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New HotS Units/Abilities in Blizzcon - Page 234

Forum Index > SC2 General
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Andytaker
Profile Joined April 2011
88 Posts
October 22 2011 00:46 GMT
#4661
--- Nuked ---
Yosen3002
Profile Joined October 2011
35 Posts
October 22 2011 00:46 GMT
#4662
Well i dont know...

I kinda like the new Zerg caster and also this new spidermine thingy which fits terran pretty good and basically makes mech way more viable in conjunction with the new goliath and the firebat hellion (they obviously looked A LOT at broodwar?)

On the other hand if they look so closly at broodwar...why the fuck wouldnt they actually implement the lurker instead of this strange broodhost or whatever? It obviously is supposed to fill the same role, but i still think the lurker is way way way more exciting and i didnt even watched/played that much broodwar.

The Thor change is utterly retarded...I think Blizzard removed the Mothership for good reasons and now they are doing the same mistake with the Thor? You cant be serious. Speaking of the mothership...recall is a lot fun, cloaking is a lot fun, hero units not so much....so why dont they implement the arbiter?

Also i have NO idea what role tempests should fill. They are ultra lategame antiair units, but srsly stargate alone(not even speaking of blinkstalkers/archons/hts) has pretty decent antiair, so there is absolutely no need for a 300/300 6 supply antiair unit. I really prefer even the carrier as it is now over the new tempest unit.

The cloneunit seems really out of place and will if not nerfed to oblivion definitely create way too powerful synergies with the other protoss units.

Oh yeah and the new Corrupter is even worse than the old one. Its not useless, but so boring and the new ability doesnt change a thing about that. I will never build like 14 corrupters and think "YEAH now i can do 14dps and get 14min/sec".......and in the meantime the protoss deathball steamrolls me.



I think Blizzard really doesnt want to add more Broodwar units because its supposed to be a new game etc., but the community really wants some units back. We already got the kinda spidermine and the kinda defiler which are fine imho, but why dont they add the arbiter(especially with removing the mothership), reaver and the real lurker? I just dont get it.
Eisenheim
Profile Joined May 2011
France229 Posts
October 22 2011 00:47 GMT
#4663
On October 22 2011 09:46 Andytaker wrote:
Show nested quote +
On October 22 2011 09:44 sc2holar wrote:
Can the replicant only Clone one unit at the time?

i really dont see how they can be cost effective if thats the case.


Clone Infestor= Deathball+Fungal trolololol^^


Replifestor + HT => Trolololo.
ToD, DeMusliM, White-ra, Stephano, MVP !
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
October 22 2011 00:47 GMT
#4664
Well people are saying everything is either totally overpowered or completely useless, so I guess they're all balanced.

I would really like somebody to explain to me how Hive tech burrow-move Banelings can possibly be OP. Oh no, you have to make one Raven, whatever will you do?
Surikizu
Profile Joined June 2011
United States32 Posts
October 22 2011 00:47 GMT
#4665
MOTHERSHIP AND CARRIERS!!!!!!!!!!!!! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO (((
Damn Toss is so OP
Xayoz
Profile Joined December 2010
Estonia373 Posts
October 22 2011 00:47 GMT
#4666
Meh.
The more I think about it, the less I like this 'Replicant'.
Wether it might be OP or not... the entire concept behind allowing one race to basically build the units of other two is just... stupid.
Whenever you correct someone's grammar just remember that nobody likes you.
sc2holar
Profile Joined October 2011
Sweden1637 Posts
October 22 2011 00:48 GMT
#4667
Looks like protoss will be left completley without a space control/positional unit. Why is that?
you no take candle
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2011-10-22 00:49:34
October 22 2011 00:48 GMT
#4668
On October 22 2011 09:48 sc2holar wrote:
Looks like protoss will be left completley without a space control/positional unit. Why is that?

Cause you forgot you got a little thing called the sentry which has force field
EDIT: I guess you mean a tank type of deal. Defenders advantage thing. Hmm, yea kinda. Not sure P needs it tho
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
October 22 2011 00:48 GMT
#4669
On October 22 2011 09:48 sc2holar wrote:
Looks like protoss will be left completley without a space control/positional unit. Why is that?


