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Prediction poll: What types of new units in HotS? - Page 2

Forum Index > SC2 General
Post a Reply
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Scorch
Profile Blog Joined March 2008
Austria3371 Posts
Last Edited: 2011-07-02 11:45:26
July 02 2011 11:36 GMT
#21
Zerg: - Better anti air options: perhaps scourge (morphed from zerglings after spire tech would be stylish), or having corruptors and hydras not suck.
- Something to control and make intelligent use of terrain, be it a siege unit or something like dark swarm.

Protoss: More harassing options. A cliff jumper maybe. Certainly not another splash damage unit for the death ball.

Terran: I can't think of much terran lacks. Maybe a light support caster like the sentry.

edit:
On July 02 2011 20:23 Frequencyy wrote:
I get the feeling they very well might remove colossus since they did say they were removing some units.

Source?
Eppa!
Profile Joined November 2010
Sweden4641 Posts
July 02 2011 11:37 GMT
#22
I think Zerg will get something instead of a lurker but different. Either by laying mines or some defensive seige unit. Something to control space.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Elem
Profile Joined April 2011
Sweden4717 Posts
July 02 2011 11:39 GMT
#23
Anti-air or anti-caster unit.

Zerg with lurker would make ZvT so imbalanced that it is actually sad.
#freeshauni
alepov
Profile Joined December 2010
Netherlands1132 Posts
July 02 2011 11:43 GMT
#24
Zerg needs something like a lurker, and also corruptors to be replaced or made useful.
But I guess they'll just replace the overseer with something "cool" and call it a day.
ლ(ಠ益ಠლ)
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
July 02 2011 11:45 GMT
#25
On July 02 2011 20:26 ooni wrote:
Show nested quote +
On July 02 2011 20:21 Pwnographics wrote:
In a perfect world.

Roach is replaced with a lurker-esque unit.

Marauder removed.

Collosi removed.

Immortals to have effect of knockback when attacking a unit / i.e mini forcefield. Adding upgrade for range in robo bay to have max range of 7 for kiting.



And kids this is why we don't let random people balance/develop the game.



Enjoy flexing your epeen by stating the blatantly obvious?
PraetorianX
Profile Joined September 2010
Sweden780 Posts
July 02 2011 11:50 GMT
#26
On July 02 2011 20:17 TheSilverfox wrote:
I do think that there will not only be one more unit for each race - I think there will be at least 2, maybe three. Therefore it's pretty hard to choose 1 option for each race.

For instance, I think that it will be very likely to see:
* 1 ground army unit
* 1 air unit
* 1 spell-based unit.

They will be different for each race - to better fit the profile and to not shift balance too much in the game.



Well, I think we all expect at least 2 new units per race, and probably something similar to what you are saying.

But that's a LOT of new units for a game that already has a very delicate balance. And Blizzard don't like overlapping functions in units, they want every single unit to be both useful and unique and to have this rock-paper-scissor mechanic going.

And if they add NINE (9) new units... I mean OMG, I can't even imagine what units those would be without totally screwing up the balance or creating overlap in the army lineup of a race... I'm actually glad I'm not a Blizzard employee when it comes to the new HotS units.
The best argument against democracy is a 5-minute conversation with the average voter - Winston Churchill
Noocta
Profile Joined June 2010
France12578 Posts
July 02 2011 11:51 GMT
#27
Hum..

Zerg will probably get some kind of T3 Unit, perhaps a caster.
Terran, a new mech unit seems obvious.
Protoss.. not sure, a new robo unit that is good for harassement can be nice. So when you go robo you can chose between immortal+colossus who make your army stronger, or warp prims + harassement unit to play differently.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Lyrok
Profile Joined September 2008
Germany85 Posts
July 02 2011 11:52 GMT
#28
Another ground artillery unit for Protoss?

That would be beyond stupid, Colossus and Templar are more than enough to deal ground AoE damage. Sure, one is a spell caster and the other can be attacked by air, but seriously ... get real. A dedicated ground anti air unit would be nice, or something that utilizes protoss shields, in whatever way that may be.
jnkw
Profile Joined November 2010
Canada347 Posts
July 02 2011 11:53 GMT
#29
On July 02 2011 20:10 PraetorianX wrote:
Protoss and Zerg don't have air caster units

Mothership, corruptor

On July 02 2011 20:10 PraetorianX wrote:
or cliff-hoppers.

