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New HotS Units/Abilities in Blizzcon - Page 148

Forum Index > SC2 General
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Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2011-10-21 20:15:40
October 21 2011 20:13 GMT
#2941
Once again Blizzard misses the point entirely. I'm hoping there will be more changes to the core "macro" mechanics more than anything. I'm not saying that there is somehow an imbalance between chrono/inject,mules and warp-in, more that they encourage all-in play and force blizzard to intentionally weaken certain early tier units at the cost of their usefulness in lategame.

Also, give zerg a 1 supply unit again in tier 1.5 plz? I'm not a huge fan of the roach (I think it's HP is way too high for a Zerg unit), but even a nerf/sidegrade to its stats and changing it to 1 supply would be fine.
deanx
Profile Joined April 2010
United States78 Posts
October 21 2011 20:13 GMT
#2942
On October 22 2011 05:08 Roynalf wrote:
I can imagine seeing proxy nexuses just to mass recall forces straight outside of the enemy base



they have that already, it's called a proxy pylon
emc
Profile Joined September 2010
United States3088 Posts
October 21 2011 20:13 GMT
#2943
I'm worried that swarm host will suck ass, why not just bring the lurker back? Why spawn units? you know what spawning units means!? means they can be kited
Kelethius
Profile Joined May 2010
Canada187 Posts
October 21 2011 20:13 GMT
#2944
On October 22 2011 05:13 ducis wrote:
Show nested quote +
On October 22 2011 05:02 pezit wrote:
Starcraft 2 is starting to look like a C&C game, so much silly and so little of what made SC:BW amazing.


i agree completely. its sad/scary to see

simansh
Profile Blog Joined June 2011
257 Posts
October 21 2011 20:14 GMT
#2945
On October 22 2011 05:11 Dectilon wrote:
The game is almost starting to feel a bit RA2:ish now. Not necessarily a bad thing, but I think it'll be much harder to balance from here on.


yeah I kind of have this feeling too. There's a lot of abilities now and if they want every single one to be used.... it's almost impossible to make it fun or fair across the races.
#1 Zenex Line fan!
Sennin
Profile Joined July 2011
Belgium50 Posts
October 21 2011 20:14 GMT
#2946
That shredder terran thing seems to be something you want to drop in an enemy worker line (or is it a building?).
SnowK
Profile Joined June 2011
United States245 Posts
October 21 2011 20:14 GMT
#2947
Replicant

Built from: Robotics Facility
Cost: 200/200


Ouch. That's not going to get used too much.

From: http://www.majorleaguegaming.com/news/hots-multiplayer-protoss-first-impression/
"Its like someone went 'What does protoss need.... I know, more ways to be an obnoxious cunt'" - Liquid`Jinro
skeldark
Profile Joined April 2010
Germany2223 Posts
October 21 2011 20:14 GMT
#2948
Thors are 600 minerals now and require a fusion core. Theyve got the aoe ability from single player.You can only have 1 thor at a time now,.a la mothership


Who plays WOL after HOT release with me?
Save gaming: kill esport
Kelethius
Profile Joined May 2010
Canada187 Posts
October 21 2011 20:14 GMT
#2949
On October 22 2011 05:13 deanx wrote:
Show nested quote +
On October 22 2011 05:08 Roynalf wrote:
I can imagine seeing proxy nexuses just to mass recall forces straight outside of the enemy base



they have that already, it's called a proxy pylon

LOL truth
Lunares
Profile Joined May 2010
United States909 Posts
October 21 2011 20:14 GMT
#2950
On October 22 2011 05:13 Whitewing wrote:
Show nested quote +
On October 22 2011 05:10 dezi wrote:
What i don't like about the Swarm Host: again a Broodling style attack - i hate such dumb units that just hinder movement and it's just harder to balance this right (HP of those and damage) than a flat attack like the Lurker did. If those spawns are to weak they'll just die to Rines in a Bunker. If they are to beavy ... well ... a Lurker just did its damage stated on its attack - easy to understand. Didn't they wanted to make SC2 more understandable for the Viewer?

Anyway - i don't actually know if those spawns actually can be attack or how they behave - but i can image Links blocked by those too - so could end up working against oneself.


I actually think it's an incredibly awesome unit that really fits with the zerg swarm flavor, while also providing space control. From what I've read, they spawn units at an ever increasing rate the longer they are burrowed, until they reach the maximum, so once they hit max, having a few in one spot is going to have a pretty strong short duration army that can't go very far. But the units they spawn as hard as zealots, so they're useful. If they aren't dealt with soon I can see them annihilating defensive lines, and they sound really good for protecting a specific location as well.


