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Oh my god oh my god oh my god oh my god. I am so excited. Everything abut this video.. I'm so happyyyyyyyyyyyyyy
The new units for Terran are a bit whatevs though. Hellion is sick though!
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I think a ton will come down to this: Will the tempests be able to go cost effective against vikings/corrupters?
if they do Protoss air play becomes really good and colossi might be REALLY good lategame.
If they arent effective protoss will be abused because then the new unit will be useless and were stuck with a rather gimicky overseer clone and a unit to copy other players units cause our own suck.
I guess Recall is to counter EMPs?
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United Kingdom20275 Posts
On October 22 2011 10:08 Demonhunter04 wrote:Show nested quote +On October 22 2011 10:04 0neder wrote:On October 22 2011 10:02 Daralii wrote:On October 22 2011 10:01 0neder wrote: Axe colossus, buff gateway units, Protoss has the strongest units again, let the new units fall where they may, eliminate them where necessary. Done. Can't buff the gateway units without removing the warp gate or pushing it back significantly. The colossus has nothing to do with that issue. Of course you can buff gateway units without removing warp gate. And then make 4 gate an overpowered strategy in PvT and PvZ.
Maybe you were not watching when Naniwa lost because he opened 4gate and it was held by Major with a 1rax expand AND tech at the same time?
Zerg can already annihilate gateway, they just look at fights wrong.
Equal army value, lings beat anything toss has early game.
4 lings kill a zealot with 2 lings left, for example.
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On October 22 2011 10:08 Demonhunter04 wrote:Show nested quote +On October 22 2011 10:04 0neder wrote:On October 22 2011 10:02 Daralii wrote:On October 22 2011 10:01 0neder wrote: Axe colossus, buff gateway units, Protoss has the strongest units again, let the new units fall where they may, eliminate them where necessary. Done. Can't buff the gateway units without removing the warp gate or pushing it back significantly. The colossus has nothing to do with that issue. Of course you can buff gateway units without removing warp gate. And then make 4 gate an overpowered strategy in PvT and PvZ.
All they need to do is buff gateway units slightly, weaken or remove forcefields and make Warp Gate have longer cooldowns than Gateway. It's as simple as that. This solves virtually all of P's early game problems. There was no need to increase immortal range in the first place.
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Sweden33719 Posts
On October 22 2011 10:08 thoradycus wrote:Show nested quote +On October 22 2011 10:06 Yosen3002 wrote:On October 22 2011 09:55 Doc Daneeka wrote:On October 22 2011 09:46 Yosen3002 wrote: 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. i really like it actually. gameplay notwithstanding of course since we haven't played it, but it's a neat idea, and it makes the zerg more zergy. people are always complaining about how zerg doesn't feel 'swarmy' enough in sc2, but between infested terrans, broodlings from broodlords and now locusts, i feel like it's kind of hard to argue that. it also seems like it might be a threat that grows as the battle goes on - i haven't read anything about these units being on a timer so a decent pack of swarm hosts (i'll admit i hope the name changes to something catchier) adding disposable units to an army could be a really bad thing for the other player to ignore. i dunno i'm just not that nostalgic about the lurker. it was badass and all but i'm glad they're attempting new mechanics with a different style even while they recognize that those old lost units have left holes that needed to be filled. but i'm just imagining the wall of broodlings, locusts and infested terrans slowly rolling over everything and getting chills from it. (besides the egg-spawned units that will obviously be what you want to focus on microing. Ya well im probably a bit overcritical, in fact i like most of the zerg changes, also most of the added upgrades and stuff. The new Corrupter ability is super retarded though. I do like the new Shredder and the replacement of the Thor for a more mobile antiair and okay vs ground unit. But the Protoss changes are just so underwhelming. If they added the arbiter and reaver and a random other fun unit, people would be flipping out here and love the addon so much. But as it is now most of the protoss players just hate the addon and i guess if they won't change some major things til release they will continue to do so. reavers have no chance to be added, as it will make bio TvP quite unviable. Cant argue about arbiters, though. Which is why they should be added in the first place -.-
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omfg fucking awesome!
some of the units look stupid but im hoping those are just campaign units
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I get the distinct feeling that Protoss is underpowered given these changes. We wanted a harass unit not an overseer that can forcefield minerals. We wanted air that's reasonably decent at fighting vikings. 200/200 to steal one unit that costs less than that, then deal with microing multiple race's units? Can't make colossi vs zerg? Any zerg unit can detect which makes sniping obs easy and burrow too strong?
