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New HotS Units/Abilities in Blizzcon - Page 227

Forum Index > SC2 General
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Noro
Profile Joined March 2011
Canada991 Posts
October 22 2011 00:14 GMT
#4521
On October 22 2011 09:10 IMSmooth wrote:
Show nested quote +
On October 22 2011 09:04 Eisenheim wrote:
On October 22 2011 09:00 Fission wrote:
I'm not sure that HOTS will be playable at a pro level : /


Same feeling here.

Replicant & Viper aren't in SC2 metagame.


Jesus people, you havent even seeen a game played yet. The game isnt even out yet... there WILL be a beta. They added many units that will raise the skill ceiling. Move on, BW is not going to happen and if you cant back this as an ESPORT what the hell can you support?


Agreed, saying they aren't in the metagame is probably the stupidest thing to say haha. How is it not playable at a prolevel? They've said all of these units are still subject to change. I feel like these new units are going to bring amazing progames to the table.
Talk not to me of blasphemy, man; I'd strike the sun if it insulted me.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 22 2011 00:14 GMT
#4522
On October 22 2011 09:13 j0ker wrote:
lmao about zergs bitching about detection. god forbid you have to make a few 25 mineral static defense AA units.

75 minerals, maths hello? And it's very easy to move out with them against say, Banshee expand.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
October 22 2011 00:15 GMT
#4523
On October 22 2011 09:14 Shikyo wrote:
Show nested quote +
On October 22 2011 09:13 j0ker wrote:
lmao about zergs bitching about detection. god forbid you have to make a few 25 mineral static defense AA units.

75 minerals, maths hello? And it's very easy to move out with them against say, Banshee expand.

125 actually. Drone costs 50.
Leafpanda
Profile Joined August 2011
United States2 Posts
October 22 2011 00:15 GMT
#4524
Replicant is gonna be expensive and possible Tier 2-Tier 3............ It won't be a gateway unit that's for sure......
sc2holar
Profile Joined October 2011
Sweden1637 Posts
October 22 2011 00:15 GMT
#4525
On October 22 2011 09:13 Zeke50100 wrote:
Show nested quote +
On October 22 2011 09:11 sc2holar wrote:
Lets see if i got this straight:

They dont want to add a proper harrasment unit for protoss because zerg and terran already has so many units that kill workers.

so instead, they add a unit that only can deny mining time for a specific amount of time.

While Terran gets the shredder that can kill an entire mineral line in one blast.

does this make sense to you?

im sorry that my first post here turned into such a whiny one but im seriously dissapointed. i like the replicator and the tempest though.


It takes 8 seconds to deploy. It's much closer to a positional/defensive unit than a harass unit. Thanks for reading.


Thank you for clarifying. i still dont like the oracle though, why cant they just give toss a unit with equal harass potential compared to hellions/baneling drops? the way browder and kim worded it, it sounded like toss is getting punished for Terran and Zerg having very good worker-killer units.
you no take candle
Spawkuring
Profile Joined July 2008
United States755 Posts
October 22 2011 00:15 GMT
#4526
The shredder seems like it should either be scrapped or moved to another race. Terrans have enough area-denial as it is with ravens, PFs, bunkers, and tanks. The fact that shredders apparently make incredible harassers is even worse since terrans already have plenty of those too.

Everything else sounds interesting, although I expect a lot of tweaks to come.
Pyre
Profile Joined July 2010
United States1940 Posts
Last Edited: 2011-10-22 00:16:45
October 22 2011 00:15 GMT
#4527
edit: wrong thread
iNotZerg
Profile Joined August 2011
United States16 Posts
October 22 2011 00:16 GMT
#4528
On October 22 2011 09:12 PeggyHill wrote:
I just don't understand how any of this will end up working.

As a toss I am gutted that carriers are gone. Carriers are one of the units in SC that never should be removed, ie marine, zealot, zergling, hydra, battlecruiser etc. They are part of the lore etc.

My analysis of the new toss units:

Tempest: Looks like a protoss flying thor. Can see it being expensive and slow building.

Oracle: Vaibility depends a lot on its speed.

Entomb looks like a nice spell, will reward players that can multitask.

