Hm it looks like it's a transformed hellion.
The right arm should dispense mines, the left arm act as a shield, the flamethrower on top now doesn't spout fire, but cooling liquid which slows down(or weakens) enemy units.
I'd be down with that.
Forum Index > SC2 General |
Grndr101
Belgium125 Posts
Hm it looks like it's a transformed hellion. The right arm should dispense mines, the left arm act as a shield, the flamethrower on top now doesn't spout fire, but cooling liquid which slows down(or weakens) enemy units. I'd be down with that. | ||
andrewlt
United States7702 Posts
On October 06 2011 03:07 HowardRoark wrote: Show nested quote + On October 06 2011 02:46 PlaGuE_R wrote: My wish list as a protoss and terran player Marauder removed Colossus removed Thor removed Roach removed Baneling removed is that odd? ![]() No, they are good removals to make the game less stale, since the units you list are among the worst spectator and esport-wise. However, Baneling does not really fit on that list, is it not the best designed unit in Star2? I am curious to as why you keep the Corruptor, Stalker and Raven though? Well, you do have to keep the stalker or something close to it it. Each race does need a boring, 1a, ranged, staple unit that does not really hard counter anything. It's when there are multiple of those unit types that the game gets stale. I'm guessing somebody at Blizzard watched some pro BW games and hated the siege tank. They then decided that giving each race a boring, high hp to cost ratio, mindless unit like the marauder, roach and immortal is a good idea. I'm hoping this new unit replaces the marauder and they rework the reaper into less of a gimmicky unit. The hellion transformation idea is plausible from how the unit looks but I don't see how that would work well gameplay-wise. The hellion's flamethrower attack sounds out of place on a more tanky, less mobile unit. | ||
Michaels
419 Posts
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Diks
Belgium1880 Posts
On October 06 2011 03:19 Grndr101 wrote: http://i.imgur.com/5n43D.png Hm it looks like it's a transformed hellion. The left arm should dispense mines, the right arm act as a shield, the flamethrower on top now doesn't spout fire, but cooling liquid which slows down(or weakens) enemy units. I'd be down with that. please go work at blizzard now !! | ||
pezit
Sweden302 Posts
On October 06 2011 02:49 IMSmooth wrote: Show nested quote + On October 06 2011 02:46 PlaGuE_R wrote: My wish list as a protoss and terran player Marauder removed Colossus removed Thor removed Roach removed Baneling removed is that odd? ![]() Lemme guess... Add Lurker Add Reaver Add Goliath Add Firebat 1 Supply tier 1 hydra? :p You're such a genius, blizzard should hire you right now! | ||
Kennigit
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Canada19447 Posts
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andiCR
Costa Rica2273 Posts
On October 06 2011 03:24 Kennigit wrote: If this thing freezes enemy units, i'm quitting. It probably creates destructible rocks out of ur enemies | ||
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Seeker
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Where dat snitch at?37025 Posts
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TSL-Lore
United States412 Posts
I think the human-shaped units in SCBW worked because they were all the same size, so it was clear that they were all people. In SC2, they're the same shape, but all different sizes. I don't know, it just looks kind of stupid to me. | ||
Kyrth
United States101 Posts
On October 06 2011 03:02 andrewlt wrote: Show nested quote + On October 06 2011 02:51 MCDayC wrote: On October 06 2011 02:46 PlaGuE_R wrote: My wish list as a protoss and terran player Marauder removed Colossus removed Thor removed Roach removed Baneling removed is that odd? ![]() I agree with some of that, assuming new units replaced them, however... wtf? Banelings? They are like the coolest unit ever. I'm pretty sad as I realized that Blizzard essentially batted below 50% on the new units they introduced. The hellion (firebat), baneling (nothing, really), phoenix (corsair) and queen (queen) are about the only units that are better or equal than the units they replaced. The infestor is a pretty good unit and hopefully, the zerg gets the defiler back as a second spellcaster. Yep they sure did. Banelings can be funny, but I dislike them. They replaced Lurkers and can't survive a fight, so at best you're killing your own units cost effectively... I guess scourge did that too, but it seems strange lore-wise for a race to evolve units designed to die better. I also prefer the old queen to the new one, as it could spawn broodlings out of things. I didn't use it much but it could move around unlike the new queen. Slow zerg units are boring. The new queen fits perfectly with the sc2's race design of mostly defending on your creep, however... | ||
jared1259
United States63 Posts
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Scereye
Austria154 Posts
U then have the blue flame but you move much slower when transformed. But nerfing a Unit with an Expansion pack would be wierd. So im probably horribly wrong ![]() | ||
IzieBoy
United States865 Posts
calling bet | ||
jared1259
United States63 Posts
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0neder
United States3733 Posts
