New HotS Units/Abilities in Blizzcon - Page 179
Forum Index > SC2 General |
Paljas
Germany6926 Posts
| ||
Kpaxlol
813 Posts
| ||
scaban84
United States1080 Posts
On October 22 2011 06:43 Whitewing wrote: 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. | ||
AzU sa
United States7 Posts
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-
Netherlands327 Posts
| ||
ohN
United States1075 Posts
On October 22 2011 01:04 cklrkzk wrote: Hydra Speed increased. YESSSSSSSSSSSSSSSS ![]() ![]() ![]() | ||
GurZtly
Austria148 Posts
I mean the thor sounds so much like a very bad joke^^ | ||
acgFork
Canada397 Posts
| ||
hocash
United States82 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" Spore Crawler by the Spire. | ||
Betsfrox
Venezuela248 Posts
| ||
WinteRR
Australia201 Posts
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
Sweden235 Posts
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
Brazil1069 Posts
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??? | ||
drcatellino
Canada346 Posts
User was temp banned for this post. | ||
Jermstuddog
United States2231 Posts
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? | ||
Glacial
United Kingdom124 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" 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
United Kingdom12022 Posts
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 | ||
ClysmiC
United States2192 Posts
On October 22 2011 06:44 torg wrote: 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
United States1269 Posts
On October 22 2011 06:37 WhiteDog wrote: 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
United Kingdom20276 Posts
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 | ||
| ||