Preordian is just silly imo. It just seems like a weak version of scan.

Phase shift is just the overseer ability given to toss (contaminate). can see it being used about as much as contaminate was.

Replicant: Very hard to say how this unit will work. Seems very gimmicky.



Tempest builds in 75 seconds.
Preordain can see tech. You can see what the enemy is building, and how long for it to finish.
Phase shift can disable static defense, phase out tech buildings, so you cant build that unit. ie Phase shift a roach warren, and the zerg can not build roaches.

Id say that's way better than contaminate.
Ravnemesteren
Profile Joined May 2011
224 Posts
Last Edited: 2011-10-22 00:17:35
October 22 2011 00:16 GMT
#4529
On October 22 2011 09:12 Shikyo wrote:
Show nested quote +
On October 22 2011 09:11 Ravnemesteren wrote:
On October 22 2011 09:10 Shikyo wrote:
On October 22 2011 09:08 Ravnemesteren wrote:
On October 22 2011 09:05 hugman wrote:
On October 22 2011 09:04 Ravnemesteren wrote:
On October 22 2011 08:58 XRaDiiX wrote:
On October 22 2011 08:54 hugman wrote:
Removing Overseers sounds like the most broken thing of all.

Tell me, what is Zerg going to do about DT openings?
What unit will make a good enough mobile detector to be worth 200 gas?


i've been saying this for the past 20 pages


A speedling will be a sick detector. Its not like the DT's can kill it if you are careful.


After you have lair... and spire... and a viper
It's unreasonable.


The Viper doesnt come from Spire. It comes from just having Lair. Same as the Overseer

source plz

On October 22 2011 09:09 zhurai wrote:
On October 22 2011 09:04 Shikyo wrote:
On October 22 2011 09:02 diLLa wrote:
On October 22 2011 09:02 Shikyo wrote:
On October 22 2011 09:01 diLLa wrote:
This replicate unit is never going to make it to final game. Imagine an early replicate of a drone, morphing into a hatchery, get pool, get queen, and use the spawn larva mechanic only for drone production. basically, as soon as the game goes into real late game and you get several hatch with lets say only a roach warren, you can first max out with pure toss army. lose army, max out again with warp-in + max roach production both at once.

Isnt control seperate from psi? So P could have a 400/400 army


nah because you dont control, your replicate unit morphs into the drone.

huh??

Nope. control = psi/etc. try using infestors to neural a probe/scv and building up a 400/400 army. When I last checked they all share the same max supply. 200.

My bad, I didn't know they changed this from scbw


I thought I got that from the panel. He said it might be overpowered since it came as early as lairtech.

Roach comes as lairtech too... that doesn't mean that it's built from the LAIR


I might have misunderstood, but it really sounded like it was important that it came at a very early time. I don't know if you listened to the panel, but it sounded very much like they would not force a player into spire for detection.

EDIT: that was also one of the main reasons they thought it might be overpowered. If you had to tech to spire it would not have had that concern.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2011-10-22 00:17:43
October 22 2011 00:16 GMT
#4530
On October 22 2011 09:13 Zeke50100 wrote:
Show nested quote +
On October 22 2011 09:11 sc2holar wrote:
Lets see if i got this straight:

They dont want to add a proper harrasment unit for protoss because zerg and terran already has so many units that kill workers.

so instead, they add a unit that only can deny mining time for a specific amount of time.

While Terran gets the shredder that can kill an entire mineral line in one blast.

does this make sense to you?

im sorry that my first post here turned into such a whiny one but im seriously dissapointed. i like the replicator and the tempest though.


It takes 8 seconds to deploy. It's much closer to a positional/defensive unit than a harass unit. Thanks for reading.

Show nested quote +
On October 22 2011 09:12 Shikyo wrote:
On October 22 2011 09:11 Ravnemesteren wrote:
On October 22 2011 09:10 Shikyo wrote:
On October 22 2011 09:08 Ravnemesteren wrote:
On October 22 2011 09:05 hugman wrote:
On October 22 2011 09:04 Ravnemesteren wrote:
On October 22 2011 08:58 XRaDiiX wrote:
On October 22 2011 08:54 hugman wrote:
Removing Overseers sounds like the most broken thing of all.

