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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....
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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.
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can someone pm me a re-stream to the painel pleasE?
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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.
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On October 22 2011 07:48 Phaded wrote: Tempest, the flying Thor with more aa dmg Seriously. Give us the Carrier back!
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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.
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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.
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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".
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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....
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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
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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.
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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?
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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
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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.
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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,.
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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.
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Canada13379 Posts
Siphon is so broken :/ just from what it sounds like
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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
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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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