Most notably the Reaper. Blizzard is really experimenting with this unit and I love it. It was used in the beta / early Wings but was nerfed and hardly touched afterwards.
What are the good (fun) points of HoTs - Page 3
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nomyx
United States2205 Posts
Most notably the Reaper. Blizzard is really experimenting with this unit and I love it. It was used in the beta / early Wings but was nerfed and hardly touched afterwards. | ||
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arcHoniC
United States141 Posts
Im pretty damn excited. Im trying to limit my exposure so release can be awesome but it does seem like things are really coming together for HotS | ||
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c0sm0naut
United States1229 Posts
Other than that I'm having fun dropping Zerg and Protoss with the new drop ships, If the drop ship boost wasn't in the game, I would probably have zero fun as trrrran tho sadly As zerg my favorite thing is hydras changes, and the early burrow | ||
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Berceno
Spain401 Posts
On January 23 2013 06:58 Rainling wrote: I disagree that improving defensive capabilities makes games boring. In brood war, the strength of siege tanks, reavers, lurkers, etc. gave races a strong defenders advantage. Arguably, this resulted in significantly more engagements and harassment than Starcraft 2, because if a player were to have a significant portion of their army on the map, they could still defend a counter push by their opponent's entire army. In WoL, if a significant portion of one player's units are busy attacking another player's bases, the other player can often simply counterattack and win due to the lack of units defending their opponents base. In HotS, photon overcharge, recall, swarm hosts, and widow mines increase the defensive capabilities of the respective races. I think the Starcraft 2 metagame would improve more if even more defender's advantage was added to the different races in the mid to late game. I agree with what u said about defenders advantage but to make it work properly the game needs othes economy flow, if 3 bases is the max income like it is now turtle mode is really viable and useful. also hots is going to be much better than wol imo, but sc2 need a lot of work yet to be THE GAME it was supossed to be | ||
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Sbrubbles
Brazil5776 Posts
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ailouros
United States193 Posts
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Rainling
United States456 Posts
On January 23 2013 10:22 Berceno wrote: I agree with what u said about defenders advantage but to make it work properly the game needs othes economy flow, if 3 bases is the max income like it is now turtle mode is really viable and useful. also hots is going to be much better than wol imo, but sc2 need a lot of work yet to be THE GAME it was supossed to be Good point, reducing the income and/or amount of resources per base would probably make passive play less viable. I think this should be tested and would probably improve the game, but it seems unlikely that Blizzard will experiment with mineral income based on their previous behavior. The only patches I'm aware of since release involved changing the prevalence and location of gold mineral fields. | ||
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Black[CAT]
Malaysia2589 Posts
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Xanbatou
United States805 Posts
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Targe
United Kingdom14103 Posts
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Targe
United Kingdom14103 Posts
On January 22 2013 23:54 ETisME wrote: I feel it is just not that useful because what can you really do with an early burrow to make that investment worthwhile? Burrow ling for more vision = can be done with a ling (only that it will be sniped off) burrow roaches harass = costly especially when roaches won't have speed and hard to justify the cost of getting those early roaches. burrow drones = cost could have been used for making queens for defence instead, no gas required blocking expo = depends on his build I guess, can stop early fast third build but now that Toss has early detection in both robo and stargate tech, detection isn't that lacking anymore. Burrow only really shines in mid game when the lair tech units are out, burrow banelings, blocking expo along with overlord creep, burrow infestors etc I suppose that in the end, even if you don't use burrow, it forces you're opponent to be wary of it before lair, especially if you go gas first. On January 23 2013 15:17 Xanbatou wrote: As a Zerg player, i strongly dislike the direction that the game is going. I have stopped playing the game because of widow mines and their ability to attack air. I'm completely flabbergasted that they still have that ability because it practically eliminates muta play. Just send an overlord or two to tank damage then use your mutas... | ||
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ysnake
Bosnia-Herzegovina261 Posts
On January 23 2013 15:04 Black[CAT] wrote: Ultralisk can step on tanks and 1 hit kill vikings. I see what you did there. | ||
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ggKaiRan
Korea (South)14 Posts
On January 23 2013 15:04 Black[CAT] wrote: Ultralisk can step on tanks and 1 hit kill vikings. the Truth :: | ||
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HeeroFX
United States2704 Posts
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Chloroplaste
France281 Posts
The animations and new graphism are awesome, and just for that and the campaign I think HOTS is worth it. There is more variety in units in general because of new unit and change on old unit (thor cannot be feedback etc). I love play with widow mine, hellbats, and speedivac even if terran is quite hard in term of micro. The armory defense upgrade work on air and ground so you can use more BC and air in late game. For zerg the change i like the most is ultra attack buff, the notinstant fungal is more challenging also. But i hate to play or be against swarmhost. In toss more tech switch and possibility is nice. HOTS look great for me, and will be awesome for streaming (if they nerf free unit like broodling and swarmhost) with the wonderful animation. | ||
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shid0x
Korea (South)5014 Posts
-New death animation/physics/global animation -Mines -Viper -Medivac speed -Tier 1 burrow -Slowing time (with MC ) The rest is boring as hell (swarmhost,tempest,hellbat....) | ||
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awesomoecalypse
United States2235 Posts
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Freeborn
Germany421 Posts
Also having a real harrass option to kill workers (oracle) is great. As a zerg The ultralisks now feel as powerful as they look and are much more fun, also hydra viper play is cool. As a terran, well the hellbats are neat and the medivac boost - coolest change right now is probably the seeker missile. | ||
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ErikThorsson
United States5 Posts
I like what they did with the raven too as it was kind of stupidly OP before and didn't really let your opponent, say a zerg, not lose all his corruptors or BLs, which as lulz as it might have been was pretty broken. However, battle hellions seem a little OP and are tanky as shit so dropping them as harrass (2 at a time with 2 medis) kind of gets a little silly sometimes hahaha... | ||
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Spyridon
United States997 Posts
On January 23 2013 15:17 Xanbatou wrote: As a Zerg player, i strongly dislike the direction that the game is going. I have stopped playing the game because of widow mines and their ability to attack air. I'm completely flabbergasted that they still have that ability because it practically eliminates muta play. It's a more dynamic match up now. Widow mines counter WoL style play. But Roach/Hydra/Viper composition makes it a micro battle between both sides, the player with better micro wins (as it should be). Conversely, if the Zerg player can't go WoL style, Terran players can instead go tanks/medivacs and they can counter Roach/Hydra/Viper play. Which then leads the Zerg player back to WoL style play with muta/ling/bane to counter medivacs, except more micro has to be involved for all the different units involved. I'm enjoying ZvT more than any other matchup atm because of this new dynamic. My advice is don't play the game like WoL and you will enjoy the matchup much more. | ||
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