It seems just wrong and ruins the lore for me to see two dark templar merge into a regular archon. Seems like the infestor sort of has the dark archons spells from broodwar, but I miss this unit SO much and it seems like no one ever talks about it coming back in sc2.
Numbers 1, 2, and 3, are all the tier 2 position defense units that made SC1 the great game is it. If Blizzard adds units like this in Heart of the Swarm, it will be a better game than even SC2.
On July 13 2011 04:13 ampson wrote: scout so cool. yay scout. SCOUT! Not really though, I like all the replacements that were made.. except the SCOUT, the best unit in any game ever.
On July 13 2011 04:28 MCDayC wrote: Reavers/Lurkers/Vultures. It's basically a form of area denial that SC2 units lack. There are equivalents in SC2 (And I actually prefer SC2 to BW) but these 3 all helped tactical developments with each race, as each had the capability to do more damage than they were worth, or do almost no damage at all.
They also don't need to do damage at all for them to do their job. Sometimes, these units are just meant to delay your opponent while you harass. The only thing comparable is the sentry but waiting 15 seconds is not as dynamic as having to slowly clear using detection.
Area of denial is sorely needed. Even the siege tank feels so weak compared to the old one.
On July 13 2011 05:06 jongzor wrote: cracklings not being t3
What game did you play where that wasnt the case?!
Personally the Reaver takes this easily. Switch the collo for reaver and Protoss might actually be enjoyable to watch and play.
Also, why did you say that strats arent being developed anymore since SC2 was announced in the OP? That is utter bullshit and should be edited out if you as you say dont want to start a flamewar.
Where is the option for an engineering bay that flies?
Edit: non-building unit I miss the most are spider mines. Not necessarily the vulture, but if you gave hellions a spider mine upgrade that'd be sweet
(it'd be more balanced for reapers to get a spider mine upgrade since then it would actually cost gas for minefields--but that's neither cool nor nostalgic)
On July 13 2011 04:28 MCDayC wrote: Reavers/Lurkers/Vultures. It's basically a form of area denial that SC2 units lack. There are equivalents in SC2 (And I actually prefer SC2 to BW) but these 3 all helped tactical developments with each race, as each had the capability to do more damage than they were worth, or do almost no damage at all.
They also don't need to do damage at all for them to do their job. Sometimes, these units are just meant to delay your opponent while you harass. The only thing comparable is the sentry but waiting 15 seconds is not as dynamic as having to slowly clear using detection.
Area of denial is sorely needed. Even the siege tank feels so weak compared to the old one.
Yup. It's the threat that is important. To be honest, I think that is basically all SC2 needs to become almost perfect.
The arbiter ahead of the defiler? lolwut. If I had a choice between the lurker and the defiler, I'd choose the defiler every single time.The lurker added a ton of good positional play in the mid-game, but the defiler actually gave zerg something to change up their play significantly at Hive tech. It also allowed them to change a lose/lose turtling situation (which you see many many times in SC2) into a situation where you could actually attack and not lose your entire army while killing only 3 enemy units.
I miss the vulture the least by far, i still have nightmares where they micro around and slowly destroy everthing, so i voted for it really i miss the current top 5 and hydras/speed zeals also goliath and valk zerg airs very similar to what it was, cant belive you took goliath out to put that in :/