "Well that's an obvious answer isn't it? Mech is for retards and that's why we're killing it."
Int: "Would you say this change was influenced by previous mistakes?"
DB: "Whhaaattt?" *tugs at collar* "Does it feel hot in here? It feels pretty warm."
Int: "Seriously, just answer the question."
DB, perspiring gratuitously: "What was the question again?" *starts to twitch*
Int: "Why. Do. You. Hate. Mechanical. Units?"
DB: "I don't have to put up with this shit! Fuck you and fuck tanks." *starts sobbing profusely* "I hate tanks so much I just.. I.. I..." *starts to go into the fetal position* "APOCALYPSE TANKS!!! APOCALYPSE TANKS EVERYWHERE!!! In my base, on the bridge, in thecityeverymap. MOMMY!! Ijustwantmymommy.Mommyhelpme." *Balled up on the floor crying hysterically*
Int: "Next question. Why the fuck are you allowed to design games?"
-Fin
#1 MMA fan! I like you too Taeja. Still patiently waiting for the Crown Prince to become the King.
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
June 09 2012 00:22 GMT
#315
LOIL LOL LOL 22 RANGE LOL I CANT STOP LAUGHING im just going to keep building this unit until it stops being fun... can you even see the unit when it attacks at max range? i wonder the conversation that went on in the design room... can i siege opponents from my own base?


THANK YOU HYDRA SPEED HOLY SHIT THOSE MOFO'S WERE SO SLOW

Remember, no matter where you go, there you are.
kith
Profile Joined June 2011
Greece20 Posts
June 09 2012 00:23 GMT
#316
tempest doesnt look like a capital ship they really should make it phat like the carrier or the battlecruiser
Working my Way to the Top
kAelle_sc
Profile Joined April 2011
287 Posts
June 09 2012 00:24 GMT
#317
No love for Siege Tanks?
It's all about the journey, not the outcome.
MountainDewJunkie
Profile Blog Joined June 2009
United States10340 Posts
June 09 2012 00:27 GMT
#318
More spellcasters and a long-range capital ship. Oh, and several useless terran features. I demand to know the salaries of the game designers if this is what they've come up with after all this time. I didn't expect much, but what they're doing with terran is... incredible....
[21:07] <Shock710> whats wrong with her face [20:50] <dAPhREAk> i beat it the day after it came out | <BLinD-RawR> esports is a giant vagina
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 09 2012 00:30 GMT
#319
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.
Havik_
Profile Joined November 2011
United States5585 Posts
June 09 2012 00:31 GMT
#320
I fell out of my chair when I read 22 range. When my friend told me about that I thought he was trolling me. No way that stays the same after it gets tested this weekend. We really just need to wait to play the beta though, because you really can't tell anything from just reading it.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
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
Kaiyotic
Profile Joined October 2011
United States90 Posts
June 09 2012 02:04 GMT
#341
The Tempest range makes me think of the Death Star. Long range beam of death.
Rain: Idra's face is scary
INeedSpoons
Profile Blog Joined October 2011
Colombia41 Posts
June 09 2012 02:24 GMT
#342
Warhound auto-launch vs Mech? Where is the skill in that?
Neurosis
Profile Joined October 2010
United States893 Posts
June 09 2012 02:28 GMT
#343
Everything sounds awesome except for the oracle, and probably the widow mine. Just my opinion of course.
Vertical
Profile Joined July 2011
Indonesia4317 Posts
June 09 2012 02:33 GMT
#344
still no late game unit for terran
-Terran-
minilance
Profile Joined June 2011
Canada500 Posts
June 09 2012 02:36 GMT
#345
holy shit that was cool, i like the new design for some unit also
Bisu, Jangbang <3
angra86
Profile Joined October 2010
United States56 Posts
June 09 2012 02:43 GMT
#346
Not sure how I feel about this. I like the warhound as a unit I guess, and the new battle hellion sounds like it might be good in a late game composition. As far as the widow mines go though, I'm not sure I like the concept. A mine that costs food, possibly gas and can even according to Browder you will be able to simply remove the unit the mine attaches to before it explodes. I don't know, it just doesn't seem like widow mines will be anywhere near as good as spider mines were in BW.
Zambrah
Profile Blog Joined June 2011
United States7200 Posts
June 09 2012 02:47 GMT
#347
To be honest, I'm not sure I'm comfortable with the Tempest having TWENTY TWO possible range, that just seems... like... really? I guess I'd really need an in depth view of the Tempest, but it seems too long.
Incremental change is the Democrat version of Trickle Down economics.
SoFool
Profile Blog Joined July 2011
Malaysia96 Posts
June 09 2012 02:48 GMT
#348
Didnt dustin said he didnt want sc2 to be like bw? I'm seeing too many bw resemblance here, except for protoss.

Also the swarm host still cant attack from a cliff effectively.
Find Humanity ... Assimilate ... Learn ... Evolve.
Canx
Profile Joined September 2010
Singapore85 Posts
June 09 2012 02:49 GMT
#349
Watched the battle report, think they just opened up a lot of opportunities for Terran Mech, I like it. Have to learn a new game now though!
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-09 03:03:46
June 09 2012 03:02 GMT
#350
On June 09 2012 11:48 SoFool wrote:
Didnt dustin said he didnt want sc2 to be like bw? I'm seeing too many bw resemblance here, except for protoss.

Also the swarm host still cant attack from a cliff effectively.


I think you're missing the point of his statement, his point was that it wasn't enough to just make broodwar AGAIN because broodwar does have issues and they needed room to introduce different units that solved those problems even if they introduce others.

Banelings are a good example, they liked how they integrate with the speed on creep, they liked that they were a "trade" style unit not an efficient unit, they liked that with burrow you can use them like mines and with drop you can use them as a carpet bomb, they also solve some of broodwar's ZvZ issues which amount to "get as much gas as possible without dying to lings" because they're an early gas unit that trades well vs large numbers of light units.

So they made the tough decision to remove the lurker because they overlap, lurkers + banelings would be a really difficult combination to handle it's just a ton of splash damage and just as a general rule it muddies the design to have 2 units do that very similar things. But they obviously still like the fact that the lurker lets you pressure a wall without endangering your units.

So they introduce the swarm host. The swarm host isn't a new concept it's similar to the lurker, but it's different in that it doesn't just add more splash damage to the field and it doesn't get "tricked" if you throw only a single unit at it, it also doesn't gain much effectiveness from unit hold position mico, which while cool in broodwar, has had it's role taken by baneling land mines.

So it's not that they're against adding things they found good about broodwar, it's that their first instinct shouldn't just be "make it more like broodwar because that was a good game, therefore if it's exactly broodwar it's a good game." the solution space is different and needs to be filled by different units because the problems are different.
foxmulder_ms
Profile Joined February 2011
United States140 Posts
June 09 2012 03:15 GMT
#351
I am sorry but almost all of the changes they made on protoss looks like forced, awkward stuff. Thumbs down here.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
Last Edited: 2012-06-09 03:23:15
June 09 2012 03:16 GMT
#352
Other than the Tempest, everything else seems alright.

SAVE THE CARRIER GUYS.

EDIT: Is it me or is like half of those unit are made to make siege tanks useless.
Sandstorm9
Profile Joined January 2011
41 Posts
June 09 2012 03:27 GMT
#353
You guys are overreacting so much. The Tempest has horrible DPS and the range upgrade costs 200/200 i think. I'd rather have more DPS than 22 range. With this shitty DPS, it might as well be on the other end of the map. Who cares?

I think it's the Viper that's the most dangerous unit. It completely nullifies tanks, colossi and bio forces. What, you paid 300/200 for a colossus, 200/200 for the support bay and 200/200 for the thermal lance? Well i'll kill it before it gets one shot off.

I'd rather face 20 corruptors because at least the colossus will shoot once before dying and the zerg will have paid more money and supply for those corruptors. I just hate units and abilities that instantly nullify the other races' big advantage so that their army dies without paying for itself even a bit.

I realise the Viper will cost a lot, but come on, it wont be much more than getting a few corruptors, and as i said, you arent countering the Colossi, you're instantly killing them. Same for tanks.
Sabu113
Profile Blog Joined August 2009
United States11046 Posts
June 09 2012 03:37 GMT
#354
DPS is the wrong metric to focus on. It could have shit DPS but a great damage hit and so the toss army can start really hurting the viper, ultra or broodlord packs long before any engagement or in areas where collosi can mop up the rest.

