What's your reaction to the new HOTS info?
Forum Index > Polls & Liquibet |
Cosmos
Belgium1077 Posts
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arcane1129
United States268 Posts
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TheTurk
United States732 Posts
Gonna see some nice games once players are settled. | ||
Epona_
United States2 Posts
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lurchpanda
United States51 Posts
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ilisan
Germany78 Posts
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Roflhaxx
Korea (South)1244 Posts
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Aserrin
Uruguay231 Posts
Terran seems a bit lacking in upgrades. And I hope that the oracle, mothership core and tempest can somehow help fixing the horrible matchup that is PvP right now. But then again, most upgrades seem to just force deathball vs deathball even more. | ||
13JackaL
United States577 Posts
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xParadoxi
United States78 Posts
On June 13 2012 08:27 Roflhaxx wrote: Kind of mixed feelings, they are making more stuff that will be completely versus a single race. The new "dark swam" only works on biological units. Anti-mech mech-unit? (lolwut?) And not to mention those mines man. They give terran extremely imba mines but at the same time they remove the ability for banelings to burrow!? Lol, I know its gonna be real hard to remove the unit with the mine on it. The ability has a 10 sec timer until it blows up, if you cant get a unit away from your army in 10 secs, you are just bad at the game. Besides, why even bitch about the viper? It can regen energy from an extractor or hatchery, and the pull unit is extremely anti mech. Pull the siege tanks/colossus... Profit. | ||
dontPanic_
Austria5 Posts
give HotS a few months after the release and it will balance --> like BW and sc2 did too | ||
Dontkillme
Korea (South)806 Posts
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LittLeD
Sweden7973 Posts
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Hulavuta
United States1252 Posts
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WightyCity
Canada887 Posts
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Tortious_Tortoise
United States944 Posts
On June 13 2012 08:27 Roflhaxx wrote: They give terran extremely imba mines but at the same time they remove the ability for banelings to burrow!? I didn't see any notes with regards to the removal of banelings burrowing. | ||
Champi
1422 Posts
the mothership core will hopefully solve a lot of problems protoss has been having in its race design in WOL.super excited about that the most | ||
Archile
United States403 Posts
those things scare me | ||
Quincy
Canada7 Posts
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Irave
United States9965 Posts
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Archas
United States6531 Posts
On June 13 2012 08:27 Roflhaxx wrote: Kind of mixed feelings, they are making more stuff that will be completely versus a single race. The new "dark swam" only works on biological units. Anti-mech mech-unit? (lolwut?) And not to mention those mines man. They give terran extremely imba mines but at the same time they remove the ability for banelings to burrow!? You got it mixed up, man. Blizzard removed burrowed movement for Banelings, not Burrow itself. All in all, I'm pretty happy with these changes. The Tempest, Oracle, and the Mothership Core concern me, though; the Tempest because it's just a boring unit, the Oracle because it seems like mass cloaking could potentially be a little too powerful, and the Core because it seems really hard to balance correctly without getting nerfed to hell. The rest of the changes seem pretty good, especially the Widow Mines. I love that idea. | ||
MrMotionPicture
United States4327 Posts
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Brotatolol
United States1742 Posts
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Zildjianeer
United States15 Posts
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Firesilver
United Kingdom1190 Posts
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oshiki
Malaysia45 Posts
others seems fine | ||
kochanfe
Micronesia1338 Posts
On June 13 2012 07:29 Cosmos wrote: Reaper is worse than before (How is that even possible?) Carrier was better than tempest and warhound doesn't shot air. The rest seems cool. Carrier is better than Tempest... LOOOOOOOOLLLLLLLLLLL!!!!!!!!!!!!! | ||
ZergMaestro
United States169 Posts
I'm sure units will be changed, or cut by then so its not worth it for me to care right now. Can't wait to have more units to play with i'll give it that. | ||
Grufzar
United States6 Posts
Reaper is worse than before (How is that even possible? 60 hp and 7 range is not worse unless im mistaken. | ||
raga4ka
Bulgaria5679 Posts
On June 13 2012 14:27 Grufzar wrote: 60 hp and 7 range is not worse unless im mistaken. No speed upgrade is making them worse . You can't micro against anything on creep and even off creep except slow lings . Regeneration isn't that nice , only the range upgrade is somewhat useful . | ||
IndridCold
United States385 Posts
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imJealous
United States1382 Posts
On June 13 2012 14:35 IndridCold wrote: im mostly positive, the warhound is the only thing that makes me look at it and just think "what?' I just dont get it, a unit that shoots only mech? Does it not do anything else? So if 6 marines walk up to 10 warhounds do the warhounds just die because their missles only work on mech and bounce off the human body? i dunno maybe i'm missing something It has a normal laser attack, and also a special missile that can fire every six seconds or so which can only target mech units. | ||
docvoc
United States5491 Posts
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darmousseh
United States3437 Posts
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CursivE
Australia317 Posts
On June 13 2012 11:26 Archas wrote: All in all, I'm pretty happy with these changes. The Tempest, Oracle, and the Mothership Core concern me, though; the Tempest because it's just a boring unit, the Oracle because it seems like mass cloaking could potentially be a little too powerful, and the Core because it seems really hard to balance correctly without getting nerfed to hell. The rest of the changes seem pretty good, especially the Widow Mines. I love that idea. So you're happy with the changes.. except anything to do with Protoss? :S Overall I'm excited for all the changes. Just to see the new strategies. Delicious! | ||
Naphal
Germany2099 Posts
but i am pleasantly surprised about the rest =) | ||
SFGIANTS91
United States51 Posts
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Fus
Sweden1112 Posts
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Snikk
Netherlands6 Posts
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Wivyx
Norway624 Posts
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LowEloPlayer
United States205 Posts
Also, the Reaper health regen seems worthless. Your Reaper got shut down by lings, good thing you can go back into his base with full hp and get shut down again! | ||
CrtBalorda
Slovenia704 Posts
