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New HotS Units/Abilities in Blizzcon - Page 177

Forum Index > SC2 General
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Angelbelow
Profile Joined September 2010
United States3728 Posts
October 21 2011 21:35 GMT
#3521
They should just keep the overseer.. its not as useless as before, especially with the resource reduction. Contaminate is pretty cool too, as is the changeling.
You may delay, but time will not. Current Music obsession: Opeth
Doz
Profile Joined July 2010
United States145 Posts
October 21 2011 21:35 GMT
#3522
Zergs must have sent 10000 bejays to blizzard over the last year along with their complaints, seems like they got some major lovin. Looks like they're going to have 10000000000000 units on the field at once. Can't wait to see someone using lurker 2.0 and broodlords just to bug the crap out of the unit movement ai even more. Just might have to switch to zerg seeing how their infestor/viper abilities would give absolutely zero chance of anything making it out alive, despite how much I hate everything about them. Think about it, darkswarm a unit line, fungal fungal fungal, try to flank infestors/viper, fungal, dark swarm, fungal fungal. Seems really OP but there's not much to be said about balance till we get to play. Burrowed moving banelings will be a pain in the ass, new Ultralisk move is sweet.

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.
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
Enemony
Profile Joined August 2011
Canada49 Posts
October 21 2011 21:35 GMT
#3523
when does this come out?
Engaging TC130 Mental Dislocator!
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-21 21:36:57
October 21 2011 21:36 GMT
#3524
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.
Never GG MKP | IdrA
Toudeleski
Profile Joined August 2011
United States66 Posts
October 21 2011 21:36 GMT
#3525
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.
glhf
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2011-10-21 21:36:49
October 21 2011 21:36 GMT
#3526
On October 22 2011 06:31 Sabu113 wrote:
Show nested quote +
On October 22 2011 06:25 On_Slaught wrote:
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.


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
Profile Joined August 2010
Canada75 Posts
October 21 2011 21:36 GMT
#3527
I am extremely unsure about how these will play out. I hate HATE the terran changes. They are most certainly massive nerfs compared to the other races being buffed. The Thor will probably never be used anymore (made to be so costly, only get one, another stupid mothership), the replacement looks terrible. The fake-vulture mine/spine crawler for Terran sounds incredibly dumb. The battle hellion I kind of like though, not sure how useful it will be though. The reaper will not have the bonus to building, which makes it near worthless, even more so than it is. The ghosts cloaking change is crap, worst way to nerf them. They never used cloak in TvP anyways, and if they did the protoss has an observer. In TvZ the ghost is already pretty much needed late game.

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.
But only the weak, they lack the passion to prevail, but not us, only the weak.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
October 21 2011 21:37 GMT
#3528
Viper sounds like a Terran unit . Most of the Zerg units have made-up names like Zergling, Mutalisk, etc. It's the Terran and Protoss who have 'real' unit names.
Kizu
Profile Joined May 2010
United States81 Posts
October 21 2011 21:37 GMT
#3529
holy fukin shit cant wait for the expansion omg
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
October 21 2011 21:37 GMT
#3530
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.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
HuHEN
Profile Joined February 2010
United Kingdom514 Posts
October 21 2011 21:38 GMT
#3531
On October 22 2011 06:31 XRaDiiX wrote:
Show nested quote +
On October 22 2011 06:30 GGTesomas wrote:
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"



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
Profile Joined September 2010
Germany369 Posts
Last Edited: 2011-10-21 21:42:23
October 21 2011 21:38 GMT
#3532
guys you only need a lair to make vipers.
Today I didn't even have to use my AK, I gotta say it was a good day.
Otak
Profile Joined April 2011
United Kingdom110 Posts
October 21 2011 21:38 GMT
#3533
Super thor is beyond bullshit. Take the mothership out because "we dont like the idea of hero units" but its ok we'll just give it to terran instead!!!!!! Herp de fucking derp. Classic Blizzard. And although the zerg units seem to be the best. You can guarantee they'll be straight up raped by the new terran units just like protoss.
Wafflelisk
Profile Joined October 2011
Canada1061 Posts
Last Edited: 2011-10-21 21:39:06
October 21 2011 21:38 GMT
#3534
Correct me if I've read anything in the previews incorrectly, but I thought they said increasing early game scouting for all races was a priority. With them removing the overseer, how does Z scouting get any better or even stay the same?

Edit: viper only requires lair apparently
Waffles > Pancakes
Bayyne
Profile Joined January 2011
United States1967 Posts
October 21 2011 21:39 GMT
#3535
On October 22 2011 06:31 Molybdenum wrote:
Show nested quote +
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.


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.

Remember not only to say the right thing in the right place, but far more difficult still, to leave unsaid the wrong thing at the tempting moment.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
October 21 2011 21:39 GMT
#3536
On October 22 2011 05:23 dD3s wrote:
Show nested quote +
On October 22 2011 05:22 Thug[ro] wrote:
1 thor only? are you fucking joking?

In second addon Blizz gonna remove it like Mothership in HoTS

And replace with Hivemind.
"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."
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
October 21 2011 21:39 GMT
#3537
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
Remember, no matter where you go, there you are.
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
October 21 2011 21:39 GMT
#3538
What the fuck lol, Zerg units are pretty much SC:BW units. I don't even know what the hell they're doing with toss and terran Rofl.
Stick it up. take it up. step aside and see the world
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2011-10-21 21:42:58
October 21 2011 21:40 GMT
#3539
The Replicator makes me angrier and angrier the more I think about it. I want something I can harass a Terran with that's en-par with a Cloaked Banshee rush, M&M drop, Hellion drop, or whatever else. Protoss is too passive in that matchup. The good harassment units take forever to come out (DTs, Phoenixes or Void Rays) and throw you down a tech path without detection, always making it a big gamble. Neither Replicators (nor Oracles for that matter) provide a means to demolish the guy's expansion because you pulled him out of position (a good M&M drop), or utterly demolish an entire mineral line because he fucked up (a good Hellion drop). Protoss just completely suck at defending and initiating that stuff in the current game. The Nexus Recall would make defense a lot better, granted, but I don't see how a Replicator-opener or Oracle-opener strategy is going to inflict any kind of significant harm on your opponent, especially at 200 gas a piece.
Femari
Profile Joined June 2011
United States2900 Posts
October 21 2011 21:40 GMT
#3540
burrowed banelings can move?

fuck might as well switch to zerg cause im gonna have to waste scans all the time or mass ravens
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