We need to know more about how the spawning works. Is it on all the time? Can you rally these like you would a building? How long do the locusts last? Etc.
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
Last Edited: 2011-10-21 20:14:40
October 21 2011 20:14 GMT
#2951
If moving burrowed banes need hive tech then there is more than enough time to get the detection needed. It still seems like it'd be too powerful...but if it's obviously broken it'll get pulled sooner or later, so I'm not worried.
Mascherano
Profile Blog Joined November 2005
Argentina1726 Posts
October 21 2011 20:14 GMT
#2952
On October 22 2011 05:12 SnowK wrote:
Show nested quote +
On October 22 2011 05:10 Mascherano wrote:
I can't believe they took out the Carrier. Hey Blizz, remember Tassadar? The ballsiest Protoss hero? Remember when he crashed a fucking carrier into the Overmind to help save Aiur?
shit.

/nerd_rage


So your argument for keeping carriers in is that they're a good way to kill yourself?

:p


It's an iconic unit from the lore of the Starcraft Universe.
Bisu
wildstyle1337
Profile Joined September 2011
Poland514 Posts
October 21 2011 20:14 GMT
#2953
On October 22 2011 05:10 Mascherano wrote:
I can't believe they took out the Carrier. Hey Blizz, remember Tassadar? The ballsiest Protoss hero? Remember when he crashed a fucking carrier into the Overmind to help save Aiur?
shit.

/nerd_rage


they are destroying old good star craft
MasterFischer
Profile Joined August 2009
Denmark836 Posts
October 21 2011 20:14 GMT
#2954
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



O______________________________O
WHO is this who speaks to me as though I needed his advice?
Roynalf
Profile Joined August 2011
Finland886 Posts
October 21 2011 20:14 GMT
#2955
On October 22 2011 05:13 Armada Vega wrote:
Blizzard needs to stop making every terran unit a transformer, makes terran feel like a fucking cartoon. The warhound looks like something from Banjoo Kazooie from the n64. This is a joke right? Battlehelion? wtf man. I swear the art team for terran is having an identity crysis, theres no consistency with the art style and atmosphere for terran units. Each unit feels like it comes from a different video game or tv show.

Its tactical way reduce ammount of Terran players at Code S with out nerfing the race
(V) (;,,;) (V) Woopwoopwoopwoop
0neder
Profile Joined July 2009
United States3733 Posts
October 21 2011 20:14 GMT
#2956
On October 22 2011 05:07 MonkSEA wrote:
Show nested quote +
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?

Seriously. If they're not going to nerf detection especially terran) then they might as well make more covert stuff.
Dommk
Profile Joined May 2010
Australia4865 Posts
October 21 2011 20:15 GMT
#2957
On October 22 2011 05:10 Mascherano wrote:
I can't believe they took out the Carrier. Hey Blizz, remember Tassadar? The ballsiest Protoss hero? Remember when he crashed a fucking carrier into the Overmind to help save Aiur?
shit.

/nerd_rage

Well maybe if the Carrier didn't suck Tassadar could have used it to kill the overmind without having to go all kamikaze on it :p
Roe
Profile Blog Joined June 2010
Canada6002 Posts
October 21 2011 20:15 GMT
#2958
On October 22 2011 05:13 Kelethius wrote:
Show nested quote +
On October 22 2011 05:13 ducis wrote:
On October 22 2011 05:02 pezit wrote:
Starcraft 2 is starting to look like a C&C game, so much silly and so little of what made SC:BW amazing.


i agree completely. its sad/scary to see


if that's true then they should go back to 90s algorithms and make up campaign units and randomly hope (after some patches) that it makes a decent game
DizzyDrone
Profile Joined August 2010
Netherlands629 Posts
October 21 2011 20:15 GMT
#2959
On October 22 2011 05:13 emc wrote:
I'm worried that swarm host will suck ass, why not just bring the lurker back? Why spawn units? you know what spawning units means!? means they can be kited


If they are as fast as the Broodlings from Broodlords they will do damage, even if the opponent is trying to kite them.
ALPINA
Profile Joined May 2010
3791 Posts
October 21 2011 20:15 GMT
#2960
On October 22 2011 05:13 Whitewing wrote:
Show nested quote +
On October 22 2011 05:10 dezi wrote:
What i don't like about the Swarm Host: again a Broodling style attack - i hate such dumb units that just hinder movement and it's just harder to balance this right (HP of those and damage) than a flat attack like the Lurker did. If those spawns are to weak they'll just die to Rines in a Bunker. If they are to beavy ... well ... a Lurker just did its damage stated on its attack - easy to understand. Didn't they wanted to make SC2 more understandable for the Viewer?

Anyway - i don't actually know if those spawns actually can be attack or how they behave - but i can image Links blocked by those too - so could end up working against oneself.


I actually think it's an incredibly awesome unit that really fits with the zerg swarm flavor, while also providing space control. From what I've read, they spawn units at an ever increasing rate the longer they are burrowed, until they reach the maximum, so once they hit max, having a few in one spot is going to have a pretty strong short duration army that can't go very far. But the units they spawn as hard as zealots, so they're useful. If they aren't dealt with soon I can see them annihilating defensive lines, and they sound really good for protecting a specific location as well.


You know they deal 16 damage but I really really doubt they are gonna be as strong as zealots. Probably very low hp / no armor.
You should never underestimate the predictability of stupidity
Prev 1 146 147 148 149 150 378 Next
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