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New HotS Units/Abilities in Blizzcon - Page 145

Forum Index > SC2 General
Post a Reply
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Iatrik
Profile Joined August 2010
Germany159 Posts
October 21 2011 20:06 GMT
#2881
Is the replicant a gateway or robotics unit?
Feed me more
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
October 21 2011 20:06 GMT
#2882
I seriously dont understand how people are dissapointed with these changes, almost every change will make unit control more important and will increase the skill cap (e.g. using warp prisms to have replicators copy siege tanks then warp them back into your base), honestly there will be so many more combinations of things you can do it will be pretty amazing, and the best players will show some awesome play.

Terran seems to have got the worse end of the changes, at least in terms of observer excitement.
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
NEXUS6
Profile Joined July 2011
United States413 Posts
October 21 2011 20:06 GMT
#2883
I am very excited.
Grummler
Profile Joined May 2010
Germany743 Posts
October 21 2011 20:06 GMT
#2884
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.


Terran gets firebats, goliaths and a bigger version of the spidermine. Sounds very BWesque to me^^.
workers, supply, money, workers, supply, money, workers, ...
ovion
Profile Joined September 2010
United Kingdom74 Posts
October 21 2011 20:06 GMT
#2885
On October 22 2011 05:04 Asheshino wrote:
Show nested quote +
On October 22 2011 04:58 TheKefka wrote:
Nexus mass recall for 75 energy confirmed.


Is a default spell or you need a building to unlock it?

There was a pic of the ability button and it was grayed out so I'm assuming you need to unlock it. When it says the units can't "move" for a few seconds - wonder if that means attack as well...
DizzyDrone
Profile Joined August 2010
Netherlands629 Posts
Last Edited: 2011-10-21 20:13:26
October 21 2011 20:06 GMT
#2886
Looks like they still don't know what to do with the Corruptor, that ability doesn't fit it's role at all. The Mothership showed that a unique unit (in this case Odin) simply doesn't work in Starcraft 2.

That said, I think most of the new units they are adding are awesome. Viper and Swarm Host fit really well with what Zerg needs at the moment (and let's be fair, the Viper just looks awesome). Unlike most I think transforming Helions are great, as they give Terran a unit that can take a hit other then the Marauder. This will definitely boost the heavy Marine Helion style we've seen SlayerS Terran use. I think the anti-mechanical nature of the Warhound makes this unit more interesting then most people give it credit for. I'm not that much a fan of the Tempest, as I think this will give Protoss too many AOE units. If anything it's a decent replacement for the underused Carrier and Mothership though. The Oracle looks like it'll be an amazing scout / harrasser, I can already imagine a group of these in combination with Phoenixes completely messing up an opponent's economy. The Replicator worries me a bit, but if they work out the balance between cost and what units it can and can't control it should be an interesting addition.
0neder
Profile Joined July 2009
United States3733 Posts
October 21 2011 20:06 GMT
#2887
On October 22 2011 05:05 Xadar wrote:
thor change seems plain retarded, some changes seem to be ok though

Yeah, they just don't want to let go. Meh, I hope it gets axed completely when noone uses it. Thor shouldn't be the new mothership.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-10-21 20:08:07
October 21 2011 20:06 GMT
#2888
On October 22 2011 05:03 SynthFae wrote:
Show nested quote +
On October 22 2011 04:59 cz wrote:
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.


I think it's to make mech more playable, consider:

You've got your tanks sieged and you are holding the position. Enemy zerg/protoss is coming to attack and break your siege line: having your hellions do AoE cone instead of a line, and having them be more durable to provide a shield for your tanks will do freaking wonders vs. lings and chargelots. Mech just got a lot stronger with this I think, especially with the new goliaths in place of thors.

The hellions can harass in their normal form using their speed, but when it's time for the big fight, having them soak more damage and fire in cones is amazing vs. the ground units that are best for surrounding and killing tanks I.E. lings and chargelots.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Gollomor
Profile Joined June 2011
Austria51 Posts
October 21 2011 20:06 GMT
#2889
On October 22 2011 05:06 Iatrik wrote:
Is the replicant a gateway or robotics unit?



i dont know but i wanna know it too =(
We are the Blades of Aiur
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
October 21 2011 20:06 GMT
#2890
im on the fence bout many things. Burrowed MOVING banelings though is ridiculously overpowered. That shit better not make it in. Burrowed Bling landmines can already completely wreck a terran army, now they fucking move?
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
msjakofsky
Profile Joined June 2011
1169 Posts
October 21 2011 20:07 GMT
#2891
well keep in mind guys that we don't know the numbers yet so we can't really decide which one will be overpowered, but on first glance protoss units seem awesome but not over the top, zerg stuff seems cool but a bit ridiculous, terran changes seem uninteresting.

the first vision i had is pulling away all the observers/ravens with viper and /lol at the army with 30 burrowed banelings that decimate everything like a baneling drop without the possibility to shoot the overlords.
Conquistador
Profile Joined September 2011
United States40 Posts
October 21 2011 20:07 GMT
#2892
Alright, from what I can tell I kind of like where Blizzard is going with some of these units, but I can tell that there are a few things that are going to be either nerfed or removed with the new units.