Stargate is still vital for toss late game v Z. Tempests will never be made in PvT though since there really arent that many units worth being sniped or that can be sniped.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
dnld12
Profile Blog Joined March 2011
United States324 Posts
June 09 2012 03:41 GMT
#355
As a Protoss player i find that The tempest has the potential to be EXTREMELY overpowered. Imagine 3 or 4 of those one shotting everything. With voidrays and pheonix to cover. It would be unstoppable.
When life gives you Stalkers, Get blink.
Sandstorm9
Profile Joined January 2011
41 Posts
June 09 2012 03:46 GMT
#356
I personally wish the Void Ray became more useful. What does it mean that it's only being used early in PvZ when Zerg have very little anti air? That it's crap. It should be the go to unit to deal with BroodLords but mass corruptors, mutas, or fungal melt them. I remember hearing that Blizzard considered making Fungal a ground only ability but that would ruin ZvZ and the whole anti-muta gameplay.

Anyway, with the Vortex gone for air units, it seems like the only option is now the Tempest. Keep it away (in your base lol) and shoot them down. Hope it works.

Hopefully the re-emergence of Mech in HotS will mean that we can use Void Rays against it and thus Voids wont be completely useless.
Sandstorm9
Profile Joined January 2011
41 Posts
June 09 2012 03:48 GMT
#357
On June 09 2012 12:41 dnld12 wrote:
As a Protoss player i find that The tempest has the potential to be EXTREMELY overpowered. Imagine 3 or 4 of those one shotting everything. With voidrays and pheonix to cover. It would be unstoppable.
True, but that's easily fixed with a damage nerf, increase in price, building time nerf, etc.
eviltomahawk
Profile Blog Joined August 2010
United States11133 Posts
Last Edited: 2012-06-09 03:50:10
June 09 2012 03:49 GMT
#358
This image:

+ Show Spoiler +
[image loading]


...completely baffles me XD

Two Dark Shrines powered by Warp Prisms? Some troll stuff right there haha.
ㅇㅅㅌㅅ
Birdfood
Profile Joined May 2012
United States33 Posts
June 09 2012 03:54 GMT
#359
Yep, Blizz is retarded...
roach-immortal is pretty good vs stalkers -Idra
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 09 2012 04:04 GMT
#360
Could be a campaign map or something.

Anyway, isn't the warhound supposed to counter mutas? What's the point of giving it anti-ground anti-armor 1a missiles?
nerak
Profile Blog Joined September 2011
Brazil256 Posts
June 09 2012 04:09 GMT
#361
Heart of the Swarm will also include a wider variety of locations, or sets, for players to explore between missions. These sets change dynamically as players complete missions, giving players a sense of an evolving world as Kerrigan makes her presence felt throughout the galaxy


Well, if this really works as intended, it would really be a good substitute the lower number of missions...
"I am smiling" - Marauder Dynamite
Daedalus SEA
Profile Joined June 2011
81 Posts
June 09 2012 04:20 GMT
#362
Am I the only one who thinks it would be hilarious if PDD worked against the Tempest?
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 09 2012 04:23 GMT
#363
On June 09 2012 13:09 nerak wrote:
Show nested quote +
Heart of the Swarm will also include a wider variety of locations, or sets, for players to explore between missions. These sets change dynamically as players complete missions, giving players a sense of an evolving world as Kerrigan makes her presence felt throughout the galaxy


Well, if this really works as intended, it would really be a good substitute the lower number of missions...


Don't they just mean a larger variety of the ones that appeared in WoL? Where there were the news reports and clippings and stuff? Not exactly hyped for those.
Waxangel
Profile Blog Joined September 2002
United States33230 Posts
June 09 2012 05:25 GMT
#364
On June 09 2012 13:20 Daedalus SEA wrote:
Am I the only one who thinks it would be hilarious if PDD worked against the Tempest?


it does
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
epicanthic
Profile Joined July 2011
Hong Kong295 Posts
June 09 2012 05:39 GMT
#365
Wait...TWENTY TWO RANGE?
IamPryda
Profile Joined April 2011
United States1186 Posts
June 09 2012 06:59 GMT
#366
lol as a protoss player i have got to laugh at the 22 range unit i really hope it makes it to beta to seem some you tube videos of the shannageins people pull with that. blizzard keeps adding things to protoss late game how about another mid game unit we are the only race to not get one
Moar banelings less qq
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 09 2012 07:01 GMT
#367
On June 09 2012 09:03 Sailincieri wrote:
Show nested quote +
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.


Wait, what?!
So i should build this Mine in factory, loss resources, loss time in factory for it, and then kill 1 (ONE!) unit with it? Realy?!

Zerg gets scorpion from mortal kombat, 'defiler', underground broodlords and more, and I get Mine? Great...


Do you usually play with pros?

Sigh, QQers gonna QQ.
Revolutionist fan
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
June 09 2012 07:01 GMT
#368
Holy crap, that ultralisk upgrade looks imba, however so does the mine I guess, depending on how it places himself and how much it costs. But without the frenzy upgrade, it means that mass thor stand a chance against mass ultra!
zeratul_jf
Profile Joined October 2011
United States808 Posts
June 09 2012 07:12 GMT
#369
idk it seems like terran bio is going to be out of the game since its gonna be so easy to kill with the pull some tanks over here and then choose between fungal or cloud to roll your banelings over the marines. Also Toss being able to recall from anywhere super early? oh you out of position no problem! i hope the beta testing makes some changes because right now seems like terrans are gonna be really really bad in HotS
RedMosquito
Profile Joined September 2010
United States280 Posts
June 09 2012 07:13 GMT
#370
Anyone else think the oracle is kind of silly? The problem with it is its too fast and can be accessed so quickly. I really couldn't see a player losing one EVER. You could have like 4 or 5 flying around entombing everything constantly. Sure the other player could build spores or turrets to defend but until mutas or vikings are made you really cant kill them. They can just camp out all game behind a players base. I dont know something doesn;t seem right with it
squidster
Profile Joined July 2010
United States19 Posts
June 09 2012 07:47 GMT
#371
This game seems amazing.
People don't need to worry about balance right now, it'll be fixed and tweaked over time... metagames will develop and things will be ok.

But as for the state of the game, it seems much more brood war esque and seems to reward better play much more.

The oracle seems to be a unit that early game is gonna be a little annoying (requires apm to have units / drones atk it) but late game is gonna be just a test of who has more apm.
Swarm host seems to move the game in a direction where the fights last much longer and are much more back and forth tempo based, kind of like how brood war fights would last for a long time across multiple screens.

The mine looks like it'll be another thing that early game, every pro will be able to split and take minimal damage, but late game in big fights it'll be potentially devastating and incredibly hard to avoid the dmg from it.

Strategy wise the game looks to be more interesting as well. What can instant energy max from mothership core do with early sentry pushes? How about defensive teching with only 1 or 2 sentries who can forcefield 20 times.

Tempest looking to make the game look way more interesting late game and making positions matter so much more.

Anywho
I'm really excited for this game.
S3iizure
Profile Joined December 2011
United States6 Posts
June 09 2012 08:04 GMT
#372
I'm really intrested to see how this 22 range thing works out, seems a bit overkill IMO, even if it has a low dps.
gh0st
Profile Joined January 2010
United States98 Posts
June 09 2012 08:06 GMT
#373
The abduct ability looks cartoony and dumb. It pushes the whole suspend disbelief thing to accept that this flying defiler thing can go all "get over here" scorpion-style to a massive 'toss war machine (colossus), which must weigh some ungodly amount. it just looks really really stupid.

What's the purpose of the swarm host? It looks out of character with the rest of zerg units too.
ionize
Profile Blog Joined March 2008
Ireland399 Posts
June 09 2012 08:08 GMT
#374
Some of the new units and/or abilities remind me of Brood War units/abilities. So Blizzard does implement old, well-proven stuff and new stuff as well. I like that.
The screenshots look amazing. I'm really looking forward to the new tylesets and units. I also like the idea of a non-ranked match-making system. It reminds me of League of Legends and will provide us with a way to play Starcraft 2 HotS without feeling pressure.
I just love video games, what's your excuse?
SayGen
Profile Joined May 2010
United States1209 Posts
June 09 2012 08:13 GMT
#375
RIP terran.

