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Prediction poll: What types of new units in HotS? - Page 30

Forum Index > SC2 General
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Prev 1 28 29 30 31 32 Next All
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
August 21 2011 23:37 GMT
#581
anything that is new, i don't even care, but not the reaver or the lurker pls.
Kevmeister @ Dota2
0neder
Profile Joined July 2009
United States3733 Posts
August 21 2011 23:37 GMT
#582
On August 22 2011 08:35 StarStruck wrote:
0neder,

They already said they were looking into giving Protoss a unit that could do more harassment.

That's why I said they shouldn't do that. ANY unit is a harassment unit, if you use it to harass. DTs, HTs, Zealots, and Blink Stalkers, Pheonixes and Void Rays are enough, wouldn't you say?
0neder
Profile Joined July 2009
United States3733 Posts
August 21 2011 23:39 GMT
#583
On August 22 2011 08:37 FliedLice wrote:
anything that is new, i don't even care, but not the reaver or the lurker pls.

Dustin Browder doesn't have anything left to prove with his design talent. He's injected amazing new things into SC already like creep tumors, macro mechanics, warp-in, etc. Time for some fan service with the expansions(that also happens to replace bad units like the colossus).
jAcK1
Profile Joined August 2011
United States6 Posts
August 21 2011 23:39 GMT
#584
p- reaver :D
t-maybe like a flame turret
z- defintely the lurker ;D
You do or you do not, there is no try.
pieisamazing
Profile Joined May 2009
United States1234 Posts
August 21 2011 23:40 GMT
#585
UNfortunately from the looks of the interview with Browder, it looks like they're going to blur the line between the races, giving them each units that they don't have right now. I'm sadly imagining that SC2 will become a game where you choose one of three races: the humans, the red aliens, and the gray aliens. Each of them has their own aesthetic appeal!... but are not at all different mechanically.
connoisseur
SpiZe
Profile Joined December 2010
Canada3640 Posts
August 21 2011 23:44 GMT
#586
On August 22 2011 08:40 pieisamazing wrote:
UNfortunately from the looks of the interview with Browder, it looks like they're going to blur the line between the races, giving them each units that they don't have right now. I'm sadly imagining that SC2 will become a game where you choose one of three races: the humans, the red aliens, and the gray aliens. Each of them has their own aesthetic appeal!... but are not at all different mechanically.


What ?

In BW all races were different yet you could do things like harass with all 3 races (lurkers, reavers, vultures, recall, drops and so on). Why would filling each races lacking points (not weak, lacking) would make them all "not at all different mechanically"
Techno
Profile Joined June 2010
1900 Posts
August 21 2011 23:44 GMT
#587
On August 22 2011 08:40 pieisamazing wrote:
UNfortunately from the looks of the interview with Browder, it looks like they're going to blur the line between the races, giving them each units that they don't have right now. I'm sadly imagining that SC2 will become a game where you choose one of three races: the humans, the red aliens, and the gray aliens. Each of them has their own aesthetic appeal!... but are not at all different mechanically.

Sadly from the looks of this post, someone will be pissed off no matter what.

Just kitten, we all already knew that. ;D
Hell, its awesome to LOSE to nukes!
Hybris
Profile Joined August 2010
United States185 Posts
August 21 2011 23:53 GMT
#588
On August 22 2011 08:32 0neder wrote:
Hoped-for updates:

Replace or alter thor to be more like a buff goliath - maybe seige tank supply and size, reduced power a bit. Change art/animation to look more mechanical and not uncanny valley.

Give Hellions an upgrade that eliminates their stupid wheels and makes them hover - a great visual cue for an upgrade!

Eliminate or nerf Combat shield.
Eliminate or nerf Marauders (too similar to Roaches - tier 1 tank with moderate range.

Change ghosts back to 150/150.

Make EMP and Fungal both have casting animations. Who cares if it exposes bnet lag, that's your problem.

Change Raven Art to be less streamlined and more utilitarian / hover-ey.

Buff Seeker Missle AoE, maybe reduce damage accordingly.

Make scan more expensive.

Change Infested terran animation to not look so cartooney or replace the ability.

Hydras moved to tier 1. 1 supply, adjust stats accordingly.

Lurkers evolve from hydras tier 2 (range 7, no more)

Add scourge.

Corruptor now has AoE attack? Maybe replace with new unit.

Brood Lord evolves from Mutas, so does corruptor or new unit.

Overseer kept as is.

Ultras slightly faster, slightly smaller, tweak stats accordingly.

Change Stalker Art to be less similar to Roach (rounder, less pointey)

Keep immortal as is, good unit.

Replace Colossus. Boring unit, uncanny valley, etc.

