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Active: 517 users

New HotS Units/Abilities in Blizzcon - Page 176

Forum Index > SC2 General
Post a Reply
Prev 1 174 175 176 177 178 378 Next
Maxie
Profile Joined August 2010
Sweden2653 Posts
October 21 2011 21:30 GMT
#3501
Random crazy thought: Tempest vs several Colossi. Air aoe attack or single target air to ground attack?
zimz
Profile Blog Joined May 2008
United States510 Posts
October 21 2011 21:30 GMT
#3502
i wonder what the will change in the the last expansion.
zimz
Kaitlin
Profile Joined December 2010
United States2958 Posts
October 21 2011 21:30 GMT
#3503
When buildings fight back. Bye bye 6 pool !!!
HowardRoark
Profile Blog Joined February 2010
1146 Posts
October 21 2011 21:30 GMT
#3504
On October 22 2011 05:20 GGzerG wrote:
How are all of you commenting on how HotS is when NONE of you have even played it? Jeez man, this is just like before SC2 began, before you knock it, try it, because you really don't know what it will be like, so stop making assumptions.

But in WoL beta the warning bells started to chime early about how badly of a design Colossus was, but albeit every protest and warning sign Blizzard kept altering and patching, fixing and correcting without removing Colossus in early stages. People now keep saying: "Relax, badly designed stuff will be fixed before gold, just like WoL had units that did not live up to Bliz design standards". But to this day we have Colos left in the game that make any PvX a travesty for us esport spectators.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
October 21 2011 21:30 GMT
#3505
Can you still carry a super Thor in a medivac?
Molybdenum
Profile Blog Joined September 2009
United States358 Posts
October 21 2011 21:31 GMT
#3506
On October 22 2011 06:19 Bayyne wrote:
So I'm basically going to have to go Spire in order to have mobile detection out?


Protoss has to go robo to get mobile detection, and that's actually implemented and not a newly announced unit far from finalized.

I'm not too excited about much of this stuff. It seems like developers sat around saying "you know what would be sweet, THIS!" and didn't do much filtering.

Maybe it will come together better than it seems, but as they keep adding new units with strange abilities (copy a unit, pull a unit, block minerals, whatever the hell it is corruptors do with minerals) the less and less this game feels like StarCraft.
Crisco
Profile Joined March 2011
1170 Posts
October 21 2011 21:31 GMT
#3507
On October 22 2011 06:26 Paladia wrote:
Show nested quote +
On October 22 2011 06:12 Whitewing wrote:
On October 22 2011 06:09 On_Slaught wrote:
200/200 is a lot more than I was expecting the Replicator to cost... holy hell that is a lot for a unit which can only steal a single unit and which has very low hp apparently.

150/200 for the Oracle, and having it come from the Stargate instead of the robo, is nice imo. I like the cost, the abilities and the location so far.



It has to be more expensive then other units you can build, or else you can just spam them and copy your own units.

Could just make it so you can't copy your own units with it.

Not much point in having it being able to copy own units, as it creates balance problems if you can just use it to mass tech-switch all at once.

With the 200/200 cost and build time, there is almost nothing that is worth replicating. Even an SCV isn't worth it as you need such an investment, making a CC and a rax just to get mules, plus the replicator cost and time investment. And you lose out on the free nexus abilities you could have had instead.

It's not like the mind control was really used in BW, despite being permanent, removing the unit from your opponent as well as being reusable and usable on all types of units. So yeah, with 200/200, it will likely go down the Dark archon-route of rarely being used except for extreme late game.



It's better than mind control. You can convert it into anything within your vision. That means there's NO risk in attempting to duplicate that unit.

Secondly, I see several units I wouldn't mind stealing.
Terrans: Ghosts, Siege Tanks, Ravens, Medivacs.
Zergs: Infestors, any of the new Z units,
Glacial
Profile Joined February 2011
United Kingdom124 Posts
October 21 2011 21:31 GMT
#3508
On October 22 2011 06:25 Crisco wrote:
Show nested quote +
On October 22 2011 06:24 Glacial wrote:
On October 22 2011 06:11 roymarthyup wrote:
mutas are going to be dead and worthless against toss now


all nexus's get a free mothership over it . i used to rush motherships against zerg to counter muta. mutas strength is their mobility, and mass recall countered mutalisks nicely and allowed me to defend 4+ bases

however now against zerg every single nexus gets a free mothership.... every nexus can use mass recall holy crap mutas will be dead against protoss completely


Yeah, it looks like its going to give the Protoss some great mobility. But it means that if the Protoss player want to use it in that fashion then they are not going to be using many if ANY chronoboosts on unit/research production. Not only that, but say you see an army recalled on top of your mutalisks, what do you do? Fly away. The same as if you would when you encounter blink stalkers. Then what? That nexus has lost 75/100 energy and they can't recall to that base again for ages... I don't think it negates muta harrass, just changes the nature of it somewhat.


not exactly, it's been said that the recalled units can't attack for a few seconds. It should be plenty of time to get out when they recall.