Time for the BroToss to reign supreme
We Live to Die
Fencar
Profile Blog Joined August 2011
United States2694 Posts
June 09 2012 08:22 GMT
#376
I like the changes a lot.

Now Terran just needs a buff to the Ghost or a further buff to the Reaper to keep Bio play viable in TvZ.
This is my signature. There are many like it, but this one is mine.
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
June 09 2012 08:24 GMT
#377
On June 09 2012 17:04 S3iizure wrote:
I'm really intrested to see how this 22 range thing works out, seems a bit overkill IMO, even if it has a low dps.

True. But it does no splash damage so marines can attack it effectively. I still think that 22 is too much but it should be rather easy to balance with the right price. It has it weaknesses and honestly I think they can work a bit like carriers in pvt brood war. You can maneuver long range attack and run for cover if Vikings show up. Also observer sniping will be essential. I'm not sure how zergs are supposed to fight with it. I guess brute force...
Garmer
Profile Joined October 2010
1286 Posts
June 09 2012 08:24 GMT
#378
On June 09 2012 14:25 Waxangel wrote:
Show nested quote +
On June 09 2012 13:20 Daedalus SEA wrote:
Am I the only one who thinks it would be hilarious if PDD worked against the Tempest?


it does

this is interesting, because it make raven less useless
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2012-06-09 08:29:51
June 09 2012 08:28 GMT
#379
if i dont buy the expansion cos i dont care about single player, can i still play multiplayer? ~Will battle net update the stuff i need?
blackhole12
Profile Joined May 2012
42 Posts
June 09 2012 08:48 GMT
#380
On June 09 2012 16:13 RedMosquito wrote:
Anyone else think the oracle is kind of silly? The problem with it is its too fast and can be accessed so quickly. I really couldn't see a player losing one EVER. You could have like 4 or 5 flying around entombing everything constantly. Sure the other player could build spores or turrets to defend but until mutas or vikings are made you really cant kill them. They can just camp out all game behind a players base. I dont know something doesn;t seem right with it

Yeah, it's bizarre they have so much shields and so little hp. They're already quick, just micro them if you don't want them to take damage. :/
Cereb
Profile Joined November 2011
Denmark3388 Posts
Last Edited: 2012-06-09 09:04:06
June 09 2012 09:02 GMT
#381
This all sounds really really good! Loved the battle report game!! That ZvP game looked way more entertaining than any ZvP game I have ever seen in WoL! ;D


It's pretty amazing that some people are able to look at this in a negative light. But I guess that says more about some of the posters on this forum.
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
June 09 2012 09:11 GMT
#382
Awesome preview!
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
Exoteric
Profile Joined January 2011
Australia2330 Posts
June 09 2012 09:19 GMT
#383
Do widow mines deal friendly fire to the caster's units if the opponent sends their unit into your army? Additionally, can you cancel the widow mine detonation by killing your own unit before the 10 second timer is up?
hell is other people
Leeoku
Profile Joined May 2010
1617 Posts
June 09 2012 09:28 GMT
#384
I just watched the battle report. The aoe block for oracle is ridiculous......
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
June 09 2012 09:46 GMT
#385
I remember playing that hots custom map after blizzcon against a friend and remember thinking if oracle entomb stays as it is I will not be buying hots and lol now I see it is same
Entomb is the most unfun ability to play against. I woud rather suffer any kind of real units harras then constant Entombs.
ClapYoHandz
Profile Joined February 2012
United States5 Posts
June 09 2012 09:51 GMT
#386
I thought the Mass recall ability was some kind of April fools joke when it was first shown.
Baffling.
You secure that shit Hudson.
Warheart
Profile Joined June 2012
Italy25 Posts
June 09 2012 10:00 GMT
#387
i hope they change some things until the game comes out,i don't like the vortex nerf,the viper's consume on buildings (BW's consume is a classic to me) and warhounds may be difficult to balance against stalkers...but most of all i really wish they keep the carriers!
war is in my heart,death is by my side!
StoRm_res
Profile Joined March 2011
Switzerland891 Posts
June 09 2012 10:22 GMT
#388
Not sure about this new mine, sounds just like burrowed banelings, just that it detonates itself
The rest looks pretty good, although 22 range sounds like way too much, I think they will have to balance this ^^
mantequilla
Profile Blog Joined June 2012
Turkey777 Posts
June 09 2012 10:22 GMT
#389
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 totally agree. Cool stuff and abilities on paper for Protoss but their usability and affect on the game will be questionable. Like whole current stargate tech tree is useless in pvt, most of the new things will be useful in very very rare situations. For example you only need a phoenix in pvt if you base trade and terran floats his buildings in WoL. Like this, oracle's cloak ability will be rarely useful if oracle doesn't cloak itself or cloak units and then run away because all the other units are cloaked oracle will be the only targeted unit and killed immediately and the cloak is lost(?). Very long range tempest will only be useful if you are too ahead economically or opponent does not have a direct response because it's too expensive and because of low dps you can wait under its fire with roaches for an hour. A simple thought, if you invest 300-300 on a unit it should be able to damage to opponent like 300-300. If you build a banshee and have some micro skill, you are guaranteed to kill couple of workers, at least to compensate its cost. It will be very hard to compensate tempest's cost.

I think if a new unit will be added to Protoss, it should be like warhound, which adds extra usable strategies to game. If you see opponent going mech units, which is very likely, build warhounds and it's OK. Simple, easy, cost effective with an unlikely downside. Other new terran units are like this also. Only a very, very skilled player "may" make use of a 150 energy costing mass recall in a match and if energy cost is low, it will be unbalanced. Protoss metagame is broken at its core, all game revolves around stalkers, HT's, forcefields to stay alive, colossi and some stargate cheese while other races have ton of different playstyles. Even the best Protoss progamers don't play very creatively because they don't have the right tools.
Age of Mythology forever!
TAAF
Profile Joined March 2011
Switzerland226 Posts
June 09 2012 10:42 GMT
#390
I am most excited about playing mech against Toss! Go Warhound! Dislike the mines though....
Crouching probe, hidden cannon
Prog455
Profile Joined April 2012
Denmark970 Posts
June 09 2012 10:42 GMT
#391
I see a lot of people asking about the Thor unit. If you look at the HotS gallery, there is a picture just next to the Warhound. where you can see multiple Thors being used alongside the Terran army. So i guess Thors will be the same as in WoL

Link to gallery:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=343491#one
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 09 2012 10:43 GMT
#392
http://img12.imageshack.us/img12/2730/hotsterran1.jpg
http://img819.imageshack.us/img819/9851/hotsterran2.jpg
http://img803.imageshack.us/img803/1475/hotsterran3.jpg
What doesn't kill you makes you stronger.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
June 09 2012 10:57 GMT
#393
Some of the Zerg changes... I just don't know. Hear my initial thoughts on the matter. This is not whining this is just what I think. So take everything I saw with a grain of salt and don't be huffy about it.

Viper's Blinding Cloud is like a copy of Dark Swarm. In fact the Viper just seems to be a flying Defiler. Consume only works on Zerg buildings apparently which makes Consume less viable on the offensive. The pull ability seems nice (for like, Colossi and stuff) but it seems like something that could easily be broken, a bit like force-fields. However something that could be nifty is if a pulled Colossi breaks force-fields. Could probably be useful and make for a more interesting fight. Even if I just dislike crowd-control abilities in an RTS game in general..

Hydralisk speed upgrade is just a copy/paste of BW.

I dislike the Tempest already because it's simply a longer-ranged version of a Brood Lord that can also shoot at air units. Not a fan of it as a Zerg player. Similarly, I dislike Swarm Host because it's a burrowed hybrid of a Lurker and a Brood Lord. It's also a terribly ugly unit (as if that mattered). Locusts seem really slow too. Since I've barely seen SH in a real game I can't really judge about their usefulness properly, it just doesn't seem to be that great. If I recall correctly, Lurkers were also faster than SH.

Oracle seems interesting as a support unit. Blocking mining seems interesting, force-fields for minerals basically. Cloaking units, that seems kind of cool. Not sure how useful it would be. I just have fixed feelings overall about the oracle.