Tell me, what is Zerg going to do about DT openings?
What unit will make a good enough mobile detector to be worth 200 gas?


i've been saying this for the past 20 pages


A speedling will be a sick detector. Its not like the DT's can kill it if you are careful.


After you have lair... and spire... and a viper
It's unreasonable.


The Viper doesnt come from Spire. It comes from just having Lair. Same as the Overseer

source plz

On October 22 2011 09:09 zhurai wrote:
On October 22 2011 09:04 Shikyo wrote:
On October 22 2011 09:02 diLLa wrote:
On October 22 2011 09:02 Shikyo wrote:
On October 22 2011 09:01 diLLa wrote:
This replicate unit is never going to make it to final game. Imagine an early replicate of a drone, morphing into a hatchery, get pool, get queen, and use the spawn larva mechanic only for drone production. basically, as soon as the game goes into real late game and you get several hatch with lets say only a roach warren, you can first max out with pure toss army. lose army, max out again with warp-in + max roach production both at once.

Isnt control seperate from psi? So P could have a 400/400 army


nah because you dont control, your replicate unit morphs into the drone.

huh??

Nope. control = psi/etc. try using infestors to neural a probe/scv and building up a 400/400 army. When I last checked they all share the same max supply. 200.

My bad, I didn't know they changed this from scbw


I thought I got that from the panel. He said it might be overpowered since it came as early as lairtech.

Roach comes as lairtech too... that doesn't mean that it's built from the LAIR


Lair tech means Lair. Spire would be Spire tech.

Also, the word "early" doesn't exactly denote an additional building.

Answer this quick question. Do people call Ultralisks hive tech, or Ultralisk cavern tech?


On October 22 2011 09:16 Ravnemesteren wrote:
Show nested quote +
On October 22 2011 09:12 Shikyo wrote:
On October 22 2011 09:11 Ravnemesteren wrote:
On October 22 2011 09:10 Shikyo wrote:
On October 22 2011 09:08 Ravnemesteren wrote:
On October 22 2011 09:05 hugman wrote:
On October 22 2011 09:04 Ravnemesteren wrote:
On October 22 2011 08:58 XRaDiiX wrote:
On October 22 2011 08:54 hugman wrote:
Removing Overseers sounds like the most broken thing of all.

Tell me, what is Zerg going to do about DT openings?
What unit will make a good enough mobile detector to be worth 200 gas?


i've been saying this for the past 20 pages


A speedling will be a sick detector. Its not like the DT's can kill it if you are careful.


After you have lair... and spire... and a viper
It's unreasonable.


The Viper doesnt come from Spire. It comes from just having Lair. Same as the Overseer

source plz

On October 22 2011 09:09 zhurai wrote:
On October 22 2011 09:04 Shikyo wrote:
On October 22 2011 09:02 diLLa wrote:
On October 22 2011 09:02 Shikyo wrote:
On October 22 2011 09:01 diLLa wrote:
This replicate unit is never going to make it to final game. Imagine an early replicate of a drone, morphing into a hatchery, get pool, get queen, and use the spawn larva mechanic only for drone production. basically, as soon as the game goes into real late game and you get several hatch with lets say only a roach warren, you can first max out with pure toss army. lose army, max out again with warp-in + max roach production both at once.

Isnt control seperate from psi? So P could have a 400/400 army


nah because you dont control, your replicate unit morphs into the drone.

huh??

Nope. control = psi/etc. try using infestors to neural a probe/scv and building up a 400/400 army. When I last checked they all share the same max supply. 200.

My bad, I didn't know they changed this from scbw


I thought I got that from the panel. He said it might be overpowered since it came as early as lairtech.

