Just a little engagement like that has now become highly skill intensive, each side being well-rewarded for their micro. A pro will be capable of getting much more out of the Oracle than even someone in masters. I love units like this.
[D] Oracle changes seem overly powerful - Page 6
| Forum Index > StarCraft 2 HotS |
|
Fig
United States1324 Posts
Just a little engagement like that has now become highly skill intensive, each side being well-rewarded for their micro. A pro will be capable of getting much more out of the Oracle than even someone in masters. I love units like this. | ||
|
eviltomahawk
United States11135 Posts
On December 07 2012 06:37 movac wrote: lol, whatever happen to the oracle being meant to do economic damage without actually killing workers You could always use Time Warp on a mineral line to do pacifist economic damage, but it isn't the most efficient use of energy unless you are trying to win with pacifism. | ||
|
awesomoecalypse
United States2235 Posts
At the same time, it fulfills Blizzard's goal of not adding to the deathball. The combo of high mobility, low range and low health means that if you just put it in a control group with your army, it will fly out ahead and get instasniped by vikings or something. Once critical mass numbers of corruptors, marines, vikings, and other anti-air are reached, its hard to get Oracles in range to attack without them dying before they do any real damage. This means that while you might want to pitch into army fights with a Time Warp here and there, by and large you'll want your Oracle away from your army, harassing and doing stuff like punishing ling runbys. | ||
|
KrazyTrumpet
United States2520 Posts
On December 07 2012 06:45 Fig wrote: This version of the Oracle is amazing, because it means you can now open with Stargate against Terran. The Oracle can harass like no tomorrow because you can't stop it very well with plain marines. You either need a turret or a bunker or widow mine to protect your mineral lines. Also, unlike the phoenix, the oracle really can help on defense against early bio pushes. I can just imagine how awesome it will be to watch them play out. Picture a small MMM group moving in, Toss has a few Oracles and Zealot/Stalker. The toss will attack with the zealots, and it is imperative for the stalkers to focus fire medivacs now that they heal like crazy. And the Oracles will come in and turn on their beam, requiring quick targeting of only marines, so as not to waste energy on marauders. At the same time, the terran will be aiming his marauders at the stalkers, and using his marines to target down the Oracles whenever they come into range as they dart in and out, toggling on and off their beam. Just a little engagement like that has now become highly skill intensive, each side being well-rewarded for their micro. A pro will be capable of getting much more out of the Oracle than even someone in masters. I love units like this. This is what excites me the most, and makes me think that Stargate openings will be viable in every matchup | ||
|
awesomoecalypse
United States2235 Posts
On December 07 2012 07:05 KrazyTrumpet wrote: This is what excites me the most, and makes me think that Stargate openings will be viable in every matchup The real question is, will Robo still be viable in all matchups? Each race has gotten much better tools for handling Colossi--Tempests for Protoss have changed the face of PvP completely, Vipers have the potential to play absolute havoc with Colossi if handled well (and it'll be interesting to see what new Utralisk-based Zerg comps do against Protoss ground armies, as I'm not sure Protoss actually has anything on the ground built to handle them), and now Vikings share mech upgrades and Thors have a brand new attack that can hit at Colossi range and is tailor made to bring down stuff like the Colossus. Immortals have also been given more counters: the new HSM will oneshot them, making Terran mech/air comps much more capable of dealing with Immortal-based compositions as the game stretches on, and upgraded Hydras at lair poses problems for Immortals in PvZ as well. The new Oracle attack actually does higher dps to Hardened Shields than anything but storm or emp--its a spell, so it cuts right through them and deals 15 damage at a really high rate to hardened shields, and Immortals can't return fire. I have a feeling robo may go the way of stargate in WoL--some useful support (and in robo's case you'll always want observers, and probably some prisms too at some point), some potential for cheese and timing attacks, but basically not a tech tree that can form the backbone of a standard, go-to composition. I, for one, am very happy about this. Robo combat units are both pretty a-move and boring, whereas the stargate units are much more apm-intensive and rewarding of precise control and lots of multitasking, plus they don't clump in a big deathball. Stargate+gateway (or even pure stargate) is way more engaging to watch than stargate+robo. | ||
|
Zealot Lord
Hong Kong748 Posts
The video only shows what happens if you get completely off guard, but a ton of things can do terrible damage if you are caught with your pants down. A good player is going to have spores. | ||
|
KrazyTrumpet
United States2520 Posts
