New HotS Units/Abilities in Blizzcon - Page 177
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Angelbelow
United States3728 Posts
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Doz
United States145 Posts
Goliath in place of thor is okay, should be quicker to mass AA against muta, maybe we'll see goliath/banshee builds (yum). Hellion change only really seems useful if they get cornered by something other than light units. The shredder will make a nice expansion denial unit I would imagine. Protoss still seems flat. Carrier replacement is rather uninteresting with no usable abilities but if it's a good unit then I guess it's okay, the overseer type unit seems very mediocre, probably wont' see many on the battlefield. The replicator looks interesting, like neural but with the added bonus of giving you the upgrades AND permanent control (can't wait till zergs bitch about this). I think they're still missing their good harassment unit, but hopefully if the carrier replacement works out we can finally see some builds using different T3 units for P. Overall very excited to play this, especially after seeing more blizz cg. Just hoping that even more people don't switch to zerg as there's enough of them already - I find it completely annoying to play against them. | ||
Enemony
Canada49 Posts
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XRaDiiX
Canada1730 Posts
On October 22 2011 06:32 Ballistixz wrote: 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? I was thinking the same thing .... it's going to take too long for Zerg to get Mobile Detection what is Blizzard thinking... I asked this question Several pages ago and Feel its Very Important "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" Were gonna have to see if Blizzard Does anything about Spire Build time Because Zerg isn't gonna be able to Move out against Protoss/Zerg Without Vipers Now. | ||
Toudeleski
United States66 Posts
On October 22 2011 06:33 sGs.Kal_rA wrote: Okay. Tier 1 is a bad idea, duh. Tier 3 is still a bad idea [= How about you use the T's new auto defense unit? If a Terran is on 4-5 bases, he should have turrets up anyway for mutas. I don't think Blizzard is so completely incompetent that a unit has free will over a match. | ||
On_Slaught
United States12190 Posts
On October 22 2011 06:31 Sabu113 wrote: At 200 gas you'll hardly be pumping anything. It's a matter of time vs money. If you're tech switching in general them time is very important since you'll be vuln for a little while. If you're tech switching to HT or Voids it's expensive as hell. The question is would you be willing to spend 50gas more (not counting minerals since that is less often prohibitory) in order to have more HTs out faster getting their energy up or 50gas more to have an instant army of VRs as soon as your stargate is done? I think in many cases where they are switching over people will say yes: it is worth 50gas in order to have 5 VRs instantly instead of waiting for them individually or having to build 5 stargates. | ||
ShrikeG
Canada75 Posts
The new protoss units I cannot see being terrible useful over all. The replicant has possibility for some funny stuff but due to the cost and unable to replicate massive units seems limiting. Could use a warp prisim with one to steal workers I guess but you do have to get in melee range. The oracle is just an overseer for the protoss, whatever. Blizzard thinks it’ll make scouting easier for protoss but I can’t see it being better than observers. Shutting down the mining looks insanely annoying and I expect it to be broken. The Tempest to replace the carrier+mothership is somewhat stupid. I agree with the splash damage air that protoss needed but then again it’s so expensive and so late game it wont be out in time for mutas. The zerg units look overpowered already, and I’m not one to throw out that term if I can help it. Yeah that’s exactly what Zerg needs is another infinite, free unit spawer. Banelings that can move while burrowed, a spell that is essentially disruption web (imagine it combined with fungal on bio...) and the ability to essentially take and kill any key unit they want from the opponent. Really? I’m sorry because I know so many here seem to love them but damn that sounds so broken. I realize TL is full of mostly Zerg players but honestly... I don’t know. I’ll wait to see how it turns out but I do not have high hopes. The entire game is being turned upside down and not in a way that I like. | ||
ZAiNs
United Kingdom6525 Posts
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Kizu
United States81 Posts
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WhiteDog
France8650 Posts
On October 22 2011 06:25 Scila wrote: Zerg changes very good but some things may be too strong (Viper pull and burrow movement for blings). Protoss changes are terrible, they're trying to fix the face by throwing a bunch of gimmicky crap in. You know that they don't know the issues when they add so many units with spells. Nexus recall is OP, replicant doesn't really belong in SC2 Oracle is by far the stupidest addition - yes we know Protoss is lacking harass, but why the hell do you give it ABILITIES instead of some specific attack? Herp derp make unit put at enemy base and click abilities...once again, doesn't fit Starcraft, you should have to micro to harass your opponent, not click abilities Terran changes are ok I suppose. Warhound sounds like a new Goliath, Thors being moved to Mothership status is very smart, they never fit the race. Transformable hellions is a great change imo, the biggest problem with hellions is that you can't use them well in straight up battles. Shredder thingy looks kind of gimmicky but I guess we have to see it in action. Overall too many changes imo and WAY too many caster abilities. We need more attacks, not more spells, SC2 is all about microing your units to make the best use of them. People are actually mystaking theirselves with the actual power of the Viper last skill. Pulling one unit is not that great for almost the entire mana pool (100 mana). In fact it's almost like the neural parasite, it's not ground breaking. The real power of the viper is the dark swarm like spell. | ||
HuHEN
United Kingdom514 Posts
On October 22 2011 06:31 XRaDiiX wrote: 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" I dont think so, if it were actually possible to do that, then it would be changed very quickly, we should be more worried about the harder to fix changes, like making units that dont make sense. | ||
yoigen
Germany369 Posts
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Otak
United Kingdom110 Posts
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Wafflelisk
Canada1061 Posts
Edit: viper only requires lair apparently | ||
Bayyne
United States1967 Posts
On October 22 2011 06:31 Molybdenum wrote: 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. Of course observers come out of the robo, but they come out much quicker than completion of a spire, ASSUMING Vipers are the only unit to grant mobile detection. What my concern is focused on is 1)engaging an army that has cloaked units before the enemy positions himself a contain on your natural. 2)third base timing: camp a DT/cloaked banshee at a Z's third, and you essentially can't take that third unless you have creep spread all the way there and are able to leap frog spore crawlers, OR, you wait until spire is complete and vipers are out. | ||
HowardRoark
1146 Posts
On October 22 2011 05:23 dD3s wrote: In second addon Blizz gonna remove it like Mothership in HoTS And replace with Hivemind. | ||
CeriseCherries
6170 Posts
On October 22 2011 06:16 bovineblitz wrote: If any zerg unit can be a detector it's going to be extremely difficult to keep observers alive. Too bad not all our overlords are overseers now ![]() ok... all i have to say is yay lurker 2.0, yay defiler-ish thing... :O no more carrier what blasphemy | ||
RogerX
New Zealand3180 Posts
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Bibdy
United States3481 Posts
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Femari
United States2900 Posts
fuck might as well switch to zerg cause im gonna have to waste scans all the time or mass ravens | ||
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