AWWWWWWWWWWW YEAH
New HotS Units/Abilities in Blizzcon - Page 191
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tsuxiit
1305 Posts
AWWWWWWWWWWW YEAH | ||
Pwere
Canada1556 Posts
On October 22 2011 07:15 anmolsinghmzn2009 wrote: They showed it working on massive units in the release trailer.Maybe u can't pull massive units? We shall see. But hell if u can immaterial make 10 vipers yeah! Also, it doesn't matter vs Terran because snipe and emp will still own any caster the other two races can think of. Personally, I think it looks retarded and they'll remove it/tweak it heavily before release. And the warhound looks terrible. It looks like goblin tech. Everything else looks good though. ps. Sad for carriers. Why can't they leave them in the game and fleet beacon unlocks two units? It's still the most expensive tech building in the game. | ||
ACrow
Germany6583 Posts
- I'm sad that the carrier is gone, it was kind of an iconic unit that drew me to to game with its scifi appeal (I'm terran, never played toss btw) - the replicant seems to have a strange feeling - either it will go completeley unused when to expensive or will be very exploitable if too cheap. Again this is gut feeling, obviously it could be totally wrong, but I think from design perspective it will be very hard to get this unit right, there is not much space for a middle ground with this imo | ||
KDot2
United States1213 Posts
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H2OSno
United States127 Posts
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Jayjay54
Germany2296 Posts
Oracle Description: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants vision of a targeted enemy building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. Not only can structures like missile turrets be prevented from attacking, but using this ability on a zerg Spire would block the production of Mutalisks, Corruptors, and air upgrades. a) grants vision of the buidling, u can track what opponent is doing. b) disables AA, so entomb cannot be easliy shut down by missle turrets. with the right timing u can delay zerg units too. sounds like actual good unit design to me | ||
whoso
Germany523 Posts
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delayed reflex
Canada358 Posts
The single thor thing seems pretty dumb as well - the mothership wasn't the greatest but it at least had game-changing spells and could lead to some exciting events (Kiwikaki!!!) - bombardment just isn't a very interesting spell. Given that they are adding only 2 units for zerg, why are they even removing the overseer? Just because it isn't that interesting doesn't mean that they should remove it - it fills a rather important niche in detection, particularly at the timing that it is at. I guess time will tell whether these things work out but at this point I am hoping that there will be some major changes between now and release of HotS. | ||
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Whitewing
United States7483 Posts
On October 22 2011 07:21 XRaDiiX wrote: Actually your the Bull Shitter. From Reddit Oracle Description: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants vision of a targeted enemy building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. Not only can structures like missile turrets be prevented from attacking, but using this ability on a zerg Spire would block the production of Mutalisks, Corruptors, and air upgrades. You're not going to have oracles out and DT's out before the zerg gets vipers out. | ||
matiK23
United States963 Posts
I am so so mad right now at this blizzcon. HoTS will be the biggest piece of watery steamy crap ever. | ||
iNotZerg
United States16 Posts
On October 22 2011 07:07 XRaDiiX wrote: Well said except for the Last Part. How do you know Viper doesn't Require Spire? Well...part, was more of me having wishful thinking. Spire comes out wayyyyy too late for banshee/dts. I would be fine with say...hydra den or infestation pit, but not spire. Either way, its def not going to be cheap. I can almost guarantee that you wont see a ton of vipers on the field, granted our high gas cost. Banelings, hydras, infestors, mutas, ultras. I don't see much of a problem with the vipers yet. The protoss oracle can just phase the tech out, for however long to prevent the zergs from building it. If the viper comes out of spire tech, the solution to that will be the oracle. If it comes out of say hydra den, or pit, sentries with hallucinations will be the counter. Ultra charge ability...is def op. Imagine if you will, having a meat shield charge into your tank/marine formation, doing dmg to tanks and splash dmg on marines, while the rest of your army comes in. It draws marine fire. Against toss, it can def help break defensive force fields or charge into photon cannons, again drawing fire away from the rest of your army. | ||
koppik
United States676 Posts
— but when set to stationary mode, it channels area-effect damage to both the air and ground. If a friendly unit enters the range of the Shredder, the weapon shuts off. Well, that makes the shredder sound a lot better. I assume it was just ground. | ||
Shalaiyn
Netherlands2735 Posts
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gulden
Germany205 Posts
On October 22 2011 07:19 JamesJohansen wrote: http://www.pcgamer.com/2011/10/21/official-list-of-unit-changes-in-starcraft-iis-heart-of-the-swarm-expansion/ Very thorough article on changes, consider adding it to OP. Clears up a lot of questions Edit: Oops, someone beat me to it thanks, thats really good! | ||
terran0330
New Zealand106 Posts
Protoss: WIll be expensive but very cost effective with its units Zerg: Will definitely get the swarming feeling back, the OH SHIT kinda feeling when you fight a zerg and terran: They will just be in the middle somewhere. Good changes, I cant wait to see how it turns out. | ||
Chemzoar
United States14 Posts
On October 22 2011 07:21 Whitewing wrote: I guess he didn't stop to think about how long it takes to build a nexus for 400 minerals somewhere, and let it accumulate 75 energy, and not have it die. Well, I am pretty crazy. ;D But why not for super late game? Lots of times toss has tons of extra money. Why not dump some of that into extra nexii for added mobility? Sort of like terran makes defensive PF late game, you could have an extra nexus or two in key locations. | ||
TheDraken
United States640 Posts
Mechwarrior 4: ![]() HOTS: ![]() | ||
tsuxiit
1305 Posts
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TroubL
Lithuania126 Posts
On October 22 2011 07:21 smitty5569 wrote: replicant = mind control that can't target massive units and has to be in melee range... sounds kinda fail ... Oracle = Good scouting unit that can temp stop mining. I'd prefer a unit that can actually kill workers and temp prevent mining by forcing the workers to run away, a unit like a hellion or a mutalisk. Tempest = It requires the fleet beacon so I'm betting it's going to be expensive like the carrier and never get used. And the Viper sounds OP. Protoss relies on power like colossi, archons and so on because gateway units are trash. And now the viper can pull those power units to the front to instantly be killed. Kinda disappointed as a Protoss unit. replicant is wrong, it can turn into anything it sees (non-massive) | ||
syllogism
Finland5948 Posts
On October 22 2011 07:24 TheDraken wrote: Really blizz? Mechwarrior 4: ![]() HOTS: ![]() Looks like every mech walker ever | ||
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