Terran Units:
Thor Change: Highly doubt that it'll be used any more if this change occurs, due to the insane amount of investment involved in getting it (Starport+Fusion Core+600 min). It'll basically become like the Mothership imo.

Warhounds: New thors. Don't know enough yet to make a call.

Battle Hellion: Hellions are getting massed a LOT more in HoTS. SlayerS is probably doing backflips right now. Could see TvZ descend into more hellion tank wars or bio ball w/ battle hellion support.

Shredder: So Terran gets the Lurker? Still, it'll be nice to deny attack routes for lings in TvZ or flanks in TvP.

Protoss Units:
Carrier & Mothership Removal: Saw carriers going but I felt that Motherships were getting used more often in PvZ. Still kind of depressing...

Tempest: There is serious potential here. However, I think that this guy ought to have the ground attack be an AoE or at least have monster splash, since the VR already handles single targets well. Would make dealing with marines/hydras a lot easier to handle.

Replicant: This unit might be a lot of fun if handled correctly. If it only works on opposing units, it will most likely suck since they probably are going to get sniped easily unless they have monster range. However, if they work on friendly units and are made from the gateway, I can EASILY see replicants used as fast response units, i.e. be able to warp in and quickly clone units in response to whatever your opponent has. Odds are it'd be WAY imbalanced but it would be fun.

Oracle: Cool idea but odds are ineffective in practice. Simply blocking mining is only going to stall for a second until the bubbles get popped. Not fully effective harassment. However, if it can also detect units it would give toss more reasons to go down the Stargate tech path.

Zerg Units:
Viper: Well, it's a flying defiler. Or is it a zerg raven? Well as long as this unit can detect and deny ranged attacks (remind anyone of PDD?), this is going to be crazy and could start zerg 1/1/1 esque builds. However, as for the "GET OVER HERE!" ability, sorry Zerg that's going to go odds are, or at least not work against massive. Combined with infestors and the other abilities, it would be highly difficult for toss to have any hope to counter unless you can be deadly accurate with Feedback.

Swarm Host: I'll be honest, I kind of like this guy. Gives Zerg a sort of siege unit to combat Terran tanks lines. However, it depends on how powerful the units spawned in are and how many HP they start with though.
Shut up and play the game!
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
October 21 2011 20:07 GMT
#2893
On October 22 2011 05:04 Alpina wrote:
Show nested quote +
On October 22 2011 05:02 onmach wrote:
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.


Yep, and only 75 energy it's nothing. Toss can go to opponent's expansion snipe it fast and recall to safety. I imagine chrono boost going to be used like in first 7 minutes into the game and then only mass recall..


With all the new spells, one might build additional nexuses like macro hatches to have additional energy for the spells available.
MenSol[ZerO]
Profile Joined January 2010
Canada1134 Posts
October 21 2011 20:07 GMT
#2894
On October 22 2011 05:06 Grummler wrote:
Show nested quote +
On October 22 2011 04:56 HowardRoark wrote:
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.


Terran gets firebats, goliaths and a bigger version of the spidermine. Sounds very BWesque to me^^.


lol yea but this goliath is pretty pathetic to be honest
Prime/MarineKing!!! www.twitter.com/DayTripperSC
Deleted User 26513
Profile Joined February 2007
2376 Posts
October 21 2011 20:07 GMT
#2895
Most of the units look too gimmicky to me. Maybe Blizzard have nice ideas but will it work for competitive play ? If you ask me these units will make the game too complicated for an e-sport. It will be no surprise if some of the "new units" or their abilities don't go live.
IAttackYou
Profile Joined August 2010
United States330 Posts
October 21 2011 20:07 GMT
#2896
On October 22 2011 04:47 Cain0 wrote:
Show nested quote +
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.


Yes, its because us protoss are that bad that we can't use anything else, when we were the ones who "USED" practically every unit while terran went mmm, and zerg went roach hydra corrupters...
I'm not a nub, I'm gosu of tomorrow
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
October 21 2011 20:07 GMT
#2897
On October 22 2011 05:06 PlaGuE_R wrote:
im on the fence bout many things. Burrowed MOVING banelings though is ridiculously overpowered. That shit better not make it in. Burrowed Bling landmines can already completely wreck a terran army, now they fucking move?


So we can't punish you for not having a detector with your army?
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Treva
Profile Blog Joined June 2010
United States533 Posts
October 21 2011 20:07 GMT
#2898
Feel like the balancing for this game is going to turn into WoW where we will never see anything close to an equilibrium and instead just keep getting patches every 4 months when the meta game shifts happen.
Live it up.
BoomNasty
Profile Joined June 2011
United States265 Posts
October 21 2011 20:07 GMT
#2899
how is it that the carrier and mothership are gone and the marauder is still in the game??
I like..
RoyalFlush
Profile Joined July 2010
Canada109 Posts
October 21 2011 20:08 GMT
#2900
OMG OMG OMG
"hydra movement increased"
New lurker, flying defiler/scorpio
This is the happiest day of my life
You called down the thunder?
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