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Prediction poll: What types of new units in HotS? - Page 15

Forum Index > SC2 General
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Buzzo
Profile Joined June 2011
58 Posts
Last Edited: 2011-07-03 13:00:10
July 03 2011 12:33 GMT
#281
Protoss
Early-mid game non flyng harassing unit; basically, something to drop.

Zerg
Something to buff melee units efficiency (see "old queen" ensnare ability or defiler dark swarm) ,

Terran
Hard to say, the terran army seems complete.


Stuff already in the game that requires some rework :
- Carrier
- Reaper
- Battlecruiser
- Overseer
frucisky
Profile Joined September 2010
Singapore2170 Posts
July 03 2011 12:40 GMT
#282
I would really really like to see done to hydras. Also it'd be cool to add functionality to ultralisks. It'd be nice if ultras can load 4 banes and splash the area when the ultra dies!
<3 DongRaeGu <3
GinDo
Profile Blog Joined September 2010
3327 Posts
July 03 2011 12:47 GMT
#283
Replace Thor and Viking with Goliath and Valkarie. Banshee with a Wraith. And Give Hellions some Mines.

Nerf Marauder and make it 1 food.
Nerf Collosi
Nerf Roach and make it 1 food.

Zerg really need Scourge to deal with drops.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 03 2011 12:50 GMT
#284
On July 03 2011 21:47 GinDo wrote:
Replace Thor and Viking with Goliath and Valkarie. Banshee with a Wraith. And Give Hellions some Mines.

Nerf Marauder and make it 1 food.
Nerf Collosi
Nerf Roach and make it 1 food.

Zerg really need Scourge to deal with drops.


So.. make it an exact clone of BW?
No thanks.

I'd love to see zerg get some better AA. Even as a P/T player.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
SiaBBo
Profile Joined February 2011
Finland133 Posts
July 03 2011 13:06 GMT
#285
On July 03 2011 16:11 Caphe wrote:
If they dont remove the dynamic pathing, spider mines return will be a nightmare and will create alot of QQ. Can you imagine, a ball of unit that move into a mine field w/o detection?

Naah, aren't Banelings just like that? : D
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
July 03 2011 13:09 GMT
#286
Banelings cost more and require manual use. Spider mines would have to be nerfed enormously to be viable.
GinDo
Profile Blog Joined September 2010
3327 Posts
July 03 2011 13:14 GMT
#287
On July 03 2011 22:06 SiaBBo wrote:
Show nested quote +
On July 03 2011 16:11 Caphe wrote:
If they dont remove the dynamic pathing, spider mines return will be a nightmare and will create alot of QQ. Can you imagine, a ball of unit that move into a mine field w/o detection?

Naah, aren't Banelings just like that? : D


Hmm Walking Spider mines.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
decaf
Profile Joined October 2010
Austria1797 Posts
July 03 2011 13:21 GMT
#288
I think the poll is flawed, there should be the same selection of possibilties for every race.
EnWara
Profile Joined May 2011
United States55 Posts
July 03 2011 13:26 GMT
#289
I don't think zerg will get a map controlling unit because zerg is supposed to be the race that is everywhere at once. I think it would make more sense to make a faster but cheaper and weaker hydra-like unit. Or maybe just make change the hydra to be like that.
guruPanda
Profile Joined July 2011
Germany32 Posts
July 03 2011 14:02 GMT
#290
Protoss:
I actually don't believe there will be an artillery unit considering the collossus. IF theres going to be only one unit its probably gonna be a healer/shield restorer OR a good harrasment unit like the reaper. Both of those would extend the protoss play in fields where it is lacking something.

Zerg:
The lurker is very plausible, cause Zerg isnt played like Blizzard intended it to be. The lurker would fit very well into the makro-race zerg has become because of its high potential in defence and mapcontrol. Additionally I think Blizzard will change the static defences of zerg by eather making the Spinecrawler cheaper but weaker and faster building or adding sth. like the sunken colony.

