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Active: 1605 users

New HotS Units/Abilities in Blizzcon - Page 143

Forum Index > SC2 General
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ovion
Profile Joined September 2010
United Kingdom74 Posts
October 21 2011 20:02 GMT
#2841
On October 22 2011 04:56 Eppa! wrote:
Show nested quote +
On October 22 2011 04:52 syllogism wrote:
Courtesy to playxp (translation via reddit)

Oracle can warp buildings away to stop attacks on your own structures, or stop research for enemy structures
Oracle can see research or production of enemy structures
Replicant can transform into non massive units
Mass recall now available on Nexus
Recalled units are unable to move for a few seconds
Warhound is good at killing siege tanks, but has a short range
You can only have ONE THOR ON THE FIELD AT A TIME, but it becomes BIG AGAIN LIKE IN ALPHA/BETA
Thor attack and health increased
Instead of air attack, Thor gets a massive bombardment skill
Bombardment requires a skill similar to siege mode, this requires a fusioncore and an armory
Battle Hellion has higher health and shorter range
Ghost cloak changed and now spends a specific amount of energy, lasting for a certain period of time
Ghost cloak is no longer an on/off skill
Battlecruiser gets a cooldown skill called "limit reactor"(?) that boosts movement speed
Reaper loses d8 charge attack
Reaper gains a HP recovery skill
Viper inserts parasite into friendly units to make them detectors
Corruptor loses corrupt and gets a new skill called "absorb"(?) that damages enemy structures and turns them into resources
Banelings can move burrowed
Hydralisks gain a speed upgrade
No more overseers

http://www.reddit.com/r/starcraft/comments/lka02/lots_of_more_hots_changes_from_the_korean_press/

"warp buildings away" is probably like a temporary cloak for the building

Stasis maybe? There was some kind of icy stasis in trailer.

Pretty sure that was a singleplayer map/mission feature that was previewed at some point. It probably just the opposite of warping buildings in - they get removed from the map for a set duration.
AutomatonOmega
Profile Joined February 2011
United States706 Posts
October 21 2011 20:02 GMT
#2842
On October 22 2011 04:56 T3tra wrote:
Show nested quote +
On October 22 2011 04:55 cz wrote:
Argggh, lowering the range of the Battle Hellion makes it feel useless. I still think normal Hellions are easier to keep from dying just due to their mobility. HP is nice and all but at the pro level mobility > hp because micro is so good. I can't see Battle Hellions being used much at all, except for maybe in a heavy hellion harass into all-in attack with say marines and battle hellions.

Hellion mode for harass and micro, Firebat mode for bio support like in BW imo.

Firebat mode also to fill the infantry niche in mech play.
Mortal
Profile Blog Joined November 2010
2943 Posts
October 21 2011 20:02 GMT
#2843
On October 22 2011 05:01 Kolvacs wrote:
Is anyone else... scared of HoTS?
I don't mean afraid to play it, but afraid the the changes?


strangely enough i agree w/ this. not too sure if i'll enjoy the game being a clusterfuck for another year or so
The universe created an audience for itself.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 21 2011 20:02 GMT
#2844
On October 22 2011 04:58 awesomoecalypse wrote:
so, powerful combos for replication:

Fungal Growth + Storm (or Colossus) A FG+Storm deals 110 undodgable damage (120 vs. armored) which is pretty insane.
SCV repair + Protoss mech units. This is HUGE. Park some SCVs with your Colossi and watch them never die, or recall a badly damaged gateway-robo army and repair them up before attacking again.
Immortal+Siege Tank. The most unbreakable mech line ever vs. anything on the ground.

If it works on air units, which we dont have confirmation of, you also have
Medivac+Chargelots, which would be crazy potent
PDD+ Guardian shield, aka I am now immune to ranged armies


Okay: it can't turn into massive units, so no colossus. There's no guarantee it gets the energy of a caster that it copies, so it might not be able to do that fungal growth shenanigan. The SCV repair maybe, but it's probably horrifically cost ineffective to do especially since your replicator will have 45 hp. Siege tanks would be a good choice though, I agree with that.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Nighthawks28
Profile Joined June 2011
United States232 Posts
October 21 2011 20:02 GMT
#2845
Hey TC
can you organize the changes. Like listing all the race changes separately. It would be easier to read
Kamikiri
Profile Joined October 2010
United States1319 Posts
October 21 2011 20:02 GMT
#2846
Oh my god im so fucking excited! this looks great!
lowercase
Profile Joined September 2010
Canada1047 Posts
October 21 2011 20:02 GMT
#2847
On October 22 2011 04:56 HowardRoark wrote:
Show nested quote +
On October 22 2011 04:47 Cain0 wrote:
On October 22 2011 04:41 EnderCraft wrote:
On October 22 2011 04:38 XRaDiiX wrote:
On October 22 2011 04:35 Novalisk wrote:
I hope the viper pull gets removed/changed, it looks really awkward.


Yeah it is really awkward but i'm going to love yanking those Colossus out of Protoss Death Balls :D

Well... Look at the old Neural Parasite. Instead of keeping them out of the battle you just grab them and kill them . Colossus are already a unit that needs to be babysat constantly... It is VERY easy to get a colossus killed if it gets anywhere near the main Zerg army. This just makes the colossus kind of useless don't ya think?


Good, the collossus is a catastrophy in game design and the reason that protoss meta game hasnt developed, fuck that unit.

