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New Zerg Unit in Heart of The Swarm - Page 87

Forum Index > SC2 General
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Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
October 13 2011 13:53 GMT
#1721
On October 13 2011 12:11 bittman wrote:
Show nested quote +
On October 13 2011 11:48 BushidoSnipr wrote:
The body is slightly spherical so i think it could have a rolling upgrade


I wouldn't be surprised that it moves by curling up and rolling, and then has to "pause" before attacking (ala siege tank) in which it enters the sillouette form.

Would remind me of those star wars shielded droids. Move fast, but have to stop and unravel to attack.


You mean like a Driodeka?

[image loading]

Yeah I picked a Lego version, because all versions of Lego Star Wars is awesome. Interesting idea if true
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
daliLlama
Profile Joined September 2011
Sweden25 Posts
October 13 2011 13:56 GMT
#1722
On October 13 2011 22:44 FreddieY wrote:
If this is a new zerg seige unit, does that mean that they will take out the broodlord? Since the broodlord is already zerg's seige unit, doesn't it have to be taken out because the other races only have 1 seige unit (colossus anf seige tank).


Toss also has the carrier; No, really, its actually in the game! Anyway, thats kind of a siege unit aswell.
Ada
Profile Joined October 2004
Germany150 Posts
October 13 2011 13:57 GMT
#1723
On October 13 2011 12:11 bittman wrote:
Show nested quote +
On October 13 2011 11:48 BushidoSnipr wrote:
The body is slightly spherical so i think it could have a rolling upgrade


I wouldn't be surprised that it moves by curling up and rolling, and then has to "pause" before attacking (ala siege tank) in which it enters the sillouette form.

Would remind me of those star wars shielded droids. Move fast, but have to stop and unravel to attack.



Ya sounds like blizzard.
"We liked the rolling baneling, so we copied the concept for another unit."
Coeus1
Profile Joined May 2010
Finland160 Posts
Last Edited: 2011-10-13 14:01:39
October 13 2011 13:58 GMT
#1724
I'm disappoint.
It doesn't look like Dr. Zoidberg. That would be my dream Zerg unit. Medic that can also do damage (friendly fire possible). Whoop whoop whoop!
xxx
Ballistixz
Profile Joined January 2010
United States1269 Posts
October 13 2011 15:43 GMT
#1725
On October 12 2011 18:42 Grumbels wrote:

The lurker wasn't necessarily a siege unit. It's a defensive unit that let you take and control positions. A lot of people (Day[9] for instance) think units like this make Starcraft more interesting and the idea had a lot of positive community feedback, which is why many are hopeful Blizzard listened to them. Zerg doesn't really have things like that at the moment. Blizzard said burrowed banelings couldn't coexist with the lurker as they performed the same role, but I think that's only the case for lurkers used as trap. Burrowed banelings don't defend space, since you just need to spend one scan to take them out.



i agree with this and 100% agree what day 9 was saying about "space controlling" units. it will definity make the game more strategy involvled and more interesting.

if a zerg had a unit that controlled space like the lurker it basically means that the opponent have to think twice before doing harassment on a base. for example terrans wont just derp it up and suicide 20 hellions at a base anymore and drops will have to be more carefully thought out.

terran at the moment have a ton of positional/space controlling units and even a space controlling BUILDING. planatary fortresses make it near impossible to just turn units into a mineral field to do harassment especially when backed up by 1 or 2 siege tanks. protoss and zerg however do not have units like that.

TECHNICALLY u can mine ur base up with baneling mines to help against drops but that isnt practical at all and its just being cute in all honesty.


Uhh Negative
Profile Joined May 2010
United States1090 Posts
Last Edited: 2011-10-13 15:46:09
October 13 2011 15:45 GMT
#1726
I think one of the mechanics blizzard meant for zerg's space controlling is creep, but that too can be easily taken out with a scan a couple marines/stalkers. It seems there is practically nowhere the zerg can keep "safe" and must rely on the enemies mistake to come out on top. Sounds fundamentally wrong to me.
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
October 13 2011 15:52 GMT
#1727
I cant wait for blizzcon, I NEED to know..
no dude, the question
Big J
Profile Joined March 2011
Austria16289 Posts
October 13 2011 18:19 GMT
#1728
On October 13 2011 22:44 FreddieY wrote:
If this is a new zerg seige unit, does that mean that they will take out the broodlord? Since the broodlord is already zerg's seige unit, doesn't it have to be taken out because the other races only have 1 seige unit (colossus anf seige tank).



nope. The lurker was planned as a T3 range 9 unit (at least with a T3 upgrade that gave it 9range) besides the broodlord.
Carriers have range 8 as well and their interceptors stay in battle until range 14!