Either way, I think I'll be more interesting it watching professional HOTS than actually playing it.

maru lover forever
Strela
Profile Joined October 2011
Netherlands1896 Posts
June 09 2012 11:00 GMT
#394
I smell alot more terran all ins ;P
Caas
Profile Joined November 2011
Sweden51 Posts
June 09 2012 11:04 GMT
#395
Yay maybe the terran will have a chance against a protoss deathball now then? :D
Dammit!
kruxey
Profile Joined September 2011
Bulgaria168 Posts
June 09 2012 11:35 GMT
#396
Holy guacamoly the range on the tempest seems a bit too much.
But the mothership core idea is awesome!!
Sandstorm9
Profile Joined January 2011
41 Posts
Last Edited: 2012-06-09 12:14:31
June 09 2012 12:04 GMT
#397
On June 09 2012 16:12 zeratul_jf wrote:
idk it seems like terran bio is going to be out of the game since its gonna be so easy to kill with the pull some tanks over here and then choose between fungal or cloud to roll your banelings over the marines. Also Toss being able to recall from anywhere super early? oh you out of position no problem! i hope the beta testing makes some changes because right now seems like terrans are gonna be really really bad in HotS

Recall takes 150 energy so you're taking a big hit. You need to save up 3 chronos which you cant spend on probes, upgrades or what have you.

Blizzard just aknowledges that if the protoss army gets cornered and it dies, the protoss is almost dead. Yeah you can warp in some new units but you've lost way too much if you lose your entire army.

It could be OP, but on the other hand Protoss doesnt have medivacs to pickup and escape, nor are their units super fast like the zergs'. And of course you use your forcefields in the battle so you dont have many to cover your escape.
On June 09 2012 16:47 squidster wrote:
This game seems amazing.
People don't need to worry about balance right now, it'll be fixed and tweaked over time... metagames will develop and things will be ok.

But as for the state of the game, it seems much more brood war esque and seems to reward better play much more.

The oracle seems to be a unit that early game is gonna be a little annoying (requires apm to have units / drones atk it) but late game is gonna be just a test of who has more apm.
Swarm host seems to move the game in a direction where the fights last much longer and are much more back and forth tempo based, kind of like how brood war fights would last for a long time across multiple screens.

The mine looks like it'll be another thing that early game, every pro will be able to split and take minimal damage, but late game in big fights it'll be potentially devastating and incredibly hard to avoid the dmg from it.

Strategy wise the game looks to be more interesting as well. What can instant energy max from mothership core do with early sentry pushes? How about defensive teching with only 1 or 2 sentries who can forcefield 20 times.

Tempest looking to make the game look way more interesting late game and making positions matter so much more.

Anywho
I'm really excited for this game.

I agree, it looks fun and interesting. Balance will be sorted out later.

About the sentries... i think you can only recharge one unit and perhaps there will be a cooldown on how fast you can you can recharge the next one. So it wont be too easy to charge up all your sentries. You might charge a couple of them (that's 4 forcefields) but that's it.
Sandstorm9
Profile Joined January 2011
41 Posts
June 09 2012 12:08 GMT
#398
On June 09 2012 17:06 gh0st wrote:
The abduct ability looks cartoony and dumb. It pushes the whole suspend disbelief thing to accept that this flying defiler thing can go all "get over here" scorpion-style to a massive 'toss war machine (colossus), which must weigh some ungodly amount. it just looks really really stupid.
It looked even dumber when it pulled a big fat Thor in the TvZ showmatch.

I just dont get it.

What's the purpose of the swarm host? It looks out of character with the rest of zerg units too.
It's to provide the Zerg with a mid game siege unit so that they dont need to tech to broods to end a game, or force an engagement.
On June 09 2012 18:46 -Archangel- wrote:
I remember playing that hots custom map after blizzcon against a friend and remember thinking if oracle entomb stays as it is I will not be buying hots and lol now I see it is same
Entomb is the most unfun ability to play against. I woud rather suffer any kind of real units harras then constant Entombs.

How about losing a Nexus because the Terran caught you out of position and dropped 1 or 2 medivacs, stimmed and destroyed it? Nothing compares with losing a base and Terrans can do it pretty easily.

Just a few hours ago Grubby spotted MKP's drops coming, didnt allow him to land, and MKP dropped elsewhere while pushing at the front. Grubby couldnt respond in time, lost the main nexus and was severely behind, losing the match.
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 09 2012 12:14 GMT
#399
Why Warhound looks like bigger version of SCV?
What doesn't kill you makes you stronger.
Caas
Profile Joined November 2011
Sweden51 Posts
June 09 2012 12:17 GMT
#400
coz the terrans unit have to hatch sometimes!?
Dammit!
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
June 09 2012 12:38 GMT
#401
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
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
SoundProof
Profile Blog Joined September 2010
Sweden99 Posts
Last Edited: 2012-06-09 13:07:02
June 09 2012 13:06 GMT
#402
The Ultralisk charge look so ugly why not have it look like a normal charge but with the same effects?
"Jag är för stark helt enkelt"
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 09 2012 14:01 GMT
#403
http://tinyurl.com/d9mfdhl XD
What doesn't kill you makes you stronger.
rtgICEMAN
Profile Joined November 2010
Romania66 Posts
June 09 2012 14:30 GMT
#404
Amazing new features. Maybe Mech TvP will be viable after all.
ChriseC
Profile Joined December 2010
Germany440 Posts
June 09 2012 14:43 GMT
#405
they should rly remove the thor
such a clumsy and turtling unit is just lame
convention
Profile Joined October 2011
United States622 Posts
June 09 2012 14:44 GMT
#406
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

If they spend all of their gas on oracles, then just build some units and go kill them.
AiurConnection
Profile Joined June 2012
United States1 Post
June 09 2012 15:22 GMT
#407
What, vortex doesn't affect flying units and no more cloaking on mothership, and a bunch of locusts now to add to their army of free units? Cmon, late game BL/infestor was OP enough. The tempest is also no good, I don't care it has an insane range, it shoots and moves slowly, doesn't do splash and it doens't have a ton of HP, it'll get owned by corruptors the same way carriers did. Zerg doesn't even need to use abducts on it, save those for the colossus and mothership.

The only viable strategy now seems to be harass with oracle and warp prisms and slowly pick off their army, using mass recalls from mothership and mothership core until you have a bigger economy. Wait, I thought that's what zerg was supposed to do. And not even that, the fact you are guaranteed to lose a direct late game engagement is just stupid and it'll make the matchup boring. TvZ seems even more imba.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 09 2012 15:25 GMT
#408
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.
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
June 09 2012 15:35 GMT
#409
On June 10 2012 00:22 AiurConnection wrote:
What, vortex doesn't affect flying units and no more cloaking on mothership, and a bunch of locusts now to add to their army of free units? Cmon, late game BL/infestor was OP enough. The tempest is also no good, I don't care it has an insane range, it shoots and moves slowly, doesn't do splash and it doens't have a ton of HP, it'll get owned by corruptors the same way carriers did. Zerg doesn't even need to use abducts on it, save those for the colossus and mothership.

Actually with their insane range you can actually defend them effectively from corruptors with archon/stalker mix. After all the range is so huge that corruptors will have to pass a whole bunch of AA units.
KingAce
Profile Joined September 2010
United States471 Posts
June 09 2012 16:29 GMT
#410
Just give terran the goliath back, why cock tease.
"You're defined by the WORST of your group..." Bill Burr
Broodlings
Profile Blog Joined November 2009
United States157 Posts
June 09 2012 16:39 GMT
#411
On June 09 2012 23:43 ChriseC wrote:
they should rly remove the thor
such a clumsy and turtling unit is just lame



They did, see the warhound section
There is no Karont3 icon???? what is this madness?
Sunrunner
Profile Joined July 2011
United States80 Posts
Last Edited: 2012-06-09 16:48:04
June 09 2012 16:46 GMT
#412
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 you ever doubted that the battle report was implausible, consider that the Zerg had corruptors and let that oracle live anyway.

I also thought the P player should have skipped the tempests in favor of more colossi.
Jojo131
Profile Joined January 2011
Brazil1631 Posts
Last Edited: 2012-06-09 16:49:22
June 09 2012 16:47 GMT
#413
Too many cheap imitations of old Brood War units, why not just port the originals?

