For the other races, no idea. Something to counter zerg's new unit I guess !
Prediction poll: What types of new units in HotS? - Page 32
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Nasradime
France83 Posts
For the other races, no idea. Something to counter zerg's new unit I guess ! | ||
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Whitewing
United States7483 Posts
On August 24 2011 08:14 Nasradime wrote: For Zerg I would foresee a T3 air caster (other mutation for corruptor), a t2 melee cliff jumper (other mutation for ling ?), and a new detector. In upgrade probably something for the ultra, maybe splash damage when it dies, or some "charge"... And for the new units of course. For the other races, no idea. Something to counter zerg's new unit I guess ! With infestors, they don't really need one: infestors are really really good, and a lot of players are starting to believe that they're actually too good right now (whether that's true or not is up for debate of course). Lings running up cliffs would be absurdly overpowered, they're already so ridiculously fast with speed it's not even funny. It'd be almost impossible to defend against ling counterattacks. What zerg could use, in my opinion, would be a better ultralisk, or moving hydralisks to hatch tech and roaches to lair (slightly nerfing hydralisk stats and buffing roach stats to compensate). | ||
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MrSexington
United States1768 Posts
Queens will have an evolution that turns them into flying units. Once airborne, it will get a speed bonus. Their melee and ranged attacked will now be flipped. Melee will hit air units and ranged attack will hit ground units. Also, creep tumor will be replaced with the return of the Parasite ability from SC1 (for the evolved Queen only). This does 3 things: 1) Flying caster unit that many people are predicting. 2) SC1 throwback. 3) An additional scouting option for Zerg (with the Queen itself and with Parasite). | ||
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Belisarius
Australia6233 Posts
On August 24 2011 08:14 Nasradime wrote: For Zerg I would foresee a T3 air caster (other mutation for corruptor), a t2 melee cliff jumper (other mutation for ling ?), and a new detector. In upgrade probably something for the ultra, maybe splash damage when it dies, or some "charge"... And for the new units of course. For the other races, no idea. Something to counter zerg's new unit I guess ! Cliffjumping lings would be indescribably broken. Can people stop asking for that? Ling runbys are devastating at every stage of the game. Can you imagine not even being able to wall them out? Come on, guys... I feel like there's the most space for expansion in the air lines. Nobody has any AtA aoe (except mutas, kind of), nor flying spellcasters for P or Z. I'd definitely like to see some of those. EDIT: On August 24 2011 10:16 Whitewing wrote: With infestors, they don't really need one: infestors are really really good, and a lot of players are starting to believe that they're actually too good right now (whether that's true or not is up for debate of course). Lings running up cliffs would be absurdly overpowered, they're already so ridiculously fast with speed it's not even funny. It'd be almost impossible to defend against ling counterattacks. What zerg could use, in my opinion, would be a better ultralisk, or moving hydralisks to hatch tech and roaches to lair (slightly nerfing hydralisk stats and buffing roach stats to compensate). I'm finding myself agreeing with you nearly every time we've posted in the same thread the last few days. Brotoss fist bump. | ||
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TortoiseCa
Canada104 Posts
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kochujang
Germany1226 Posts
Shield discharge Even the fearless Zealots know the value of a shield when going into battle. For each hits it absorbes, the Zealot may live longer take another enemy down. Only the most reckless protosses forgoes the shield to add more power to their weapons. Upon activation: Depletes all shields of the Zealot, and infuses the power into their blades. +4 to each hit. An unupgraded Zealot now does 24 (12 x 2) damage instead of 16 (8 x2) Duration: 3 seconds for each 10 Shield depleted (15 seconds for fully shielded Zealot) Usage: Pre-emptive shield discharge before getting hit by EMP. The Zealot now hits harder and the EMP does nothing. Discharge Zealots on base drops. The Zealots is now more viable as a drop option, since it kills workers in 2 hits instead of 3 hits. Could be overpowered, but often the Zealots main purpose is to be a meatshield and loosing 33% health instantly is not always the best option. | ||