Also storm and fungal growth have range 9 and EMP/Snipe even range 10. Clearly those are spells, but still they can work like actual longrange siege units to some degree.
Sayer
Profile Joined August 2009
United States403 Posts
October 13 2011 18:23 GMT
#1729
Not sure what but it better not be lame like roach and corrupter
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
October 13 2011 18:27 GMT
#1730
On October 13 2011 11:43 Hattori_Hanzo wrote:
Show nested quote +
On October 13 2011 09:32 softan wrote:
On October 13 2011 09:15 willoc wrote:
On October 13 2011 07:39 Daralii wrote:
On October 13 2011 07:25 YesAnotherSC2Player wrote:
Referring to the new terran unit discussion (useless weels on unit), I want to point out, that both units seems to be transformed/mutated from another unit.
this strenghtens the hydralisk head theory. as far as i know the mutations possible for hydra in hots (single player) were not shown yet (?). this mgiht be the reason why. also the one unit being missed by the most players is probably the lurker- another units that mutated out of hydralisk. the function will be simmilar to lurker, developing out of hydra.

id also tip on protoss gets a unit that developed form another unit (hopefully dark archon simmilar?)

Super Zealot as a cyber core research, imo.

[image loading]


This... would actually make a lot of sense. Not the cyber core part specifically, but some type of morph or upgrade for zealots.


Yes maybe something that would make them faster, like some kind of running attack ability. Maybe we could call it ... charge or something like that?


How about blink?


They should give zealots blink and stalkers charge.
Hey! How you doin'?
pezit
Profile Joined October 2010
Sweden302 Posts
October 13 2011 19:28 GMT
#1731
On October 14 2011 00:43 Ballistixz wrote:
Show nested quote +
On October 12 2011 18:42 Grumbels wrote:

The lurker wasn't necessarily a siege unit. It's a defensive unit that let you take and control positions. A lot of people (Day[9] for instance) think units like this make Starcraft more interesting and the idea had a lot of positive community feedback, which is why many are hopeful Blizzard listened to them. Zerg doesn't really have things like that at the moment. Blizzard said burrowed banelings couldn't coexist with the lurker as they performed the same role, but I think that's only the case for lurkers used as trap. Burrowed banelings don't defend space, since you just need to spend one scan to take them out.



i agree with this and 100% agree what day 9 was saying about "space controlling" units. it will definity make the game more strategy involvled and more interesting.

if a zerg had a unit that controlled space like the lurker it basically means that the opponent have to think twice before doing harassment on a base. for example terrans wont just derp it up and suicide 20 hellions at a base anymore and drops will have to be more carefully thought out.

terran at the moment have a ton of positional/space controlling units and even a space controlling BUILDING. planatary fortresses make it near impossible to just turn units into a mineral field to do harassment especially when backed up by 1 or 2 siege tanks. protoss and zerg however do not have units like that.

TECHNICALLY u can mine ur base up with baneling mines to help against drops but that isnt practical at all and its just being cute in all honesty.




In sc:bw every race has a really strong space controlling unit, even terran in sc2 is weak in that regard if you compare them to terran in sc:bw. I wish we had that in sc2 as well, because being able to defend positions without having to move your entire army there makes games SO much more interesting, and is a step away from the current blob warfare that is really hurting the game.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-10-13 19:48:38
October 13 2011 19:46 GMT
#1732
On October 14 2011 04:28 pezit wrote:
Show nested quote +
On October 14 2011 00:43 Ballistixz wrote:
On October 12 2011 18:42 Grumbels wrote:

The lurker wasn't necessarily a siege unit. It's a defensive unit that let you take and control positions. A lot of people (Day[9] for instance) think units like this make Starcraft more interesting and the idea had a lot of positive community feedback, which is why many are hopeful Blizzard listened to them. Zerg doesn't really have things like that at the moment. Blizzard said burrowed banelings couldn't coexist with the lurker as they performed the same role, but I think that's only the case for lurkers used as trap. Burrowed banelings don't defend space, since you just need to spend one scan to take them out.



i agree with this and 100% agree what day 9 was saying about "space controlling" units. it will definity make the game more strategy involvled and more interesting.

if a zerg had a unit that controlled space like the lurker it basically means that the opponent have to think twice before doing harassment on a base. for example terrans wont just derp it up and suicide 20 hellions at a base anymore and drops will have to be more carefully thought out.

terran at the moment have a ton of positional/space controlling units and even a space controlling BUILDING. planatary fortresses make it near impossible to just turn units into a mineral field to do harassment especially when backed up by 1 or 2 siege tanks. protoss and zerg however do not have units like that.

TECHNICALLY u can mine ur base up with baneling mines to help against drops but that isnt practical at all and its just being cute in all honesty.