I'm all for creating new and exciting units, and I'm also willing to support just bringing back BW units into the game if necessary, but this middle ground of "new units that do original/cool stuff but not really" really makes no sense.
Anomi
Profile Joined October 2011
Sweden149 Posts
June 09 2012 16:49 GMT
#414
Doese anyone know if the 8 seconds on mines are blizzard seconds or real seconds?
Wuiph
Profile Joined October 2011
Austria28 Posts
June 09 2012 17:10 GMT
#415
So I guess Marines gonna do 9 Basedamage ?
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
June 09 2012 17:24 GMT
#416
I like what I'm seeing. Kinda funny to see old BW units expressed in new ways, but i still like it

HOTS will be sweet! :D
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
How2getMaster
Profile Joined August 2011
Germany124 Posts
June 09 2012 17:28 GMT
#417
I didn´t read anything about getting rid of the Carrier? NICE :D

Greetings.
DiamondToss looking for a team :)
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
June 09 2012 18:04 GMT
#418
Still some hope for those carriers.

I've watched the Battle Report, and I really like the Tempest concept. 22 range... Unless those bad boys are super-expensive, they could make a good victory fleet. Get some observers/smaller craft to sightline, and... well I'll just wait for the game to come out and see for myself.

Question - if you have a Mothership on the field, can you make a new Mothership Core since you now have 0? Because I'd still want those core abilities.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
HeIsLegend
Profile Joined April 2012
Israel14 Posts
June 09 2012 18:47 GMT
#419
On June 10 2012 01:39 Broodlings wrote:
Show nested quote +
On June 09 2012 23:43 ChriseC wrote:
they should rly remove the thor
such a clumsy and turtling unit is just lame



They did, see the warhound section


Actually i don't think they did,all the said is that it's a smaller version of the Thor.
and the posted this picture as well:
http://www.teamliquid.net/staff/Waxangel/hots_anaheim/TvP_IceWorld.jpg
TommyP
Profile Joined December 2011
United States6231 Posts
Last Edited: 2012-06-09 19:25:34
June 09 2012 19:21 GMT
#420
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)
#TheOneTrueDong
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:
silent_owl
Profile Joined March 2011
Philippines3098 Posts
Last Edited: 2012-06-10 08:53:55
June 10 2012 08:43 GMT
#441
Any news on the Oracle? It kinda seems broken to me. Note: I do play Protoss.

Edit: Whoops. Just read through the thread now. Okay. I wonder what changes will be made to it.
"If you know your enemy and yourself, you need not fear the results of a hundred battles." - Sun Tzu
SumHarvest
Profile Joined March 2012
United States15 Posts
June 10 2012 09:20 GMT
#442
I wonder if anyone isn't going to get this expansion because I know I won't. I think this expansion is really dumb and a lot of the units are just added fancy mess. I don't see how this will be any more difficult than the last.

Why can't they just make a Brood War but with modern day graphics.
Thy shalt not quote thee!
annedeman
Profile Joined March 2011
Netherlands350 Posts
June 10 2012 10:23 GMT
#443
On June 09 2012 08:09 ticklishmusic wrote:
Show nested quote +
On June 09 2012 08:09 pallad wrote:
On June 09 2012 08:06 Mortal wrote:
22 range? TWENTY TWO FUCKING RANGE? That just sounds ridiculous and bad. Ignoring the dps and what not, the concept of something shooting THAT far, is actually comical to say the least.


Eh but look at weak DPS , how much its cost and how slow it is. That range tell you other thing to , this units will be always undefented , if you move army closer , they gonna sit behind , little counter from side , and they are dead.


Blizzard says Tempest has shit damage, but...

In the video, there are 7 tempests. First volley takes out the front 2 siege tanks. So, 3/4 shots kill a siege tank. That works out to 50 damage a shot.

dps is not the same as damage, it has a freaking 6 second attack delay acording to the stats thread, it does about the dps of what a stalker does to armored units, slightly less dps then a stalker vs normal armored units and slightly more then a stalker vs massive Armored units, and less then half of the dps of a carrier
RAIN!!!, MMA!!,Innovation!!,Parting!!
annedeman
Profile Joined March 2011
Netherlands350 Posts
Last Edited: 2012-06-10 10:25:47
June 10 2012 10:24 GMT
#444
On June 09 2012 08:09 ticklishmusic wrote:
Show nested quote +
On June 09 2012 08:09 pallad wrote:
On June 09 2012 08:06 Mortal wrote:
22 range? TWENTY TWO FUCKING RANGE? That just sounds ridiculous and bad. Ignoring the dps and what not, the concept of something shooting THAT far, is actually comical to say the least.


Eh but look at weak DPS , how much its cost and how slow it is. That range tell you other thing to , this units will be always undefented , if you move army closer , they gonna sit behind , little counter from side , and they are dead.


Blizzard says Tempest has shit damage, but...

In the video, there are 7 tempests. First volley takes out the front 2 siege tanks. So, 3/4 shots kill a siege tank. That works out to 50 damage a shot.

dps is not the same as damage, it has a freaking 6 second attack delay acording to the stats thread, it does about the dps of what a stalker does to armored units, and less then half of the dps of a carrier even vs massive units.

ps
oops double post when i wanted to edit
RAIN!!!, MMA!!,Innovation!!,Parting!!
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
June 10 2012 13:16 GMT
#445
It would be awesome to see some more micro units for Terran tbh but it's lookin nice. can't wait! Although war hound vs air would be nice!
11/5/14 CATACLYSM | The South West's worst Falco main
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
June 10 2012 15:46 GMT
#446
So, now it has happend. Protoss can't never go out agaisnt terran. early, mid and latelate game was already heavily terran favored and now it will be whole match terran favored allways.Warhound will kill zealots what is the only thing that have kept protoss alive; they give time to kill terran army. And that another unit will do extra damage to every single protoss unit except zealot but warhound will counter it.

Looks like we protoss must change race.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
Sandstorm9
Profile Joined January 2011
41 Posts
Last Edited: 2012-06-10 15:53:54
June 10 2012 15:50 GMT
#447
I'd like to talk about the aesthetics and cool factor for a bit.

1) The mothership core is badass. It's a giant spaceship hull hovering over a big base, ready to be fully powered up and fly! It's badass! I'm glad they kept it and i'm actually kind of sad the Terrans didnt get the big Thor. Zergs should get the Leviathan or something. That kind of big hero units are like fireworks, like buying a ferrari, like... you get my point.

2) The swarm host reminds me of those lotus troll pics. Kind of disgusting if you look at it for a long time.

3) Am i the only one who hates how the Terrans have become Protoss but with uglier and more clunky designs? I really hate how they get so many robot units and the transformers are too... well... childish if you ask me.

4) The Carrier is amazing when it launches its interceptors but the ship itself is kind of ugly in SC2. The Tempest lacks that "OMG A THOUSAND INTERCEPTORS BLOT OUT THE SUN" thing, but the ship itself is really cool imho.

What do you guys think?
Sandstorm9
Profile Joined January 2011
41 Posts
June 10 2012 15:53 GMT
#448
On June 11 2012 00:46 TheBloodyDwarf wrote:
So, now it has happend. Protoss can't never go out agaisnt terran. early, mid and latelate game was already heavily terran favored and now it will be whole match terran favored allways.Warhound will kill zealots what is the only thing that have kept protoss alive; they give time to kill terran army. And that another unit will do extra damage to every single protoss unit except zealot but warhound will counter it.

Looks like we protoss must change race.

I think you mean the Hellion. The Warhounds will destroy Stalkers, Immortals and Colossi.

Perhaps the correct combo to fight Terran Mech will be going air. Void Rays + Tempest + some little gateway support. I dunno, we'll see.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
June 10 2012 16:00 GMT
#449
On June 11 2012 00:46 TheBloodyDwarf wrote:
So, now it has happend. Protoss can't never go out agaisnt terran. early, mid and latelate game was already heavily terran favored and now it will be whole match terran favored allways.Warhound will kill zealots what is the only thing that have kept protoss alive; they give time to kill terran army. And that another unit will do extra damage to every single protoss unit except zealot but warhound will counter it.

Looks like we protoss must change race.


