New HotS Units/Abilities in Blizzcon - Page 215
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jmbthirteen
United States10734 Posts
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avengaar
12 Posts
On October 22 2011 08:32 Whitewing wrote: Yeah, these were my initial thoughts, but I thought about it some more, and it is useful in some cases. If I see a lair researching for example, I'd want to know if he's getting burrow or ovie drops. If I see a roach warren researching, it'd be nice to know if he's getting tunneling claws or speed before it's done. It's also useful on tech labs on barracks to see if it's combat shields first or stim first. Are you really going to build a unit so you can see if they are getting combat shields or stim first though? Like the burrow/drop is the only thing i could think of that would be slightly useful but still extremely situational. Like I'm not ever going to use that... like what am I honstly doing to prepare for the choice of combat shield over stim. | ||
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Whitewing
United States7483 Posts
On October 22 2011 08:34 SnowK wrote: AHgkjhsgdkjhasdg So much misinformation. First 1 sec siege time on shredders, then 8 sec. Large AoE on Warhounds, now next to none. Nvm, I guess maybe I heard wrong. | ||
Kal_rA
United States2925 Posts
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ZergrayNVoid
United States17 Posts
On October 22 2011 07:52 CeriseCherries wrote: 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 First of all, the toss player has to micro his nexi to make sure the ones which would need a recall have the energy available, so that makes things more complicated from a control group perspective. Second, if the player has no reasons to need a recall soon, he'll be boosting probes/units/research instead, and may not have one available when needed. Additonally, from the enemy's perspective: He just recalled -> I have map control. He screwed up his recall -> free kills. His units are there -> I can attack here. He has recall up? - Force use/ focus units/ Trap units. Recalls slow unit production, so in many cases it should avoided unless some sort of drop-style harass is in play. | ||
Cyro
United Kingdom20275 Posts
On October 22 2011 08:34 Shikyo wrote: Save up 100 energy, build 4 pylons next to opponent, make all of them cannons that destroy enemy nexus That's my vision, hopefully it will become true They only hit light, it is low duration (wont kill a nexus) and if he is any good he will mirror your nexus energy to mirror your cannon count just as 4gate vs 4gate used to be | ||
Ayaz2810
United States2763 Posts
On October 22 2011 08:33 Percutio wrote: What would terran do? They have no chance if you get the expand up. I would imagine they would find some way to win. Seeing as how they're OP and all. In all seriousness though, if a player let me get a terran replica base up, he deserves to lose. It should not be able to work all that well. | ||
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The_Templar
your Country52797 Posts
Corrupters now have a channeled ability against building that gives one mineral a second and does 1dps. I'm thinking CORRUPTER HARRASS! | ||
InvalidID
United States1050 Posts
On October 22 2011 08:33 willoc wrote: Indeed. I love all of this out-of-hand theory-crafting. It's very similair to "Protoss is so OP in SC:BW because DARK ARCHONS can take any unit they like". We all know Dark Archons mind-control was always used in serious competition and the Dark Archon had to be in melee range as well! Well the mule comment that Dustin Browder made was pretty good: its not unreasonable to, on 3 bases or so transition to orbitals/PFs over Nexus'. The expense would be far worth it, with how crappy more chrono because at that point. I mean the expense would be the cost of the replicant, a command center(that you would have made a nexus anyways so basically 0), a supply depot(100, but you would have made a pylon anyways) and a barracks(150, you can fly it around and scout I guess)+150 for the orbital itself. PFs are about the same. The time doesn't matter because in the mean time the command center would actually be better then an extra nexus because at least you can lift. So for 250 minerals+the cost of a replicant you have access to orbital tech on all future command centers. | ||
PPTouch
99 Posts
On October 22 2011 08:34 Shikyo wrote: Save up 100 energy, build 4 pylons next to opponent, make all of them cannons that destroy enemy nexus That's my vision, hopefully it will become true the problem with the arc shields in pvp is that think about a 3 pylon block off... but you dont need a cannon and just make the pylons :/ | ||
Jayjay54
Germany2296 Posts