Roach comes as lairtech too... that doesn't mean that it's built from the LAIR


I might have misunderstood, but it really sounded like it was important that it came at a very early time. I don't know if you listened to the panel, but it sounded very much like they would not force a player into spire for detection.
Whoops Roach isn't even lair tech <.<

But anyway it definitely doesn't indicate to me that it'd be built straight from lair o.O That's a pretty special feature, I don't understand why they wouldn't mention it. It'd be the only unit apart from Queen
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
softan
Profile Joined September 2010
Sweden113 Posts
Last Edited: 2011-10-22 00:17:39
October 22 2011 00:16 GMT
#4531
On October 22 2011 09:14 Krewli wrote:
Show nested quote +
On October 22 2011 09:13 j0ker wrote:
lmao about zergs bitching about detection. god forbid you have to make a few 25 mineral static defense AA units.


It's not protecting against cloaked units, but how do you attack? You have to wait for lair + spire + viper to even go outside your base.


Why do you assume you need spire to build a viper? They said lair tech so for all you know all it takes is lair to build a viper. Then it would be no different in timing to get a viper than it would to get an overseer.

It's a non issue since you have no idea that it actually requires spire, and if it's imbalanced they'll just change it. They'll have a beta you know.
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-22 00:17:49
October 22 2011 00:16 GMT
#4532
Zerg Needs Overseer Blizzard Fucked Up

I just can't see how having a Mobile Detection Unit that costs 200 Gas is going to work for Zerg. We aren't going to be able to Move out or get a 3rd until Vipers.
Never GG MKP | IdrA
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2011-10-22 00:17:33
October 22 2011 00:17 GMT
#4533
On October 22 2011 09:14 Krewli wrote:
Show nested quote +
On October 22 2011 09:13 j0ker wrote:
lmao about zergs bitching about detection. god forbid you have to make a few 25 mineral static defense AA units.


It's not about protecting against cloaked units, but how do you attack? You have to wait for lair + spire + viper to even go outside your base.

This blew my mind, if your opponent goes early cloaked units you have to stay in the base until spire before you can actually expand lol. If you truly need an spire that is O_o
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Fission
Profile Blog Joined August 2010
Canada1184 Posts
October 22 2011 00:17 GMT
#4534
On October 22 2011 09:14 AIRwar wrote:
Show nested quote +
On October 22 2011 09:10 IMSmooth wrote:
On October 22 2011 09:04 Eisenheim wrote:
On October 22 2011 09:00 Fission wrote:
I'm not sure that HOTS will be playable at a pro level : /


Same feeling here.

Replicant & Viper aren't in SC2 metagame.


Jesus people, you havent even seeen a game played yet. The game isnt even out yet... there WILL be a beta. They added many units that will raise the skill ceiling. Move on, BW is not going to happen and if you cant back this as an ESPORT what the hell can you support?


Agreed, saying they aren't in the metagame is probably the stupidest thing to say haha. How is it not playable at a prolevel? They've said all of these units are still subject to change. I feel like these new units are going to bring amazing progames to the table.


Subject to change eh. Well that's good. Lets hope they remove all of this, and give us lurkers, defilers, spider mines, and reavers.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
October 22 2011 00:17 GMT
#4535
Am I the only one who is weirded out by the fact that Terran, the race which has basically the strongest defenders advantage in the game(with walls, siege tanks and planetary) gains yet another defensive structure?.
WriterXiao8~~
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 22 2011 00:17 GMT
#4536
late game adding 6 siege tanks to my protoss deathball



.......drools
susySquark
Profile Blog Joined May 2010
United States1692 Posts
October 22 2011 00:17 GMT
#4537
I cant forsee Protoss armies being on even footing after these new units. Both Terran and Zerg have much better armies at controlling movement and space now, while Protoss still has the shitty deathball and cannot lock down attack paths with small numbers of efficient units.
diLLa
Profile Joined November 2010
Netherlands247 Posts
October 22 2011 00:17 GMT
#4538
FUN FACT: Mule OP
Andytaker
Profile Joined April 2011
88 Posts
October 22 2011 00:18 GMT
#4539
--- Nuked ---
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
October 22 2011 00:18 GMT
#4540
On October 22 2011 09:17 Kipsate wrote:
Am I the only one who is weirded out by the fact that Terran, the race which has basically the strongest defenders advantage in the game(with walls, siege tanks and planetary) gains yet another defensive structure?.

Why does that surprise you? That's the whole point of terran. They're supposed to be the turtle race.
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