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Active: 6036 users

Prediction poll: What types of new units in HotS? - Page 11

Forum Index > SC2 General
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Prev 1 9 10 11 12 13 32 Next All
Batch
Profile Joined May 2010
Sweden692 Posts
July 02 2011 22:46 GMT
#201
On July 03 2011 06:52 FearTheReaperMan wrote:
Terran needs infestors then ill be happy

I'll happily trade my infestors for your ghosts.
Chibithor
Profile Joined April 2011
Brazil514 Posts
July 02 2011 22:49 GMT
#202
I'm thinking they'll remove/rework the Immortal. Maybe not a new unit but a different one from the Immortal we know today.

Zerg might get an interesting cliffjumper. Maybe not, this is all guesswork anyways.

Terran I have no clue. I think they'll mostly focus on reworking existing units for some reason.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
July 02 2011 22:51 GMT
#203
On July 03 2011 07:16 Crisium wrote:
Show nested quote +
On July 02 2011 20:17 sabas123 wrote:
T: a better anti air unit besides from marines


This is the best idea in the thread. Many Terran users would like the possibility to transition out of marines, but they can't. Marines are the only rapid-fire anti-air unit for the Terran with a cooldown of .86 or .57 stimmed. Vikings have a slow, 2.0 cooldown shot, leading to massive overkill. Thors have the super-slow, 3.0 cooldown shot which as effective as the splash is, cannot stand against mutas (or anything else) alone.

Terran need a ground unit with an anti-air rate of fire between 1.2 and 1.5 cooldown. Goliath could fulfill this role, but Blizzard can be creative if they want. But Marines are a requirement for Terran and I would like that requirement removed.


That's like saying lings shouldn't be required to play Zerg past mid game.. They're there for a reason. I think Terrans AA is great. Thors + Marines and Missile Turrets dominate mutas, Vikings dominate broodlord/corrupter and voidrays. What else do you want to be even more OP? You think that T AA is weak? Come on man. You say Vikings give massive over-kill, that may be the case.. But they can target ground and just wipe face with the existing ground army of yours after killing off the air units.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Fruscainte
Profile Blog Joined December 2009
4596 Posts
July 02 2011 22:53 GMT
#204
I don't really think Blizzard will make the Lurker a multiplayer unit. The vibe we are getting from them, and from pretty much every playstyle ever coming out now is a very mobile army. Attacking from multiple fronts to break up a death ball. Lots of drops, run by's, etc. A very mobile army. I don't think Blizzard will stray from that.

I'm not saying I don't want the Lurker. I think it would be fucking amazing, but I don't really see it.
AgentZero
Profile Joined October 2010
United States28 Posts
July 02 2011 22:55 GMT
#205
On July 03 2011 07:35 TheDougler wrote:
I think the poll selections are pretty bad...

Lurker and "artilery unit" are actually reasonably similar in function for example. And I don't think we're gonna see any of those for protoss but rather get a new defenisive unit. It CAN'T be like the sentry because the sentry is fine for offence as well, it has to really shine in defense, like how zerg is just defensive in general (creep, queens, burrow, repositional defenses, importance of expansions), and how terran CAN play defensive (bunkers, supply depots and tanks which allow defense but can then be used to make way for the offensive push as well). Meanwhile, PvP still suffers slightly as a matchup because of a complete lack of defensive presence (photon cannons arn't good enough against blink stalkers).

I'm not saying toss absolutely NEEDS a defensive unit, but it would add a lot more depth to PvP I think.


What would be awesome imo is if they gave Protoss a way to access the recall spell from the mothership through a structure or a caster upgrade. Make it cost like 200 energy from a Templar or give Protoss a recall structure to move their army around.

My expectation is that blizzard will add units that are powerful in their own right but really shine with good multi-tasking and APM. I think that the Medivac is a great example of what the new units will be like. Relatively straightforward primary usage but with the option of being amazing when used for drops or elevatoring. I don't see them adding units that let players close off a section (or sections) of the map and force long crawling slogs.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
July 02 2011 22:56 GMT
#206
Considering what they added in BW.