In sc:bw every race has a really strong space controlling unit, even terran in sc2 is weak in that regard if you compare them to terran in sc:bw. I wish we had that in sc2 as well, because being able to defend positions without having to move your entire army there makes games SO much more interesting, and is a step away from the current blob warfare that is really hurting the game.


this isnt BW tho and we really shouldnt compare because the more u try to compare SC2 to BW the more you are going to want to change SC2 into BW. zerg and protoss both were stronger in BW. but in SC2 terran is the race that can control space the best atm. infact its almost non existant in for the other 2 races which is why drop play is so strong for terran.

a terran can make a PF and put 1 or 2 tanks by near that PF and that expansion is safe from most if not all kinds of ground harassment including drops unless u have 3-3 lings cracklings. and the upgrade for that gives all buildings +2 armor only adds to that...

basically what im trying to say is terran has alot of options to defend and harass so they DO NOT need anything else and they certainly dont need more positional units.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2011-10-13 20:09:38
October 13 2011 20:08 GMT
#1733
^ It isn't so much a comparison as it is a wish for the elements that made the original Starcraft so good to be implemented in Starcraft II. The complaint that many top players and oldskool spectators have is that Starcraft 2 simply misses some of the essential ingredients that create the most amazing games where you can actually accomplish a lot more and have more skill involvement, + more tension build-up for the spectators (this one is HUGE).

It is true that Terran does not need more stuff right now, in the current game situation. But we have a Beta coming in a few months where a lot of testing and finetuning occurs. Try not to think in limitations of the NOW, but rather in possibilities for the future.
Balance. Enjoy the process instead of focusing on musts.
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 13 2011 20:12 GMT
#1734
I got my bet its a baneling launcher unit.
liftlift > tsm
Fuell
Profile Joined February 2011
Netherlands3111 Posts
October 13 2011 20:31 GMT
#1735
I think some roach morph which requires baneling nest, looks like roach from front and a bane ing on his back which can move underground with the tunneling claws, has some strategically utilities and seems quite obvious.. What do you guys think?
fOu/Zenith/NEX/WeRRa/SlayerS
klondikespy
Profile Joined October 2011
2 Posts
October 13 2011 22:34 GMT
#1736
Here's what I'm hoping for

It's called a "Tick"

Its 1.5, like the roach and comes with the roach warren. Basically its a mobile, ranged AA unit that can be used early on. When you get the lair and then burrow, it burrows its head into the ground (see? tick) and then it acts as a long range siege unit. No splash of course, but it can sit behind roaches and other units and hit enemies. It wont do phenomenal siege damage, but enough. I dont think it'll have any damage bonuses to any kind of armor, its mostly just a support unit. This way in transit the zerg wont just lose air control and in a siege situation they have a little bit of backup. It would be neither as good as a designated AA or a designated siege.
ballasdontcry
Profile Joined January 2011
Canada595 Posts
Last Edited: 2011-10-13 22:39:33
October 13 2011 22:36 GMT
#1737
On October 14 2011 07:34 klondikespy wrote:
Here's what I'm hoping for

It's called a "Tick"

Its 1.5, like the roach and comes with the roach warren. Basically its a mobile, ranged AA unit that can be used early on. When you get the lair and then burrow, it burrows its head into the ground (see? tick) and then it acts as a long range siege unit. No splash of course, but it can sit behind roaches and other units and hit enemies. It wont do phenomenal siege damage, but enough. I dont think it'll have any damage bonuses to any kind of armor, its mostly just a support unit. This way in transit the zerg wont just lose air control and in a siege situation they have a little bit of backup. It would be neither as good as a designated AA or a designated siege.

And if this "Tick" is an AA unit, then what reason does anyone have to make hydras anymore? They're just for window dressing?

What makes the most sense would be to put hydras T1 (nerf dps, but increase speed) because it's just way underutilized where it is right now in the tech tree, not to mention the unit sucks. Move roaches to T2 and make roach the pre-evolution to whatever this thing is. But of course Blizzard doesn't always do the most logical thing.
klondikespy
Profile Joined October 2011
2 Posts
October 13 2011 22:48 GMT
#1738
Hydras would still be the mid-end game dps and AA, and this would serve the roll early on. I primarily see them phased into long range artillery by the time hydras get out. Like I said, its kind of a middle of the road unit who is to be used depending on the situation.
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
October 13 2011 22:55 GMT
#1739
hydra range +1 or +2 would have fixed the current, zerg has 0 siege until the very late game situation , at least till hots comes...
Change a vote, and change the world
skrzmark
Profile Joined November 2010
United States1528 Posts
October 13 2011 23:03 GMT
#1740
Protoss needs a useful air unit. A unit that can only hit ground.
We got them GOM TvT's and them mlGG's
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