Other then that I just want them to increase the skill cap. | ||
rastaban
United States2294 Posts
On June 13 2012 20:41 LowEloPlayer wrote: The new units are overall okay... but a MAJOR major criticism i have is of the Oracle. Of course, having not played HotS, I'm not really sure, but I watched those stupid videos and it just looks so... unfair? I don't know how to put it. Basically you just run in and you get FREE harassment. Even if the opponent has impeccable defense, that threat is always present. And especially late game shutting down a mining base is unbelievably huge. Even if you send a viking/corruptor to go get it, it's so fast that you can't really kill it. Also, the Reaper health regen seems worthless. Your Reaper got shut down by lings, good thing you can go back into his base with full hp and get shut down again! Well the FFs have HP (75 I think) so even if you get it off they go down super fast if you are aware at all. Sure the units need balanced a bit more but I have to say, after the last HoTs update I was hoping it wouldn't come I really disliked the direction the units were taken, but this new one is so much better. I can't wait for beta now! | ||
HeeroFX
United States2704 Posts
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Galaxy1again
United States34 Posts
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Lukeeze[zR]
Switzerland6838 Posts
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CarlMikael
Sweden1043 Posts
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Lucumo
6850 Posts
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cari-kira
Germany655 Posts
the pull move looks so like 2000... didnt anyone @ bliz have a better idea for softening up the lategame? - ultralist charge? this is ridiculous, look gimmicky and is somewhat like the viper pull ability. dont like. - also i guess the tempest will be useless, because it has so low dps. compared to tanks, the units with the second highest range, the tempest dps is just laughable, and it hasnt even AoE like tanks. i just dont see where it could fit into the game. in the midgame it should be easy to counter with viking/muta/corruptor, and in the lategame every tempest would be a waste of supply, because it burns supply for a low dps unit. also: whats left of the idea to give protoss a good anti-air unit? this problem is not solved, just because zergs comfortably prefer to play mass roach into broods against protoss these days. | ||
Leberwurstbrot
Germany144 Posts
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EsX_Raptor
United States2801 Posts
Terran will now feel like you're playing a Transformers/RA2 game, both the Ultralisk's charge ability and the Swarm Host's pulling ability seem ridiculous, and the new Protoss changes are too simplistic and Warcraft 3'ish: mass recall? | ||
Aunvilgod
2653 Posts
On June 13 2012 07:29 Cosmos wrote: Reaper is worse than before (How is that even possible?) Carrier was better than tempest and warhound doesn't shot air. The rest seems cool. Good god the Tempest will actually be used. | ||
Goosestep
Germany10 Posts
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NeoMJay
Germany2 Posts
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Andypk
Scotland512 Posts
On June 13 2012 11:01 Quincy wrote: The Warhound looks like an SCV in the NBA. This is enough to make me purchase CE of HotS!! Cannot unsee :D | ||
Kaitokid
Germany1327 Posts
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Bajsgrodan
Afghanistan408 Posts
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Hamofox
Brazil7 Posts
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ZeddZeee
Canada3 Posts
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Garoodah
United States56 Posts
Tempest seems much too powerful. 10 range, splash damage, upgrade to 22 range, and it got built out of a normal stargate almost immediately. 2 Tempest rush is going to be the next big cheese for Protoss if you ask me. Time will tell though. | ||
Frozenhelfire
United States420 Posts
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Kezzer
United States1268 Posts
On June 13 2012 12:13 Zildjianeer wrote: I wish they would make the oracle require skill. One click blocks every mineral patch? not fair I am pretty disappointed about this too | ||
BradenKuntz
Canada59 Posts
And on a side note, the minor changes in the interface (animations, telling you how many workers you have at a base) are pretty kick ass. | ||
Fluffeh
Sweden66 Posts
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NightTime
Canada7 Posts
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Probe1
United States17920 Posts
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Grobyc
Canada18410 Posts
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desarrisc
Canada226 Posts
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foxmulder_ms
United States140 Posts
The main reason is, very personal: Removal of the carrier. | ||
doffe
Sweden636 Posts
Kinda wish they would remove the widowmine though. If DB have said its not for pros dont add it. Cant see a reason why we need units that wont be used at all at the toplevel. I mean, 10s timer, its not like anyone should let that blow up in a group if its obvious enough what unit it sticks on. Make it valid for all levels and im fine with it though. | ||
Berceno
Spain401 Posts
I don't really like the viper (abduct) low micro intensive Swarm host mmmm could be ok, but I hate the locus, with this and broodlords all matches with a zerg will be like dota Oracle is really nice and a very clever unit, and yes the emtomb spell is so easy to cast, but it's too easy to counter too Mothership core, this will fix pvp 100% and a lot of issues with pvz warhound/battle helion- just standard compo, It looks nice Widow Mine- this idea won't work at all, they must redesign it, what's the point to have this in the game if a pro player can easily avoid it? tempest- same as widow mine, It won't work as it is now, but the idea it's not that bad so definetely, I'm pretty excited but hots needs a lot of work yet | ||
nenshoua
Brazil27 Posts
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Dectilon
Sweden50 Posts
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brobrah
220 Posts
On June 14 2012 13:41 foxmulder_ms wrote: Moderately negative here... The main reason is, very personal: Removal of the carrier. They are still debating the carrier. It wasn't in the build at MLG but they haven't decided whether it's gone for good or not. I'm more interested in the single player but I like the new units except maybe the warhound and the tempest. Warhound seems a little goofy to me. Tempest is just bad. | ||
KevinIX
United States2472 Posts
Wow Viper! Can pull units into the swarm, can blind marines, and regenerate mana from feeding off buildings! Cool! Oracle! Fly in and out blocking mineral patches and cloak units! Cool! Hydra move speed! Hell yeah! Burrowed Ultralisk charge! OH shit! 22 range Tempest! I don't even! Mothership core? Town recall op! Then you have Battle Hellions! They got armor. So... not that cool. Warhounds! Bonus damage to mech! Sure. But... not that cool. Widow Mines! Alright that's pretty cool, but not even as cool as Hydra move speed. Something as simple as scrapping the Raven and giving Terran the Science Vessel with some sick new abilities would get me excited to play HotS Terran like no other. Right now I'm just looking forward to Z and P. Terran not so much. | ||
