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Just to get this out here People This is what David Kims Thinks
~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.
Even though this is Zergs Expansion he want Zerg to Die.
Basically David Kim want Zergs to die to Cloak Cheese alot in SC2 HOTS
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So many gimmicky abilities. Seriously, sc1 spells were SO much better in terms of enjoyment.
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On October 22 2011 08:40 ayaz2810 wrote:Show nested quote +On October 22 2011 08:37 Toadvine wrote: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.
Huh? I'm saying Dustin Browder is retarded if he thinks Protoss being able to produce Ghosts or Siege Tanks for 200/200 a piece would even be good in PvT, much less "op".
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On October 22 2011 08:31 Toadvine wrote:Show nested quote +On October 22 2011 08:29 springtree wrote:On October 22 2011 08:27 Toadvine wrote:On October 22 2011 08:24 springtree wrote:On October 22 2011 08:21 Silver777 wrote: 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. :O Or build CC's instead of nexi, get mules, and scvs to repair your army. Hi, exploit, nice to meet you XD Or just choose Terran before the game starts if you want to use Terran units. *patient voice* No, because I couldn't build all the protoss units then.... I'm curious, do you people really think stealing an SCV to make CCs will be viable in a real 1v1 game?
why wouldnt it? CC costs the same as a nexus and pays for itself after 2 mules. you only need to sink 100 into a depot that is as good as a pylon, and 150 into a barracks and you have access to orbitals instead of nexii. late game terran can mass orbitals and sack scvs, and for a relatively small investment toss can do the same. you would also have access to scan. its obviously not a midgame play, but i can definitely see it used late game.
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On October 22 2011 08:41 koppik wrote:Show nested quote +On October 22 2011 08:40 Daralii wrote: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? Show nested quote +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.
It isn't but it can put Detection on other units like Overlord.
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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. Cause you know nothing about how it plays.
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ahhhh so... I'm a protoss and this is what I think.
1. oracle... we don't need to see what is researching we already can figure that out (via our brains). BLocking a mineral patch? to block the whole line you'd have to have a few and then 1 cannon/spine crawler is a counter to any of this. 2. replicator - cool but I want protoss units, I didn't choose protoss so I could use terran units like that tank. 3. tempest - this might be ok. basically a flying thor? probably more useful then carriers.
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On October 22 2011 08:42 XRaDiiX wrote: Just to get this out here People This is what David Kims Thinks
~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.
Even though this is Zergs Expansion he want Zerg to Die. Ok, now you are just trolling. Read the quote and read what you just wrote. T.T
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On October 22 2011 08:41 VoirDire wrote:I'll just paste this here: http://www.reddit.com/r/starcraft/comments/lkbxw/tons_of_heart_of_the_swarm_new_unit_info_kickass/Show nested quote +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.
As much as I think reddit is fucking gay, that's some useful information.
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On October 22 2011 08:36 PPTouch wrote:Show nested quote +On October 22 2011 08:34 Shikyo wrote:On October 22 2011 08:31 TheDougler wrote:So how do people think PvP has changed with this? Poll: New PvP?Still the same. Blink stalkers and then war of the worlds. (13) 68% Changed, because of oracle or tempest (4) 21% Other (please state!) (2) 11% Arc Shield Changes everything, late game air vs air battle here we come! (0) 0% 19 total votes Your vote: New PvP? (Vote): Arc Shield Changes everything, late game air vs air battle here we come! (Vote): Still the same. Blink stalkers and then war of the worlds. (Vote): Changed, because of oracle or tempest (Vote): Other (please state!)
Personally, I think it'll be pretty similar to how it is now. Colossus still seems like the best bet late game. 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 :/ ehhr... the enemy protoss has arc shield as well... on top of that his pylon is on the high ground :X
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I wonder if you can clone a hallucination? Would be nice for tech switches, surprise!!? DT's without even making a twilight lol.
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Canada13379 Posts
On October 22 2011 08:40 Itsmedudeman wrote: Just remove the pull ability, fuck. Nobody wants to see that shit in sc2
It doesn't make sense. It just doesn't seem like it works well. Pull all big units, individual protoss units do poorly afterwards. Sure we can recall our stuff but rebuilding collossus, rebuilding that stuff that was pulled puts us way behind and takes as long as the pull ability takes to research probably.