Idk, I was hoping to get some sort of worker killing unit and this is just like getting kicked in the balls instead.
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On October 22 2011 10:11 Cyro wrote:Show nested quote +On October 22 2011 10:08 Demonhunter04 wrote:On October 22 2011 10:04 0neder wrote:On October 22 2011 10:02 Daralii wrote:On October 22 2011 10:01 0neder wrote: Axe colossus, buff gateway units, Protoss has the strongest units again, let the new units fall where they may, eliminate them where necessary. Done. Can't buff the gateway units without removing the warp gate or pushing it back significantly. The colossus has nothing to do with that issue. Of course you can buff gateway units without removing warp gate. And then make 4 gate an overpowered strategy in PvT and PvZ. Maybe you were not watching when Naniwa lost because he opened 4gate and it was held by Major with a 1rax expand AND tech at the same time? Zerg can already annihilate gateway, they just look at fights wrong. Equal army value, lings beat anything toss has early game. 4 lings kill a zealot with 2 lings left, for example.
Yeah, its because gateway units suck and because of the extended warp gate research time. In PvZ, 4 gate vs lings is just zealot/sentry.
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For Some Reason i feel like Terran And Zerg got the Short end of the Stick.... Protoss got alot of crazy stuff.
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On October 22 2011 10:12 Liquid`Jinro wrote:Show nested quote +On October 22 2011 10:08 thoradycus wrote:On October 22 2011 10:06 Yosen3002 wrote:On October 22 2011 09:55 Doc Daneeka wrote:On October 22 2011 09:46 Yosen3002 wrote: 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. i really like it actually. gameplay notwithstanding of course since we haven't played it, but it's a neat idea, and it makes the zerg more zergy. people are always complaining about how zerg doesn't feel 'swarmy' enough in sc2, but between infested terrans, broodlings from broodlords and now locusts, i feel like it's kind of hard to argue that. it also seems like it might be a threat that grows as the battle goes on - i haven't read anything about these units being on a timer so a decent pack of swarm hosts (i'll admit i hope the name changes to something catchier) adding disposable units to an army could be a really bad thing for the other player to ignore. i dunno i'm just not that nostalgic about the lurker. it was badass and all but i'm glad they're attempting new mechanics with a different style even while they recognize that those old lost units have left holes that needed to be filled. but i'm just imagining the wall of broodlings, locusts and infested terrans slowly rolling over everything and getting chills from it. (besides the egg-spawned units that will obviously be what you want to focus on microing. Ya well im probably a bit overcritical, in fact i like most of the zerg changes, also most of the added upgrades and stuff. The new Corrupter ability is super retarded though. I do like the new Shredder and the replacement of the Thor for a more mobile antiair and okay vs ground unit. But the Protoss changes are just so underwhelming. If they added the arbiter and reaver and a random other fun unit, people would be flipping out here and love the addon so much. But as it is now most of the protoss players just hate the addon and i guess if they won't change some major things til release they will continue to do so. reavers have no chance to be added, as it will make bio TvP quite unviable. Cant argue about arbiters, though. Which is why they should be added in the first place -.-
not to mention, by the same logic marines should be removed because they make protoss air unviable.