Except for the lurker (which was very needed to fight mass marines i guess), the rest were heavy air-to-air stuff (Valk, Corsair, Devourer) or casters (Medic, Dark Archon).

I totally expect them to follow the trend and make more air and anti-air stuff and a few casters.
Protoss could totally use a ground-to-air specialist, just like terran and zerg could use some new air-to-air, like new tweaked versions of the valkyrie and scourge. Probably most or all of them with some form of aoe damage. Maybe the terran one could have a predator-style attack, that would be badass.

For the casters they could work with clasic ideas like dealing only damage to the enemy energy bars (or to both HP and energy), reloading the allies energy bars (HTs and Infestors rejoice), or the obvious shield-regeneration for protoss.

As a personal dream. I would love a very slow and badass artillery unit for protoss, with a similar attack as the reaver, except much weaker, that also hits air and has a big bonus against armored Kinda overlaps the immortal role but whatever.

Another nice step would be to revise and redesign the overseer and corruptor to make place for a decent air caster for zerg.
Revolutionist fan
AKspartan
Profile Joined January 2011
United States126 Posts
Last Edited: 2011-07-02 23:02:20
July 02 2011 23:00 GMT
#207
Random things I think would be awesome and might not break the game and might improve the game:

Robo bay research that allows an immortal to morph into a ball, increasing its movement speed and preventing it from attacking until morphed back into walker mode.

New terran ground caster produced by the factory that can quickly shuttle around ground units one at a time, erect small destructible steel blocks, paint a target with a laser to increase dps against it, or create a smokescreen around itself that cloaks and blinds all units in its radius (unless they have detection to give sight) for a period of time

New massive zerg hive-tech siege-ranged ground unit that can attack ground units while burrowed, doing bonus damage to armored and NOT doing splash damage.

New overlord ability that allows to overlord to empty the gas in its sacs to greatly boost its movement speed, but automatically leading to its deflation and death after a period of time
link0
Profile Joined March 2010
United States1071 Posts
July 02 2011 23:02 GMT
#208
Bring back goliath and or vulture.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Iatrik
Profile Joined August 2010
Germany159 Posts
July 02 2011 23:05 GMT
#209
Now, that i think about it:
The Nexus needs more abilites.
Maybe a cast to reveal all cloaked/borrowed units in range of pylon-power ^^
Feed me more
mikyaJ
Profile Joined April 2011
1834 Posts
July 02 2011 23:10 GMT
#210
I hope:

-Reapers can lay mines
-Lurker or something similar (artillery-like) for Zerg
-Reaver or something similar for Protoss (Colossus are boooooring)
MKP||TSL
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
July 02 2011 23:14 GMT
#211
Really? People actually think they would add another unit that fills the same role again?

Maybe if they add some C&C 'Commander' things where you get to choose between reaver and colo
Gliche
Profile Blog Joined August 2008
United States811 Posts
Last Edited: 2011-07-02 23:15:03
July 02 2011 23:14 GMT
#212
Seriously, the polls are so skewed towards Brood War units. As much as I love Brood War, for the sake of SC2's future, at least 1 or 2 completely new unit types need to be added to keep things fresh and challenging. We've already had 10 years figuring out the old stuff. I hope Blizzard gives us something new to play around with and figure out.
KT fighting~!! | Designing things is fun!
meep
Profile Blog Joined August 2009
United States1699 Posts
July 02 2011 23:17 GMT
#213
On July 03 2011 08:14 Gliche wrote:
Seriously, the polls are so skewed towards Brood War units. As much as I love Brood War, for the sake of SC2's future, at least 1 or 2 completely new unit types need to be added to keep things fresh and challenging. We've already had 10 years figuring out the old stuff. I hope Blizzard gives us something new to play around with and figure out.


