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On October 22 2011 08:38 Shikyo wrote:Show nested quote +On October 22 2011 08:37 XRaDiiX wrote: ~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
____ Uhm OUTRAGE WTF
This is supposed to be the Zerg Expansion !!!!!!!! So they make the detection come so late that the pull can't be abused but do they remember that even with overseers Zerg usually STILL struggles to get detection in time for banshees...
Yup this Expansion new name Should be Protoss ripp the Heart out of the Swarm. (They Even got More *New Units* Protoss did)
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Im happy that Terran isnt getting any spellcasters and that Protoss/Zerg are. Terran aren't getting any units that specifically "counter" any of the new units. Its gonna be fun to have to play better to counter these new spellcasters.
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On October 22 2011 08:36 ayaz2810 wrote:Show nested quote +On October 22 2011 08:33 Percutio wrote:On October 22 2011 08:31 ayaz2810 wrote:On October 22 2011 08:30 Percutio wrote: 1 gate robo into scv replication into CC expand.
Mules + scv repair for the world's most insane immortal/zealot/marine all in. I'm going to practice this. You sir, have a deal. 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. As of right now once the obs gets in their base and your replicator finishes you can get an scv and start the CC, so not that much slower than a normal 1 gate robo expo, just without an immortal (:
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On October 22 2011 08:37 Toadvine wrote:Show nested quote +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.
I despise ghosts in PvT, but I think a game design that forces any units out of the equation is very bad.
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On October 22 2011 08:35 lariat wrote:Show nested quote +On October 22 2011 08:32 XRaDiiX wrote:On October 22 2011 08:30 XRaDiiX wrote:On October 22 2011 08:24 VillageBC wrote: Heart of the Swarm apparently means ripping out the Zerg heart and giving it to Protoss.
Perma NP was good, but Clone is even better! You thought canon rushing was bad, now just need to do a normal build with and just warp in a pylon. Phoenix's, blink stalker and storm wasn't good enough to counter mutas, have some tempest. Mining, bah! You don't need that 2 oracles can disable 4 spores and 4 mineral patches.
But hey, at least I can pull a colossus off a cliff. Wait you can't even do that Protoss can Just Mass Recall when you do that.
Zerg got what a Gimped Lurker? That's about it WOW HOLY CRAP REVELATION You get hydra speed, burrow-move banelings, lurkers (how do you know it's gimped? It shoots 2 16 damage 0.875 attack speed broodlings, that seems pretty decent), defilers, ultras that no longer block unit pathing with burrow charge, and a new corruptor ability. Do you want an auto-win button?
Hydraspeed at Hive, thats useful for a useless tier 2 unit. Borrowmove blings at Hive, must be hard to have a raven by then. Ultras now get to kill a marine will the rest kite backwards. Woo corruptor ability they explained as... might be cool. Expensive detector so DT usage is even more effective. The zombie creator is not a lurker and the spawns move so slowly no good for mineral harassment and looked pretty useless as seige warfare.
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On October 22 2011 08:39 TheKefka wrote:Show nested quote +On October 22 2011 08:35 jmbthirteen wrote: I love people that complain about units they have never used in a game they never played... Why is it wrong to complain about units with abilities that are clearly broken or totally wrong for the nature of the game? I can guarantee you that that Viper pull-in ability will never go live,not in a million years. Why wouldn't you complain about a obviously stupid unit or ability so they stop wasting time on it or re work asap. because you have absolutely no idea if its broken or not.
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On October 22 2011 08:38 Oboeman wrote: viper is zerg's only detector, replacing the overseer?
This seems a little bit scary. Well the viper itself isn't a detector. It can make any unit you have a detector permanently.
Dunno whether or not it could use it on itself, though.
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Oh.. My.. God... That was exciting...
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On October 22 2011 08:39 TheKefka wrote:Show nested quote +On October 22 2011 08:35 jmbthirteen wrote: I love people that complain about units they have never used in a game they never played... Why is it wrong to complain about units with abilities that are clearly broken or totally wrong for the nature of the game? I can guarantee you that that Viper pull-in ability will never go live,not in a million years. Why wouldn't you complain about a obviously stupid unit or ability so they stop wasting time on it or re work asap.
That's what we said about Death Grip.
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Dude fuck Protoss new unit can block minerals?
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On October 22 2011 08:40 Percutio wrote:Show nested quote +On October 22 2011 08:36 ayaz2810 wrote:On October 22 2011 08:33 Percutio wrote:On October 22 2011 08:31 ayaz2810 wrote:On October 22 2011 08:30 Percutio wrote: 1 gate robo into scv replication into CC expand.