Forcefields?!
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Andytaker
Profile Joined April 2011
88 Posts
October 22 2011 00:48 GMT
#4670
--- Nuked ---
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
October 22 2011 00:48 GMT
#4671
These changes are nuts, they're going to completely change the game. I love it =D
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
October 22 2011 00:48 GMT
#4672
Whats Zerg Supposed to do if their mobile Detector Units Dies when they attack a protosses Base and the Protoss warps in DT's

Wait for another Vipers? Or let your whole army die to DT's

Taking out the Overseer was Retarded
Never GG MKP | IdrA
bRiz
Profile Joined August 2011
United States113 Posts
October 22 2011 00:49 GMT
#4673
what happens if these units simply can't do anything for toss? the way it looks, toss is going to get pummeled even MORE. Burrowed baneleings vs toss? viper swarm over them and it doesn't even matter if you have observers. Will blizz actually scrap units? I'm thinking things are really going to suffer for toss.
Ravnemesteren
Profile Joined May 2011
224 Posts
October 22 2011 00:49 GMT
#4674
On October 22 2011 09:46 Yosen3002 wrote:
Well i dont know...

On the other hand if they look so closly at broodwar...why the fuck wouldnt they actually implement the lurker instead of this strange broodhost or whatever? It obviously is supposed to fill the same role, but i still think the lurker is way way way more exciting and i didnt even watched/played that much broodwar.



It is not supposed to fill the same role as the lurker. It is more of a long range siege unit. Sending 2 very high dps units forward at a time. So with several you can wear down defenses without having to actively engage with your army.
sc2holar
Profile Joined October 2011
Sweden1637 Posts
October 22 2011 00:49 GMT
#4675
On October 22 2011 09:48 tnud wrote:
Show nested quote +
On October 22 2011 09:48 sc2holar wrote:
Looks like protoss will be left completley without a space control/positional unit. Why is that?

Cause you forgot you got a little thing called the sentry which has force field

Thats not it. Im talking about the Shredder and swarm host.
you no take candle
Ksi
Profile Joined May 2010
357 Posts
October 22 2011 00:50 GMT
#4676
On October 22 2011 09:48 XRaDiiX wrote:
Whats Zerg Supposed to do if their mobile Detector Units Dies when they attack a protosses Base and the Protoss warps in DT's

Wait for another Vipers? Or let your whole army die to DT's

Taking out the Overseer was Retarded


I was hoping for a Tier 2 or tier 2.5 upgrade for Overlords to detect.
Crisco
Profile Joined March 2011
1170 Posts
October 22 2011 00:50 GMT
#4677
On October 22 2011 09:46 Maculo wrote:
Show nested quote +
On October 22 2011 09:43 Necrophantasia wrote:
Replicant sounds really stupid.

It looks like it has to be in melee range to clone a unit. It either must have a LOT of HP or... I can't see how people will use it.

In the HotS trailer you can see a few actually clone Siege Tanks in siege mode out of range. Therefore, I do not think it is all that bad in range. That being said, the price is pretty high.


how many bajillion people already stated that replicant can morph into ANY unit you have vision for. ugh people..
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
October 22 2011 00:50 GMT
#4678
On October 22 2011 09:48 XRaDiiX wrote:
Whats Zerg Supposed to do if their mobile Detector Units Dies when they attack a protosses Base and the Protoss warps in DT's

Wait for another Vipers? Or let your whole army die to DT's

Taking out the Overseer was Retarded


give detection to overlords ?
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
ChickaChuckWally
Profile Joined July 2011
Australia85 Posts
Last Edited: 2011-10-22 00:51:10
October 22 2011 00:50 GMT
#4679
Looks like I'll be switching to zerg!

(not because of i think its unbalanced in any way)

Becuase their units looks so fun to use!

btw, have they anounced when the beta is coming and who gets it
:^) Puppy is love, Puppy is life
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
October 22 2011 00:50 GMT
#4680
On October 22 2011 09:48 XRaDiiX wrote:
Whats Zerg Supposed to do if their mobile Detector Units Dies when they attack a protosses Base and the Protoss warps in DT's

Wait for another Vipers? Or let your whole army die to DT's

Taking out the Overseer was Retarded


I don't get why Zergs are in Protoss Observer-mode. Why the hell would you only ever have ONE detector? I see it plaguing Protoss and Zerg players all the time (Terran to a lesser extent because of Scan, but there are still plenty of Terrans who don't have back-up plans after Scan, either).
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