Old BW units with conjunction of SC2's newer units will result in newer strategies that weren't possible in BW. We wouldn't be seeing the same exact strategies from BW. I think it would simply be awesome, to bring back those "clutch" units.
閑静 しずか (ノ・_・)ノ
Crisium
Profile Blog Joined February 2010
United States1618 Posts
July 02 2011 23:21 GMT
#214
On July 03 2011 07:51 MonkSEA wrote:
Show nested quote +
On July 03 2011 07:16 Crisium wrote:
On July 02 2011 20:17 sabas123 wrote:
T: a better anti air unit besides from marines


This is the best idea in the thread. Many Terran users would like the possibility to transition out of marines, but they can't. Marines are the only rapid-fire anti-air unit for the Terran with a cooldown of .86 or .57 stimmed. Vikings have a slow, 2.0 cooldown shot, leading to massive overkill. Thors have the super-slow, 3.0 cooldown shot which as effective as the splash is, cannot stand against mutas (or anything else) alone.

Terran need a ground unit with an anti-air rate of fire between 1.2 and 1.5 cooldown. Goliath could fulfill this role, but Blizzard can be creative if they want. But Marines are a requirement for Terran and I would like that requirement removed.


That's like saying lings shouldn't be required to play Zerg past mid game.. They're there for a reason. I think Terrans AA is great. Thors + Marines and Missile Turrets dominate mutas, Vikings dominate broodlord/corrupter and voidrays. What else do you want to be even more OP? You think that T AA is weak? Come on man. You say Vikings give massive over-kill, that may be the case.. But they can target ground and just wipe face with the existing ground army of yours after killing off the air units.


You're not quite getting my point. Terran anti-air is quite good, but that's because of the marine. I want Terran anti-air to be playable without marine. So I guess it goes without saying, that a new GtA unit (like Goliath) would require serious revision or removal to Thor, Viking, or Marine. I'd actual be in support of nerfing the Marines anti-air capabilities if we got the Goliath.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Dariusz
Profile Joined May 2011
Poland657 Posts
July 02 2011 23:28 GMT
#215
It's guessing, not predictions.
Noocta
Profile Joined June 2010
France12578 Posts
July 02 2011 23:30 GMT
#216
On July 03 2011 07:56 Salteador Neo wrote:


For the casters they could work with clasic ideas like dealing only damage to the enemy energy bars (or to both HP and energy), reloading the allies energy bars (HTs and Infestors rejoice), or the obvious shield-regeneration for protoss..


They btried something like that in Alpha.
Infestor had a spell which would drain energy from ennemy caster to them.
But the utilisation did not feel that good i guess.
" I'm not gonna fight you. I'm gonna kick your ass ! "
VPCursed
Profile Blog Joined May 2011
1044 Posts
July 02 2011 23:31 GMT
#217
I Don't think they should add units to toss and terran, zerg could use another unit tho.
If anything just give some upgrades to the current units in mp for terran/toss
Range upgrade for rines plz?? : ))))
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
July 02 2011 23:35 GMT
#218
On July 03 2011 06:48 mavsfan0041 wrote:
Show nested quote +
On July 02 2011 20:28 Crappy wrote:
Zerg : Anti-caster unit


This. Oh please oh please blizz. Give me an ability that will keep my infestors from getting feedbacked the moment they're in range of the toss army.


No, fuck you.

User was temp banned for this post.
To pray is to accept defeat.
Ertu
Profile Joined November 2010
Greece686 Posts
July 02 2011 23:52 GMT
#219
Ok,so for Protoss,I think they need a flyer caster unit. It could also play the role of a shield battery,like regenerating the shields of protoss units. Maybe it should be really high tier,like coming out of the stargate only if u have the templar archives as well or something like that.

For Zerg,people plz stop writing lurkers,infestors-burrowed banelings have excactly the same role,lurkers would be an overkill. I would love to see a food 1 unit for the zerg that could also be anti-air,mabe a mini-hydralisk with half dmg and hp but for 50/25 cost. And do the alpha roach viable,but as tier 2 and maybe costlier.

Terran has two main issues, lack of mobile detection and lack of mech anti-air. A unit that resemble a moving turret would solve both,maybe have it do extra damage vs Armored. I would also want to include a strange requirement for this,obviously from factory but with an e-bay?
I would love to see that.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 03 2011 00:00 GMT
#220
My prediction for Zerg is useful Ultralisks.... I know it's hard to believe but they will either get a huge buff or get removed.
Zerg - because Browders sons hate 'em
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