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What I also find to be really ridiculus. They desperatly try to make the corruptor/thor/reaper work SOMEHOW but out beloved carrier? Na, cant save that, lets just trash it. Awesome. If Tempests tdont shred vikings not much will change for P :/
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On October 22 2011 10:12 Liquid`Jinro wrote:Show nested quote +On October 22 2011 10:08 thoradycus wrote:On October 22 2011 10:06 Yosen3002 wrote:On October 22 2011 09:55 Doc Daneeka wrote:On October 22 2011 09:46 Yosen3002 wrote: 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. i really like it actually. gameplay notwithstanding of course since we haven't played it, but it's a neat idea, and it makes the zerg more zergy. people are always complaining about how zerg doesn't feel 'swarmy' enough in sc2, but between infested terrans, broodlings from broodlords and now locusts, i feel like it's kind of hard to argue that. it also seems like it might be a threat that grows as the battle goes on - i haven't read anything about these units being on a timer so a decent pack of swarm hosts (i'll admit i hope the name changes to something catchier) adding disposable units to an army could be a really bad thing for the other player to ignore. i dunno i'm just not that nostalgic about the lurker. it was badass and all but i'm glad they're attempting new mechanics with a different style even while they recognize that those old lost units have left holes that needed to be filled. but i'm just imagining the wall of broodlings, locusts and infested terrans slowly rolling over everything and getting chills from it. (besides the egg-spawned units that will obviously be what you want to focus on microing. Ya well im probably a bit overcritical, in fact i like most of the zerg changes, also most of the added upgrades and stuff. The new Corrupter ability is super retarded though. I do like the new Shredder and the replacement of the Thor for a more mobile antiair and okay vs ground unit. But the Protoss changes are just so underwhelming. If they added the arbiter and reaver and a random other fun unit, people would be flipping out here and love the addon so much. But as it is now most of the protoss players just hate the addon and i guess if they won't change some major things til release they will continue to do so. reavers have no chance to be added, as it will make bio TvP quite unviable. Cant argue about arbiters, though. Which is why they should be added in the first place -.-
But....without spider mines, is mech viable in TvP?
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I don't know if I like these changes yet, am SUPER excited to try them out... but I don't want to relearn just about EVERYTHING.. le sigh. At a crossroads if I even have the time to learn this game, i.e. this isn't just an expansion. It's practically a whole other economy based game! As a protoss main, it feels to me that protoss metagame is going to be a whole new ballpark in HotS...
I don't know... :/
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On October 22 2011 10:13 bovineblitz wrote: I get the distinct feeling that Protoss is underpowered given these changes. We wanted a harass unit not an overseer that can forcefield minerals. We wanted air that's reasonably decent at fighting vikings. 200/200 to steal one unit that costs less than that, then deal with microing multiple race's units? Can't make colossi vs zerg? Any zerg unit can detect which makes sniping obs easy and burrow too strong?
Idk, I was hoping to get some sort of worker killing unit and this is just like getting kicked in the balls instead.
i think its some kind of sick joke. Warp prism drops usualy just force the opponent to pull workers of mining until their troops arrive to snipe zealots. So blizzard gave toss another overpriced unit that only denies mining for a short amount of time.
i dont find it very funny.
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On October 22 2011 10:02 RedMosquito wrote: The recall is gonna really help protoss with harassment i think. 75 energy isn't that much especially past early game. The veracity of this statement varies by league. I'm sure somewhere between bronze and diamond it ceases to be true (chrono gates).
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On October 22 2011 10:16 SwizzY wrote: I don't know if I like these changes yet, am SUPER excited to try them out... but I don't want to relearn just about EVERYTHING.. le sigh. At a crossroads if I even have the time to learn this game, i.e. this isn't just an expansion. It's practically a whole other economy based game! As a protoss main, it feels to me that protoss metagame is going to be a whole new ballpark in HotS...
I don't know... :/
This is what Blizzard expansions do, sorry.
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On October 22 2011 08:22 malaan wrote: so im seeing a bunch of shredder / tank / marine contain all ins in my head right now... Pushing forward with shredders while the siege tanks defend them as they burrow.
Except the shredder can't be deployed when friendly units are in range. They could be used to start the contain but not to keep it going.
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On October 22 2011 10:15 Demonhunter04 wrote:Show nested quote +On October 22 2011 10:12 Liquid`Jinro wrote: Which is why they should be added in the first place -.- But....without spider mines, is mech viable in TvP?