On December 07 2012 08:50 awesomoecalypse wrote: The real question is, will Robo still be viable in all matchups? Each race has gotten much better tools for handling Colossi--Tempests for Protoss have changed the face of PvP completely, Vipers have the potential to play absolute havoc with Colossi if handled well (and it'll be interesting to see what new Utralisk-based Zerg comps do against Protoss ground armies, as I'm not sure Protoss actually has anything on the ground built to handle them), and now Vikings share mech upgrades and Thors have a brand new attack that can hit at Colossi range and is tailor made to bring down stuff like the Colossus. Immortals have also been given more counters: the new HSM will oneshot them, making Terran mech/air comps much more capable of dealing with Immortal-based compositions as the game stretches on, and upgraded Hydras at lair poses problems for Immortals in PvZ as well. The new Oracle attack actually does higher dps to Hardened Shields than anything but storm or emp--its a spell, so it cuts right through them and deals 15 damage at a really high rate to hardened shields, and Immortals can't return fire. I have a feeling robo may go the way of stargate in WoL--some useful support (and in robo's case you'll always want observers, and probably some prisms too at some point), some potential for cheese and timing attacks, but basically not a tech tree that can form the backbone of a standard, go-to composition. I, for one, am very happy about this. Robo combat units are both pretty a-move and boring, whereas the stargate units are much more apm-intensive and rewarding of precise control and lots of multitasking, plus they don't clump in a big deathball. Stargate+gateway (or even pure stargate) is way more engaging to watch than stargate+robo. Pretty sure Robo/Templar will still be a better tech path against things like Bio and roach/hydra heavy Zerg armies. Against mech and some Zerg comps, Skytoss will clearly be the better choices. Who knows about PvP I definitely agree though, Stargate is more fun to watch and play. | ||
|
Ayaz2810
United States2763 Posts
EDIT: If they even have time warp still. Things keep changing so fast lol. | ||
|
BearStorm
United States795 Posts
On December 07 2012 09:04 Zealot Lord wrote: Don't really see why this is going to be 'OP for sure' - they have low HP and only 4 range.. like defending against any air attacks 1~2 spores with queens is going to shut this down hard. The video only shows what happens if you get completely off guard, but a ton of things can do terrible damage if you are caught with your pants down. A good player is going to have spores. Yeah also they are really expensive and probably kill at a similar rate as phoenixes. However the Oracle will be more energy efficient. | ||
|
SuperYo1000
United States880 Posts
On December 07 2012 09:14 ayaz2810 wrote: This might be a stupid fucking question, but would it be at all worthwhile to use an oracle at each base to time warp the workers and slow their mining? I imagine that could add up to a lot of lost resources, and would be possible without committing your oracles and getting them killed by AA. EDIT: If they even have time warp still. Things keep changing so fast lol. not a stupid question at all timewarp slows mining down so you lose about 100 minerals in mining.....NOT worth it at all. It doesnt actually slow the mining down just the movement from the patch to your command center | ||
|
Ayaz2810
United States2763 Posts
On December 07 2012 09:31 SuperYo1000 wrote: not a stupid question at all timewarp slows mining down so you lose about 100 minerals in mining.....NOT worth it at all. It doesnt actually slow the mining down just the movement from the patch to your command center Ewww that's definitely not what I was hoping for haha. Appreciate the prompt response!! Thanks! | ||
|
EleanorRIgby
Canada3923 Posts
| ||
|
SuperYo1000
United States880 Posts
On December 07 2012 09:32 EleanorRIgby wrote: i think the +10 to light should be a upgrade, a flying spell caster unit shouldn't be able to nuke workers like that and also cast amazing spells, i wish auto turrets killed workers that fast. i actually think this will happen for sure....Its just hard to justify putting it on the fleet beacon which it is most likely to go 300 200 for beacon and 100 100 for upgrade? ouch....thats a bit steep....or maybe the bonus to light unlocks when fleet beacon is on the field | ||
|
RavenLoud
Canada1100 Posts
On December 07 2012 09:32 EleanorRIgby wrote: i think the +10 to light should be a upgrade, a flying spell caster unit shouldn't be able to nuke workers like that and also cast amazing spells, i wish auto turrets killed workers that fast. I agree with this, or at least just decrease the +10 to +5. | ||
|
KrazyTrumpet
United States2520 Posts
On December 07 2012 09:32 EleanorRIgby wrote: i think the +10 to light should be a upgrade, a flying spell caster unit shouldn't be able to nuke workers like that and also cast amazing spells, i wish auto turrets killed workers that fast. I would rather see a damage decrease before this. | ||
|
unteqair
United States308 Posts
Protoss now has many options of openings, and, with the power of air units as well as faster DT's and blink stalkers with MsC, there will be a lesser reliance on ff's. | ||
|
ZjiublingZ
United Arab Emirates439 Posts
| ||
|
KrazyTrumpet
United States2520 Posts
| ||
|
lonelyPotato
Australia158 Posts
| ||
|
Rabiator
Germany3948 Posts
On December 07 2012 13:50 ZjiublingZ wrote: Imagine someone flew in with 3 Banshees, the exact same thing could happen. Not to mention if they had Cloak. That's really not that scary. They might increase it's build time a bit if it becomes really strong to rush them out, but it only does ~50% more the damage of a banshee for 50% more the gas cost, and it's damage is limited by it's energy pool. So yeah, I think you are just catching someone unprepared. The thing is the Banshee can never be more than a pure damage dealer and thus is a rather expensive piece of endangered hardware from mid-game on (unless your opponent refuses to build AA units of course), but the Oracle still has its other spells which are really useful mid and late game. Thus the attack of the Oracle should be less powerful than that of the Banshee ... significantly/noticeably ... because of this extra utility and the ground attack is primarily useful for fast harrassment early, which gives the surviving Oracles the chance to get enough energy back to be of use from far away later on. | ||
| ||