BoondockVeritas
United States191 Posts
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ThePhasE
Romania12 Posts
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iEatWoofers
Switzerland108 Posts
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Flowne
Netherlands71 Posts
I would like to see a few more adjustments to the new units | ||
hangene92
Canada258 Posts
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Masvidal
Korea (South)213 Posts
I'm not worried about the Widow Mine, because honestly in the demonstration it looked SO powerful that they is just no way in hell it makes it into the game with anywhere NEAR that kind of power, even if it required tech lab and was more expensive. It's essentially a reactor-available burrowed baneling that micros itself with enough damage to 1 shot a Seige Tank? Yeah, they'll never nerf that, lol. But I am concerned with the fact that it just doesn't seem like an interesting unit. It just latches on, and detonates after 10 seconds. I think if they're smart, they'll think of a way to tweak it so that it's balanced and very effective without being overpowered at all, it just might take them awhile. Obviously (as it 1 shots a Seige Tank) the damage needs to be reduced, but I have a really good idea for what they could do with the Widow Mine: give it a detonate ability (so the Terran can press the hotkey and detonate it manually as long as it's attached to a unit), and a low base damage but good splash damage with small radius, and at every 1 or 2 second interval, the damage increases by a set margin. This way, for example, say it latches onto a Colossus surrounded by gateway units: Terran has a choice to manually detonate it immediately and take out any Sentries, Templar, or badly damaged units that are close to the Colossus (EMP range? Storm Range? Have to tweak it I guess), wait until the colossus walks a little further and detonate, hitting only units on the edge, but killing any gateway units in the blast radius, or to just wait until the colossus gets far away from any other unit and do like 75% of it's hull damage or whatever the max possible damage is. That way it's somewhat of a cross between a baneling and a void ray; wait longer, more damage; but with the added choice of "do I kill this really expensive unit or do I opportunistically snipe a couple of ill-clumped spellcaster units?" That's something I would explore, at least. | ||
GRCJH
Canada76 Posts
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Jebusrocks
Canada62 Posts
On June 15 2012 04:21 Masvidal wrote: There is no way Viper's abduct ability can be balanced without making massive units immune. Massive units are immune to the Phoenix (another flying unit, which is why I compare the two) Graviton Beam, and the Phoenix literally has to be right on TOP of a unit to use that! I'm not worried about the Widow Mine, because honestly in the demonstration it looked SO powerful that they is just no way in hell it makes it into the game with anywhere NEAR that kind of power, even if it required tech lab and was more expensive. It's essentially a reactor-available burrowed baneling that micros itself with enough damage to 1 shot a Seige Tank? Yeah, they'll never nerf that, lol. But I am concerned with the fact that it just doesn't seem like an interesting unit. It just latches on, and detonates after 10 seconds. I think if they're smart, they'll think of a way to tweak it so that it's balanced and very effective without being overpowered at all, it just might take them awhile. Obviously (as it 1 shots a Seige Tank) the damage needs to be reduced, but I have a really good idea for what they could do with the Widow Mine: give it a detonate ability (so the Terran can press the hotkey and detonate it manually as long as it's attached to a unit), and a low base damage but good splash damage with small radius, and at every 1 or 2 second interval, the damage increases by a set margin. This way, for example, say it latches onto a Colossus surrounded by gateway units: Terran has a choice to manually detonate it immediately and take out any Sentries, Templar, or badly damaged units that are close to the Colossus (EMP range? Storm Range? Have to tweak it I guess), wait until the colossus walks a little further and detonate, hitting only units on the edge, but killing any gateway units in the blast radius, or to just wait until the colossus gets far away from any other unit and do like 75% of it's hull damage or whatever the max possible damage is. That way it's somewhat of a cross between a baneling and a void ray; wait longer, more damage; but with the added choice of "do I kill this really expensive unit or do I opportunistically snipe a couple of ill-clumped spellcaster units?" That's something I would explore, at least. well if u reduce the range so the viper is well within the reach of a HT or ghost emp than i think itd b fine. I personally dont like how they still have the thor in, but oh well | ||
StriderDoom
United States17 Posts
I can't wait to have more stargate openings with the addition of the oracle no more lame void/phx harass haha | ||
hooktits
United States972 Posts
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ProtoDemn
Croatia11 Posts
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Mr Showtime
United States1353 Posts
On June 13 2012 10:42 mbr2321 wrote: I didn't see any notes with regards to the removal of banelings burrowing. It's gone and rightly so. I play Zerg, and I don't want that shit. Too strong On June 15 2012 04:21 Masvidal wrote: There is no way Viper's abduct ability can be balanced without making massive units immune. Massive units are immune to the Phoenix (another flying unit, which is why I compare the two) Graviton Beam, and the Phoenix literally has to be right on TOP of a unit to use that! I'm not worried about the Widow Mine, because honestly in the demonstration it looked SO powerful that they is just no way in hell it makes it into the game with anywhere NEAR that kind of power, even if it required tech lab and was more expensive. It's essentially a reactor-available burrowed baneling that micros itself with enough damage to 1 shot a Seige Tank? Yeah, they'll never nerf that, lol. But I am concerned with the fact that it just doesn't seem like an interesting unit. It just latches on, and detonates after 10 seconds. I think if they're smart, they'll think of a way to tweak it so that it's balanced and very effective without being overpowered at all, it just might take them awhile. Obviously (as it 1 shots a Seige Tank) the damage needs to be reduced, but I have a really good idea for what they could do with the Widow Mine: give it a detonate ability (so the Terran can press the hotkey and detonate it manually as long as it's attached to a unit), and a low base damage but good splash damage with small radius, and at every 1 or 2 second interval, the damage increases by a set margin. This way, for example, say it latches onto a Colossus surrounded by gateway units: Terran has a choice to manually detonate it immediately and take out any Sentries, Templar, or badly damaged units that are close to the Colossus (EMP range? Storm Range? Have to tweak it I guess), wait until the colossus walks a little further and detonate, hitting only units on the edge, but killing any gateway units in the blast radius, or to just wait until the colossus gets far away from any other unit and do like 75% of it's hull damage or whatever the max possible damage is. That way it's somewhat of a cross between a baneling and a void ray; wait longer, more damage; but with the added choice of "do I kill this really expensive unit or do I opportunistically snipe a couple of ill-clumped spellcaster units?" That's something I would explore, at least. Relax. There's a beta for a reason. Speculation based on demos is pretty stupid. | ||