Colossus

On July 02 2011 20:10 PraetorianX wrote:
Protoss don't have any medic-type units

Shields

On July 02 2011 20:10 PraetorianX wrote:
or any artillery units.

Colossus

On July 02 2011 20:10 PraetorianX wrote:
Terran has most types of units already, but is also lacking in some areas. No race has a dedicated minelayer unit.

Okay, this is somewhat true, but banelings already kind of fit the bill.

On July 02 2011 20:10 PraetorianX wrote:
So what type of unit do you think is most likely that we will see for each race in HotS? You can elaborate on your predictions in the comments.

Voted for:
P: Ground artillery
Z: Air swarm
T: Mine-layer
hmc
Profile Joined July 2011
495 Posts
Last Edited: 2011-07-04 14:31:53
July 02 2011 11:58 GMT
#30
Zerg definitely needs a siege tank-esque unit capable of controlling space around the map. A dream scenario would simply be if the lurker made a return in HotS. And/or for anti-air I'd appreciate if they made scouting a bit better and hydras faster.
Mafe
Profile Joined February 2011
Germany5966 Posts
July 02 2011 11:58 GMT
#31
It should be noted that both bw and tft had unit-themes for all races: air-to-air-aoe unit for bw; and a unit that turns the opponents spellcasting into your advantage for tft (and also air units with siege ability for the races that didnt have one so far). Also with minor exceptions one air and one ground and at least one spellcaster for each race.

So I believe we will see at least one air-to-air-aoe-unit, since is there exactly no such unit in sc2, specifically made to destroy light air units like phoenix/mutas. I could see this most likely for zerg, since thors and phoenixes already fill the role of fighting light air.

Following the counter-spellcasting-theme from tft (and medic with restorationin bw) I think we will get a unit with specific spell-countering abilities. Also zerg seems to have a lack here, since ghosts with emp and ht with feedback already have anti-caster-abilities. I can imagine a zerg caster which can give your units a frenzy-buff which will make the units temporarily invulnerable/less vulnerable to spells (maybe other like faster bonuses too). Would feel quite zerg-like to me.

Protoss getting some kind of healing is something I can agree with. Maybe something like a mobile shield battery.

For terran... minelayer is is definitely an option. But this would be too similar to burrowed banelings imho. Id rather say they get some kind of melee unit, since they dont have one so far. Predator from the campaign comes to my mind. Terran seems to have the least gaps to fill atm.
ShatterZer0
Profile Joined November 2010
United States1843 Posts
July 02 2011 11:59 GMT
#32
I wish the phoenix got a utility spell that made it a more valuable unit. Something like a "Graviton Slam" ability, where you can Graviton Beam something, then use more energy to slam it into the ground for a small splash area. Of course it should take some significant micro and cost like 50 energy + actual damage spell energy, but it would be cool to see a close range air spell caster like the Phoenix!

Terran will not get the vulture. Or something even halfway similar to the vulture. It would turn TvT into a pure mech 60 minute mech hell like it was in Broodwar... infantry, and other race's units would simply get splattered by any passive splash... imagine what spidermines would have done in BW if there were such low unit collisions as there are in BW... unimaginable carnage... TBH I feel like they'll replace the Marauder with something new.

Zerg... oh zerg... I would be SERIOUSLY pissed off if zerg got a friggin' siege unit... Where did the swarm feel go? Where did the hyper efficient insanely fast units and TOTAL map control go? I wan Zerg to have generally faster ground main battle units... i.e. replace the roach with something that feels zerg-like... BUT to be honest, they'll probably do something with the mutalisk... too much untapped potential in the mutalisk. I could easily imagine a broodlord-esque unit firing swarms of living scourge... almost like interceptors XDD
A time to live.
innocence
Profile Joined April 2011
New Zealand48 Posts
July 02 2011 11:59 GMT
#33
A slow moving and slow firing siege unit for zerg that shoots banelings! Ha, i can just imagine the outrage now...
pt
Profile Joined November 2010
United States813 Posts
July 02 2011 12:01 GMT
#34
Not to bring any balance discussions, but can you imagine forcefields + reavers? lol.
EG-TL!
Overpowered
Profile Joined January 2011
Czech Republic764 Posts
Last Edited: 2011-07-02 12:03:13
July 02 2011 12:01 GMT
#35
Protoss needs low-tier harrasment unit, something like Reaper. And some good defensive/space control unit/building for better defending drops or attacks. Protoss army is very immobile and is best when whole, not small pieces. Something that could defend counter-attacks efficiently. Shield battery could work. Also, I want Protoss Banshee :D :D (jk)

As for Terran, they need some unit capable of countering huge siegetank/turret/marine/viking turtle lines in TvT.
Just another gold Protoss...
Dystisis
Profile Joined May 2010
Norway713 Posts
July 02 2011 12:04 GMT
#36
It seems like people haven't really seen what Blizzard has said about the issue, and rather prefer to dream about what would make them happy when they play the game (which is entirely different from what would be sensible alterations to the game).

