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Active: 1820 users

New HotS Units/Abilities in Blizzcon - Page 209

Forum Index > SC2 General
Post a Reply
Prev 1 207 208 209 210 211 378 Next
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 21 2011 23:20 GMT
#4161
On October 22 2011 08:19 TroubL wrote:
Show nested quote +
On October 22 2011 08:19 Lazerlike42 wrote:
What was he talking about regarding changing EMP? I heard them say they had been looking at it, but I didn't see anything anywhere saying it was actually nerfed in either WoL or HotS. Did I miss something?

radius nerf or something among those lines


If that's true, I'm going to do a dance.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Clefairy
Profile Joined September 2011
1570 Posts
October 21 2011 23:20 GMT
#4162
So Blizzard hates Protoss
Phaded
Profile Joined August 2010
Australia579 Posts
October 21 2011 23:20 GMT
#4163
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]
I am down but I am far from over
Yergidy
Profile Blog Joined April 2010
United States2107 Posts
October 21 2011 23:21 GMT
#4164
On October 22 2011 08:17 Nokarot wrote:
Show nested quote +
On October 22 2011 08:14 Liquid`Jinro 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.

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.


Maybe overlords will get to see invisible at lair tech or something, similar to how they gain the creep poop ability. They didn't say that the Viper will be zerg mobile detection, they just said that the overseer is cut.

I think overlords being mobile detector is the only way it would work.
One bright day in the middle of the night, Two dead boys got up to fight; Back to back they faced each other, Drew their swords and shot each other.
casualman
Profile Joined April 2010
United States1198 Posts
October 21 2011 23:21 GMT
#4165
On October 22 2011 08:20 XRaDiiX wrote:
Show nested quote +
On October 22 2011 08:18 Shikyo wrote:
I request a quote that you don't require a spire for Viper, I find it difficult to believe they'd add a flying Queen.




It's obvious this doesn't require spire tech. If it did zerg could not get on 3 bases until 10 minutes into the game, which obviously doesn't work and would break the game.
GuMiho <3
Whitewing
Profile Joined October 2010
United States7483 Posts
October 21 2011 23:21 GMT
#4166
On October 22 2011 08:20 Adreme wrote:
Show nested quote +
On October 22 2011 08:16 Jayjay54 wrote:
On October 22 2011 08:13 lowercase wrote:
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.


again. and again (but for the last time now). zerg is not gonna get a 100% nice casterunit just by lair tech. that's just not gonna happen. it will require spire. which IS LAIR TECH!!!111oneone


Its a 200/200 unit with pretty average spellcasting abilities except for the one that gives the ability for any unit to get detection. That seems like something you could get on lair for free since you wont exactly be massing them up.


I wouldn't call disruption web a mediocre ability, that spell is freaking awesome if used right. The whole GET OVER HERE spell could be really overpowered in a game with colossi.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Silver777
Profile Joined March 2010
United States347 Posts
October 21 2011 23:21 GMT
#4167
I'm really surprised no one has mentioned the best use for the replicator, only possible in TvP. By getting an SCV you can then repair all your blink stalkers/immortals/voidrays/colossus.. To me this seems BY FAR the best use as its the only way to get back the health on these expensive units so EMP doesn't make your 10 hp Colossus die from 1 marauder shell.
MikeTheBike
Profile Joined July 2011
New Zealand136 Posts
October 21 2011 23:21 GMT
#4168
Did they remove the Carrier?
OPL3SA2
Profile Joined April 2011
United States378 Posts
October 21 2011 23:21 GMT
#4169
On October 22 2011 08:12 Alizee- wrote:
It looks cool, but if they honest don't fix the continual disconnects from bnet, I've no real interest.