I agree wholeheartedly, it must go in HotS. Also, have anyone seen a pattern in the voting? Majority love the Zerg units which is basically BW all over again, while new non BW units for Terran and Protoss gets dislike.


BW introduced DTs and corsairs for Toss, which were game changing, as well as medics and valkyries. Admittedly valkyries weren't amazing, but medics were great.
That is not dead which can eternal lie...
onmach
Profile Blog Joined March 2009
United States1241 Posts
October 21 2011 20:02 GMT
#2848
Nexus mass recall is such a horrendous idea. It is bad enough that he can warp in an entire round of units right when he needs it, now you finally get him out of position and oops, his bad macro means he can just recall everything and rofl stomp your attack.
imyzhang
Profile Blog Joined March 2010
Canada809 Posts
October 21 2011 20:02 GMT
#2849
yay for hotter looking kerrigan.

that's all i wanted to say.
bleh
KoBlades
Profile Joined April 2011
Austria248 Posts
October 21 2011 20:02 GMT
#2850
this is so awesome, so many new tactics wow
"What do you know about fear?" -"Everything."
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 21 2011 20:03 GMT
#2851
Zerg changes are good. Terran changes are fine; they're underwhelming, but Terran was already so well-rounded. Nexus spells are great, but otherwise, Protoss changes look useless. If you can replicants aren't too expensive and they can be used on your own units, then great, I'll make cheaper immortals and void rays. Tempest looks straight up bad. I guess you'll get them on 2 bases against mutas, but by that time, you'll have already lost because Z will be on 5 bases. And oracle? Really Blizzard? Protoss can't kill workers for crap, so you give them another stargate unit that can't kill workers....or anything else? If we want to harass, we can already make phoenixes or void rays, but the problem is that stargate tech is expensive and doesn't have a follow-up. Give us something earlier and in a more useful tech path. Honestly, I could seem myself making 1 oracle against Z after my safety void ray, but without a way to defend against marines, it'll be utterly useless against T.
Treva
Profile Blog Joined June 2010
United States533 Posts
October 21 2011 20:03 GMT
#2852
On October 22 2011 05:01 whoopadeedoo wrote:
Does anyone else feel like we're playing Warcraft 4 now instead of Starcraft 2?


Omg yes. Waiting for LOTV where units can level up...
Live it up.
positron.
Profile Joined May 2010
634 Posts
October 21 2011 20:03 GMT
#2853
WTF? Bling can move while burrow? The new units of Terran are all stupid with no good abilities.
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-21 20:03:35
October 21 2011 20:03 GMT
#2854
On October 22 2011 04:59 RotterdaM wrote:
Haha so pumpedddddddd man that zerg unit ;D Its scorpion of mortal kombat! :D


Yes Rotterdam!

Muta's are gonna run wild against Terran now!

Instead of air attack, Thor gets a massive bombardment skill

I think the Mechanical Goliath Terran Unit will have an Anti-Air AOE Attack but a Weaker one than the Thors not sure..
Never GG MKP | IdrA
Treble557
Profile Joined August 2010
United States221 Posts
October 21 2011 20:03 GMT
#2855
Can someone please give us the exact details on the Hydralisk in HoTS? Is it still T2? Is it still Light? Is it the same cost? Does it morph into anything?

All we've heard on it is that it has a speed upgrade so far.

Also, the marine. Any chances to it's hp/range/dmg/cost/etc???
Cosmology
Profile Joined September 2011
Canada360 Posts
October 21 2011 20:03 GMT
#2856
All the stupid negative comments make me laugh, all these units are reminiscient of BW and very cool
Somewhere, something amazing is waiting to be known.
Roe
Profile Blog Joined June 2010
Canada6002 Posts
October 21 2011 20:03 GMT
#2857
what.....is with............this music
sekalf
Profile Joined June 2010
Sweden522 Posts
October 21 2011 20:03 GMT
#2858
Looks like its time to re-learn the game.
SynthFae
Profile Joined August 2011
Poland26 Posts
October 21 2011 20:03 GMT
#2859
On October 22 2011 04:59 cz wrote:
Show nested quote +
On October 22 2011 04:56 T3tra wrote:
On October 22 2011 04:55 cz wrote:
Argggh, lowering the range of the Battle Hellion makes it feel useless. I still think normal Hellions are easier to keep from dying just due to their mobility. HP is nice and all but at the pro level mobility > hp because micro is so good. I can't see Battle Hellions being used much at all, except for maybe in a heavy hellion harass into all-in attack with say marines and battle hellions.

Hellion mode for harass and micro, Firebat mode for bio support like in BW imo.


Yeah but why even combine for bio support. Bio relies heavily on kiting and mobility too, so why not just keep hellion as normal hellion? Why research the transform or use it if you have it? It doesn't add damage, just makes your hellions into a landed-viking type thing that is honestly easier to kill and harder to wield into optimal firing position. For an all-in or something where you HAVE to push forward, it seems good, but most battles are kiting and maneuvering and speed counts more than hp.


Isn't the transformed Hellion supposed to shoot in cone rather than straight line tho? Which makes manoeuvring for optimal damage a bit easier, protecting bio a little better? Still, will have to see how it plays out, not really amazed by it, but until we actually get to test it out it's hard to comment. A lot depends on details.
Clafou
Profile Joined November 2010
Belgium921 Posts
October 21 2011 20:03 GMT
#2860
On October 22 2011 05:02 imyzhang wrote:
yay for hotter looking kerrigan.

that's all i wanted to say.



You sir, just won the thrad.
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