Terran:: I really cant think of a field where Terran is lacking anything, so I just say a meelee unit sounds plausible.
guruPanda
Profile Joined July 2011
Germany32 Posts
July 03 2011 14:07 GMT
#291
On July 03 2011 22:26 EnWara wrote:
I don't think zerg will get a map controlling unit because zerg is supposed to be the race that is everywhere at once. I think it would make more sense to make a faster but cheaper and weaker hydra-like unit. Or maybe just make change the hydra to be like that.


I agree that Zerg was planned to be like that, but i really don't think Bizzard will push Zerg in that direction since its played so differently right now. I rather believe they let it be a makro-race and expand these qualities.
Blattdorf
Profile Joined July 2011
Poland38 Posts
July 03 2011 14:31 GMT
#292
I wonder if Blizzard will take their evolution idea from HotS campaign and apply it to multiplayer, but in a different manner. Let's say we have each basic unit come in three flavours, one default one and two as an adaptation morph. These morphs would not cause the unit to be stronger, like having Banelings split into smaller ones on impact, but rather they would repurpose a unit.

Let's take Zerglings as an example. The basic Zergling is a fast, cheap and plentiful melee attack unit, but what if you could adapt it into a ranged ground-to-air unit with a radius smaller than that of a marine, since Zerglings are quite fast, and with a weaker melee attack? Or maybe have Zerglings with a normal melee attack, but also give them the ability to claw at enemies from underground. They could use burrow movement to close the distance and then swipe at the opponent's feet and/or tracks.

The adaptation morph would be available within the Evolution Chamber, but there would be different requirements for each such morph. You would be able to adapt your units as many times as you wish, though there would be a 10 minute cooldown so that Zerg are stuck with their choices for a while. Also, each such morph would send all units into a 10 second period of morphing, so that the Zerg doesn't suddenly shift their weaknesses mid-battle.
Drop by for translations into Polish: http://tinyurl.com/6fjwlnt
thebole1
Profile Joined April 2011
Serbia126 Posts
Last Edited: 2011-07-03 14:45:33
July 03 2011 14:45 GMT
#293
game is small... small army vs small army.... suplay cup to 250... (or half worker suplay to 0/5)(it could be some resurce on t2)

also 6 pop unites make game look smaler...

dinamich pathing(smart pathing) also made game look smaller... all that stuf should be changed... to be proper strategy game...
Incanus
Profile Joined October 2009
Canada695 Posts
July 03 2011 22:26 GMT
#294
On July 03 2011 22:14 GinDo wrote:
Show nested quote +
On July 03 2011 22:06 SiaBBo wrote:
On July 03 2011 16:11 Caphe wrote:
If they dont remove the dynamic pathing, spider mines return will be a nightmare and will create alot of QQ. Can you imagine, a ball of unit that move into a mine field w/o detection?

Naah, aren't Banelings just like that? : D


Hmm Walking Spider mines.

Walking expensive slow spider mines which you have to manually trigger to be of any use.
Flash: "Why am I so good?" *sob sob*
NecrosTheSecond
Profile Joined December 2010
Denmark116 Posts
July 03 2011 23:15 GMT
#295
On July 03 2011 01:02 DooMDash wrote:
Show nested quote +
On July 03 2011 00:52 Stress wrote:
Honestly, why do so many people hate on the Collosus? I think it is one of the coolest units in the game. If most of you had this game it would be extremely bland...

No, the Colossus is the most bland unit of all. It was voted so already in previous threads. It's boring, requires no micro, and is far too good considering that. It was a mistake replacing the Reaver with such garbage.


You gotta be f**king kidding me. Play toss then speak.