Have you ever played TvP? In the lategame, protoss is heavily favoured because zealots have to be kited forever, you have to do perfect EMPs and Vikings have to kill the colossi fast; if one of these three things is not perfect, you lose to any army of the same value in an equal game until then.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
IGotPlayguuu
Profile Joined June 2011
Italy660 Posts
June 10 2012 16:05 GMT
#450
On June 11 2012 00:46 TheBloodyDwarf wrote:
So, now it has happend. Protoss can't never go out agaisnt terran. early, mid and latelate game was already heavily terran favored and now it will be whole match terran favored allways.Warhound will kill zealots what is the only thing that have kept protoss alive; they give time to kill terran army. And that another unit will do extra damage to every single protoss unit except zealot but warhound will counter it.

Looks like we protoss must change race.


What? Please stop whining. In HotS it may become terran favorite, but now in WoL, seriously, are you implying T is OP? Please go play the game/read the dicussion on TL

IT I kinda like the changes, except Ultra charge and abduct. It's like Blizz wants to avoid people going deathball style using abilities that disrupt the baòll (Mine>you have to pull out the minde unit; abduct>a powerful unit is pulled out the ball;). IMHO they should just adjust the clumping editing the engine
BW |JaeDong|Bisu|FBH|BeSt| SC2 |MC|DRG|MMA|TLO|HuK|July|ClouD| ||| Boxer best player ever! ||| "HuK never use penix" ||| I <3 SeleCT ||| GO Space! ||| Nerf Roach! |||
zmansman17
Profile Joined March 2011
United States2567 Posts
June 10 2012 16:49 GMT
#451
Is it me or does the design of warhound and battle hellion look pretty bad relative to the new units?
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Animal_PL
Profile Joined December 2010
Poland11 Posts
June 10 2012 17:06 GMT
#452
http://img12.imageshack.us/img12/2730/hotsterran1.jpg
;>
What doesn't kill you makes you stronger.
Captain Calamity
Profile Joined May 2010
United Kingdom38 Posts
June 10 2012 17:21 GMT
#453
Ok.. Pre beta, nothing is OP nothing is imbalanced... In fact Id suggest that making things more 'extreme' is healthy during beta because its easier to play-balance a unit that is being overused as opposed to one that's being underused.

So.. (and this should probably be several threads) how do you play and counter each of the new styles?

Teran mech:

From the Vid its clear that this remains immobile therefore PF and static defence is your friend.. (you cant abduct a bunker after all).. This is essentially the same as in WOL.. except that mech is more viable

Countering Teran mech

As Zerg:

Well you saw the Vid.. but I was underwhelmed by the terran strategy... Mech remains immobile and with weak AA.. consequently Air for the big battles and a mobile attack force of ling.. hydra whatever else is quick.. hydras seem the key because of their new speed plus awesome DPS. Ultras if yo have basically won but want to make sure they don't come back to life

As Protoss

Warp prism/oracle harass. then death-ball of stalker Immortal.. backed up by VR/tempest to break up choke points. (this is not exhaustive but that seems to broadly counter an immobile force that lacks AA)

Countering Zerg

Zerg are broadly reactive so I don't have the skills to prescribe a win all strategy.. However to beat them you will need a strong mix of AOE to nuke hydras plus anti air to keep those pesky vipers at bay. (anti air is never wasted against zerg at my level... there are always overlords to pop). Also drops to catch out al those greedy vipers that have been chewing on their own buildings.

For Protoss this leads to pretty much the same builds that have become familiar.. Zealot archon.. Blink stalker colossus.. Nony Phoenixes (you know the drill)

Terran seem to get stuck with The viking or mass marines as the only viable AA.. (Thor is too vulnerable and to weak against anything except poorly microed muta)

Countering Protoss

3 new units 2 air 1 building.. Mothership core would tent to make them more harass resistant as well as allowing some very annoying tactics.. (not sure if it can energise itself)

As terran

Vikings are always your friend.. If you don't have them then you are going to need to defend your mineral lines with bunkers missile turrets or PF.. Vikings seem the better option as they can nail the annoying thing when it becomes an 'arbiter wannabe' and cloaks the deathball.. they are also your only hope if you get hit with tempests.. although I suspect that some attacks by tempests will just be a way to lure your units to certain doom.

There is always a danger that the Protoss will ignore the shiny new units and nail you with stalkers or zealot archon so scouting is a must

As Zerg

Abduct their shiny expensive units with a viper and murder them with hydras... (try not to giggle) then sit back with the fact that you now have more ways to gank them than you did before.. lategame corruptors will be key (for the same reasons that terran need vikings)



Feel free to disagree but try to do so without using the terms OP or imbalanced
Excstazy
Profile Joined October 2010
Colombia46 Posts
June 10 2012 17:30 GMT
#454
Damn ive been a terran player since Broodwar, but in HoTs im seriusly thinking of switching to Toss.. Im not feeling the terran new units, they seem underpowered.. the videos i saw, the mines take waaay 2 long to detonate, its VERY VERY easy to just split units and take the ones with the mines away seems really underpowered...

Toss on the other hand with the mothership core's teleport and energize, Tempest's retarded range and dmg and the oracle is looking amazing. I know its not the final build and some changes may be done before the release.. but still, terran is looking very underpowered IMHO, zerg is ok and Toss is looking damn fine. But like allways, only time will tell.

Cheers! =)
Colombia!!!
Captain Calamity
Profile Joined May 2010
United Kingdom38 Posts
Last Edited: 2012-06-10 18:08:00
June 10 2012 18:07 GMT
#455
On June 11 2012 02:30 Excstazy wrote:
Damn ive been a terran player since Broodwar, but in HoTs im seriusly thinking of switching to Toss.. Im not feeling the terran new units, they seem underpowered..
Cheers! =)

Damn... missed a word

GJ
Ace SpadeZ
Profile Joined May 2012
United Kingdom15 Posts
June 10 2012 20:31 GMT
#456
Some of these protoss changes are seriously unfair,they already have op units like colossus, voids, templars etc. The tempest has a ridiculous range and can attack both air and ground, while the oracle can stop terran and zerg playing aggressive and damages mid to late game economy. The zerg upgrades are pretty good, but as a terran player i think not enough has been done to help terran, especially with the changes that favour protoss.
DoctorPhil
Profile Joined August 2010
Netherlands168 Posts
Last Edited: 2012-06-10 21:26:42
June 10 2012 21:23 GMT
#457
Now that I think about it, I like these untis more than I did when I first read this.
That Tempest has some insane range allright, but crazy stuff like that might just be what this game needs, that's bound to make for fun interesting games.
I'm iffy about the oracle, preordain and mineral blocking sounds stupid and gimicky to me, respectively, but the mineral blocking might turn out to be another crazy thing that'll make the game more intersting. It might just be what we Protoss need vs. zergs with base advantages.
Mothership core is a mixed bag. It sounds fun except for mass recall, I feel this'll make Protoss even more of an easy race.
Don't like the new Mothership, Vortex ground units > archon toilet and then stunning all air units is just lame as fuck, I wish they'd just get rid of "hero" units.

Viper sounds great, as a Protoss player I'm glad they have abduct. That'll totally fuck up collossi wich are just idiotic units. This'll allow us to get buffed in other areas and to not rely on colossi.

Lastly, fuck transformers. Seriously Dustin, enough with the transformers.
tQWannaBe
Profile Joined November 2010
Canada133 Posts
June 11 2012 01:22 GMT
#458
What I want to see.
Vulture, spidermine, vessel, bw carrier, bw fully upgraded zergling

What blizzard give.
Transformers, another type of seeker missle, late game maphack + mineral hack, mech counter skills. Bio counter skills.

Gonna hate Z more.
NO MERCY IN ENGINEERING
seanious
Profile Joined June 2012
2 Posts
June 11 2012 07:08 GMT
#459
On June 11 2012 02:30 Excstazy wrote:

Toss on the other hand with the mothership core's teleport and energize, Tempest's retarded range and dmg


Have you or anyone else complaining about the Tempest watched the match report video? It looked to me like the Tempest doesn't do much DPS at all; it was more or less just nibbling on the Zerg units and buildings.
Amlitzer
Profile Joined August 2010
United States471 Posts
June 11 2012 07:10 GMT
#460
On June 11 2012 01:49 zmansman17 wrote:
Is it me or does the design of warhound and battle hellion look pretty bad relative to the new units?

