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New HotS Units/Abilities in Blizzcon - Page 200

Forum Index > SC2 General
Post a Reply
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MrSexington
Profile Blog Joined July 2010
United States1768 Posts
October 21 2011 22:55 GMT
#3981
So...

...No moving out with Zerg until Spire tech finishes?

Gotcha.

>_<
Enki
Profile Blog Joined January 2007
United States2548 Posts
October 21 2011 22:55 GMT
#3982
Well, I predict HotS will be pretty broken for awhile, guess I can hold off on it for awhile when it gets released.

Just heard that reapers will regen health out of battle, now that sounds awesome. Makes it easier to continue harassing throughout the game. Maybe this is what the reaper needs to get revived a bit in play.

I dislike most of the other stuff I have heard though, seems dumb/uninventive/imbalanced.
"Practice, practice, practice. And when you're not practicing you should be practicing. It's the only way to get better. The only way." I run the Smix Fanclub!
scaban84
Profile Joined August 2010
United States1080 Posts
October 21 2011 22:56 GMT
#3983
On October 22 2011 07:53 aderum wrote:
Show nested quote +
On October 22 2011 07:51 Xayoz wrote:
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....


holding of 6 pools i guess?
and early zealots marines to i guess LOL

I imagine the spell will nullify zergs/zealots in the mineral line auto targeting drones. You'll have to hold position now
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design." — Friedrich von Hayek
Orkfaeller
Profile Joined May 2011
14 Posts
October 21 2011 22:56 GMT
#3984
I dont know If somebody allready noticed but

the WARHOUND from the Trailer and the one from the pcgamer site, they look different.

http://media.pcgamer.com/files/2011/10/WarHound-B.jpg



At least the Cockpit and the Misslelauncher on its shoulder.

Bibdy
Profile Joined March 2010
United States3481 Posts
October 21 2011 22:56 GMT
#3985
On October 22 2011 07:55 Jayjay54 wrote:
Show nested quote +
On October 22 2011 07:54 ShatterZer0 wrote:
Stargate has detection and Protoss has base defense that comes with gateway tech. All is good in the world. :D


cannon rush is buffed too.


You need a Gateway before you can use it, so no it hasn't.
Antares777
Profile Joined June 2010
United States1971 Posts
October 21 2011 22:56 GMT
#3986
Oh, I understand the Arc Shield upgrade now. It's to help PvP and give them a defender's advantage against 4 gate.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 21 2011 22:56 GMT
#3987
On October 22 2011 07:47 Doc Daneeka wrote:
the one thing i'm really confused about is the oracle. all it's abilities except phase shift seem... lame. makes me think of the old frenzy spell the infestor had in beta. just uninteresting and not very helpful. tempest looks like it could be good, dunno till we see games with it, but isn't kind of like a beefier phoenix? what's the point in getting it if you have a decent phoenix count? or what's the point in getting phoenix if this thing turns out to be good?

rhetorical questions of course, we won't know till beta.


I think the tempest is going to be very interesting, and extremely useful to mix in with a late game colossus ball. It has an aoe attack vs. air, which means it's good vs. mutas, and it has a lot of hp I'm sure, which means it'd be great to fight vikings and tank for the colossus during a big engagement. It also has a big damage single target attack vs. ground, which might make it great for taking out things like the new thor, siege tanks, or for hitting undefended bases and then mass recalling them.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
tsuxiit
Profile Joined July 2010
1305 Posts
October 21 2011 22:57 GMT
#3988
On October 22 2011 07:52 daSilvaz wrote:
Show nested quote +
On October 22 2011 07:51 tsuxiit wrote:
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?


If you don't know what you're talking about, please don't post like you do.
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
October 21 2011 22:57 GMT
#3989
-Terran player here VERY excited about all of the new positional control units being added to HOTS.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
October 21 2011 22:57 GMT
#3990
On October 22 2011 07:55 Jayjay54 wrote:
Show nested quote +
On October 22 2011 07:54 ShatterZer0 wrote:
Stargate has detection and Protoss has base defense that comes with gateway tech. All is good in the world. :D


cannon rush is buffed too.