And if that is the case, then it adds even more weighting to my point. Protoss will only be able to recall so many times before there is no energy and denying the use of that energy on production is a big deal.
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-21 21:32:08
October 21 2011 21:31 GMT
#3509
On October 22 2011 06:30 GGTesomas wrote:
Show nested quote +
On October 22 2011 06:21 XRaDiiX wrote:
On October 22 2011 06:19 Bayyne wrote:
So I'm basically going to have to go Spire in order to have mobile detection out?


That's what i was thinking as well. How are Zerg going to Move out of the Base When Protoss can have Dark Templars Before Spire Timing.

And Spire takes so long...

Right now i'm seeing Protoss going for DT rushes sniping the Spire and GG

This is actually pretty concerning. I'm sure Blizz wouldn't fuck Zerg like that though, not again


That's Very True this is an issue we should discuss in the Thread right now ....

"That's what i was thinking as well. How are Zerg going to Move out of the Base When Protoss can have Dark Templars Before Spire Timing.

And Spire takes so long...

Right now i'm seeing Protoss going for DT rushes sniping the Spire and GG"
Never GG MKP | IdrA
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
October 21 2011 21:31 GMT
#3510
On October 22 2011 06:25 On_Slaught wrote:
Show nested quote +
On October 22 2011 06:21 tehemperorer wrote:
On October 22 2011 06:18 XRaDiiX wrote:
Anyone Else see the Possibilities here with the Replicant Lol you can Turn them into MULES

And Mass Recall them to Your NEXUS!

You must understand this protoss you now have Mules!

It would probably be easier to make a bunch of replicants, a robo and a stargate, and make 1 immo and 1 void ray. Have the replicants replicate either of the two, then just attack with a mass of them and not allow opponent to react

EDIT: Scratch that, didn't know they were really expensive. In that case, replicate a ghost.


Even at cost, they would def help a protoss with a tech switch out of robo (except into tempest). If you're willing to pay a little extra, protoss can be pumping replicants while waiting for his templar or stargate tech to finish. As soon as the tech is finished and a single unit (like a HT or VR) is done, have them all replicate that and you'll have that tech switch done significantly faster than otherwise.


At 200 gas you'll hardly be pumping anything.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Toudeleski
Profile Joined August 2011
United States66 Posts
Last Edited: 2011-10-21 21:32:15
October 21 2011 21:32 GMT
#3511
On October 22 2011 06:30 Willzzz wrote:
Can you still carry a super Thor in a medivac?


Now you need three medivacs to carry your UltraThor
glhf
ePdeLay
Profile Blog Joined July 2011
Australia220 Posts
October 21 2011 21:32 GMT
#3512
corsair is bek :D
zeOllie
Profile Blog Joined May 2011
Australia486 Posts
October 21 2011 21:32 GMT
#3513
Wait a second. Where's the other zerg unit, the one here?http://www.teamliquid.net/forum/viewmessage.php?topic_id=274047

I'm confuzzled O.o

When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-10-21 21:33:07
October 21 2011 21:32 GMT
#3514
with overseers being removed i am seriously worried about zerg scouting and early detection.... spire takes FOREVER to build so cloaked banshees and DT plays would be that much more stronger. scouting will also be a issue since overseers were mainly a scouting unit. i dont need to explain how and why scouting is so important in SC2.

by them removing the overseer and putting detection on this spire tech unit that is actually a pretty severe nerf for zerg detection. not only that but u have to spend energy to parasite a unit for it to detect? i dont like that idea at all. they mind as well keep the overseer or replace it with something other then viper for scouting and detection.