Warpath
Canada1242 Posts
Swarm Host spits out locusts a little to slow to look exciting, Warhound not shooting air is wtf worthy considering its thors are the only factory AA that doesnt kill itself. We want streamlined upgrades -_- The mines need a hard revision colossus still in the game ultra charge needs some slight revision and lastly the mineral forcefields need to be reworked a little so it isnt a 'cast, shift-move away' 2 click ordeal for the damage it can do. tanks are still bad against most of the games units. I think those were my gripes. everything else looks great. | ||
Shield
Bulgaria4824 Posts
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Warzone
United States31 Posts
On June 15 2012 14:16 darkness wrote: Is it fair to say 'Abduct' looks OP? It reminds me of the reason why Blizzard removed the replicant. It was because it ruined "diversity", some players had to skip units according to them. If this isn't the case, how are we supposed to fight against Vipers in PvZ? Are high templars going to be a must against Vipers, hence good feedback very important? Exactly what I have been feeling. If they at least made massive units immune I could see the point. Also, having Viper built as a lair unit (Exactly like overseer), would make it EXTREMELY powerful against Immortal builds. It would seem that you would be forced to go twlight tech as a Protoss until you established your 3rd. Maybe Stargate, but SG isn't quite as viable against mass roach. It just seems to limit the Protoss way too much, especially considering the requirements to make it. | ||
RenZan
France35 Posts
On June 15 2012 16:26 Warzone wrote: Exactly what I have been feeling. If they at least made massive units immune I could see the point. Also, having Viper built as a lair unit (Exactly like overseer), would make it EXTREMELY powerful against Immortal builds. It would seem that you would be forced to go twlight tech as a Protoss until you established your 3rd. Maybe Stargate, but SG isn't quite as viable against mass roach. It just seems to limit the Protoss way too much, especially considering the requirements to make it. Viper is not lair unit tech but hive unit tech. | ||
Harpolean
United Kingdom40 Posts
But at the very least I have something new to mass in team games xD | ||
Lustig
Germany15 Posts
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HalfSaiyan
United States2 Posts
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jbeL
United States13 Posts
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Jaegeru
United Kingdom676 Posts
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Caek
Netherlands14 Posts
I actually think a range upgrade for carrier would be easier to balance because you can still defend against the interceptors. | ||
Beakyboo
United States485 Posts
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Zambrah
United States7187 Posts
On June 16 2012 02:28 Beakyboo wrote: ZvT seems like it's still going to be the most interesting match up. I'm liking the mothership core and oracle, but I really wish protoss would get a new combat unit. The whole force fielding death ball thing is really stale, now zerg will counter it more with abduct and swarm hosts, but protoss brings nothing new to the table. Maybe if they buff the hell out of tempests, but even still... Even some nice new upgrades to enforce smaller groups of Protoss units being feasible/useful would be really nice. The way Protoss will play doesn't really seem to change much, except the ability to take bigger risks with the deathball and Recall out of the consequences. EDIT: Also, if Terrans don't like Storms now, they'll like them even less when a High Templar is hit with the energybooster from the Mothership Core. INFINI-STORMS! For a short period of time. ;-p | ||
StratWaffle
United States28 Posts
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Havik_
United States5585 Posts
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Drowsy
United States4876 Posts
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Sc2ttyl
United States245 Posts
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Nikoras
United States115 Posts
On June 16 2012 04:38 Drowsy wrote: I love all the design aspects of the terran and zerg units, but the protoss ones still seem really stupid. 22 range a-move unit and mineral freezer seem really dumb, but mothership core seems like an awesome way to reinforce defender's advantage. From what I understand that unit is pretty terrible and cost inefficient when participating in direct battles, which means it's mostly going to be a unit that is vying for map control. I don't know if the 22 range is just to much, but the idea is a good one (it's not a deathbally unit). I don't like the idea of the Warhound auto targeting mechanical units, especially when the major complaint seems to be that the game needs more to set apart skilled and unskilled players. I also don't like how a planetary automatically shuts down any harass the oracle can do. (Seems impossible to harass planetaries as is with toss) As a toss player I'm most excited about the mothership core's "energize" ability. It's going to really open up pheonix play and is going to be great in a pinch with high templar. Overall the game looks great though. I really like how zerg gets units that can really let their micro shine now. Looks like they're doing a lot to stop players from just smushing 2 deathballs together. | ||
undyinglight
United States611 Posts
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FecalTank
United States70 Posts
Gotta wait to play it myself. | ||
Boomkinbro
United States19 Posts
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Targe
United Kingdom14103 Posts
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JYUUU
France5 Posts
True that terran doesn't already have to micro 100x more than other races | ||
Ace SpadeZ
United Kingdom15 Posts
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Kirilethe1st
Bulgaria5 Posts
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FoeHamr
United States489 Posts
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A-BomB
Ireland79 Posts
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lraalex
United States2 Posts
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BearStorm
United States795 Posts
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xHadoken
United States171 Posts
On June 13 2012 07:29 Cosmos wrote: Reaper is worse than before (How is that even possible?) Carrier was better than tempest and warhound doesn't shot air. The rest seems cool. How is the reaper worse? | ||
