It's like people can't wrap their heads around the notion that lurkers don't really have a role in SC2.
Prediction poll: What types of new units in HotS? - Page 4
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Bagi
Germany6799 Posts
It's like people can't wrap their heads around the notion that lurkers don't really have a role in SC2. | ||
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Jurassic
Hungary79 Posts
On July 02 2011 21:42 Diks wrote: That is not SC1, it's SC2 with a solid expansion that will insure the map get played at the high potential. With the removing of cliff-walking and the addition of ways to lock some ground places (lurkers, reavers, mine, tanks) Suddenly the game become a positional battle where drops and air units can play a huge role. If this is SC1, then why are there sentries, banelings, queens, mule, warp prisms, banshees, blink-salkers, Thors, ... You would be surprised how much hate would SC2 get because it would be much more similar to BW. If you want those units, go play BW. Or you can try to be creative and come up with new interesting units... But I know that's the harder way. This whole poll shows how people cannot think of anything new except what has already been made. | ||
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Philip2110
Scotland798 Posts
On July 02 2011 21:51 Probe1 wrote: Are people voting for what they want or what they think? I sure as hell doubt Protoss is going to get another unit to cover the colossus's role and I'm doubtful the Lurker will be added. Of course I'd like to see reavers and lurkers yeah, but why would they add them? What they want, most arnt being realistic at all | ||
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Probe1
United States17920 Posts
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CortoMontez
Australia608 Posts
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RenardDesMers
France76 Posts
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n00b3rt
Bulgaria890 Posts
![]() Zergs need some high-tier unit like the ultralisk, but being better. Probably make ultras have an ability similar to the strike cannon. Also some more mobile units would give zerg that swarm feel ;p I dunno about toss. I guess an unit that requires them to multitask more (a harass unit probably) will make some of the whining children stop. | ||
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figq
12519 Posts
edit: Oh, and definitely new AOE spell. It could be this spell that motivates the creep upgrade. Say, an upgraded creep allows when cast this spell upon it to activate... something: slowing, poisoning, exploding, who knows what. | ||
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jkim54
16 Posts
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Papulatus
United States669 Posts
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Jakkerr
Netherlands2549 Posts
Which Broodwar unit did you like most from each race | ||
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edc
United States666 Posts
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coplice_
Canada128 Posts
The highest results of the poll are all units from BW that were removed... it's understandable. And unoriginal. | ||
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PraetorianX
Sweden780 Posts
On July 02 2011 22:00 Probe1 wrote: The entire poll was designed around Brood War units Jurassic. I was unsurprised by the results. I made all options I could think of, regardless of BW. What do you think is missing? Invisible, flying Zerg splash melee/caster units? | ||
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puffel
Germany19 Posts
Zerg: - Burrowed/steathed unit actually capable to constantly do damage while invisible (comparable to Banshee/Ghost, DTs). Lurkers would be nice, but Blizzard is not gonna add them, I'm pretty sure. Still, kinda siege unit before Broodlords would be nice because Zerg can be just a-moved so easily while P/T are capable to stop whole Armies with Tanks/Colo/FF/Storms etc. - Hive tech caster unit with anti caster abilities. other stuff: reworking of Corrupter/Overseer, Hydras are meh, Ultras should be able to walk "over" other units like Colossus (without cliffwalking ofc) and have slightly reduced size, FG reworking (root removed, over time faded snare added instead 80%->20% since being rooted in place like forever is retarded, etc) Terran: - New mech unit (maybe caster ground mech unit?). - Reapers need something. Protoss: - New Robotics Bay unit, Colossus reworked. Like Lurkers, don't think there will be Reavers. - Even if Dustin B. was ok with Mothership ( because you know, its "cool" and casuals like it..), cheaper flying caster unit would be nice. Also, unit stacking like it is at the moment sucks somehow, too. Zealots are slower than Stalkers even with upgrade and are always behind them so they dont "tank" anything, just as example. Armies should be more spreaded by a little bit and melee units should be more in front of the army if you move forward. | ||
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sluggaslamoo
Australia4494 Posts
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Flyingdutchman
Netherlands858 Posts
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okrane
France265 Posts
Toss: Reaver, Arbiter Terran: Vulture, Goliath Zerg: Lurker, Defiler, Scourge | ||
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MilesTeg
France1271 Posts
The scourge would change ZvP, IMO in a good way, but would that mean removing corrupters and broodlords? I don't know how they would do that. | ||
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Iatrik
Germany159 Posts
P) - 1 Air-Unit that only shoots Air-to-Ground and light-counters units with a high fire-rate (like Hydra or Marine). - 1 Ground-Unit that only shoots Ground-to-Ground and light-counters light units. You could also make a upgrade for the zealots, which increases their damage against light-units (like Pre-Igniter) or reduces Damage of units with a high fire-rate (Since zealots are supposed to "counter" those units, but just don't, as soon as their numbers increase) - 1 Cost-Effective Harass Unit. We don't have a Helion, Baneling, etc.. DTs are more some kind of map-control unit. Z) - 1 Early-Game Scout that makes it easier to scout your opponent. Maybe some kind of "slow" Reaper would do the trick (Since zerglings are already extremly fast). - 1 Anti-Caster Unit. 1 HT vs. 4 Infestors just isn't fair. Feedback ftw! - 1 Tier-3 Unit that can shoot Air. T) - 1 "Slow" Air-to-Air Unit that light-counters light units. - Landmine Upgrade for Reaper. - 1 Ability (Tier-3) that let's you cloak your whole army temporary (like 10 Seconds). | ||
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