It seems like everyone just want to have another broodwar. I didn't play broodwar, but i will admit that the current game feels a lot like building a bunch of units and clashing them into each other and see the outcome, with some fiffling to it with attacks in multiple places and some harassment. Too many armies can just A move, though still there is quite some micro involved. I'd say it would be nice to see something that Terran would find interesting to use in PvT for example, that isnt just marine marauder stim attack, because that was one of the first things in this game i found way too silly.
(Yeah this is starting to sound like a whining post for the current game).
Stim, A move with MM and kite is just way too easy compared to placing forcefields correctly etc.

So my wish for HoTS would be more micro intensive gameplay and some NEW interesting units, and not another broodwar, but something that would be as epic, in a different way.
Pie.
Thorn Raven
Profile Joined November 2010
United States126 Posts
July 03 2011 23:28 GMT
#296
I think that there's actually still room for the Medic to return. Medivac is great, but having Medics would add an extra layer of depth to early game for Terran.
skrzmark
Profile Joined November 2010
United States1528 Posts
July 03 2011 23:35 GMT
#297
We need a better toss anti air unit.
We got them GOM TvT's and them mlGG's
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-07-03 23:44:53
July 03 2011 23:39 GMT
#298
Really need to remove these lame expensive high supply units that end up making armies look so tiny and macro way easier than it should be. Its so easy to keep your resources down when you are making Thors, Colossus, Immortals and you hit 200/200 so fast. It also completely screws up late game. The only race that should have those types of units is Protoss (but it is still excessive even for protoss)

Roaches, Hydras, Ultralisks, Tanks, Banshees, Thors, Colossus, Marauders, should all take up less supply or go back to their BW supply/cost.

The carrier was 6 supply but it could have 8 interceptors and you needed retarded amounts of 3/3 goliaths to take em down. The thor/colossus/ultralisk isn't even that good for its supply count.


On July 04 2011 08:28 Thorn Raven wrote:
I think that there's actually still room for the Medic to return. Medivac is great, but having Medics would add an extra layer of depth to early game for Terran.


Yeah I think the medivac was the worst replacement for the medic. Seeing a cloud of medivacs hovering over an army, and mass elevators, just looks so ridiculous. When Flash did elevators it was awesome, in SC2 its like, meh.

Artosis once said SC2 was made for Boxer, well I guess he completely forgot how good Boxer was with medics. I could not imagine how much better Nada would be if medics were in the game.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
0neder
Profile Joined July 2009
United States3733 Posts
July 03 2011 23:41 GMT
#299
On July 02 2011 20:14 TanX wrote:
Protoss:
Air caster I think, it seems like they have everything else covered.

Zerg:
Siege unit for sure, the lurker. Zerg needs a unit to gain map control and hinder enemy balls rushing into your base before you have defences up.

Terran:
Much like Protoss they have a nice array of units, but I'm thinking either an air caster unit or a melee infantry unit (firebat).

Hopefully we'll overall see some new upgrades as well and more than 1 unit each race.

EDIT: People who vote that Protoss needs a siege unit must be trolling, considering the Colossus.

Or they understand that the Colossus is a very uninteresting unit and should be replaced, whether by something new or the reaver.
IamTheArchitect
Profile Joined June 2011
United States46 Posts
July 04 2011 00:08 GMT
#300
Wow. Every page I have looked on has several people saying, "Terran doesn't need anything, they're complete." However, the current state of the game reveals otherwise

Terran needs something lategame, whether it's a new unit or a reworking of the raven, battlecruiser or thor, because right now Terran is too dependent on risky harrass tactics and 1 or 2 base plays. I don't like doing a 2-base timing push every game but the fact of the matter is I always get smashed if I let the game get into a 4 base v 4 base situation vs. Zerg or Protoss. Terran needs something better to go for in macro games.

Right now Zerg seems the most complete, their strategies are pretty well mapped out and almost all of their units have roles, but it's the Zerg expansion so obviously something will change.

Protoss air seems kinda underused right now except in specific circumstances. Maybe that oughta change.
Concordantly while your first question may seem the most pertinent, you may or may not realize it is also that most irrelevant.
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