XiGua
Sweden3085 Posts
It can't hit buildings harder than marauders. ![]() | ||
Melwach
Germany176 Posts
I deeply hope that the viper doesnt completly shut down the importance of positioning in tvz. I hope that the Oracle wont be able to shut down mining for so long just via a single shift click. Widow mines have a way too long arming time to be effective against decent players and too much damage To be fair with a better arming mechanism | ||
Leviance
Germany4079 Posts
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sapht
Sweden141 Posts
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Iron_
United States389 Posts
Both Terran and Zerg new units seem cool once they get figured out and balanced. Terran is getting some units that can stand up to things in the late game, and zerg new units take skill to use. However I see Protoss getting a 22 range ship and a "harass" unit that with one click renders an entire mining base useless for a while? It does not take any skill to sit back on 3 ships with 3 screens of range while a deathball waits for his opponent to come to him. Also, making the protoss harass that easy, while zerg and terran need to sacrifice units to kill a couple workers at at a time seems silly, and only pushes the same fundamental problem that already exists. I see the Protoss continuing to be a lot easier to play, which is fundamentally bad. Since they will always balance for the top end, this makes the balance very hard to attain for everyone else. Also, Terran really needed AA for their mech. I think this was really common knowledge in the community, so it vexes me how Terran are ending up with the same AA situation during mech play. Zerg stuff looks very cool, but will need a lot of beta games to get it all balanced. If I had to guess what the best overall effect will be, it would be that TvT is going to be a hell of a lot more fun to watch. For that particular match up, I am very excited about the changes. | ||
parkin
1079 Posts
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Xaulior
24 Posts
What is the new HotS info? Please could someone post a link to where they get this info? Thanks. | ||
vidium
Romania222 Posts
Mineral lock? rlly? with good scout it wont even reach the enemy base, just look at how players spread the overlords and observers on the map. Nice one blizz, we need to pay some 30-40 euros for some lol units. | ||
MallikaVRZO
Thailand7 Posts
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-HuntedWater-
Norway28 Posts
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Dr_Infernal
Germany1 Post
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StriderDoom
United States17 Posts
On June 18 2012 02:08 Iron_ wrote: Overall it is cool to see new units and I am excited for the changes in metagame. However my main concern is the skill cap for protoss. Protoss is a lot easier to play than Terran or Zerg, and this is a fundamental problem with SC2. I think it is fairly common knowledge that Protoss are easier to play, so hopefully there will not be too much argument there. I am not talking about balance with the Protoss I am talking about the overall skill it takes to use the race. Both Terran and Zerg new units seem cool once they get figured out and balanced. Terran is getting some units that can stand up to things in the late game, and zerg new units take skill to use. However I see Protoss getting a 22 range ship and a "harass" unit that with one click renders an entire mining base useless for a while? It does not take any skill to sit back on 3 ships with 3 screens of range while a deathball waits for his opponent to come to him. Also, making the protoss harass that easy, while zerg and terran need to sacrifice units to kill a couple workers at at a time seems silly, and only pushes the same fundamental problem that already exists. I see the Protoss continuing to be a lot easier to play, which is fundamentally bad. Since they will always balance for the top end, this makes the balance very hard to attain for everyone else. Also, Terran really needed AA for their mech. I think this was really common knowledge in the community, so it vexes me how Terran are ending up with the same AA situation during mech play. Zerg stuff looks very cool, but will need a lot of beta games to get it all balanced. If I had to guess what the best overall effect will be, it would be that TvT is going to be a hell of a lot more fun to watch. For that particular match up, I am very excited about the changes. you are way over exaggerating things here the whole idea of the new protoss units is too move food away from the deathball which is a good thing and you really comparing the oracle to medivac/muta harrass? | ||
thingULTRA
United States48 Posts
Reaper is worse than before (How is that even possible?) Carrier was better than tempest and warhound doesn't shot air. The rest seems cool." As if terran is in need of more anti air. | ||
NecroBr
Brazil4 Posts
1) the Oracle is a harass unit, it has no real dmg skill, the forcefield on the mineralscan be killed in secs if you don't forget your base and it costs a really lot of gas (it's 200 gas now, so it's not likeyou would build 10 of them and get your opponent out of minerals for 15 mins) 2) the Tempest has a long range but it's DPS is REALLY small as it takes a lot to shoot and he is painfully slow, some ppl here are sayingthat he could be able to stay on a corner of the map and atack the mineral line freely while the enemy doesn't have flying units, but rushing a tempest with 22 range would be like rushing a carrier with the interceptor speed upgrade, if you do'nt have at least 2 bases before the tempest comes to the "corner of the map and 'harass' your mineral line with 1 shot every 4 secs" you mostly like deserve to lose for not scouting/ not teching thing/ not killing the protoss with about 800 less gas in the army or on something else.(cuz he needs the stargate, the fleat bacon, the tmpest AND the upgrade to have 1 tempest with 22range out on the field) about the terran, i think only on beta we will be able to see if the new units are really good or not, when ppl start to hit some cool timings and that anti-mech unit seems pretty cool in my opinion, at it can atack normally and if there's amech unit close it will basically shoot an extra hit(PS: only worried about stalkers getting even more countered by terrans, but hopefully it should change the metagame for something well balanced. | ||
UnityVoice
France2 Posts
viper ok permit to change match up but oracle and ultralisk charge = imba no need that but it's alpha, wait and see | ||
sicueft
United States130 Posts
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ThomasjServo
15244 Posts
On June 13 2012 10:42 mbr2321 wrote: I didn't see any notes with regards to the removal of banelings burrowing. Its a reference to the Baneling Burrow Movement speed being removed. | ||
Rynk
United Kingdom1 Post
It's primarily down to one reason, that I'm sure most people can agree on, and that is the Colossi. I play Toss, but I hate this unit with a passion because of what its mechanics do to the PvP match up. I'm hoping that the new units will make PvP less of a "war of the worlds" game. | ||