Replace Mothership with caster air unit (maybe save for LotV)

Buff carriers somehow

What they shouldn't change:

Don't remove immortals, the metagame is still evolving
Don't remove reapers or mess them up too much, they will come back into use
Don't remove overseers
Don't give Protoss a so-called 'harass' unit

So pretty much make the game as close to broodwar as possible? I think the game was great, but some of those changes simply will not work AT ALL in sc2...
justin.tv/hybriss
pezit
Profile Joined October 2010
Sweden302 Posts
August 22 2011 01:05 GMT
#589
I don't get the "don't bring back stuff" attitude, why remove some very well designed stuff just for the sake of change? Reaver, arbiter, lurker, defiler, scourge, goliath and vulture(mines) are like the all-star team from BW and they were all removed.

Add all of the above units.

Remove mothership, colossus, thor and any other unit that feels obsolete after adding the previously mentioned units(viking?).

Make hydras tier one and remove roaches, seriously hydras(and lings) are the "grunts" of zerg and not the boring uninspired roaches.

Use GSL maps on ladder.

Return the high ground advantage (% miss chance when firing up).

Remove smart casting, no more covering the entire screen with storms in 1sec.

Remove protosses reliance on FF's but keep the ability as an expensive spell (like 100 energy).

Fire the guy who replaced the arbiter with the mothership and hire me.

In short bring back the good stuff from BW, isn't that what sequels are for? Keep the good ideas and build upon it, don't replace it.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 22 2011 01:09 GMT
#590
On August 22 2011 10:05 pezit wrote:
Fire the guy who replaced the arbiter with the mothership and hire me.


"You know, we already made brood war. We aren't really looking for someone to do it again."
pezit
Profile Joined October 2010
Sweden302 Posts
August 22 2011 01:42 GMT
#591
On August 22 2011 10:09 Resistentialism wrote:
Show nested quote +
On August 22 2011 10:05 pezit wrote:
Fire the guy who replaced the arbiter with the mothership and hire me.


"You know, we already made brood war. We aren't really looking for someone to do it again."


As i said it shouldn't be broodwar but it should be an improvement on it since it is a sequel and the mothership is just the worst designed unit in the game, I mean really a "super" unit in SC? what were they thinking.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 22 2011 01:47 GMT
#592
On August 22 2011 10:42 pezit wrote:
Show nested quote +
On August 22 2011 10:09 Resistentialism wrote:
On August 22 2011 10:05 pezit wrote:
Fire the guy who replaced the arbiter with the mothership and hire me.


"You know, we already made brood war. We aren't really looking for someone to do it again."


As i said it shouldn't be broodwar but it should be an improvement on it since it is a sequel and the mothership is just the worst designed unit in the game, I mean really a "super" unit in SC? what were they thinking.

Ironically, Browder claims that ideas for the Mothership floated around Blizzard before he got hired for SC2.

I think the Mothership had a ton of potential to be interesting, but it seems that it never recovered from being nerfed early on in the beta, especially after it got two of its spells nerfed.

Though the Mothership can stay in the game, it is in need of a serious redesign to differentiate it from being compared to a nerfed Arbiter. It has potential to be a really interesting and fun unit, but it currently just seems way too conservatively balanced and watered-down.
ㅇㅅㅌㅅ
PetitCrabe
Profile Blog Joined September 2010
Canada410 Posts
August 22 2011 02:25 GMT
#593
pack o' marines, reaver comes in BAM 50 marines die. They need to figure out something about splash damage in SC2, as everything just clumps up into a ball. As for lurker, didn't they consider putting lurker into the game but had issues with the fact that everyone had imba detection? it was too hard to keep the lurkers alive mid to late game and they made it a tier 3 unit if i remember an article or interview correctly
Cloud9157
Profile Joined December 2010
United States2968 Posts
August 22 2011 02:31 GMT
#594
Protoss just needs some type of harass unit.

Terran, maybe some air unit that hits both ground and air(not like Vikings).

Zerg needs a good anti armor unit or another spell caster maybe.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 22 2011 09:37 GMT
#595
On August 22 2011 02:16 Hikari wrote:

I don't think the lurker is a good idea since its role to control space is shared by banelings. However I believe zerg can use a unit which punishes players without cloak. Maybe an upgrade to allow banelings burrow move? Zerg also have room for some anti-armored unit.


? burrowed banelings are a one hit wonder, they do not control space. Just sacrifice a single zealot and its gone. A lurker persists and is not that easy to take out, even if you got vision
21 is half the truth
AvAri
Profile Joined August 2011
Austria135 Posts
August 22 2011 10:09 GMT
#596
i still dont get it soo many people just want sc1 units... why?
why don't you just play sc1 instead?
basically what i get from a lot of comments in this thread is "i'm mad because i'm not able to buy 3 games to get a game i already have with better graphics"

i for myself want new stuff
new interresting units and upgrades/mechanics

sure lurker were awesome, reaver were awesome
but i would be really disappointed if they just add 2 bw units to each race (and i really don't think they'll do that)

i think a lot of people will get angry when they finally announce what they're adding because it will get other things nerfed for sure
eg: i'm sure the roach and infestor will get nerfed just to create room for new units. basically already existing units will get more specialized i think