When you say they, you must be talking about your ISP
Playoffs? You're talking about playoffs?
prOpSnuffe
Profile Joined September 2010
Sweden241 Posts
October 21 2011 23:21 GMT
#4170
Will the Swarm Host not have an aoe attack? I seems like it would be pretty useless without splash damage. Right now I looks like a couple of marines/marauders would take on a few Swarm Hosts pretty easily..
Best starcraft 2 player of all time? INnoVation
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 21 2011 23:21 GMT
#4171
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]


Are 2 of these in close proximity going to mean instant death for light units that try to enter the no fly zone?
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Lazerlike42
Profile Joined July 2011
United States104 Posts
October 21 2011 23:21 GMT
#4172
On October 22 2011 08:20 ayaz2810 wrote:
Show nested quote +
On October 22 2011 08:19 TroubL wrote:
On October 22 2011 08:19 Lazerlike42 wrote:
What was he talking about regarding changing EMP? I heard them say they had been looking at it, but I didn't see anything anywhere saying it was actually nerfed in either WoL or HotS. Did I miss something?

radius nerf or something among those lines


If that's true, I'm going to do a dance.


Sure, that was called a "possibility for down the road." Then later, someone said something as though the change had actually happened. This is what is confusing me.
TroubL
Profile Joined February 2011
Lithuania126 Posts
October 21 2011 23:22 GMT
#4173
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]

my god it is huge
''Special Tactics since 1998'' - WhiteRa
Steelavocado
Profile Joined May 2010
United States2123 Posts
October 21 2011 23:22 GMT
#4174
O boy... I don't like those changes very much t.t I am a toss player btw
MIRACLE IS YOUR TI7 CHAMP
Toadvine
Profile Joined November 2010
Poland2234 Posts
October 21 2011 23:22 GMT
#4175
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]


And this actually kills workers when deployed in a mineral line? Jesus Christ. And I thought baneling drops were bad.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
jjhchsc2
Profile Joined December 2010
Korea (South)2393 Posts
October 21 2011 23:22 GMT
#4176
wow that is cool
Lee Ssang/ Lee Shin/ Kim Jung Woo/ Kim Min Chul/Jun Tae Yang/Park Soo Ho/Lee Jung Hoon/Choi Sung Hoon/ Moon Sung Won/Park Ji Soo/ Lee Ho Joon/ Jang Min Chul/ Kim Seung Chul/SaSe/IdrA/Ret Fighting! BW4Life
galivet
Profile Joined February 2011
288 Posts
October 21 2011 23:22 GMT
#4177
I think it's easy to predict the way these units will effect the balance of the game but thinking about the way they'll impact the points in the game where each race is vulnerable.

Example: In ZvT, zerg is vulnerable early-game to bunker rushes, hellions, and banshee harass. Do any of the new zerg units/abilities help out early in the game? No, they're all Lair+. Do any of the new terran units help out early game? Why yes, the new hellion transform does! So ZvT early game just became even more terran favored.

I'm not going to take the time to write out examples in a thread moving at a page per minute, but if you think about the new units in this way it becomes apparent that ZvP is going to become more zerg favored while TvZ and TvP will become more terran favored.
snarl
Profile Joined July 2004
Canada812 Posts
October 21 2011 23:22 GMT
#4178
I don't understand why the Protoss "raider" merely freezes minerals whereas BFH and Bling drops completely rape mineral lines. Just give us the reaver already..
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
October 21 2011 23:22 GMT
#4179
On October 22 2011 08:20 Adreme wrote:
Show nested quote +
On October 22 2011 08:16 Jayjay54 wrote:
On October 22 2011 08:13 lowercase wrote:
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.


again. and again (but for the last time now). zerg is not gonna get a 100% nice casterunit just by lair tech. that's just not gonna happen. it will require spire. which IS LAIR TECH!!!111oneone


Its a 200/200 unit with pretty average spellcasting abilities except for the one that gives the ability for any unit to get detection. That seems like something you could get on lair for free since you wont exactly be massing them up.


wait what? did you see how many people freak out how awesome this unit is. how it is the new defiler. how imba it's death grap is? this is not a "caster" like the overseer or quenn. this is an actual caster like the infestor. it won't come with lair. most likely spire, maybe other requirement (somebody said evo, viper den).
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 21 2011 23:22 GMT
#4180
On October 22 2011 08:21 OPL3SA2 wrote:
Show nested quote +
On October 22 2011 08:12 Alizee- wrote:
It looks cool, but if they honest don't fix the continual disconnects from bnet, I've no real interest.


When you say they, you must be talking about your ISP



Lol... he really thinks that bnet DCs everyone randomly? No sir.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
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