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Active: 1521 users

Compiled list of stated upcoming WOL unit changes - Page 6

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 4 5 6 All
LOLItsRyann
Profile Joined April 2011
England551 Posts
November 27 2012 22:46 GMT
#101
On November 24 2012 02:08 Murkury wrote:
Show nested quote +
On November 24 2012 02:05 XxJuicexX wrote:
On November 24 2012 02:03 Murkury wrote:
On November 24 2012 01:58 XxJuicexX wrote:
On November 24 2012 01:54 Murkury wrote:
On November 24 2012 01:17 XxJuicexX wrote:
On November 24 2012 00:13 Ramiz1989 wrote:
On November 23 2012 23:38 XxJuicexX wrote:
Seriously, blizzard should change the ultralisk to what it was in broodwar. Reduce it's scale size, and add a speed upgrade. Burrow charge is a lame copy of zealot charge. WTF is wrong with blizzard.

Burrow Charge is nothing like the Zealot Charge, which is mindless ability that has auto-cast. They also had the speed upgrade, then they removed it and gave it speed upgrade by default, don't see how is this a problem.


Speed upgrade by default? The ultralisk moves the same as it did in WOL. The charge ability is the same crap as burrow charge; just that you go under ground. Stop trying to wish that HOTS is something else.



Zealot Charge:
-Auto cast ability
-Attacks nearest enemy
-Blocked by friendly unit collision

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units

I'm sorry, but you really couldn't be more wrong lol.

Its still the same concept


Please, is that really all you have to say? Marines and stalkers both go "pew pew." Same concept, completely different role. Try again.

Why you mad though? The charge ability is used to get close to your enemy. But again, why are you mad?


Ah, so I see you've finally realized how retarded you are and now you're trying to sound like you've been trolling all along to cover it up. Such a pity, I expected more of an effort to come from you .


User was warned for this post


Murkury was warned for this? Um okay. Whatever. Murkury is 100% right. He made a complete comparison between the 2 abilities pointing out the differences, which are many. Then juice boy goes all "why you mad why you mad?" mode, and then... Actually I can understand how pointless it is trying to explain. I'm downright mind fucked by the warning.

ANYWAY, Yeah, Charge and Burrow Charge are similar in name and role (closing the distance). However, the steps taken and the way they achieve said role are very different.
EG<3
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
November 27 2012 23:10 GMT
#102
You can be right and remain civil, without offenses. Calling someone a retard is clearly stepping the line.
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
gDubS91
Profile Joined August 2011
United States22 Posts
November 27 2012 23:52 GMT
#103
Im just curious, has blizzard said anything about changing up the units more? specifically the raven and thor cause im a terran and nothing will change that, and tbh it seems like those are the two units that need the most work right now.
=D
Ry2D2
Profile Blog Joined June 2012
United States429 Posts
November 28 2012 03:19 GMT
#104
In terms of the corruptor changes I feel like the corruption ability is underused but yet it could be removed. The boring counter analogy could be extended to vikings only difference is vikings can land and do a bit of harass that way.
Also, the overseer has some cool abilities in my opinion(like contaminate) but zergs just don't seem to use it a lot in pro play, Ravens also aren't used a lot in pro play unless you're IM_MVP going up against IM_NesTea I think it was and he mass ravened and seeker missiled vs bl infestor. Raven auto turret harass is underused too i think. I use raven pretty frequently and successfully on ladder no problem.
Ry2D2
Profile Blog Joined June 2012
United States429 Posts
November 28 2012 03:22 GMT
#105
On November 28 2012 07:46 LOLItsRyann wrote:

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units


I didn't know ultralisk charge was a manual cast. It's coolness level just went up by over 9000. Hope blizz doesn't remove it (I heard they were thinking about it recently)
juicyjames *
Profile Joined August 2011
United States3815 Posts
November 28 2012 04:12 GMT
#106
We don't have anything [specific] yet [for the Void Ray]. We tried some stuff today that didn't really work. We will post if and when we get something that seems OK.

-Dustin Browder
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 28 2012 17:53 GMT
#107
Wow, thanks so much for making this and keeping it updated. Looking through the forums for blue posts can be a pain in the ass. This work is very much appreciated.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Decendos
Profile Joined August 2011
Germany1341 Posts
November 28 2012 18:50 GMT
#108
this site might help you a lot:

http://www.blizzposts.com/tracker/sc2/en/

every new blue post listed there
barwick11
Profile Joined July 2012
44 Posts
November 29 2012 14:17 GMT
#109
Regarding void rays... you *never* see them PvT because Terrans are forced to make the counter to VR's (mass marines) EVERY single game. You make mech viable vs Protoss (whack BC's and Thor's energy bars and put same/new abilities on a cooldown) and you make VR's viable vs Terran instantly overnight.

