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New HotS Units/Abilities in Blizzcon - Page 198

Forum Index > SC2 General
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Xayoz
Profile Joined December 2010
Estonia373 Posts
October 21 2011 22:51 GMT
#3941
Arc Shield
Cost: 25 Energy
Effect: Place an anti-light cannon on top of any structure for a brief period of time.

I do wonder what will be the main use of this spell....
Whenever you correct someone's grammar just remember that nobody likes you.
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
October 21 2011 22:51 GMT
#3942
--- Nuked ---
tsuxiit
Profile Joined July 2010
1305 Posts
October 21 2011 22:51 GMT
#3943
On October 22 2011 07:50 Jayjay54 wrote:
Show nested quote +
On October 22 2011 07:46 cannavaro wrote:
Just curious when you're talking about t2,5 mobile zerg detection:
According to this here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=277868

"- Ocular Parasite...I need to investigate more to determine if your opponent knows which unit you have cast it on (you cast it on a friendly unit causing it to detect cloaked units). You get viper at lair tech right now - my initial impression is that it would nullify cloaked banshees but that's just theory crafting."

So, nothing's changed to before? Well, changelings are probably gone.



wow. again. wow.

the viper will NOT come with the lair. it will come with the spire. which is lair tech. zerg will NEVER get a caster unit just by going to T2. think about that for a tiny second and you'll figure.


Then how could you possibly in a ZvZ hold off burrowed roaches.
Kznn
Profile Joined March 2011
Brazil9072 Posts
October 21 2011 22:51 GMT
#3944
can someone pm me a re-stream to the painel pleasE?
lololol
Profile Joined February 2006
5198 Posts
October 21 2011 22:51 GMT
#3945
Corruptors and Colossi aren't replaced and instead they remove carriers and motherships...
Toss still has problems with tech paths because of detection
Reapers, instead of being removed or reworked, receive... healing... like it's related to any of the issues with them.

The new units sound interesting, but the replicant looks like it will be either too good or too bad and the warhound... they say it's "versatile", but how versatile is something that deals low damage vs non-mechanical(and supposedly high enough vs mechanical to counter tanks), when all zerg, marine/marauder and zealot/archon are not mechanical, the only mechanical unit that's massed is the stalker, and they sit behind the zealot wall.
I'll call Nada.
eugalp
Profile Joined August 2011
United States203 Posts
October 21 2011 22:51 GMT
#3946
On October 22 2011 07:48 Phaded wrote:
Tempest, the flying Thor with more aa dmg

Seriously. Give us the Carrier back!
"More GG more skill" - White-Ra
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
October 21 2011 22:51 GMT
#3947
Honestly, if people want to play BW so much, why dont they just play BW, or the SC2BWmod if they really cant live without MBS or infinite unit selection, stop wanting ONLY BW UNITS, its not gonna happend and you are deluding yourself for thinking they will put them in.
wongfeihung
Profile Blog Joined May 2010
United States763 Posts
October 21 2011 22:51 GMT
#3948
On October 22 2011 07:47 Amlitzer wrote:
The viper ability is the same as death grip spell in WoW, which is widely considered an imba spell.

Imbalance in WoW does not translate to imbalance in Starcraft. Please don't try to compare the two. They are completely different games.
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
October 21 2011 22:51 GMT
#3949
Great changes imo for terran and zerg. Terran definitely needed a mech buff, and I think the hellion change and the shredder have very interesting and game changing abilities that makes up for good gameplay. Thor wasn't a very good designed unit, and I like that it now has a mothership status and that the "goliath" is back.

Protoss though is extremely dissapointing. No collosus change? Wtf? I dont mind the collosus animaton and having units in the game that looks cool, however it should be somewhat reworked. What about giving it a microable attack ability to combine it with a less strong standard basic attack?
And all of the 3 new units seems pretty boring without interesting "micro-abilities".
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
October 21 2011 22:51 GMT
#3950
On October 22 2011 07:47 ZeromuS wrote:
I love carrier but it doesnt work with the ai and how the interceptors die too fast

Agreed. Solution: FIX carriers, don't remove it....
Jaedong.
TroubL
Profile Joined February 2011
Lithuania126 Posts
October 21 2011 22:52 GMT
#3951
On October 22 2011 07:51 Xayoz wrote:
Show nested quote +
Arc Shield
Cost: 25 Energy
Effect: Place an anti-light cannon on top of any structure for a brief period of time.

I do wonder what will be the main use of this spell....

late game proxy nexusing of of course
''Special Tactics since 1998'' - WhiteRa
hayata2.0
Profile Joined January 2010
Canada655 Posts
October 21 2011 22:52 GMT
#3952
On October 22 2011 07:51 Xayoz wrote:
Show nested quote +
Arc Shield
Cost: 25 Energy
Effect: Place an anti-light cannon on top of any structure for a brief period of time.

I do wonder what will be the main use of this spell....


Fighting off 6pools.
daSilvaz
Profile Joined June 2011
809 Posts
October 21 2011 22:52 GMT
#3953
On October 22 2011 07:51 tsuxiit wrote:
Show nested quote +
On October 22 2011 07:50 Jayjay54 wrote:
On October 22 2011 07:46 cannavaro wrote:
Just curious when you're talking about t2,5 mobile zerg detection:
According to this here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=277868

"- Ocular Parasite...I need to investigate more to determine if your opponent knows which unit you have cast it on (you cast it on a friendly unit causing it to detect cloaked units). You get viper at lair tech right now - my initial impression is that it would nullify cloaked banshees but that's just theory crafting."