also can anyway tell me the stats on "the host" unit? what is the atk range and HP on it? spawning 2 units every 15 seconds dont sound all that great if those 2 units will die before they even reach the target by tank fire/marines...... do they do impact damage similiar to broodlords? do the units they spawn have high HP or is it 35-45 HP like broodlings?
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
October 21 2011 21:32 GMT
#3515
Does anyone know whether the Nexus ability is MASS recall, like the Mothership, or just Recall a la the Arbiter in BW?
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
October 21 2011 21:33 GMT
#3516
On October 22 2011 06:12 Crisco wrote:
Show nested quote +
On October 22 2011 06:11 forsooth wrote:
On October 22 2011 05:50 0neder wrote:
On October 22 2011 05:49 forsooth wrote:
If Blizzard thought blue flame needed to be nerfed, why would they even consider burrow move banelings? Mineral lines will cease to exist when Zerg is in a game.

Scanner sweep is ridiculously huge in SC2. The least they can do it they don't nerf it is to buff burrowed stuff.

Scanner sweep? Please tell me you're joking. We're talking about a tier 1 unit that has the ability to instantly annihilate any mineral line, anywhere on the map, at any time. This isn't a pull and scatter your workers scenario like when hellions/DTs/mutas/etc. show up and save a decent chunk of them if you do it right. This is an instant loss of 20 workers with no warning and no ability to save a single one of them. It's a terrible idea.


you realize burrowed movement is tier 3 right?

Okay. Tier 1 is a bad idea, duh. Tier 3 is still a bad idea. Example: Terran on 4-5 bases spread out across the map, trying to push the zerg. Zerg takes one ling, makes it into a bling, burrows and then just sneaks around to an expansion and blow up the scvs. What I'm trying to say is that the terran will be stretched way to thin in defending all his bases. Waste of money to put up turrets everywhere. 150 for a turret is no joke.. Positioning it will be a bitch to make sure it can cover the entire mineral line.

Okay, now lets say youve successful managed to establish detection around your new expo. Now how the fuck are you supposed to kill the bings? Okay, hold back a couple marines to deal with the blings (well, now your main army is weaker......... -_-) or set up a planetary. Planatary = less orbitals = less scans = better for zerg as now pretty much everything can burrow and move around. Fuck.

This is also a big rip in terran's econ. MULEs are pretty much useless mid-late game, cause you need to scan everything cause zerg will burrow pretty much everything (I'm accounting for people wanting to use the "trendy" new units). All in all, this is a bad idea. Burrowed bligns are a bitch already to deal with. Now you are FORCED to go raven.

Banshee and dt work well as they dont do splash damage. As is, SVCs stack when mining... oh god this is such a bad idea. Reavers worked well cause their scarabs were fucking retarded, and you pretty much always knew when and how they were coming.. A reaver drop was never a surprise. Turrets were considerably cheaper and could deal wtih shuttles well. And reavers were slow as fuck lol.

The lurker burrow idea was the best. Shit fuck crazy tons amount of damage, but useless when it's unburrowed, and you cannot move when burrowed. Plus the burrow animation took a while, which gave opponents a second to react accordingly (ie, stim in, pick off a lurker and pull out asap). Swarm host is pretty sick as it a lurker replacement. This is a very nice addition [=
Jaedong.
KristianJS
Profile Joined October 2009
2107 Posts
October 21 2011 21:33 GMT
#3517
Yeah I'm actually kinda worried about the crazy amount of weird abilities/spells. I fear it may just make the gameplay really gimmicky...
You need to be 100% behind someone before you can stab them in the back
sputnik.theory
Profile Blog Joined July 2009
Poland449 Posts
October 21 2011 21:34 GMT
#3518
On October 22 2011 06:30 Willzzz wrote:
Can you still carry a super Thor in a medivac?

Yes, apparently, but you'll need a min of 3 medivacs working in tandem to pick it up. Every extra medivac you use to help increases the towing speed!
[image loading]
“On the night of the murder I was at home, asleep. The characters in my dream can vouch for me.”
Crinkz
Profile Joined October 2010
United States1 Post
October 21 2011 21:34 GMT
#3519
If I recall correctly, all Viper needs is Lair.
WinteRR
Profile Joined May 2011
Australia201 Posts
Last Edited: 2011-10-21 21:34:38
October 21 2011 21:34 GMT
#3520
this looks like its going to be insaenly fun. WOW at Zerg getting defiliers AND lukers (basically) hahahahahahahah wow!

Terran units will probably be fun but actually look gimp

The Tempest actually looks amazing.
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