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dog4
Canada36 Posts
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galivet
288 Posts
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DARKHYDRA
United States303 Posts
Not sure what it would be just saying it would be a nice addition to those races. | ||
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TheOGBlitzKrieg
United States346 Posts
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LovE-
United States1963 Posts
On September 08 2011 01:58 TheOGBlitzKrieg wrote: i think it would be sick if they made it so your units inside bunkers could use stimpack. or if you could stim reapers... maybe it make them used more? You could always stim then run in.. But reapers with stim & speed? Not even lings would catch them. lol | ||
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Davion
United States26 Posts
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neo_sporin
United States516 Posts
On August 26 2011 11:06 DARKHYDRA wrote: I would like to see protoss and zerg get an auto-cast ability, I dont think they have one do they? Not sure what it would be just saying it would be a nice addition to those races. Charge is autocasted for zealots Baneling unburrow can be set to autocast (I used it when i was back in platinum, then realized it had awful timing) Maybe not exactly what you had in mind but they do exist. | ||
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ToastieNL
Netherlands845 Posts
On September 08 2011 01:58 TheOGBlitzKrieg wrote: i think it would be sick if they made it so your units inside bunkers could use stimpack. or if you could stim reapers... maybe it make them used more? you already can stim in a bunker | ||
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HybridZ
Canada103 Posts
On July 02 2011 21:18 Micket wrote: I really hope that the game will have more combining of tech choices, e.g Arbiter is Templar archives and Stargate, Valkyrie is control tower + armory. I hope there will be a stargate unit that requires the robotics bay, or a stargate unit requiring Dark Shrine. Imagine a flying permanently cloaked unit, that only has spells and can merge with another or something similar. I hope Zerg gets a hive tech spell caster, or more Hive tech units in general. Lair gives you mutas, corruptors, Hydras, Infestors, as well as the speed roach, speed bane, burrow and all that stuff. Hive gives you ... Ultras (which stink), Broodlords (which are awesome), Cracklings, and yeah. In Broodwar, teching to Hive was a huge part of your game plan as you could use this tech advantage to win, with the timing of your Hive being extremely important. In SC2, Hive is a "well I guess I should Broodlords now". Of course, there are times when you need to get Broodlords to barely hold a Marine Tank push, but it is not often in your gameplan to map out your hive timings , and defend with the bare minimum. In SC2, you set up a huge economy (at least 4 base), get total map control, max and stay on Lair tech until you feel "you might as well go Hive). Imagine if it was 2 burrowed banelings at perfect locations, with multiple traps in perfect position, using lings to stall and mutas to pick off reinforcements to tech insanely fast to Hive to get a tech advantage. Unfortunately, both hive tech units atm don't give such an advantage, and so the whole thing is less timing based as a whole. Ultras are really good if you can get the upgrade advantage along with chitinis plating ultras are beasts if ur opponent only has level 2 attacks. I think ultras are very good if used properly. If not they can lose you the game easily. Watch how long it takes for a bunch of marines with plus 2 attack to kill an ultra with 5 armor, it's actually quite funny. | ||
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Rob28
Canada705 Posts
P - Some sort of early harass unit (like the reaper), or early tier unit with splash damage (like hellions). Adding an extra ability to the nexus to put it on par with orbitals is would also be nice. Z - Lurkers making a comeback. We may just see more hydra play out of it. Also, that ability to convert queens into air units sounds like a worthy idea. T - Something small, as the race is (and this has been mentioned many times) the most "complete" of the races. Personally I'd like to see a ground melee unit, maybe mech. They definately don't need another casting unit. My hopes, anyways... | ||
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Eps
Canada240 Posts
But they retained a unit in each of original T1 tech tree so that we feel as if we're entering a game that is different yet familiar. | ||
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blake8705
1 Post
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