On October 06 2011 03:28 TSL-Lore wrote: Does anyone else think that terran has too many "human-shaped, walking-type" units? I feel like Terran is a collection of marines, bigger marines (marauder), flying big marines (viking), and really big marines (thor). I kind of wished any new units they added to the Terran race would be some vehicle type thing (vulture please) I think the human-shaped units in SCBW worked because they were all the same size, so it was clear that they were all people. In SC2, they're the same shape, but all different sizes. I don't know, it just looks kind of stupid to me. I completely agree. Vikings are fine since they look mechanical still, but Marauders and Thors look ridiculous and move too smoothly. The problem extends to the other races though. The colossus, immortal, dragoon, and roach are all quadrapeds with upright torsos. Roaches should have their backs to the sky, and the Colossus looks ridiculous and moves too fast. Blizzard's unit art design team failed here IMO. | ||
Tehs Tehklz
United States330 Posts
There is hardly any micro that a Zerg player can do with it. So, if a Terran player controls his marines well enough (MKP, anyone?), the baneling becomes virtually useless and there is no way for the Zerg to combat that, aside from teching up to infestors. Which, really, is the worst possible way Blizzard could have chosen to deal with the issue. Zerg units have less micro potential that the units of the other races; so, Blizzard creates a spell that stops the other races from microing, instead of trying to increase the micro potential of Zerg units. That is why they can't seem to get the infestor and fungal growth balanced to an appropriate level: it is just bad game design from the get-go. Warpgate has created the same problem for Protoss. If Protoss Gateway units were buffed to be competitive with Terran tier 1, Warp Gate tech would make them unstoppable. So, Blizzard has to keep them weak, but in order to make up for their weakness, they are given an ability to stop the micro of the other races units - forcefield. That is some ass-backwards, MMORPG style thinking, right there. What would be better for Zerg would be a unit that could fight large groups of marines and require a lot of micro to the point where whoever has the best control would be the winner. In Brood War we called that a "lurker". If Zerg had a better unit to fight marines with, a unit with more potential for control, then you could remove the fungal growth snare and increase its damage to a level at which medivacs won't just giggle. Suddenly, we have a battle of superior control at tier 1 and Zerg gets a power caster. If fungal growth really, really must remove micro from the game, at least just make it disable spells for its duration instead of a full snare; so, no blink and stim. As for Protoss...I don't know. Warp Gate has just put them in a pickle here, haha. Anyway, yeah, the baneling blows (rimshot) and SC2 track record for new units has been so abysmal that I have little hope for this new guy. Let's just hope it plays better than it looks. | ||
Grndr101
Belgium125 Posts
On October 06 2011 03:32 jared1259 wrote: ![]() Is this real lol?? | ||
Ignorant prodigy
United States385 Posts
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eviltomahawk
United States11135 Posts
On October 06 2011 03:24 Kennigit wrote: If this thing freezes enemy units, i'm quitting. This isn't Red Alert... or is it?!? I'm just crossing my fingers hoping that the overall visual design doesn't look too chibi and awkward. Luckily, the Zerg design should be much better considering that MrJack is working at Blizzard now. | ||
novabossa
United States350 Posts
On October 06 2011 03:35 Tehs Tehklz wrote: The baneling is a terrible unit. There is hardly any micro that a Zerg player can do with it. So, if a Terran player controls his marines well enough (MKP, anyone?), the baneling becomes virtually useless and there is no way for the Zerg to combat that, aside from teching up to infestors. Which, really, is the worst possible way Blizzard could have chosen to deal with the issue. Zerg units have less micro potential that the units of the other races; so, Blizzard creates a spell that stops the other races from microing, instead of trying to increase the micro potential of Zerg units. That is why they can't seem to get the infestor and fungal growth balanced to an appropriate level: it is just bad game design from the get-go. Warpgate has created the same problem for Protoss. If Protoss Gateway units were buffed to be competitive with Terran tier 1, Warp Gate tech would make them unstoppable. So, Blizzard has to keep them weak, but in order to make up for their weakness, they are given an ability to stop the micro of the other races units - forcefield. That is some ass-backwards, MMORPG style thinking, right there. What would be better for Zerg would be a unit that could fight large groups of marines and require a lot of micro to the point where whoever has the best control would be the winner. In Brood War we called that a "lurker". If Zerg had a better unit to fight marines with, a unit with more potential for control, then you could remove the fungal growth snare and increase its damage to a level at which medivacs won't just giggle. Suddenly, we have a battle of superior control at tier 1 and Zerg gets a power caster. If fungal growth really, really must remove micro from the game, at least just make it disable spells for its duration instead of a full snare; so, no blink and stim. As for Protoss...I don't know. Warp Gate has just put them in a pickle here, haha. Anyway, yeah, the baneling blows (rimshot) and SC2 track record for new units has been so abysmal that I have little hope for this new guy. Let's just hope it plays better than it looks. Yea warpgate being the stupidest design decision has been discussed to death, but Blizzard will never come out and admit that it was a terrible design. We can only hope that they remember their original design philosophies in the years to come. | ||
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