Yes, they look like toys. The warhound in particular looks like an old wind up toy robot. Just compare the awesome design of the goliath from bw to terrible battle scv design of the warhound. The battle hellion does look that bad but I still feel like it needs some work.
"Not even justice, I want to get truth!"
di3alot
Profile Joined December 2011
172 Posts
June 11 2012 08:06 GMT
#461
warhound looks awful, i hope they change the model and remove his auto aim lasers.
battle hellion needs to be an upgrade or/and unlocked with armory or something.marauder/hellion is strong enough, put a battle before the hellion and you start to smell the allins.

viper is ridiculous in his current state.
swarm host looks so damn good but has the same weakness like broods infestors "wol ultras"they do shit on their own
hydras speed should be lair or unlocked wit infestation or something.hive is just to late

tempest looks fine i don't mine the range when the dps is so low.seems to add a nice dynamic to toss.
oracle has a great design i like the idea but its seems hard to balance this unit.
i like the mothership/core, and also gives some nice scouting infos like if he is building it on 2base he will probably not going take a 3th very soon.

but i wonder the core becomes the mothership so if you build it can you then start the next core?


also where are the interviews with dustin/kim? :D
niilzon
Profile Joined October 2010
Belgium105 Posts
June 11 2012 09:09 GMT
#462
Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.


This made me so happy. Nice changes overall. The recall abuses potential looks scary, but this is ofcourse way too early to say anything constructive.

I'm very very very excited about all this ! :D
Sunrunner
Profile Joined July 2011
United States80 Posts
June 11 2012 13:59 GMT
#463
Good God people, just go play BW if you want to!!!!!
Evergrowth
Profile Joined December 2011
Norway21 Posts
June 11 2012 14:29 GMT
#464
This will be a total different game from wing of liberty!

It will be exciting to watch the professional players evolving the game
niilzon
Profile Joined October 2010
Belgium105 Posts
June 11 2012 15:22 GMT
#465
I think I'll switch back to Protoss, or play some non-competitive random style
niilzon
Profile Joined October 2010
Belgium105 Posts
June 11 2012 15:28 GMT
#466
On June 11 2012 23:29 Evergrowth wrote:
This will be a total different game from wing of liberty!

It will be exciting to watch the professional players evolving the game


Yes totally.

Also, I think that playing it at a lower level will be much funnier thanks to the additionnal diversity, and thus "crazyness", that will be added to SC2.
It really makes me want to switch to random and play casually, instead of playing one race on Masters and working hard to stay there (got a job and other big passions, its hard to stay on masters with almost no practice, but the game is not fun enough at low level for my person. Old schoold nerd here).
Hxig
Profile Joined October 2011
United States42 Posts
June 11 2012 15:30 GMT
#467
Other features we have planned for around the time of launch include a groups and clans system; multilanguage support; Global Play, to allow players to play on different regional servers; and unranked matchmaking, so players can try playing different races or test new strategies without impacting their ladder ranking...

W00T no more buying smurfs!!!

I really love the intense love they are showing for the modding community, also.
ScreamoLuvr // Beneath this mask there is more than flesh. Beneath this mask there is an idea... and ideas are bulletproof.
M7Jagger
Profile Joined March 2012
Sweden237 Posts
June 11 2012 15:57 GMT
#468
I don't want to say that Terran got the worst units, it's impossible to say before i've even played the game, but I do however feel that Terran got the most boring units by far.
Brace your're selves. Grammar, nazis are Coming
BreakfastTea
Profile Joined May 2011
United States184 Posts
June 11 2012 16:34 GMT
#469
You know what the problem with these changes are? None of them look fun to play, and they just rape the concept of good game design.

Going to lose because of poor unit positioning? Fuck that, never again. Just pull his tanks to their death, or recall your army.

Being punished for not defending your nexus? Fuck that, just warp over your entire goddamned army, or just make it invisible.

Lose because your ability to scout and infer is poor? Fuck that, just scan his building and make EXACTLY what you need. Or just build a range 22 unit that serves as a mobile watch tower with a big fucking gun.

Step on a minefield? Fuck that, since the explosion is about a minute away, just leisurely relocate the affected units. No harm done.

Can't micro? Fuck that, just build a handful of units that spawn free units that can attack everything -- set it and forget it. Or build a range 22 ship you never even have to make leave home base, because it can already shoot across the entire fucking map.

Bad economy because you didn't make enough workers and kept supply blocking? Fuck that, just never let your opponent mine from any base ever again, who needs economy anyway?

Don't take me seriously, I'm no Pro. Neither are you.
mrjpark
Profile Joined March 2011
United States276 Posts
Last Edited: 2012-06-11 21:11:46
June 11 2012 21:10 GMT
#470
On June 09 2012 06:31 GuitarBizarre wrote:
I'm so, so very sad they're changing vortex. I hope that gets reverted back eventually. How can Blizzard possibly deny us things like that epic MVP vs Squirtle Archon toilet?


Because it's the gimmicky be all end all composition that Protoss can use to win any game they're behind in. It's not OP, mind you, there are are ways to deal with it. But it's so coin flippy and really doesn't add much to the game, punishing Terrans for successfully trying something new and Zergs for playing the game correctly. I like the direction they took this.

Anyhow, Funday Monday is going to take it to another level on HotS
Ripeace
Profile Joined January 2012
34 Posts
Last Edited: 2012-06-11 21:32:25
June 11 2012 21:26 GMT
#471
Archonte toilet was probably the worst thing in Starcraft 2 (and I'm protoss), I'm really glad they removed this possibility and try to give others way for the protoss to counter zerg late game units.
Now protoss will probably vortex the ground army (infestators, swarm host, hydras) and kill the BL with their tempests what is really strong to be honest. The BL will only have corruptor to defend them and corruptors have 5 range vs 22 range tempest.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
June 12 2012 02:38 GMT
#472
So let's see, Protoss get two new units (including flying caster) and a caster structure, Zerg get two new units (including flying caster), and Terran, if DB's "widow mines aren't for pro play" comment is to be believed, get Warhounds. The unit with the lowest skill ceiling in the entire game. God forbid T ever gets new fun tricks to play with, and then Blizz has to come up with even more new ideas for Z and P, huh?

Like: Battlecruiser speed, Thor kept, Viper (look and play), Swarm Host (look and play), Hydralisk speed, Overseer kept, Changeling distance, Mothership Core, pre-Destructible rocks, obviously any visual improvements.

On the fence: Tempest (onoes 22 range, if only they could, like, bring it down through a patch if that turned out OP, or something! - I'd just rather they made Carriers play like this, instead), Oracle, Battle hellion, everything else that's not under Dislike.

Dislike: Warhound (another A-click unit, and its model is still horrendous), Reaper (nonsense upgrade + loss of speed + loss of building harass = what's the point?), Viper Mine (needs to be actually worth building).

Over-all it could have been a lot worse, but probably a lot better, too.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
doffe
Profile Joined June 2010
Sweden636 Posts
June 12 2012 04:10 GMT
#473
On June 12 2012 11:38 pure.Wasted wrote:
So let's see, Protoss get two new units (including flying caster) and a caster structure, Zerg get two new units (including flying caster), and Terran, if DB's "widow mines aren't for pro play" comment is to be believed, get Warhounds. The unit with the lowest skill ceiling in the entire game. God forbid T ever gets new fun tricks to play with, and then Blizz has to come up with even more new ideas for Z and P, huh?

Like: Battlecruiser speed, Thor kept, Viper (look and play), Swarm Host (look and play), Hydralisk speed, Overseer kept, Changeling distance, Mothership Core, pre-Destructible rocks, obviously any visual improvements.

On the fence: Tempest (onoes 22 range, if only they could, like, bring it down through a patch if that turned out OP, or something! - I'd just rather they made Carriers play like this, instead), Oracle, Battle hellion, everything else that's not under Dislike.

Dislike: Warhound (another A-click unit, and its model is still horrendous), Reaper (nonsense upgrade + loss of speed + loss of building harass = what's the point?), Viper Mine (needs to be actually worth building).

Over-all it could have been a lot worse, but probably a lot better, too.


Reaper loss of speed, well, how many actually got that upgrade other then as a gimmick or cause "ive seen QXC and Thorzain do it a few times". Its not commonly used at all therefore I applaud an attempt in getting a upgrade that will be used in. Either that or get speed back to rax tech, at fact its pretty useless.

