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Active: 1136 users

New HotS Units/Abilities in Blizzcon - Page 179

Forum Index > SC2 General
Post a Reply
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Paljas
Profile Joined October 2011
Germany6926 Posts
October 21 2011 21:45 GMT
#3561
I really like the protoss changes, finaly some useful lategame air.
TL+ Member
Kpaxlol
Profile Joined April 2010
813 Posts
October 21 2011 21:45 GMT
#3562
That's a step into the right direction. Good to see them change the fundamentals of the games and making something completely different, changing the meta game things. They knew the fundamentals of the game were broken so they had to make drastic changes, good stuff blizz !
<3 bw
scaban84
Profile Joined August 2010
United States1080 Posts
October 21 2011 21:45 GMT
#3563
On October 22 2011 06:43 Whitewing wrote:
Show nested quote +
On October 22 2011 06:41 TroubL wrote:
On October 22 2011 06:31 XRaDiiX wrote:
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"


it's definitely not going be like that ,bro ,chill out


Yeah, zergs will just do the same thing they've been doing this entire time: building a spore crawler or two.

The problem is not defensive detection, its offensive. There's going to be a huge window where the zerg can't move out. This also obliges the zerg to go infestation pit if the opponent makes DTs.
This really does sound bad.
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design." — Friedrich von Hayek
AzU sa
Profile Joined September 2011
United States7 Posts
October 21 2011 21:45 GMT
#3564
I dont like this at all! especially the terran units; they look like a child's transformer toy.
Also the other races get new unique units? The shredder is just another "siege mode" unit so basically its just another siege tank, and the "battle hellion"... its just a hellion that can transform, big deal. They are the exact same units with different names.
reki-
Profile Joined July 2008
Netherlands327 Posts
October 21 2011 21:45 GMT
#3565
Most of the cool things we see in the trailer will probably turn out to be horribly overpowered and much will change in beta's/live patches anyway
>BD
ohN
Profile Blog Joined November 2009
United States1075 Posts
October 21 2011 21:46 GMT
#3566
On October 22 2011 01:04 cklrkzk wrote:
Hydra Speed increased.


YESSSSSSSSSSSSSSSS
GurZtly
Profile Joined June 2011
Austria148 Posts
October 21 2011 21:46 GMT
#3567
Yeah screaming OP now.. On the first day after announcemend... I mean it´s only like half a year or so until HotS will come out and their will be a beta and such shit to see if something is broken... Actually all changes are good... But kind of weird.
I mean the thor sounds so much like a very bad joke^^
acgFork
Profile Blog Joined May 2011
Canada397 Posts
October 21 2011 21:46 GMT
#3568
seems pretty dumb.. too much splash damage..
acgFork 208
hocash
Profile Joined December 2010
United States82 Posts
October 21 2011 21:46 GMT
#3569
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"


Spore Crawler by the Spire.
Betsfrox
Profile Blog Joined November 2010
Venezuela248 Posts
October 21 2011 21:46 GMT
#3570
is there any release date?, at least an estimated
WinteRR
Profile Joined May 2011
Australia201 Posts
October 21 2011 21:46 GMT
#3571
Wow at how similar the mechanics of the new units are to BW. So amazing.

Zerg in essence got defilers and lurkers.

Terran got bigger versions of spider mines (shredders) and firebats (battle hellions)

Protoss got a souped up corsair/banshee mix unit.

Going to be crazy. So excited :D:D:D
give.ViviD
Profile Joined June 2011
Sweden235 Posts
October 21 2011 21:46 GMT
#3572
On October 22 2011 06:32 zeOllie wrote:
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



No, I'm Confuzzled!

Seriously though, doesn't Protoss have enough spells already? Their entire race has spells now, they should just get some beefy terran-ish units. I mean we (terran) get 3 units that don't really have spells, and many of our other units dont have spells either, nor does the zerg. But Protoss just has a quadrillion of them, does that make any sense?

Terran units - boring but looks ok
Zerg units - cool but could possible be a bit imbalanced
Protoss units - too much shine and polish, not enough dirt and gravel
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-10-21 21:46:49
October 21 2011 21:46 GMT
#3573
protoss got no power unit, it got a 200/200 copy thing, a 150/200 air with no attack or offensive spell and a 300/300 capital ship.

I can't even make templars and upgrades on 2 base.... from where is protoss going to take that stupid amount of gas???

just look at protoss unit

stalker-125/50
sentries-50/100
DT-125/125
HT-50/150
observers-25/75
immortals-250/100
colossus-300/200
replicant-200/200
phoenix-150/100
voidray-250/150
oracle-150/200
tempest-300/300

are protoss suposed to make only zealots and WP???
badog
drcatellino
Profile Blog Joined April 2010
Canada346 Posts
October 21 2011 21:46 GMT
#3574
Lol at people theorycrafting about units we don't even know all details yet and already calling the game imba. Seriously some of you need to get laid.

User was temp banned for this post.
quote unquote
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
October 21 2011 21:47 GMT
#3575
Am I reading this right?

Zerg (already lowest unit count) loses a unit to gain 2.

Protoss loses a unt to gain 3.

And Terran loses nothing to gain 2 + a hellion conversion.

Did Zerg just come out on the short end of the stick in the Zerg expansion?
As it turns out, marines don't actually cost any money -Jinro
Glacial
Profile Joined February 2011
United Kingdom124 Posts
October 21 2011 21:47 GMT
#3576
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"


lol, maybe learn the timings and make a couple spores? i.e. the old fashioned way?

Also, Hellions are used to by Terran to gain early map control and limit Zerg movement for a short while, why shouldn't DTs be able to be used in the same way? ^^
Qikz
Profile Blog Joined November 2009
United Kingdom12036 Posts
October 21 2011 21:47 GMT
#3577
On October 22 2011 06:46 acgFork wrote:
seems pretty dumb.. too much splash damage..


It's to make people micro more. Don't bunch your units up, you don't have to.

It's called micro! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
October 21 2011 21:47 GMT
#3578
On October 22 2011 06:44 torg wrote:
Show nested quote +
On October 22 2011 06:41 TroubL wrote:
On October 22 2011 06:31 XRaDiiX wrote:
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"


it's definitely not going be like that ,bro ,chill out


agree. last time i checked overlords are mobile units. you dont need a spire bro ;D


Lol this isn't BW. Even WoL didn't give overlords detection >.<

You'll need a viper (spire unit) for mobile detection in HotS
Ballistixz
Profile Joined January 2010
United States1269 Posts
October 21 2011 21:47 GMT
#3579
On October 22 2011 06:37 WhiteDog wrote:
Show nested quote +
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.



this is true and not true. the dark swarm spell will obviously be the most powerful in TvZ for example, but the pulling ability is also great. the main advantage of colos is its range which allow it to atk from behind a army and stay relativily safe and unharmed. if u pull the colo from behind those safe lines and in melee range of ur main zerg army u can target fire the colos and get rid of them almost insantly. same thing with siege tanks. very very good ability.
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
October 21 2011 21:47 GMT
#3580
On October 22 2011 06:46 drcatellino wrote:
Lol at people theorycrafting about units we don't even know all details yet and already calling the game imba. Seriously some of you need to get laid.



People are concerned about the game they played in a competitive fashion for 13 months.


If that is not the case for you, it is your problem, not theirs
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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