Mules + scv repair for the world's most insane immortal/zealot/marine all in. I'm going to practice this. You sir, have a deal. 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. As of right now once the obs gets in their base and your replicator finishes you can get an scv and start the CC, so not that much slower than a normal 1 gate robo expo, just without an immortal (:
Clarify that a little bit. Do the units I'm cloning have to be within sight range of the replicants? Or just in my vision as a player? Because if it's the latter, that is OP as fuck. Seriously. Bad.
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On October 22 2011 08:14 Liquid`Jinro 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. 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.
They don't?!
Cool, so just requires Hive then?
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Just remove the pull ability, fuck. Nobody wants to see that shit in sc2
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On October 22 2011 08:39 blade55555 wrote:Show nested quote +On October 22 2011 08:38 Shikyo wrote:On October 22 2011 08:37 XRaDiiX wrote: ~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
____ Uhm OUTRAGE WTF
This is supposed to be the Zerg Expansion !!!!!!!! So they make the detection come so late that the pull can't be abused but do they remember that even with overseers Zerg usually STILL struggles to get detection in time for banshees... Yeah i'm wondering if they thought about 1 base cloaked banshee then 2 base DT or something. It almost forces rushed lair because you can't just morph an overlord anymore as soon as you hit lair. not happy with zergs continued de-evolution with detection.
Detection only comes late if you delay lair. If zerg doesn't get lair in WoL they still need spores to defend. I don't see why you are complaining, I don't see 1 base banshee or 2 base DT dismantling zerg in the current metagame ?
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On October 22 2011 08:37 Toadvine wrote:Show nested quote +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.
hahahaha this is so awesome. 200 gas for a copy of a cheaper unit. and dustin thinks they are forced to avoid the units...
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ugh, thought hots would make me want to play zerg again.
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On October 22 2011 08:37 Drowsy wrote: I'm kinda shocked they actually *removed* units, that didn't happen with the wc3 expansion.
Me too, i'm very disappointed. They didn´t removed units with WC3 TFT and with BW and that allowed a stable transition. Now they're removing units twith an established role in the meta game???
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Anyone know where in the tech tree oracles are?
I'm thinking of some hilariously epic Protoss timings where you send a few oracles into a Zerg's base right before and shut down the roach warren/spawning pool/hydra den, then go for the killing blow with your army.
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I'll just paste this here: http://www.reddit.com/r/starcraft/comments/lkbxw/tons_of_heart_of_the_swarm_new_unit_info_kickass/
TONS of Heart of the Swarm new unit info! Kickass (self.starcraft)
This document lists the new units and abilities in the BlizzCon® 2011 build of StarCraft® II: Heart of the Swarm™. Please keep in mind that Heart of the Swarm is still in development, and all of the units and abilities you see described below are subject to change. It's possible that some of these units and abilities will be discarded and new ones will be created to replace them as we continue to iterate on the game design. What we've listed below is just a snapshot of where we currently stand on multiplayer Heart of the Swarm.
Also note that some Wings of Liberty™ units have been cut -- our goal is to avoid redundancy and maintain a tight and manageable number of multiplayer units and abilities for players to consider as they play competitive matches.
Protoss
Upon analyzing data from their most recent battles, the protoss have identified a few areas of improvement that would help them maximize effectiveness against their enemies. Based on their findings, the protoss have augmented their arsenal with a second psionic unit, a new way to counter flocks of Mutalisks, and a new form of enemy harassment.
Tempest
Description: The tempest is a new capital ship that deals massive area-of-effect damage to air units. It also has a standard ground attack, but its chief role is to help gain air superiority.
Oracle
Description: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants vision of a targeted enemy building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. Not only can structures like missile turrets be prevented from attacking, but using this ability on a zerg Spire would block the production of Mutalisks, Corruptors, and air upgrades.
Replicant
Description: Replicants have one ability: to transform itself into any non-massive unit. They're expensive, so cloning a Zergling would not be very cost effective, but transforming into a specialized unit like a Raven, Infestor, or Siege Tank could open up interesting strategic options for the protoss.
New Abilities
A new ability called Arc Shield has also been added to the nexus -- this ability will temporarily add additional shield and building armor, as well as a weapon very similar to a photon cannon. The weapon does the same amount of damage as a regular photon cannon but only damages light units. This ability will help the protoss buy time to defend in the case of an unexpected drop from an enemy. Another ability, Mass Recall, has also been added to the nexus, which allows protoss players to teleport armies from out in the field back to the nexus. The recalled units are stunned for a few seconds when recalled.