Warhound, I agree. Looks terrible and uninteresting but then again, I dont want a war of casters either so adding some regular units is imo very good and hopefully they can balance battlehellions and warhounds so that mech is viable in all MUs.

Widow mine... if DB have said its not for pro level then fuck it.. why add units that they already claim wont work at the top? Thats pretty dumb imo. There are tons of custom maps etc to play around with, let the actual game be balanced for the very top please.. its supposed to be an e-sport.

Tempest 22 range. I myself like this alot (I am not a protoss) not that I think it dont have the possibility of being silly OP, I just like the idea of adding unique units with something completly unseen.

Hydra speed!!! Finally! But please, not at hive tech. Id rather have a weaker hydra with earlier speed. Lets make zerg zergish!

And I must ask, "even more" tricks for Z and P? how have terran been left out in the tricks departement before?. From what I can see theres been a pretty equal amount of trickery from all races.

All in all, im optimistic, it looks like it can be fun to play but I do feel they could have added something more for terran, or switch out the widow mine. Terran probably have the most complete/fun unit selection in WoL but here they have definatly been left behind abit.

Lets remember that the Beta hasnt even started yet. ALOT can happen and any sort of balance discussion is obviously premature since the units have yet to be actually balanced :p. Hope I get to try the beta!





doffe
Profile Joined June 2010
Sweden636 Posts
June 12 2012 04:15 GMT
#474
On June 11 2012 16:08 seanious wrote:
Show nested quote +
On June 11 2012 02:30 Excstazy wrote:

Toss on the other hand with the mothership core's teleport and energize, Tempest's retarded range and dmg


Have you or anyone else complaining about the Tempest watched the match report video? It looked to me like the Tempest doesn't do much DPS at all; it was more or less just nibbling on the Zerg units and buildings.


it doesnt do alot of damage. its 22 vs air and 33 vs ground iirc. and its a slow slow attackspeed. They cant really make it a heavy hitter without reducing the range to something more siegetankish Id say.

22range with slow speed slow attackspeed and "weak attacks".. sounds fine to me =) i do realize that 33dmg isnt superlittle but for 300-300 its definatly not alot compared to many other units :p
doffe
Profile Joined June 2010
Sweden636 Posts
June 12 2012 04:16 GMT
#475
On June 12 2012 00:57 M7Jagger wrote:
I don't want to say that Terran got the worst units, it's impossible to say before i've even played the game, but I do however feel that Terran got the most boring units by far.


Id say thats a pretty objective truth :p. they should definatly scrap widowmine and add something else again.. I liked the shredder.
Kazmir
Profile Joined June 2012
United States1 Post
June 12 2012 07:35 GMT
#476
Alright as a random player, I feel less biased when it comes to balance and what not so here's my two cents.

Zerg 

I LOVE the return of hydralisks as a viable unit.  Too many mass roach compositions made ZvP pretty dull and repetitive.  Im ecstatic about this buff.

I like the viper a lot. It will be pretty standard unit in all matchups, with the cloud being more effective vs Terran, and the abduct ability being better against Protoss. The new consume-esque ability is pretty awesome, but could be slightly OP. (Using extra evo-chambers as walls/a way to gain energy. I have to say that Abduct looks a bit stupid, but it's a way to pull apart the Protoss deathball I guess.

I think the swarm host really fits the "disposable units" mentality that Zerg has. Im happy that they were nerfed a bit since the first reveal, and I think burrowing them at separate times to create a constant flow of free locusts to annoy, and eventually draw turtling players out of their base can be used as a pretty interesting trap mechanic. I would probably be more excited for the lurker, but the swarm host is still pretty cool.

Ultralisks do NOT need the burrow charge. Ultra/ling/infestor already can dominate the late game. I'll admit that the ultralisks pathfinding sucks, but if you're struggling using ultras, you're probably engaging in ultra-stupid chokes, or allowing yourself to be kited by not supplementing infestors.

Side note: Giving banelings a burrow move upgrade would be SO OP. It would force all three races to invest in static or mobile detection, and just be dumbing down the game. You should have the foresight to place banelings in common attack paths and routes, and it would take far less skill to be able to move them.

I think making mech a viable option in TvP is awesome, but the transformer units bother me design wise. I would prefer the Goliath returning with a range upgrade to be a colossus/tempest counter/brood lord counter (rather than investing in Vikings (who are too expensive and fragile to fight on the ground after the air threats are gone) and maybe a stimless "heavy firebat" from a tech labbed barracks. 

The war hound is the robust ground unit Terran needs to fight the notorious protoss death-ball, but I dislike the design a lot. It has potential to make TvT a much shorter matchup. I like the idea, just not the look.


An idea I had would be to make widow mines deployable by ghosts. They look really awkward running around by themselves, and rushing to widow mines early could contain a Protoss that has no detection. Zerg players can sacrifice cheap zerglings to destroy mines, but Protoss players have all expensive tier 1 units, so contains would be too easy. This would make a Terran need to get a ghost academy to use the mine, thus making the potentially overpowered min

The Battle cruiser has needed a buff for awhile. The dps and mobility have both been far to weak to make a difference in combat, and usually if you are engaging an enemy with battle cruisers it's a one way trip. Red line reactor may look a bit silly, but it makes sense.


Let me start by saying I like the idea of combat drugs, but it doesn't suit the reaper and the reapers strength. The point of a reaper is to be quick and agile while harassing, not to be more to robust. If I was making the decision, I would make the reaper build as fast as it originally did, and make nitro packs available without the factory, and just take 20 or so seconds longer to research. 

Protoss has some decent additions. I can definitely see the oracle being a huge pain in the ass, but the final cost and build time will be the biggest deciding factor on whether they are cost effective or not. The mothership core looks interesting, but I'd have to see it in action first. The tempest is going to be controversial, but the low dps and high cost make the long range not so overpowered imho.

That's my two cents, either way im excited as hell and ready for the release
JyB
Profile Joined January 2012
France466 Posts
June 12 2012 13:02 GMT
#477
Tempest is so expensive and low dps. Will anyone really use it ?
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
June 12 2012 19:31 GMT
#478
Anyone know what happend to the David Kim interview Kennigit was planning to do?
"trash micro but win - its marine" MC commentary during HSC 4
Rielle
Profile Joined September 2010
Australia91 Posts
Last Edited: 2012-06-14 08:57:36
June 14 2012 08:56 GMT
#479
I honestly cannot understand the choice of making a "Widow Mine".

They removed the Lurker from the Zerg arsenal and gave it to the Terran (Hellion, only its cheaper and easier to make than the Lurker). They removed the Scourge from the Zerg arsenal and are giving it to the Terran (Widow Mine, only it doesnt require you to "hit" the unit you want to kill, they just have to get close and it sticks instantly to them).


"Won't be used in pro level"... are you freaking kidding me?

Now of course there can be very limited uses of the Widow Mine in TvZ and TvT. When faced against and huge army of zerglings or marines is it really worth it to spend 75min25gas to kill a single unit (assuming at the pro level they can seperate affected units quickly)? No it wont be worth it. Late game where more expensive units are moving around, then maybe.

But to have a guaranteed kill of a Stalker or Sentry? You get back more than what you invested. Even if it "only" hits a Zealot you'll still come close to even (75min25gas vs 100min). Not exactly even but close. And thats still assuming perfect micro where you can move the affected unit out of the group.


Simply put the Widow Mine is a "burrowed baneling" that has a reasonably big range that is specifically designed to counter armies made up of individually expensive units (assuming perfect pro level micro).

What can Protoss armies be described as? armies made up of individually expensive units.


I forsee Widow Mines being used in (almost) every single TvP.
AmbientTech
Profile Joined June 2011
Finland2 Posts
June 14 2012 17:18 GMT
#480
Why people are raging about the Tempest's 22 range? It have slow DPS and range is upgrade. Personally I'am more concerned about zerg's Viper with it's abduction skill. It gives the zerg way too much crowd control. You just pull colossus/thor from the army and you have basically lost the backbone of the army. Especially protoss' army and terran's mech build. Blizzard have thought about these things.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
July 05 2012 02:37 GMT
#481
things could be worse. the only thing i hate is the warhound....id rather they use goliath cuz it looks A LOT better
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