Diabulus
Bolivia105 Posts
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Nevermore214
United States36 Posts
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Datgamer
United States12 Posts
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T0fuuu
Australia2275 Posts
First in wol Ultras suck give them range Roaches suck, give them range Vr too good, take away range Immortals suck give them range phoenix suck, give them more range queens not good enough, give them range now in hots Reaper to 7 range Warhound antimech big range tempest more range Does giving units more range really fix the fundamental problem of units in sc2 clumping too tightly? The only difference is that more of them can shoot at a target when they are clumped. I personally dont like units like the marauders, vikings, collossus, archons, warhounds and corruptors in sc2 cos they are pretty boring units that are just good. Corruptors not good, but its still boring. Imo the game should of moved more in the direction of stalkers, hydras, upgraded roaches, in the game where boring amove units can be upgraded for more versatility or harass. Just a flat out base range upgrade is pretty boring. Upgrades add a nice dynamic to the game , like roach speed/burrow and siege mode but something like the warhound is just feels gimmicky like mass thor or mass marauder where you know its going to work.. but its still lame. | ||
KOtical
Germany451 Posts
On June 13 2012 10:42 mbr2321 wrote: I didn't see any notes with regards to the removal of banelings burrowing. Baneling buwwor move was cancelled... but not the burrow itself... | ||
Lexicon_Leidun
United States17 Posts
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mrjpark
United States276 Posts
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Yama93
Netherlands70 Posts
The Oracle seems retardedly overpowered, freezing income seems retarded for every race. Means you cant macro for a while, means the next attack of the opponent will just crush you. Blizzard wants Terran to play mech against protoss, yet they bring in Tempest which will make it so that terran can never stay in the same position, which... means that you will always be unsieged and weak. Viper.. Seems okay, don´t know if it will be easy to balance though. Warhound.. Pretty okay, makes TvT a less passive mu, which it needed. Less 50 minute long "i stay in base and defend" matches where people stay on 3 base and wait till you attack into there siege line. Battle Hellion, I just don't know.. Doesn't look like a Terran unit to me.. Spider mines.. Might be retardedly op, might also be easy to micro the hit units away.. don't really know, will have to wait and play myself. | ||
Ribbon
United States5278 Posts
Oracle is AWESOME. Viper seems OP, but it's not even Beta, and it looks fun. Terran feels like they're getting the short end of the stick. Their new units aren't as cool, though maybe Redline Reactor will make BCs awesome? | ||
Greendotz
United Kingdom2053 Posts
On June 13 2012 08:02 lurchpanda wrote: While i think that the mothership core and oracle could be a nice addition to the game, i don't really like the tempest. Having scaned over the terran and zerg buffs they seem alright. From how it looks the viper pull ability seems a little strong/just stright out annoying against protoss. I can't make any conclusions though without playing the game. I'm pretty certain that the 'abduct' ability as it is now won't make it past beta. It's a throwback to when neural parasite had something like 12 range and every single colossi would be nullified. I can see it been nerfed to not affect massive units or something like that. I like what they've done with the Mothership core, those abilities are amazing but putting them on every single nexus as was originally intended would have just been ridiculous (mid to late game Protoss would've been invincible with the ability to recall all the time). The core is a good trade off, we still get all those abilities, but they can't be spamed. Also means we get to keep the Monthership. Glad the Replicant is gone too, that unit was just stupid and uninspired. | ||
noiamnotaprogamer
4 Posts
And yes terran surely getting the short end | ||
SolarJto
United States260 Posts
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Mistakes
United States1102 Posts
Warhound - OK Battle Hellion - Terrifying (Hellion harass into strong hellion push? Run hellions by then battle mode them?) Widow Mines - Iffy still... Protoss: Oracle - Cool idea, worried about balance point. Mothership Core - Seems way too strong right now (as most things do in alpha/beta). Also not very "new" since it uses mostly what the Mothership did + a cannon thing. Tempest - 22 Range. Zerg: Swam Host - Looks dumb. Slow. Attack slow. Weak. Seems like a waste of resources. (Even in loloverpoweredalpha/betaphase) Viper - Interesting ideas. Reverse Dark Swarm. Grappling Hook thing. I think this unit will turn out well. I think I got everything. | ||
Swwww
Switzerland812 Posts
On June 13 2012 10:45 Champi wrote: needs to keep carrier instead of tempest and im happy the mothership core will hopefully solve a lot of problems protoss has been having in its race design in WOL.super excited about that the most Yea protoss seems to be having a lot of problems allin-ing in every matchup and being totally unstoppable lategame atm. 100% agree. | ||
GodZo
Italy224 Posts
then, where is the dark archon? dark templars should not to merge into a standard archon. tempest 22 range? really bad then.... the mechanics that are not funny in sc2, like allin with all scvs or other bad/coinflip strategies, some improvement with hots? no I expect more from StarCraft, because it's a my passion. | ||
cronichazel
United States81 Posts
other than that, the rest of HotS looks pretty awesome | ||
Sciifi
Germany10 Posts
![]() But really i cant say much yet coz 22 range seems op ^^ Waiting for beta to test! Looking forward! | ||
Swwww
Switzerland812 Posts
On June 23 2012 04:24 GodZo wrote: the viper spell that pulls a unit, is pretty bad, not realistic and not good in any aspect. then, where is the dark archon? dark templars should not to merge into a standard archon. tempest 22 range? really bad then.... the mechanics that are not funny in sc2, like allin with all scvs or other bad/coinflip strategies, some improvement with hots? no I expect more from StarCraft, because it's a my passion. Salutations protossretard2390847209384720983472309847230498. That is all, fair thee well adventurer. Edit: I hope you were trolling, for my sake and yours... | ||
Mindflow
Korea (South)320 Posts
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Skiblet
South Africa206 Posts
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HaXXspetten
Sweden15718 Posts
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Daray
6006 Posts
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KoN_Toaster
Finland4 Posts
Terran seems pretty cool, but I'm afraid it will take long time to fix em until balance is proper. Zergs are already the most apm intensive race, and they add even more need for apm. Cool! To me it seems though - that lower level players won't have the ability to play new units in unison of old ones. It also seems that they rob all the early game tactics out of the game with new units. Making games almost always 30min long macro games, which is fun to watch, not so fun to play. | ||