Not really, the new Nexus ability requires Gateway tech. So, Cannon/Zealot rushes buffed, and proxy gates, but normal cannon rushes are unchanged.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
LoneWolf.Alpha-
Profile Blog Joined July 2011
123 Posts
October 21 2011 22:57 GMT
#3991
On October 22 2011 07:30 FeUerFlieGe wrote:
Show nested quote +
On October 22 2011 07:27 TutsiRebel wrote:
ROFL @ people who think Zerg doesn't need mobile detection until tier 2.5

seriously, it's incredible how stupid some of you are


Technically we have mobile detection at t1 with a evo chamber =)


how come zerg don't use unburrowed spore crawlers more often as mobile detection? with creep spread, they walk as fast as queens, and they are cheap tier1.
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
October 21 2011 22:57 GMT
#3992
Ok... seriously battle hellion... just call it a firebat and done... sigh... I STILL cant get over the Tempest instead of Carrier... >:
Remember, no matter where you go, there you are.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
October 21 2011 22:58 GMT
#3993
but the terran units are the ugliest units ive ever seen. Also battle hellions? really youd rather have transformer then just putting firebats in the barracks?


Yes, to make mech viable. I don't want to be forced into biomech. :/
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
October 21 2011 22:58 GMT
#3994
On October 22 2011 07:56 Bibdy wrote:
Show nested quote +
On October 22 2011 07:55 Jayjay54 wrote:
On October 22 2011 07:54 ShatterZer0 wrote:
Stargate has detection and Protoss has base defense that comes with gateway tech. All is good in the world. :D


cannon rush is buffed too.


You need a Gateway before you can use it, so no it hasn't.


the first phase of the cannon rush maybe, but a pylon contain + 1 cannon gets a gateway up before you get to killing it off, making it even harder to clear.
I agree it isn't going to hugely buff cannon rushes, but it will be an additional tool available during them.
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-21 22:59:13
October 21 2011 22:58 GMT
#3995
On October 22 2011 07:55 MrSexington wrote:
So...

...No moving out with Zerg until Spire tech finishes?

Gotcha.

>_<


Yep Blizzard removed Overseers so Zerg only get 1+ unit for HOTS Protoss gets 2+ Units -1 from the MotherShip...

Wowwwwww

Overseers only 50/50 Vipers gonna cost 200 gas and Spire .... So Zerg basically can't move out until 10-12 minutes
Never GG MKP | IdrA
Bobble
Profile Joined January 2011
Australia1493 Posts
Last Edited: 2011-10-21 23:00:17
October 21 2011 22:58 GMT
#3996
Finally, I've been wondering when moving burrowed banelings would come in!

On October 22 2011 07:58 XRaDiiX wrote:
Show nested quote +
On October 22 2011 07:55 MrSexington wrote:
So...

...No moving out with Zerg until Spire tech finishes?

Gotcha.

>_<


Yep Blizzard removed Overseers so Zerg only get 1+ unit for HOTS Protoss gets 2+ Units -1 from the MotherShip...

Wowwwwww


There's no Carriers either...
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
October 21 2011 22:58 GMT
#3997
I'm glad there's so many people that can see into the future and can tell us all about how these changes will effect the game and know all about how everything will be tweaked (or not tweaked to be left obviously OP!!!@##)!

This reminds me so much of when they patched the Phoenix to have moving shot and everyone got their panties in a bunch. Mutalisk 100% useless! Phoenix will never get hit! Phoenix obviously OP! People need to calm down and wait to play the game.
twitter: @terrancem
midoriiro
Profile Joined February 2011
United States20 Posts
October 21 2011 22:58 GMT
#3998
On October 22 2011 07:06 ayaz2810 wrote:
Show nested quote +
On October 22 2011 07:05 midoriiro wrote:
hmm...
1. use bio and kite enemy army to nearby Shredder
2. hop in medivac
3. ???
4 profit!


But if the medivac is near the shredder, will it operate? You might have to load up and move away. That would make the whole strat hard to pull off.



ahh...I thought it was only talking about ground units =/
*adds shredder to the avoid pile*

I don't see why they needed a new unit to help hold ground, they have siege tanks lol. They define that role. And Bunkers!

Its not like terran get screwed all the time being harassed, they have medivacs; they are either the ones doing the dropping or the ones easiest to hold it off.

Maybe the shredder was a way to "monitor/prevent harassment when going this new mech route with warhounds and battle-hellions. Even then it shouldn't be a static defense...

I dunno I just can't the use of it =/
Why do you 7?
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
October 21 2011 22:58 GMT
#3999
If that arc shield or whatever the heck it is works as intended, I wonder if toss can now 15 nexus --> 17 gateway without ever getting the forge? you can just use the arc to hold off early zergling timings. This might even work vs. terran.
"never give up, never surrender"
Whitewing
Profile Joined October 2010
United States7483 Posts
October 21 2011 22:59 GMT
#4000
On October 22 2011 07:57 CeriseCherries wrote:
Ok... seriously battle hellion... just call it a firebat and done... sigh... I STILL cant get over the Tempest instead of Carrier... >:


It's very intentional that it's a mech unit, it's going to make mech vs. protoss much more viable, as they'll annihilate chargelots.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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