and to those who claim warpgate should be removed, well i hope(and i'm sure) that that won't happen. simply because i further seperates P from the other races
right now every race has a different macro mechanic (chrono, larva inject, oc -> mules) and each race builds buildings differently well also army (for the most part)

what i hope is:
z: nerf roach and infestor, tweak the hydra a bit and add a unit between roach and hydra (maybe make the roach more tanky and lower range and add a range unit or make the roach less dmg but more against a specific armortype and add another melee unit)
and definetly work on the corruptor its just boring

p: add a harrass unit to the gateway (maybe tc required?idk) tweak the other gateway units accordingly (stalker slower and maybe less tanky but more dmg, i think zeals are fine, hmm sentry is hard to balance i think dunno what to change but u cant increase gateway unit effectifity without changing it but i would hate to see any of the abilities go just tweak it (less reliance on ff is needed too)
it would also be nice to see some kind of air caster for toss (with a watered down sentry there really room for a new caster) there's alot of things this caster could do eg: heavy shield unit and transferes shield to other units + channeled shieldreg ability for itself (with a cooldown)(a bit like the raven in the starbattle custom map)
this maybe would make shield upgrades actually better in some circumstances

and do something to the immortal, its a good unit but well it sucks also xD
dont really know what to do with it without making it either too strong or too similar to the colossus
i think those 2 units should complement each other
maaybe add a immortal upgrade to the robobay with +1 or 2 range and an little anti armor aoe dmg in a line (like the hellion)(the immortal shoots so hard that it even damages units behind the target :>) also nerf the colossus accordingly so you would want to flank with ur immortals so that they can hit more units in a concave

for T: actually i have no idea xD
Psychobabas
Profile Blog Joined March 2006
2531 Posts
August 22 2011 10:18 GMT
#597
On August 22 2011 08:53 Hybris wrote:
Show nested quote +
On August 22 2011 08:32 0neder wrote:
Hoped-for updates:

Replace or alter thor to be more like a buff goliath - maybe seige tank supply and size, reduced power a bit. Change art/animation to look more mechanical and not uncanny valley.

Give Hellions an upgrade that eliminates their stupid wheels and makes them hover - a great visual cue for an upgrade!

Eliminate or nerf Combat shield.
Eliminate or nerf Marauders (too similar to Roaches - tier 1 tank with moderate range.

Change ghosts back to 150/150.

Make EMP and Fungal both have casting animations. Who cares if it exposes bnet lag, that's your problem.

Change Raven Art to be less streamlined and more utilitarian / hover-ey.

Buff Seeker Missle AoE, maybe reduce damage accordingly.

Make scan more expensive.

Change Infested terran animation to not look so cartooney or replace the ability.

Hydras moved to tier 1. 1 supply, adjust stats accordingly.

Lurkers evolve from hydras tier 2 (range 7, no more)

Add scourge.

Corruptor now has AoE attack? Maybe replace with new unit.

Brood Lord evolves from Mutas, so does corruptor or new unit.

Overseer kept as is.

Ultras slightly faster, slightly smaller, tweak stats accordingly.

Change Stalker Art to be less similar to Roach (rounder, less pointey)

Keep immortal as is, good unit.

Replace Colossus. Boring unit, uncanny valley, etc.

Replace Mothership with caster air unit (maybe save for LotV)

Buff carriers somehow

What they shouldn't change:

Don't remove immortals, the metagame is still evolving
Don't remove reapers or mess them up too much, they will come back into use
Don't remove overseers
Don't give Protoss a so-called 'harass' unit

So pretty much make the game as close to broodwar as possible? I think the game was great, but some of those changes simply will not work AT ALL in sc2...


Agreed. Those changes would completely break the game. Broodlords evolve from mutalisks? xDD
aWildRATTATA
Profile Joined June 2011
Netherlands49 Posts
August 22 2011 10:55 GMT
#598
For zerg;
A defensive structure morphed from a creep tumor that deals low AoE DPS over time. Spreading creep now is tedious and APM intensive for for nothing less than a buffer.

A moving macro hatchery.

For protoss;
Almost sure they will add a reworked reaver-like, pay to shoot unit, probably faster moving and low ranged, ideally 4 range to synergize with sentry immortal zealot compositions.

For terran;
Viking removed or tweaked. Reaper reworked. Raven reworked to function more like a defensive unit with HS removed. Gas cost decreased, PDD now a ground structure.
exog
Profile Joined April 2010
Norway279 Posts
August 22 2011 11:04 GMT
#599
Reaver will never come back, colossus is ground artillery.

However i can see zerg artillery like lurker...
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2011-08-22 11:09:33
August 22 2011 11:08 GMT
#600
question: why do you people want lurkers back when you have: Banelings AND Infestors?
I dont see it coming because it would make TvZ way too hard or force us to mech or air vZ
Nada's body is South Korea's greatest weapon.
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