chaos021
United States258 Posts
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Jarvs
Australia639 Posts
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stilee
25 Posts
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Mr.Pyro
Denmark959 Posts
On June 22 2012 06:45 Yama93 wrote: Negative, I highly doubt Blizzard even watches the games. There is no tier 3 terran, and there hasn´t been, and there will still not be with HOTS. So dumb. While the other races actually get new tier 3 units or buffed tier 3 units..,..... The Oracle seems retardedly overpowered, freezing income seems retarded for every race. Means you cant macro for a while, means the next attack of the opponent will just crush you. Because surely, you cannot kill the shields off in no time at all and investing in a stargate and an oracle is free? Blizzard wants Terran to play mech against protoss, yet they bring in Tempest which will make it so that terran can never stay in the same position, which... means that you will always be unsieged and weak. Because surely, you can't make vikings? You seem to be making a lot of assumptions, which are basically just dependant on tuning of numbers, which is what beta is for. | ||
Xenomorph
United States137 Posts
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BecomeHalcyon
United Kingdom5 Posts
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Lobotomist
United States1541 Posts
Pros: Widow mine: looks like it could be very interesting, requires micro from opponent Oracle: forces opponent to multi-task, Could be a great way to harass mid/late Viper: pull mechanic could be cool. I'm not sure how easy it is to use, it could turn out to be dumb, but it's got potential Hydra/Ultra upgrades: about time! reaper upgrade: also, about time! seems like a good way to balance the reaper out. Cons Tempest: To me, it's got the carrier syndrome: Invincible when you get enough of them, but useless until then. Mothership/nexus: Mass recall built from the nexus just sounds...horribly imba. All-in, kill a base with ff on the ramp. Recall out. I really hope this doesn't make it into the game. Battle hellions: make your mech army decimate things at close range? Wait what? hellions were somewhat vulnerable to surrounds, due to the line nature of their damage, which made them require micro in bigger fights (even vs light units) now...you don't really do anything with them. You can't really. Swarm host: Just looks...bad. Slow, vulnerable, shorter range than other siege units. | ||
Stitch
Hong Kong134 Posts
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Advantageous
China1350 Posts
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Gprime
Canada198 Posts
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Debian
Canada95 Posts
22 range. Swarm Host (like broodlord but cloaked and easier to tech to AND can shoot air?) Entombed - How the hell does this even work in the late game? Terran doesn't have any building that can attack ground that doesn't take any supply. Are we suppose to leave marines at all our bases? Viper grab ability seems really frustrating to play against. Moving borrowed banes? Still no answer to mass muta with Warhound anti air behind removed. Managed to make Reapers even more useless. | ||
blug
Australia623 Posts
On June 28 2012 13:30 Debian wrote: Moderately negative. So many things look stupid/frustrating in this game. 22 range. Swarm Host (like broodlord but cloaked and easier to tech to AND can shoot air?) Entombed - How the hell does this even work in the late game? Terran doesn't have any building that can attack ground that doesn't take any supply. Are we suppose to leave marines at all our bases? Viper grab ability seems really frustrating to play against. Moving borrowed banes? Still no answer to mass muta with Warhound anti air behind removed. Managed to make Reapers even more useless. Most of your posts are very biased towards terran. I will admit, terrans lineup sounds a bit lackluster, but you can't make comments on balance until you see it play through. What's wrong with burrowed Banelings? How is it any different from DTs/Burrowed Infestors except the impact is a bit stronger? Just means that you will have to worry about detection a bit more... It's fucking annoying but now you know how zerg feel when protoss decide to throw a few dts to all your bases late game. Mutas haven't been as much of a problem lately for protoss. Protoss have an answer to Mass Muta, just because Blizzard said about a year ago that Protoss did have a problem didn't mean it was true. Mutas were a problem ages ago. In terms of terran dealing with mass muta... WTF? Theres a reason zerg don't use mutas in ZvT anymore and that's because it's not that good. The onl reason zerg throw it into the matchup every now and then is because terran are getting used to ling/infestor. Also how can you say reapers are useless? How short sighted is that... They haven't even been released and tried yet and you call them useless? | ||
Skiblet
South Africa206 Posts
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Nyarly
France1030 Posts
Mostly positive - I really like that they're introducing more spellcasters, but we'll have to see if they'll stay.. | ||
GodZo
Italy224 Posts
On June 23 2012 11:35 Swwww wrote: Salutations protossretard U should be banned for this, I don't know where is the TL Staff, they make random bans and warning. Disappointing to TL Staff. Anyway. I think three things: 1) Viper's pull goes against any physic law. Simply Blizzard should to remove this spell 2) DTs should to merge into a Dark Archon. 3) Some mechanics in WoL are too strong (or imba as you want), Blizzard should to make some fix. | ||
Minkazami
13 Posts
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ThereAndBackAgain
1 Post
Zergs and Tosses, stop whining you have cool stuff!.... | ||
just_godlike
United Kingdom27 Posts
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daliLlama
Sweden25 Posts
First of the DPS is horrible. Second of all they dont have 22 range vision so you would have to have something else close in to provide vision wich will be killable. I really dont see the 22 range as that big of a problem. | ||
SCMothership
United States187 Posts
On June 13 2012 08:27 Roflhaxx wrote: Kind of mixed feelings, they are making more stuff that will be completely versus a single race. The new "dark swam" only works on biological units. Anti-mech mech-unit? (lolwut?) And not to mention those mines man. They give terran extremely imba mines but at the same time they remove the ability for banelings to burrow!? banelings can still burrow, they just dont have the upgrade to move underground | ||
Paladia
802 Posts