I hope the beta comes up soon and we can really see whats up with these units and how it works.
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I wonder how the new protoss ability giving buildings an attack will affect proxy cannon rushes... if you can use this ability on a pylon, then you can basically just proxy in the opponent's base and if they pull scvs, you just give your pylon some anti-light power and proceed to make more cannons...
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On October 22 2011 08:37 ifonlyiwereawsum wrote:Show nested quote +On October 22 2011 08:36 PPTouch wrote:On October 22 2011 08:34 Shikyo wrote:On October 22 2011 08:31 TheDougler wrote:So how do people think PvP has changed with this? Poll: New PvP?Still the same. Blink stalkers and then war of the worlds. (13) 68% Changed, because of oracle or tempest (4) 21% Other (please state!) (2) 11% Arc Shield Changes everything, late game air vs air battle here we come! (0) 0% 19 total votes Your vote: New PvP? (Vote): Arc Shield Changes everything, late game air vs air battle here we come! (Vote): Still the same. Blink stalkers and then war of the worlds. (Vote): Changed, because of oracle or tempest (Vote): Other (please state!)
Personally, I think it'll be pretty similar to how it is now. Colossus still seems like the best bet late game. 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 :/ 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
Yeah that's wierd because the official(ish) blizzard thing said it'd do the same amount of dmg as a photon cannon (but only to light units)
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On October 22 2011 08:39 XRaDiiX 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... Yup this Expansion new name Should be Protoss ripp the Heart out of the Swarm. (They Even got More *New Units* Protoss did)
this basically says what I've been telling. no viper on pure lair.
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On October 22 2011 08:41 VoirDire wrote:I'll just paste this here: http://www.reddit.com/r/starcraft/comments/lkbxw/tons_of_heart_of_the_swarm_new_unit_info_kickass/Show nested quote +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. One-time ability????? G.G.
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On October 22 2011 08:38 Jayjay54 wrote:Show nested quote +On October 22 2011 08:37 ifonlyiwereawsum wrote:On October 22 2011 08:36 PPTouch wrote:On October 22 2011 08:34 Shikyo wrote:On October 22 2011 08:31 TheDougler wrote:So how do people think PvP has changed with this? Poll: New PvP?Still the same. Blink stalkers and then war of the worlds. (13) 68% Changed, because of oracle or tempest (4) 21% Other (please state!) (2) 11% Arc Shield Changes everything, late game air vs air battle here we come! (0) 0% 19 total votes Your vote: New PvP? (Vote): Arc Shield Changes everything, late game air vs air battle here we come! (Vote): Still the same. Blink stalkers and then war of the worlds. (Vote): Changed, because of oracle or tempest (Vote): Other (please state!)
Personally, I think it'll be pretty similar to how it is now. Colossus still seems like the best bet late game. 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 :/ 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 damage is like photon cannon vs light according to pc gamer.
If it's like a photon cannon vs. Light, wouldn't you be able to stop a cannon rush in PvP AND proxy gates simply by smart building placement? Scout low ground cannon rush -> build pylon at ramp, once probe hits halfway arc shield-> crisis averted. Proxy gates are even more simple. Make zealots(non-chronoboosted), if he attacks your probes, mineral walk surround and arcshield nexus for easy win.
I think they're aiming to make PvP a much less cheese prone matchup.
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On October 22 2011 08:40 jmbthirteen wrote:Show nested quote +On October 22 2011 08:39 TheKefka wrote: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.
Free kill of a colosus for just the cost of energy? for real? you dont see a problem with that?
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On October 22 2011 08:43 lariat wrote:Show nested quote +On October 22 2011 08:42 XRaDiiX wrote: Just to get this out here People This is what David Kims Thinks
~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.
Even though this is Zergs Expansion he want Zerg to Die. Ok, now you are just trolling. Read the quote and read what you just wrote. T.T
This guy posted it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=277762¤tpage=214#4266
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Why blizzard absolutely want to keep corruptor in the game by adding random useless spells?
That's gonna be like " yeah i killed your colossus" now i have to deal with your gate army repop while having a 24pop hole in my army that doesn't hit ground +10 pop of useless queens. Let's get some minerals in your base mouhahhaha. GG"
Beside, how are we gonna counter-push protoss after a dt rush if we can't make aN overseer with an overlord near his base?
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