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New HotS Units/Abilities in Blizzcon - Page 191

Forum Index > SC2 General
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tsuxiit
Profile Joined July 2010
1305 Posts
October 21 2011 22:22 GMT
#3801
Dark Swarm at lair tech...hydras are going to be viable in ZvT again.

AWWWWWWWWWWW YEAH
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2011-10-21 22:24:18
October 21 2011 22:22 GMT
#3802
On October 22 2011 07:15 anmolsinghmzn2009 wrote:
Show nested quote +
On October 22 2011 07:12 ayaz2810 wrote:
On October 22 2011 07:10 anmolsinghmzn2009 wrote:
OMG so excited for the new zerg units and abilities. HOTS can't come soon enough.



The ability that pulls units to your army is kind gay I think. Collosi will be neutralized pretty badly I would think. Then again, I haven't played. What the hell do I know?

Maybe u can't pull massive units? We shall see. But hell if u can immaterial make 10 vipers yeah!
They showed it working on massive units in the release trailer.

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
Profile Joined October 2011
Germany6583 Posts
October 21 2011 22:22 GMT
#3803
We can't say anything at all about balance, so I'm just gonna say that:
- 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
Get off my lawn, young punks
KDot2
Profile Blog Joined March 2011
United States1213 Posts
October 21 2011 22:22 GMT
#3804
during multiplayer panel David KIm just said EMP and 1/1/1 are both too strong
H2OSno
Profile Blog Joined March 2011
United States127 Posts
October 21 2011 22:22 GMT
#3805
I love many of these ideas, but some seem very hard to implement into gameplay, and many of the protoss and terran changes, IMHO, make the game much more complicated. I still dislike the idea of "hero" units, but I think the new zerg units are awesome.
When in doubt, scout.
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
October 21 2011 22:23 GMT
#3806
to all the guys screaming how useless the orcale is:
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
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
whoso
Profile Joined October 2010
Germany523 Posts
October 21 2011 22:23 GMT
#3807
1/1/1 is too strong for sure. emp? lol what a joke
delayed reflex
Profile Joined July 2010
Canada358 Posts
October 21 2011 22:23 GMT
#3808
Hmmm not sure what I think yet, most of the units leave an unpleasant taste in my mouth (except for the Viper "disruption swarm", the swarm host and to some extent the hellion transformer). I like the nexus changes, but I think it's rather sad that Blizzard decided to remove the mothership and carrier instead of fixing them (which wouldn't have been that hard). How will the tempest be useful at all? Air splash is good, but anti-light air doesn't make much sense - phoenixes already have a bonus to light, and the only light air unit that usually gets massed are mutas.

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.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 21 2011 22:23 GMT
#3809
On October 22 2011 07:21 XRaDiiX wrote:
Show nested quote +
On October 22 2011 07:15 tuho12345 wrote:
On October 22 2011 07:11 XRaDiiX wrote:
I can See it Now Oracle comes into Zerg's Main/Natural Shuts Down Spores DT's Come in and Snipe Spores..___>>> Then Proceed to kill Zerg Spire GG

From what i've seen Oracle disables Spores Lets hope it doesn't Disable their Detection

Oracle can only stop the econ and production. Stop spreading bullshit



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.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
matiK23
Profile Joined May 2011
United States963 Posts
October 21 2011 22:23 GMT
#3810
Lol people are complaining about mass recalls while Terran can float buildings?

I am so so mad right now at this blizzcon. HoTS will be the biggest piece of watery steamy crap ever.
Without a paddle up shit creek.
iNotZerg
Profile Joined August 2011
United States16 Posts
October 21 2011 22:23 GMT
#3811
On October 22 2011 07:07 XRaDiiX wrote:
Show nested quote +
On October 22 2011 07:04 iNotZerg wrote:
Viper is not a spire unit. It's lair tech. Probably expensive too.
Viper does not provide detection, but instead plants a parasite on a friendly unit so it provides protection. As of right now, you can just give a friendly overlord the detection ability and be done with it, or a drone, or queen.
The whole dark swarm thing, Its more of a reverse disruption web. Would probably make Hydras with their buff somewhat useful now.
Viper's tongue ability cost 100 mana as of right now. I guess you Protoss players will have to work on that using recall, or protective forcefields, or hallucinations to bait zerg players into grabbing the wrong colossi. Im expecting more Ghost with emp/snipe against zerg now.

Burrowed movable banelings probably move very slow. Enough time to just walk away...Granted you have a raven/obs. By zerg tier 3, you should have at least 1 raven.

Now the ultra charge is op.



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
Profile Joined April 2010
United States676 Posts
October 21 2011 22:23 GMT
#3812
— 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
Profile Joined October 2010
Netherlands2735 Posts
October 21 2011 22:23 GMT
#3813
1 corruptor + neural parasite on a probe... I'M A GENIUS
gulden
Profile Joined July 2010
Germany205 Posts
October 21 2011 22:23 GMT
#3814
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
Profile Joined November 2010
New Zealand106 Posts
October 21 2011 22:24 GMT
#3815
I like the changes so far, from my point of view

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.
Brotoss FTW
Chemzoar
Profile Joined March 2011
United States14 Posts
October 21 2011 22:24 GMT
#3816
On October 22 2011 07:21 Whitewing wrote:
Show nested quote +
On October 22 2011 07:19 tehemperorer wrote:
On October 22 2011 07:17 Chemzoar wrote:
On October 22 2011 07:15 Andytaker wrote:
On October 22 2011 07:13 Kaitlin wrote:
Has iNcontroL posted in this thread yet ? I'm guessing he is going to be THRILLED with the Nexus Mass Recall ability. Great drop defense.


Sounds pretty Imbalanced in lategame, you just send 10 Voidrays to snipe hatcherys or other buildings while camping at a Nexus in the middle of the map with your whole army^^



Dude, Nexus in the middle of the map purely for recall would be awesome. Some interesting strats to be explored there!

Are you serious or just batshit crazy?


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
Profile Joined July 2011
United States640 Posts
October 21 2011 22:24 GMT
#3817
Really blizz?
Mechwarrior 4:
[image loading]
HOTS:
[image loading]
fast food. y u no make me fast? <( ಠ益ಠ <)
tsuxiit
Profile Joined July 2010
1305 Posts
October 21 2011 22:24 GMT
#3818
I haven't seen it specified anywhere, does a Viper require a spire or other tech structure? Or is the only requirement just a lair?
TroubL
Profile Joined February 2011
Lithuania126 Posts
October 21 2011 22:25 GMT
#3819
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)
''Special Tactics since 1998'' - WhiteRa
syllogism
Profile Joined September 2010
Finland5948 Posts
October 21 2011 22:25 GMT
#3820
On October 22 2011 07:24 TheDraken wrote:
Really blizz?
Mechwarrior 4:
[image loading]
HOTS:
[image loading]

Looks like every mech walker ever
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