So, nothing's changed to before? Well, changelings are probably gone.



wow. again. wow.

the viper will NOT come with the lair. it will come with the spire. which is lair tech. zerg will NEVER get a caster unit just by going to T2. think about that for a tiny second and you'll figure.


Then how could you possibly in a ZvZ hold off burrowed roaches.


Maybe...just maybe, get a spore?
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
October 21 2011 22:52 GMT
#3954
On October 22 2011 07:49 ZergrayNVoid wrote:
Show nested quote +
Recall for 75 Nexus energy is disgustingly game-breaking, and will probably not even make it to closed Beta. It's probably game-breaking for 200 energy too.


I think some people are exaggerating the usefulness of a recall as opposed to 3 chrono boosts.

Feign a push, force recall, repeat as needed, push with toss army out of position.


Are you kidding... now they will never lose the Collosi that make up the backbone of their army. They can engage whenever they want because the collosi will do massive damage and just run away
Remember, no matter where you go, there you are.
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
October 21 2011 22:52 GMT
#3955
On October 22 2011 07:51 tsuxiit wrote:
Show nested quote +
On October 22 2011 07:50 Jayjay54 wrote:
On October 22 2011 07:46 cannavaro wrote:
Just curious when you're talking about t2,5 mobile zerg detection:
According to this here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=277868

"- Ocular Parasite...I need to investigate more to determine if your opponent knows which unit you have cast it on (you cast it on a friendly unit causing it to detect cloaked units). You get viper at lair tech right now - my initial impression is that it would nullify cloaked banshees but that's just theory crafting."

So, nothing's changed to before? Well, changelings are probably gone.



wow. again. wow.

the viper will NOT come with the lair. it will come with the spire. which is lair tech. zerg will NEVER get a caster unit just by going to T2. think about that for a tiny second and you'll figure.


Then how could you possibly in a ZvZ hold off burrowed roaches.


or DTs. yes. thats what everyone's complaining about. only spores. so no 3rd vs protoss until spire. also forced spire.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-21 22:53:46
October 21 2011 22:52 GMT
#3956
On October 22 2011 07:50 Jayjay54 wrote:
Show nested quote +
On October 22 2011 07:46 cannavaro wrote:
Just curious when you're talking about t2,5 mobile zerg detection:
According to this here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=277868

"- Ocular Parasite...I need to investigate more to determine if your opponent knows which unit you have cast it on (you cast it on a friendly unit causing it to detect cloaked units). You get viper at lair tech right now - my initial impression is that it would nullify cloaked banshees but that's just theory crafting."

So, nothing's changed to before? Well, changelings are probably gone.



wow. again. wow.

the viper will NOT come with the lair. it will come with the spire. which is lair tech. zerg will NEVER get a caster unit just by going to T2. think about that for a tiny second and you'll figure.



And that's why i voiced my Concern Several pages ago DT rushes are going to prevent Zerg from moving out of their base until they get Spire and/or preventing Thirds.

Not to Mention the 100% Auto-Loss if you don't have Spores in both your bases everywhere. Wow

So Basically what can happen is Protoss can Sack their Units to kill the Spore Crawlers.. Warp in DT's And Zerg has No Detect...

Then the DT's Snipe the Spire,.

Never GG MKP | IdrA
Bibdy
Profile Joined March 2010
United States3481 Posts
October 21 2011 22:52 GMT
#3957
On October 22 2011 07:51 lololol wrote:
Corruptors and Colossi aren't replaced and instead they remove carriers and motherships...
Toss still has problems with tech paths because of detection
Reapers, instead of being removed or reworked, receive... healing... like it's related to any of the issues with them.

The new units sound interesting, but the replicant looks like it will be either too good or too bad and the warhound... they say it's "versatile", but how versatile is something that deals low damage vs non-mechanical(and supposedly high enough vs mechanical to counter tanks), when all zerg, marine/marauder and zealot/archon are not mechanical, the only mechanical unit that's massed is the stalker, and they sit behind the zealot wall.


Welcome to the wonderful life of the Immortal.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 21 2011 22:53 GMT
#3958
Siphon is so broken :/ just from what it sounds like
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Egyptian_Head
Profile Joined October 2010
South Africa508 Posts
October 21 2011 22:53 GMT
#3959
On October 22 2011 07:51 Xayoz wrote:
Show nested quote +
Arc Shield
Cost: 25 Energy
Effect: Place an anti-light cannon on top of any structure for a brief period of time.

I do wonder what will be the main use of this spell....

I imagine stopping 6 pools
Defrag
Profile Joined February 2010
Poland414 Posts
October 21 2011 22:53 GMT
#3960
I dont like Swarm Host at all, looks bad ( as most of new units thou ), spawns units slowly, they move slowly as well... with 5-6 tanks they wont even get to the line, and I dont see 3 of Swarm hosts can hold a line alone... while 3 tanks on a cliff can do it pretty ok.
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