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New HotS Units/Abilities in Blizzcon - Page 206

Forum Index > SC2 General
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Zorgaz
Profile Joined June 2010
Sweden2951 Posts
October 21 2011 23:13 GMT
#4101
Hope Zerg receives something in T1 or early T2 to gain Detection before this new unit =/
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 21 2011 23:13 GMT
#4102
On October 22 2011 08:10 Noocta wrote:
Can someone explain me what is the use of the Shredder ?
You put it alone at a point you don't want the ennemy to go ? Won't the ennemy just kill it lol ?

To me, seems to be: chokepoint / mineral control, expansion blocking, harrass.

So basically it's a hellion
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
TroubL
Profile Joined February 2011
Lithuania126 Posts
October 21 2011 23:13 GMT
#4103
On October 22 2011 08:12 nt-rAven wrote:
Alot of people are bashing on the new protoss unit... If you look at the hots preview closely at 1:42 you will notice 4-5 balls, the range is quite far away and they replicate 4 seiges tanks almost instantly, looked pretty sick and kind of looks op from the range they replicated from~

from what i heard they replicate to what they can see
''Special Tactics since 1998'' - WhiteRa
KDot2
Profile Blog Joined March 2011
United States1213 Posts
October 21 2011 23:13 GMT
#4104
Half of me is now worried HotS will actually be worse than WoL ...

but the other half of me is thinking it will be 100X better than WoL ....



I don't think we will really know anything until we play it
lowercase
Profile Joined September 2010
Canada1047 Posts
Last Edited: 2011-10-21 23:14:01
October 21 2011 23:13 GMT
#4105
On October 22 2011 08:10 XRaDiiX wrote:
Show nested quote +
On October 22 2011 08:08 Shikyo wrote:
On October 22 2011 08:06 Jayjay54 wrote:
On October 22 2011 08:04 dae wrote:
On October 22 2011 07:55 0neder wrote:
On October 22 2011 07:37 Phaded wrote:
From the panel
Shredder. Static aoe defense. 2 take out a big group of zerglings. Automatically deactivates when your units come close to shredders

WHY DEACTIVATE?!? FRIENDLY FIRE IS EXCITING!!!!

And why the heck should Protoss get detection for all branches of the tech tree? How is that exciting?


Why should protoss be forced into robo every game?

Terran has scans that can be used in a pinch.

Zerg has overseers, and the new caster.

How is it exiting when protoss loses to 1 cloakshee?


actually, zergs don't have overseers anymore and the caster requires spire. so they are forced to go spire every game


And it STILL won't be in time vs cloaked banshees.

Back to 1base spire rush I guess, that always worked oh so well.


This is a huge issue that everyone need to discuss right now ALL Zerg Forced to go SPIRE every Game now because you can't move out of your base without it

Its 100% true if you don't see your $U&@ing blind.

I know you DT Cloak Banshee Cheesers are foaming at the Mouths.


You guys are totally missing the point. The Viper is lair tech but does not require a spire. This is the same requirements as the overseer.

The only real problem I see is the cost: 50/150 more than an overseer.
That is not dead which can eternal lie...
SnowK
Profile Joined June 2011
United States245 Posts
October 21 2011 23:13 GMT
#4106
On October 22 2011 08:11 Phaded wrote:
Show nested quote +
On October 22 2011 08:09 TroubL wrote:
On October 22 2011 08:08 Phaded wrote:
Shredder damage like psi storm, doesn't stack. Can be repaired. Deactivates with allies units. Deactivates with friendly workers

what is range of Shredder? i mean spread?

Looked like 4 range radius. Bigger than psi storm. 2 of them covered a large wide ramp


Was there a setup time (like Lurkers) for them?
"Its like someone went 'What does protoss need.... I know, more ways to be an obnoxious cunt'" - Liquid`Jinro
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 21 2011 23:13 GMT
#4107
This archon question is a waste
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
nitdkim
Profile Blog Joined March 2010
1264 Posts
October 21 2011 23:13 GMT
#4108
AOE this, AOE that... dude wtf. AOE is such a pain in the ass in this game due to the game engine in the first place.
PM me if you want random korean images translated.
Paperplane
Profile Joined March 2011
Netherlands1823 Posts
October 21 2011 23:13 GMT
#4109
I don't see the 50 mutalisks being a real issue in PvZ :\ If someone has 50 mutas in one control group you just storm em the fuck outta the game.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
Last Edited: 2011-10-21 23:15:23
October 21 2011 23:14 GMT
#4110
Is anyone else amused about the concept of the shredder and the purpose given to the oracle?

