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On October 22 2011 05:38 Teoita wrote:Show nested quote +On October 22 2011 05:36 kcdc wrote: The new nexus abilities are a million times better than chronoboost. PvZ expansions will be super-easy with the arc shield. Recall will allow your slow units to leave your base in early game. Nobody will spend energy beyond the first few on chronoboost.
It's easy to see how the new abilities will be used in PvZ and PvP, but it's less clear how good they'll be in PvT. I'm not so sure. Not using chrono might end up costing you a lot of econ, so it will probably be about balancing between chrono on probes and tech, and shield/recalls.
You will probably chrono till about the time you take a 3rd than stop because by that point you will have about 55 probes so the need to get the rest fast is lessend. Plus when you get near 100 energy you can simply use a chrono. So its not really about not using chrono its about when you want to give up 3 chronos to hit 75 energy then you start using chrono again because hitting 100 energy is a waste.
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On October 22 2011 05:19 Warpish wrote: The Thor is good as it is. Why trade him for this ugly looking Goliath wannabe???? I am so happy about this change. The thor is such a stupid unit in my opinion. I don't like it at all, because it is one of the few units in the game, that you just cant micro. A-Move is the best thing you can do with thors in almost every situation. Things like stutter step doesn't work and positioning thors in battles is really easy. Good players make their units more effective, but I just don't see this happening with thors. It's boring to watch players use thors and it's boring to fight with or against thors. That's why I think this is a great change.
If Blizzard would have added the Goliath insteat of the Warhound, the players would whine about that, too. It doesn't matter.
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mhh imo the new maps dont look very good at all. Especially the metalopolis styled second map, looks like the attacker gets an advantage because of the weird architecture. Im excited for the units, terran sounds the least interesting but great additions to the zerg and protoss armies. The replicant thing will hopefully allow me to get medivacs for my protoss army. And the tempest maybe allows to punish a zerg for going muta. The zerg viper sounds too overpowered to me, it will probably become standard to get some for the detection alone, that will nullify alot of cloak play like nukes, banshees and dts, which were entertaining for the viewers. Dont like that ability and its permament too
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Was I the only one who saw an Ultralisk burrow, and then charge underground?
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So the Thor basically costs 3 mules and requires no gas other than the tech buildings to unlock it?
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United States7483 Posts
On October 22 2011 05:39 Treble557 wrote: 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 changes to it's hp/range/dmg/cost/etc???
Supposedly everything is the same but it also gets a move speed upgrade so it'll actually be really strong off-creep.
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i literally laughed the whole time during the unit previews, it was so funny and im looking much towards the hots. viper grabbed i rofl'd hard
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Oh shit.
Guys.
GUYS
I just realized the most important balance change HotS will have on Starcraft 2
Replicators are going to absolutely ruin team monobattles.
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Italy12246 Posts
On October 22 2011 05:39 Whitewing wrote:Show nested quote +On October 22 2011 05:38 Teoita wrote:On October 22 2011 05:36 kcdc wrote: The new nexus abilities are a million times better than chronoboost. PvZ expansions will be super-easy with the arc shield. Recall will allow your slow units to leave your base in early game. Nobody will spend energy beyond the first few on chronoboost.
It's easy to see how the new abilities will be used in PvZ and PvP, but it's less clear how good they'll be in PvT. I'm not so sure. Not using chrono might end up costing you a lot of econ, so it will probably be about balancing between chrono on probes and tech, and shield/recalls. Arc shield is supposed to be pretty weak.
It seems like arc shield's goal is help secure your nat though, so if it turns out to be too weak it can easily be tweaked.
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Holy shit, the second map has no rocks or gold bases, baby steps.
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My only worry is that we are finally seeing some evolved high level play in matchups, especially TvZ, and this will be a kind of a hard reset, I suspect the level of play will drop significantly until some time passes and builds get refined.