They have addressed whether they would add units and/or remove units. They said they will most likely both add new units and remove existing ones which they do not feel function as well as others.

I am fairly sure they feel like the Colossus works quite well, especially seeing that the unit is used in a lot of Protoss games. However, they may decide to change it to become less powerful or to allow for another unit with a somewhat similar role be integrated into the game, such as the Reaver.

They have mentioned the Lurker, and acknowledge that many want its return, but they feel like its functionality is too similar to that of the Baneling. I still think it is a decent chance that the Lurker will return, but we'll see if it comes with design changes to either it or the Baneling, to diversify the roles of the two. It is quite clear, however, that the Lurker can maintain a positional advantage in ways which the Baneling is only moderately capable of doing.

The Zerg's only real similar artillery unit is of course the Brood Lord, however that is again different from the Lurker in that it is an air unit and does not necessitate means of detection by the opposing player, like the Lurker does. I think perhaps the most interesting factor in introducing the Lurker for Zerg is how this necessitates more emphasis on means of detection for the other players, perhaps especially Protoss. Whether this would be addressed with further balance changes or simply results in an evolving change in play styles is up to Blizzard to consider.

Personally, I think introducing both the Lurker and the Reaver would likely be healthy for the state of the game, and could frequently lead to interesting strategies and scenarios. However, they would have to render the Reaver so that it is not preferable to a Colossus in open-field, large scale battle. One easy way to do this would be to make its weapon cooldown very slow, so that it technically deals quite low DPS, but high damage with each volley. This would still make harassing with Warp Prism and Reaver a good combination, since it should be able to one-shot clumped workers, while retaining a role for the Colossus.
Batch
Profile Joined May 2010
Sweden692 Posts
Last Edited: 2011-07-02 12:08:41
July 02 2011 12:08 GMT
#37
On July 02 2011 20:53 jnkw wrote:
Show nested quote +
On July 02 2011 20:10 PraetorianX wrote:
Protoss and Zerg don't have air caster units

Mothership, corruptor

I wouldn't call curroptor a caster unit. Corruptor is as much caster as thor or battlecruiser are.
Voted for:
P: Ground artillery (Immortal and colossus kind of fill this purpose. They might need a mid tier air to ground unit more.)
Z: Cliff jumper (Zerg need a low tier harass unit similair to the reaper. Let zergs morph into climbing units in the same way they morph to banelings. Can be balanced by adjusting the cost.)
T: Mine-layer (Terran got most units they need but mines could spice them up. Give an upgrade to reapers to let them lay mines to get better late game utility.
PraetorianX
Profile Joined September 2010
Sweden780 Posts
July 02 2011 12:11 GMT
#38
On July 02 2011 21:04 Dystisis wrote:
They have addressed whether they would add units and/or remove units. They said they will most likely both add new units and remove existing ones which they do not feel function as well as others.


Do you have a source for this?

The only thing I've seen from Blizzard regarding this issue, is that they've said they might remove the Overseer because it isn't functioning as intended.

I doubt they will start removing units left and right. That would be very strange.
The best argument against democracy is a 5-minute conversation with the average voter - Winston Churchill
HornyHerring
Profile Joined March 2011
Papua New Guinea1059 Posts
July 02 2011 12:15 GMT
#39
It's kinds hard to theorycraft at that point, when even Blizzard don't know what they want to do. There's a possibility that they'll remove some units as well, Dustin Browder said it himself.
oh, hai
Diks
Profile Joined January 2010
Belgium1880 Posts
Last Edited: 2011-07-02 12:18:26
July 02 2011 12:16 GMT
#40
This is my secret dream for the expansion :

Protoss :
Collossus removed, Reavers added. + Buff for the warp prism.
Phoenixes get corsair's attack. (because protoss has no air splash except for archon)

Zerg :
Lurker added; + addition of a new spell caster
Scourges replace corruptors.

Terran :
Land mine upgrade for the reaper; Cliff-walking mechanic removed.
Science vessel replaces raven.
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