The shredder is going to be amazing in drops. Terran now has hellion splash, Stim marine drops, Reapers and Shreddars to kill off all your workers.

edit: Muta packs are a problem I can't believe people are seriously denying that. Storm isn't like Fungal. Storm doesn't shut down air play and doesn't do enough damage to really really effectively shut down mutas. Mass muta with its mobility can/does wipe out toss. Phoenix change did some to help moderate small numbers of mutas not massive groups of them. It was teh 6 gate timing that stopped this muta play not phoenixes.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Weson
Profile Blog Joined December 2010
Iceland1032 Posts
October 21 2011 23:14 GMT
#4111
Why dont some of you guys just play the BW mod for SC2? Jeez so many cry babies.

But i have to admit that grip thing made me laugh, it looks so fucking stupid.
"!@€#" - as some guy said
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
October 21 2011 23:14 GMT
#4112
On October 22 2011 08:13 nitdkim wrote:
AOE this, AOE that... dude wtf. AOE is such a pain in the ass in this game due to the game engine in the first place.


Micro! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 21 2011 23:14 GMT
#4113
On October 22 2011 08:13 SnowK wrote:
Show nested quote +
On October 22 2011 08:11 Phaded wrote:
On October 22 2011 08:09 TroubL wrote:
On October 22 2011 08:08 Phaded wrote:
Shredder damage like psi storm, doesn't stack. Can be repaired. Deactivates with allies units. Deactivates with friendly workers

what is range of Shredder? i mean spread?

Looked like 4 range radius. Bigger than psi storm. 2 of them covered a large wide ramp


Was there a setup time (like Lurkers) for them?


Oh are you serious, 4 range RADIUS? -.- whats the damage output?
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Whitewing
Profile Joined October 2010
United States7483 Posts
October 21 2011 23:14 GMT
#4114
On October 22 2011 08:09 Bibdy wrote:
Show nested quote +
On October 22 2011 08:03 Whitewing wrote:
On October 22 2011 07:59 Bibdy wrote:
On October 22 2011 07:56 Whitewing wrote:
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.


Thing is, with that unit in the game, what's the point of the Void Ray or Phoenix except as a stepping-stone to that unit? It seems like it merges the best parts of both, with the exception of the Phoenix's speed. Seems like the effects should be the other way around. Big laser for things like Cattlebruisers, and anti-Light AOE for Marine/Hydra balls.


Voidray is a bad unit in general and I wish it were replaced with something better, but it's purpose is to beat enemy massive units like battlecruisers that the tempest and phoenix suck against. Phoenix are good as an early harass unit and early scouting before you get oracles out (since oracles are a good deal more expensive and 100% useless in a fight). Late game I agree, an air fleet from protoss doesn't need phoenix. I would prefer it that way (AoE vs. ground and big for air) like you suggest, but that would mesh with phoenix and VR worse, and I think they wanted to give toss a way to deal with big muta balls that give them so much trouble.


Well that's what I mean. The Void Ray sucks in any straight-up conflict because of the charge time, particularly late-game when they get shredded to pieces either by Yamato, or their Viking/Marine backup. It's only good as a surgical strike/harassment unit (and for air domination if your opponent doesn't make any anti-air, like any air-to-ground unit). Swap the two weapons on the Tempest and it's something that's actually useful in the current game. Big laser for ripping apart capital ships, and anti-Light AOE for ripping up Marine/Hydra balls. I just don't see why Protoss need help against Mutas all that bad (and it's not like you can get a Tempest out before they show up, either). Ever since Phoenixes had the ability to kite the things, Mutas have never been anything close to overpowered in PvP.


Mass muta is actually really freaking hard to deal with in PvZ, phoenix as a reaction doesn't work, they just force you to fight by attacking a building, and one shot your phoenix when they go in, then back off instead of chasing and force you to go back in. If they mix a few corrupters in your phoenix can't even attack the muta ball at all. The only way to handle it right now effectively (unless you opened stargate and already had a bunch of phoenix, in which case you're fine), is to make a shit ton of stalkers, get blink, turtle really hard, and then get storm and leave high templars in your base to storm the muta ball. It'll take about 8 storms to kill them all because of how fast they dodge it, so it's basically a waiting game with zerg getting a huge economic edge, and protoss hoping his death ball can handle the zerg advantage. Tempest will go a long way towards helping that, because now with the oracle and the tempest existing, opening stargate is a non-gimmick, meaning you can open stargate reliably now without having to catch your opponent off guard, and the Tempest's usefulness vs. ground (it's got to be better than a carrier) means it's not a waste to build, and won't be useless after you kill the mutas. I kind of like the unit.