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On October 22 2011 05:36 mTw|NarutO wrote: I like that there's a defensive recall / retreat possibility for Protoss, but I feel it should COST MORE. In lategame Protoss is now able to dodge fights until they think its an engagement that favors them.
It also feels a bit like War3 , (portal back to main) ... and I don't really like that. Maybe the nexus should be destroyed after the recall, because as it is, Protoss will either recall away in the lategame or win the fight.
Bare in mind you can emp Nexus's...
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On October 22 2011 05:40 Candadar wrote: Was I the only one who saw an Ultralisk burrow, and then charge underground? Ultralisk can know charge doing 10(?) dmg
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On October 22 2011 05:36 msjakofsky wrote: also looking forward to zergs giving detect ability to a flock of mutas in zvp, they kill all observers in a fraction of a second and then 20 moving bane landmines kill a 200/200 ball
Banes are pretty rubbish v. protoss anyway, mostly because toss units tend to be large enough (stalkers and up) to minimize splash. Which is why baneling drops are the only vaguely effective method. They're decent v. zealots, though.
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So...appartently in the Browder interview, he gave the range on Replicants.
Its LOS.
Yes, seriously. If you can see it, you can replicate it, provided its not massive.
Now THAT could actually be useful. It still costs 200/200, but for specific cost effective combos, or nabbing units like spellcasters, it could be awesome. Protoss effectively have 200/200 Infestors now.
Also goddamn do I want the Oracle now. What a crazy potent combination of powers. Shutting down static defense is boss, especially because you can pair it with other Stargate units, which means getting a turret or spore or two will NOT protect you from Stargate play.
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On October 22 2011 05:31 Apoo wrote: The Zerg units are great and a perfect addition to the race.
The Protoss units look weird and got even more weird abilties, not a fan of it.
The Terran units got a nice concept behind themself, but the design is just very bad.
So true! Except that I don't like the new terran unit either. That which resembles an automaton... The design of the new units overall are a sing, at least for me, that HotS is not nearly completion, sadly...
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On October 22 2011 05:39 syllogism wrote:Show nested quote +On October 22 2011 05:36 mTw|NarutO wrote: I like that there's a defensive recall / retreat possibility for Protoss, but I feel it should COST MORE. In lategame Protoss is now able to dodge fights until they think its an engagement that favors them.
It also feels a bit like War3 , (portal back to main) ... and I don't really like that. Maybe the nexus should be destroyed after the recall, because as it is, Protoss will either recall away in the lategame or win the fight. Well you don't know for instance what kind of radius the recall has
Thats true, its just an assumption. If it is as it is now, its a very powerful spell. KiWiKaKi vs Stephano or Socke vs DIMAGA show the real power of recalls. And again, only assumption. I'm not going to call anything bullshit, overpowered or sorts of it because I've not played it and it will take time to figure out how to play HOTS
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got a few questions for the people that know the answers.
what is the RANGE of "the host" unit? in the trailer it looks like a ground based broodlord with a range of 3.... anyone know the maximum range on it?
im hoping its like the same range of broodlords with an upgrade or something. other then that the new units look great. viper seems to be a flying defiler :33333
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The new Nexus ability to Mass Recall for 75 energy is absolutely ridiculous. There had better be some kind of drawback to using it or else it will be way too good allowing for Protoss to basically cover up any mistakes they make with their units, engage and positioning in the mid and late game. We shouldn't make the game -more- forgiving in this aspect, at least not to this degree.
Also, it makes counterattacking a Protoss base nearly impossible and to be honest, there are many situations where it's a necessity just due to the fact that you're behind and the Protoss army would obliterate you in a head to head. A counter attack is the only way to potentially get back into the game but this ability would basically let the Protoss attack into your base, take some stuff out and as soon as they realize you are counter attacking, warp back to their base, defend your counter, then repeat all over again setting you further and further back without sustaining any real losses.
I really hope this ability gets removed or nerfed before the game gets released...
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