Retired Units
As we add units to the multiplayer game, sometimes it’s necessary to remove units or alter others’ abilities to maintain game balance and eliminate redundancy. In the current design of Heart of the Swarm, the protoss are not able to deploy Motherships and Carriers, though these and other units that don’t exist in Heart of the Swarm multiplayer will still be available in Wings of Liberty multiplayer and the solo campaign.
Terran
The resourceful terrans have also been improving their technology to better survive their battles in the Koprulu sector.
Shredder
Description: The Shredder is a new unit built from the Factory that allows the terran player to control the battlefield. In its mobile form, the Shredder has no attack -- but when set to stationary mode, it channels area-effect damage to both the air and ground. If a friendly unit enters the range of the Shredder, the weapon shuts off.
Warhound
Description: The Warhound is a small, walking ground mech that wields an effective anti-air weapon with splash damage, much like the Thor from Wings of Liberty. The difference is that the Warhound is smaller and much more nimble, though it gives up some range on its anti-air missiles in exchange for this mobility. The Warhound also wields a small ground attack weapon that does additional damage to mechanical units, making it particularly well suited to taking out enemy Siege Tanks -- though it's not particularly effective against non-mechanical units.
Thor (Modified)
Description: While it was always quite effective against ground and air, one of the biggest problems with the Thor has been that it’s too big and bulky to move around well... so the terrans decided to made it even bigger. In Heart of the Swarm multiplayer, terran players will be limited to having only one Thor at a time, but this new behemoth hits even harder with its regular ground weapons and can absorb a tremendous amount of damage. The terrans have also swapped out the Thor's anti-air weapons for a bombardment ability that does a huge amount of damage to a wide swath of ground. The Thor will need time to set up its bombardment cannons, as well as time to repack them after an attack, much like a Siege Tank. Of course, fielding such a powerful weapon requires a hefty investment in technology, so both an Armory and a Fusion Core will be required before a Thor can be built.
New Abilities
The Hellion has been upgraded to a transforming unit similar to the Viking. When transformed into its new battle mode, the Hellion will gain in hit points and get a stronger flame attack that covers a short arc in front of it. This makes the Hellion more effective in late-game fights against large clusters of light units such as Zealots. The Ghost’s Cloak ability has also been modified -- it will no longer be a toggled effect. Instead, there will be a one-time energy cost to activate Cloak for a specific time duration. Energy regeneration will continue while cloaked, and Ghosts can re-cloak while nuking without interrupting the call-down. The Battlecruiser will gain a speed-boost ability called Redline Reactor, which is governed by a cooldown. And finally, the Reaper no longer has a special building attack, but instead has a passive health-regeneration that allows it to recharge hit points quickly when out of combat.
Zerg
The zerg continue to evolve and adapt to changing environments, particularly the dangers they face on the battlefield. New creatures will help the zerg stage more effective sieges and add unique enemy-manipulating abilities to their arsenal.
Viper
Description: The Viper is a new flying unit with three unique abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, and prevents energy-based abilities from being used. Abduct allows the Viper to physically pull a unit to the Viper’s location. Finally, the Viper has a one-time ability called Ocular Parasite, which allows it to detach its eye stalk and meld it onto any friendly, non-massive unit, turning that unit into a detector.
Swarm Host
Description: The Swarm Host is a slow-moving ground unit that has no standard attack. When burrowed, the Swarm Host spawns a continuous stream of slow-moving melee units called Locusts that can be used to lay siege and pressure entrenched enemy positions.
New Abilities
The Corruptor's Corruption ability has been replaced by a new ability called Siphon that allows Corruptors to target buildings and slowly damage them. This damage is converted into resources for the zerg at the same time. Ultralisks have a new Burrow Charge skill that lets them dive underground and instantly surface at a target, allowing them to initiate the fight faster on a crowded battlefield. Finally, the Baneling has evolved tunneling claws similar to the Roach, which allows them to move while burrowed -- this new evolution will mean other races will need to be even more wary about hidden drops and making sure to have detectors with their army. Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.
Retired Units
The Overseer has been cut; its detection ability has been replaced by the Viper and its Ocular Parasite.
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On October 22 2011 08:40 Daralii wrote:Show nested quote +On October 22 2011 08:38 Oboeman wrote: viper is zerg's only detector, replacing the overseer?
This seems a little bit scary. Well the viper itself isn't a detector. It can make any unit you have a detector permanently. Dunno whether or not it could use it on itself, though.
Isn't it a detector?Finally, the Viper has a one-time ability called Ocular Parasite, which allows it to detach its eye stalk and meld it onto any friendly, non-massive unit, turning that unit into a detector. It sounds like it can gift its detection ability to another unit.
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