On June 13 2012 09:35 xParadoxi wrote: Lol, I know its gonna be real hard to remove the unit with the mine on it. The ability has a 10 sec timer until it blows up, if you cant get a unit away from your army in 10 secs, you are just bad at the game. Even if you run the unit away, all Protoss units cost more than the mine. And due to its very high damage it kills all Protoss ground units except Immortals and Archons in one hit. On June 28 2012 16:49 Skiblet wrote: Don't know if anyone realises this but if a toss goes tempest rush vs zerg zerg would HAVE TO get mutas or corruptors to kill it or it could just harass mineral lines forever...what with its 22 range and all Tempest rush? You do realize that tempest with 22 range is as far away in the tech tree as Battlecruisers with yamoto cannon researched. Or Carriers with the interceptor upgrade completed. | ||
OneBaseKing
Afghanistan412 Posts
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Gumbotwins
Netherlands256 Posts
On July 01 2012 07:53 OneBaseKing wrote: terran got nerfed so much... How does terran even got nerfed? They got spider mines now? u mean thoose are wurse then the shredder? No way man. Warhound seems kinda cool unit. So does the battle hellion. I even think Terran is kinda op with mech atm. Really think about it, What does kill a Battlehellion,SeigeTank, Thor, Warhound + Eventually spidermines and viking army. Nothing i can think off. | ||
OneBaseKing
Afghanistan412 Posts
On July 01 2012 21:03 Gumbotwins wrote: How does terran even got nerfed? They got spider mines now? u mean thoose are wurse then the shredder? No way man. Warhound seems kinda cool unit. So does the battle hellion. I even think Terran is kinda op with mech atm. Really think about it, What does kill a Battlehellion,SeigeTank, Thor, Warhound + Eventually spidermines and viking army. Nothing i can think off. lol | ||
therockmanxx
Peru1174 Posts
Now I am almost 100% sure we will have an great RTS by the time LoV kicks in !! | ||
shawndemille
United States1 Post
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VoxxGD
United States6 Posts
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Maxamix
Canada165 Posts
On June 28 2012 16:49 Skiblet wrote: Don't know if anyone realises this but if a toss goes tempest rush vs zerg zerg would HAVE TO get mutas or corruptors to kill it or it could just harass mineral lines forever...what with its 22 range and all don,t know if you realized, but having 22 range does not mean the tempest will be able to see the whole range (much like sieged tanks right now). So they would need an observer / some kind of vision which you can still deny without mutas and corruptors, OS and queens will do it... | ||
Sparkypop
United States1 Post
I'm a zerg player, but if you realize the viper is not going to kill everything... plz it has someting called ENERGY and not attacks so it will die easily. Also, terrans get spider mines which does kill most zerg units and they already have seeker misssiles fom ravens... hmm. Also, when people complain about zerg op in general because they think banelings are op, or bl op, it's not the unit that's op it's the number of units. 10 banelings will chew through a marine ball, but if you have 20 marines (20>10) splitting it's not a problem. It's because zerg has to work hard to get like twice the amount of bases to keep up and make units. | ||
eljezuz
Mexico33 Posts
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just_godlike
United Kingdom27 Posts
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GrayNights
United States1 Post
On July 04 2012 21:10 just_godlike wrote: I really don't like one thing - Blizz said they wanted to make all races have more options such as mech Terran, T2 Zerg units late game and Stargate Protoss, which is fair enough. However, as a Protoss player myself, I don't understand how I'll be supposed to open up Stargate more often if the other races have more invisible units now (Widow mine and Swarm host). That makes me build at least one observer every game -> need robo. And if I need a robo every game I don't think many people will just roll the dice and skip it to get aa Stargate instead. Thoughts? I am a Protoss player myself, and I believe that they added the Stargate units simply to add verity. Most games Stargates were rarely seen, with the exception of some zerg openers, but never against terran. The new units are there simply to say that at some point in the game you can harrass with the oracle as terran would with the banshee, or tech to the tempest to counter say "Broodlords". I will most likely keep my same openers as I have in WoL, but I will probably utilize stargate tech in the mid-game, after robo--just my thoughts though. And besides, should you not already build a observer every game. | ||
Doomtrain2
Germany45 Posts
On June 14 2012 16:04 doffe wrote: Kinda wish they would remove the widowmine though. If DB have said its not for pros dont add it. Cant see a reason why we need units that wont be used at all at the toplevel. I mean, 10s timer, its not like anyone should let that blow up in a group if its obvious enough what unit it sticks on. Make it valid for all levels and im fine with it though. this... I mean again a skill like the missile from the Raven - only a few top players use them and then not even that effective.. but you can clearly see all the effort they put into the update. Blizzard listens to its fans, although not to all and not fast enough imo (or too extreme, +2 range on queens anyone?) ![]() | ||
Logurt
United States13 Posts
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Ammoth
Sweden391 Posts
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Maxamix
Canada165 Posts
On July 07 2012 20:28 Ammoth wrote: I don't know if this was mentioned but, with the queen change (5 range). Won't that shut the new reaper down completly? Not sure as you can actually retreat the reaper by bouncing off a cliff and wait for the HP regen (which i suppose will be faster than the queen's HP regen) and bounce right back in. Also it will make the harrasment from the reaper a longer threat than just a 1 time because you could not get medivacs out to heal it quick enough. | ||
HowardRoark
1146 Posts
Oracle - It is not exciting to watch one-click mineral blocking, or one-click Building obs. And the last spell is also just a one-click cloaking device. Will not improve Protoss, just make them less interesting to watch. Tempest - Another death-ball ingredient without micro. Units good for esport are units that work together like Reaver/Drop or DT/Corsair, or are hard to master like BW HT. Nothing was added that aim for this kind of symbiosis. I also hoped for something to split up the deathball. The Viper ability to pull out Colossus is great though, since hopefully Colossus will be useless in any Match-Up, hence leading to no one ever building one. Mothership Core's ability to recharge Sentries is also a nightmare for spectators, since that will lead to more Forcefields which just hinder opponent micro in a bad way. I am dissapointed that they did not remove badly designed units like Thor, Colossus or Marauder. Now they just throw a new bunch of units into the pot which will lead to tons of units that never will be used. BW Scout syndrome tenfold. Again it seem as Zerg got the longest straw in terms of well designed additions. It did not need it being the best designed race from a spectator POW already. It seem as they keep missing the mark on Protoss, when Protoss was the race that needed a complete overhaul design wise. Mothership Core is the only faintly well thought out P addition. | ||
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