Well the Shredder kinda is supposed to be the new spidermine and the thor replacement and the helliontransform will make mech an any matchup way more viable which imho is the whole point of these terran changes in the first place.
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On October 22 2011 10:12 Liquid`Jinro wrote:Show nested quote +On October 22 2011 10:08 thoradycus wrote:On October 22 2011 10:06 Yosen3002 wrote:On October 22 2011 09:55 Doc Daneeka wrote:On October 22 2011 09:46 Yosen3002 wrote: 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. i really like it actually. gameplay notwithstanding of course since we haven't played it, but it's a neat idea, and it makes the zerg more zergy. people are always complaining about how zerg doesn't feel 'swarmy' enough in sc2, but between infested terrans, broodlings from broodlords and now locusts, i feel like it's kind of hard to argue that. it also seems like it might be a threat that grows as the battle goes on - i haven't read anything about these units being on a timer so a decent pack of swarm hosts (i'll admit i hope the name changes to something catchier) adding disposable units to an army could be a really bad thing for the other player to ignore. i dunno i'm just not that nostalgic about the lurker. it was badass and all but i'm glad they're attempting new mechanics with a different style even while they recognize that those old lost units have left holes that needed to be filled. but i'm just imagining the wall of broodlings, locusts and infested terrans slowly rolling over everything and getting chills from it. (besides the egg-spawned units that will obviously be what you want to focus on microing. Ya well im probably a bit overcritical, in fact i like most of the zerg changes, also most of the added upgrades and stuff. The new Corrupter ability is super retarded though. I do like the new Shredder and the replacement of the Thor for a more mobile antiair and okay vs ground unit. But the Protoss changes are just so underwhelming. If they added the arbiter and reaver and a random other fun unit, people would be flipping out here and love the addon so much. But as it is now most of the protoss players just hate the addon and i guess if they won't change some major things til release they will continue to do so. reavers have no chance to be added, as it will make bio TvP quite unviable. Cant argue about arbiters, though. Which is why they should be added in the first place -.-
Silly Jinro, Blizzard hates everything factory in TvP :p
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United Kingdom20275 Posts
On October 22 2011 10:12 Liquid`Jinro wrote:Show nested quote +On October 22 2011 10:08 thoradycus wrote:On October 22 2011 10:06 Yosen3002 wrote:On October 22 2011 09:55 Doc Daneeka wrote:On October 22 2011 09:46 Yosen3002 wrote: 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. i really like it actually. gameplay notwithstanding of course since we haven't played it, but it's a neat idea, and it makes the zerg more zergy. people are always complaining about how zerg doesn't feel 'swarmy' enough in sc2, but between infested terrans, broodlings from broodlords and now locusts, i feel like it's kind of hard to argue that. it also seems like it might be a threat that grows as the battle goes on - i haven't read anything about these units being on a timer so a decent pack of swarm hosts (i'll admit i hope the name changes to something catchier) adding disposable units to an army could be a really bad thing for the other player to ignore. i dunno i'm just not that nostalgic about the lurker. it was badass and all but i'm glad they're attempting new mechanics with a different style even while they recognize that those old lost units have left holes that needed to be filled. but i'm just imagining the wall of broodlings, locusts and infested terrans slowly rolling over everything and getting chills from it. (besides the egg-spawned units that will obviously be what you want to focus on microing. Ya well im probably a bit overcritical, in fact i like most of the zerg changes, also most of the added upgrades and stuff. The new Corrupter ability is super retarded though. I do like the new Shredder and the replacement of the Thor for a more mobile antiair and okay vs ground unit. But the Protoss changes are just so underwhelming. If they added the arbiter and reaver and a random other fun unit, people would be flipping out here and love the addon so much. But as it is now most of the protoss players just hate the addon and i guess if they won't change some major things til release they will continue to do so. reavers have no chance to be added, as it will make bio TvP quite unviable. Cant argue about arbiters, though. Which is why they should be added in the first place -.-
Support.
Mech requires so much more skill than bio to use properly and there is much less volatility for no reason
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