On October 22 2011 08:33 iNotZerg wrote: I gave in and bought the panel stream...so.. Random things Im typing while watching the stream. They note that these things can be changed. ~so the replicant can copy any unit you have vision, and you automatically get the upgrades, according to david kim. ~ viper is a seige breaker. ~brood host spawns 4 locust that has 90 hp and 16 dmg. ~oracle can disable buildings, such as spores, and spines, as well as phase out tech structure. ~oracle is pretty fast. (looks as fast as a muta IMO) ~Reapers can regenerate health. ~Hive tech burrow move for banelings. ~Hive speed upgrade for hydras. ~Dustin said he thinks that the replicant will be op because it will force terran to not build seige tanks/ghost/bcs ~David said they are trying to not make the viper so expensive so that detection is impossible, or too high up in the tech tree but not too cheap so that the pull ability can be abused. ~Apparently, they do read the forums. ~They said they were going to watch the mules in case they ever get imba. ~as of right now, that psudo cannon for toss requires gateway. More info as soon as i get them. I was sooooo excited about finally forcing detection with zerg. oooh hive tech. thanks blizzard. seems like literally everything stays the same in early and midgame except detection is later. | ||
daSilvaz
809 Posts
On October 22 2011 07:57 tsuxiit wrote: If you don't know what you're talking about, please don't post like you do. Please enlighten us with your wisdom then obywan. Isn't a spore (or couple) enough to hold burrow roaches? really need an overseer for that? gtfo with the all knowing...if you wanna expand or move out is a diff story, but thats not what i responded to so please.... | ||
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Whitewing
United States7483 Posts
On October 22 2011 08:35 avengaar wrote: Are you really going to build a unit so you can see if they are getting combat shields or stim first though? Like the burrow/drop is the only thing i could think of that would be slightly useful but still extremely situational. Like I'm not ever going to use that... like what am I honstly doing to prepare for the choice of combat shield over stim. I'm not going to build it for that specific purpose no, but if I build it for any other reason like harassing, I won't hesitate to use that spell on it to find out. And the difference between combat shields and stim is the difference between a terran who wants to turtle and a terran who is about to get aggressive. | ||
XRaDiiX
Canada1730 Posts
~Apparently, they do read the forums. ~They said they were going to watch the mules in case they ever get imba ____ Uhm OUTRAGE WTF This is supposed to be the Zerg Expansion !!!!!!!! | ||
diLLa
Netherlands247 Posts
otherwise i would just mass them, and all transform into workers if possible to get a massive econ lead :D | ||
casualman
United States1198 Posts
On October 22 2011 08:35 avengaar wrote: Are you really going to build a unit so you can see if they are getting combat shields or stim first though? Like the burrow/drop is the only thing i could think of that would be slightly useful but still extremely situational. Like I'm not ever going to use that... like what am I honstly doing to prepare for the choice of combat shield over stim. Yes. Think about it, it's like an observer that can harass and provide better scouting. Why not? It's also another detector that ensures protoss can go another tech route besides robo if they do not want to play super passive with cannons in fear of cloaked units. I think it's great, though the mineral statis ability needs to be reworked, because it's weak. | ||
Drowsy
United States4876 Posts
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Toadvine
Poland2234 Posts
On October 22 2011 08:33 iNotZerg wrote: I gave in and bought the panel stream...so.. Random things Im typing while watching the stream. They note that these things can be changed. ~so the replicant can copy any unit you have vision, and you automatically get the upgrades, according to david kim. ~ viper is a seige breaker. ~brood host spawns 4 locust that has 90 hp and 16 dmg. ~oracle can disable buildings, such as spores, and spines, as well as phase out tech structure. ~oracle is pretty fast. (looks as fast as a muta IMO) ~Reapers can regenerate health. ~Hive tech burrow move for banelings. ~Hive speed upgrade for hydras. ~Dustin said he thinks that the replicant will be op because it will force terran to not build seige tanks/ghost/bcs ~David said they are trying to not make the viper so expensive so that detection is impossible, or too high up in the tech tree but not too cheap so that the pull ability can be abused. ~Apparently, they do read the forums. ~They said they were going to watch the mules in case they ever get imba. ~as of right now, that psudo cannon for toss requires gateway. More info as soon as i get them. ... SC2 is doomed. | ||
ifonlyiwereawsum
United States484 Posts
On October 22 2011 08:36 PPTouch wrote: the problem with the arc shields in pvp is that think about a 3 pylon block off... but you dont need a cannon and just make the pylons :/ Also, Joshy said that it only brought a single SCV to like 5 hp. I mean, I am sure this will get buffed but by how much? And you are wasting energy you could be using on chronoboost =P | ||
Jayjay54
Germany2296 Posts
it just takes 25 mins to take down a hatch | ||
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