But yeah, void rays need to go man, I'd much rather have a unit like the banshee.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2011-10-21 23:15:35
October 21 2011 23:14 GMT
#4115
On October 22 2011 08:08 Shikyo wrote:
Show nested quote +
On October 22 2011 08:06 Jayjay54 wrote:
On October 22 2011 08:04 dae wrote:
On October 22 2011 07:55 0neder wrote:
On October 22 2011 07:37 Phaded wrote:
From the panel
Shredder. Static aoe defense. 2 take out a big group of zerglings. Automatically deactivates when your units come close to shredders

WHY DEACTIVATE?!? FRIENDLY FIRE IS EXCITING!!!!

And why the heck should Protoss get detection for all branches of the tech tree? How is that exciting?


Why should protoss be forced into robo every game?

Terran has scans that can be used in a pinch.

Zerg has overseers, and the new caster.

How is it exiting when protoss loses to 1 cloakshee?


actually, zergs don't have overseers anymore and the caster requires spire. so they are forced to go spire every game

And it STILL won't be in time vs cloaked banshees.

Back to 1base spire rush I guess, that always worked oh so well.

Lmao I just realized this. Earliest you are gonna have a viper out assuming it comes straight from spire is like 9:30? Cloak banshee finishes like 3 minutes before that =D

Mass ling /w fast upgrades is pretty good tho, so having to make an evo isnt a huuuuuge deal ... but still.
EDIT: Oh does NOT require spire? INteresting.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SkimGuy
Profile Joined December 2010
Canada709 Posts
October 21 2011 23:14 GMT
#4116
I think we're all forgetting something...

Hydra speed increased.
TroubL
Profile Joined February 2011
Lithuania126 Posts
October 21 2011 23:14 GMT
#4117
On October 22 2011 08:13 lowercase wrote:
Show nested quote +
On October 22 2011 08:10 XRaDiiX wrote:
On October 22 2011 08:08 Shikyo wrote:
On October 22 2011 08:06 Jayjay54 wrote:
On October 22 2011 08:04 dae wrote:
On October 22 2011 07:55 0neder wrote:
On October 22 2011 07:37 Phaded wrote:
From the panel
Shredder. Static aoe defense. 2 take out a big group of zerglings. Automatically deactivates when your units come close to shredders

WHY DEACTIVATE?!? FRIENDLY FIRE IS EXCITING!!!!

And why the heck should Protoss get detection for all branches of the tech tree? How is that exciting?


Why should protoss be forced into robo every game?

Terran has scans that can be used in a pinch.

Zerg has overseers, and the new caster.

How is it exiting when protoss loses to 1 cloakshee?


actually, zergs don't have overseers anymore and the caster requires spire. so they are forced to go spire every game


And it STILL won't be in time vs cloaked banshees.

Back to 1base spire rush I guess, that always worked oh so well.


This is a huge issue that everyone need to discuss right now ALL Zerg Forced to go SPIRE every Game now because you can't move out of your base without it

Its 100% true if you don't see your $U&@ing blind.

I know you DT Cloak Banshee Cheesers are foaming at the Mouths.


You guys are totally missing the point. The Viper is lair tech but does not require a spire. This is the same requirements as the overseer.

The only real problem I see is the cost: 50/150 more than an overseer.


50/150 ? i heard something like 200 gas
''Special Tactics since 1998'' - WhiteRa
SnowK
Profile Joined June 2011
United States245 Posts
October 21 2011 23:15 GMT
#4118
On October 22 2011 08:14 Sabu113 wrote:
Is anyone else amused about the concept of the shredder and the purpose given to the oracle?

The shredder is going to be amazing in drops. Terran now has hellion splash, Stim marine drops, Reapers and Shreddars to kill off all your workers.


It's cool man, I'm doing Corruptor-Econ builds.
"Its like someone went 'What does protoss need.... I know, more ways to be an obnoxious cunt'" - Liquid`Jinro
John Madden
Profile Blog Joined October 2010
American Samoa894 Posts
October 21 2011 23:15 GMT
#4119
Spire time could change, it's a possibility.
FOOTBALL
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 21 2011 23:15 GMT
#4120
On October 22 2011 08:13 nitdkim wrote:
AOE this, AOE that... dude wtf. AOE is such a pain in the ass in this game due to the game engine in the first place.



I kind of agree to a point. Seems like every fuckin unit in the game is getting AOE at this point. Tone that shit down.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
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