Honestly guys, if Ultras and BL's had an energy bar, do you think that *might* change the PvZ metagame... um... instantly? I think it's an easy decision.
Ramiz1989
Profile Joined July 2012
12124 Posts
November 29 2012 15:40 GMT
#110
On November 28 2012 12:22 Ry2D2 wrote:
Show nested quote +
On November 28 2012 07:46 LOLItsRyann wrote:

Ultralisk Charge:
-Manual Cast
-Selective use, can be used to dodge enemy attacks (you don't have to focus on an enemy to use it, it can be used with micro similar to blink micro or used as an escape mechanism.)
-Allows for Ultralisk to negate friendly collision
-Ultralisk is now guaranteed to do some damage by negating initial engagement damage
-Allows for Ultralisk to get behind enemy forces and focus down important units such as thors/tanks/collosi/immortals
-Scatters enemy units upon contact when unburrowed, allowing for more surface area of attack by zerg units


I didn't know ultralisk charge was a manual cast. It's coolness level just went up by over 9000. Hope blizz doesn't remove it (I heard they were thinking about it recently)

Nah, they were thinking about nerfing it, not removing it entirely.

I like the concept of Burrow Charge, it needs some tweaks, the animation isn't actually pleasant to the eye, but it definitely makes Ultras more viable.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
wassup
Profile Joined November 2011
17 Posts
November 29 2012 15:47 GMT
#111
they really should add sh to hydra den coz when i throw that inf pit i always find myself making infestors anyways. plus they can synergize well with hydras. apply pressure with hydra dps behind locust waves till you break them apart...
The_Darkness
Profile Joined December 2011
United States910 Posts
November 29 2012 16:04 GMT
#112
Thanks for taking the time to put this together. It's really informative.

I think Blizzard is generally on the right track with just about all of the changes (where they actually hinted where they might change a unit) and things they're thinking about changing. Good job DB and DK.
To be is to be the value of a bound variable.
The_Darkness
Profile Joined December 2011
United States910 Posts
November 29 2012 16:10 GMT
#113
On November 21 2012 13:48 LockeTazeline wrote:
Show nested quote +
On November 21 2012 11:47 xPrimuSx wrote:
I think it would be better to give Fungal diminishing returns then to just up and make a unit type immune (although I'm fine with Interceptors being rendered immune to Fungal). Make it so that units affected by Fungal gain a Spore marker, like the Acid Spores the Devourer had. Each Spore (max of 2) reduces the amount of time that Fungal roots the target by 1 second (damage will still occur over the entire spell time). The Spores expire 2 seconds after the Fungal that granted them does. Chain Fungaling can still be done, but at greater cost to the Zerg. If instead the Zerg player wants to let the Spores expire, then the opposing player has gained a small window to do something to mitigate the incoming Fungal.


That solves chain fungaling, but that's only half the problem. Imo it would be better just to have fungal start out as root and have the effect wear off as the spell goes on.



I like that type of solution the best. It will allow players to micro out of it (a bit depending on how fast the effects wear off) and it will still allow for chain fungals, except that the zerg will have to spend a lot more energy to make it happen. I'd also be OK if they simply made the ghost and HT immune to the spell; I think you would see a big difference if that were the case especially in tvz.
To be is to be the value of a bound variable.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
November 29 2012 16:30 GMT
#114
Hydras really dont need changes in HOTS. Speed at lair would be fine I think, but in terms of DPS they definitely dont. In combination with Vipers, I have seen Hydras tear apart tank lines, bio balls and Battlecruisers on LZgamers stream. I think they just need the movement speed upgrade sooner.
"losers always whine about their best, Winners go home and fuck the prom queen"
SarcasmMonster
Profile Joined October 2011
3136 Posts
November 29 2012 17:26 GMT
#115
On November 30 2012 01:30 Darpa wrote:
Hydras really dont need changes in HOTS. Speed at lair would be fine I think, but in terms of DPS they definitely dont. In combination with Vipers, I have seen Hydras tear apart tank lines, bio balls and Battlecruisers on LZgamers stream. I think they just need the movement speed upgrade sooner.


You also need to take into account that Infestors are getting nerfs, Fungal is nerfed, Neural is on the chopping blocks, Infested Terrans might change as well. So Hydralisks need to fill in new roles in Lair tech.
MMA: The true King of Wings
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2012-11-29 23:10:14
November 29 2012 23:08 GMT
#116
I just hope force field and fungal growth as a stun are completely removed. Get the fuck rid of things that reduce/limit micro.

Also remove zealot charge and replace it with speed...
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
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