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New HotS Units/Abilities in Blizzcon - Page 240

Forum Index > SC2 General
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skatbone
Profile Joined August 2010
United States1005 Posts
October 22 2011 01:30 GMT
#4781
On October 22 2011 08:30 avengaar wrote:
Dude I'm so excited for the oracles ability to tell me what a building is building! DUDE WHAT IS THAT BARRACKS BUILDING?! oh marines.... WHATS THE STARPORT WITH A TECH LAB BUILDING?!! oh a banshee... MAYBE I CAN FINALLY STOP LOSING TO SECRET MEDVAC ENERGY TIMING PUSHES! oh and i can finally know if terrans are getting building armor to fake getting +1!!


Wow, I thought a lot of toss (myself included) were hoping for some better scouting options. I love the idea of being able to use this unit in certain choice situations against Terran when a. I'm trying to scout beyond the bunker in his base early game; b. he seems to be 1-1-1ing; c. I can tell if he's going raven or banshee and in some weird cases, siege vs blue flame...maybe this will be akin to the sensor tower: really useful, but not always necessary.
Mercurial#1193
GinDo
Profile Blog Joined September 2010
3327 Posts
October 22 2011 01:31 GMT
#4782
On October 22 2011 10:23 Yoshi Kirishima wrote:
Show nested quote +
On October 22 2011 10:21 Vehemus wrote:
On October 22 2011 10:19 Yoshi Kirishima wrote:
is it just me that is worried that there are TOO many changes in HoTS? tbh I don't really mind if they ultimately make gameplay better, as it's not exactly unfair to pros since they will all have to adapt anyways

Also, changing the game like this at the damage of progamers being more "uncomfortable" and possibly watchin poorer games for a short time will eventually pay off in the long run.

Some things look sexy some things don't... will miss some things, but hopefully (and so far) it does seem things are going into a good doirection.

THE MAPS ARE INCREDIBLE!!! HLY SHIT~! For blizzard at least haha. They look playable <3
AND OMG some of them are BRIGHT! instead of dark

Also is it just me or will terran have abunch of factory units? and there are no "infantry" units for prrotoss, they are all mechanical or air or etc. xD Zerg units look sort of dumb but the game isn't out yet


A bunch of factory units?
They're going to have Hellion, Siege Tank and War Hound. If you build a fusion core and an army and want to waste 600 minerals, you can also have one Thor.


Oh i guess u're right. Well the third unrevealed unit looks mechanical too though.

Also the Thor thing is lol... o.o but it sounds REALLY fun. They should make it fire nukes too LOL (yea ok bad game design but would be fun). But i guess its ability is like the same thing as a nuke xD

Meh no more Thor Hellion I guess o.o well it was a bland unit composition I guess.


Yeah Shredders are made from the Factory.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Fig
Profile Joined March 2010
United States1324 Posts
October 22 2011 01:31 GMT
#4783
On October 22 2011 10:14 XRaDiiX wrote:
For Some Reason i feel like Terran And Zerg got the Short end of the Stick.... Protoss got alot of crazy stuff.

Crazy stuff from the point of view that it is unbelievably gimmicky. Protoss just got a lot of shiny stuff that costs 200 to 300 gas.
Can't elope with my cantaloupe
-y0shi-
Profile Joined July 2011
Germany994 Posts
October 22 2011 01:31 GMT
#4784
One thing:

If you kill SCVs it wont even matter at some point. But if you seal their minerals?

FU MULE, TRY TO MINE THAT :@
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
October 22 2011 01:32 GMT
#4785
On October 22 2011 10:27 GreyMasta wrote:
Show nested quote +
On October 22 2011 09:23 two.watup wrote:
Everyone saying that the toss can replicate Drones and SCVs is just admitting that Hatches and Orbitals are better than what toss has.

How can you make that argument and not feel incredibly silly.


This.

At some point I was saying to myself: WHY DON'T YOU SWITCH RACE THEN? o_o


There is a truely massive difference between saying that having all the advantages of two races town center structures for 200/200 might be imbalanced and saying that there is imbalance with having one of the three with the synergy of the rest of the tech choices limitted to that one race.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
October 22 2011 01:32 GMT
#4786
On October 22 2011 10:29 nazdrovie wrote:
Here's a thought: buff gateway units, remove forcefield from sentries and make pylons upgradeable to dark pylons which can cast forcefield defensively



Bio then moves at 3.375 speed, kiting back with permanant conc shells, slowing chargelots to 1.375 speed.


The chargelots will hit once every 10 seconds as charge comes off cooldown, and not at all otherwise.


Meanwhile stalkers would still suck vs marauders as well, the unit that "counters" them, etc


Zerglings would be far too powerful if forcefields didnt exist, they destroy zealots even in a choke with equal upgrades and especially with adrenal glands, forcing a ton of colossi at all times, if you lost the colossi you would loose the game
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Gorg
Profile Joined April 2011
Germany261 Posts
October 22 2011 01:32 GMT
#4787
so david kim and dustin browder acknowledged a few months ago that early scouting is a big problem in the game at the moment and all they do is remove the only viable scouting option zerg had with the overseer? i hope there will be some kind of substitute specifically for scouting.
sc2holar
Profile Joined October 2011
Sweden1637 Posts
October 22 2011 01:32 GMT
#4788
On October 22 2011 10:30 SuperYo1000 wrote:
Show nested quote +
On October 22 2011 10:24 R3demption wrote:
On October 22 2011 10:17 sc2holar wrote:
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.


I think Dustin Browder jsut loses to Toss on the ladder. Does anyone feel like they still sound like noobs calling the death ball too strong?? I feel like Zerg and Terran have since evolved and Protoss is not like some unstoppable force. That being said I wish we had a fucking unit that can harass efficiently unlike the weird workaround ways we have now immortal/zealot warp prism drops... Oh wait they give us another weird workaround forcefielding the minerals LAWL



thou maybe its got a 3 minute life span on the min force fields....kinda like the auto turret and its insanely long cooldown

its probably going to be about 15 seconds maximum, 4-5 if they get attacked. Knowing blizzard, anything that is protoss has to be borderline UP to not be considered "too powerful". i guess it has to be something about the shiny models that fool the eyes
you no take candle
Disquiet
Profile Joined January 2011
Australia628 Posts
October 22 2011 01:32 GMT
#4789
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 -.-


People would be fine with that if you gave terran back 75 damage tanks, goliaths and vultures. Sadly hellion + tank is nowhere near as good as vulture + tank, so it can't happen without breaking the matchup atm.
skatbone
Profile Joined August 2010
United States1005 Posts
October 22 2011 01:33 GMT
#4790
On October 22 2011 08:31 Toadvine wrote:
I'm curious, do you people really think stealing an SCV to make CCs will be viable in a real 1v1 game?


I'd say it is at least as viable as it was in BW...probably more so as in SCII as the spell will be more accessible than a Dark Archon's mind control.
Mercurial#1193
Ksi
Profile Joined May 2010
357 Posts
October 22 2011 01:33 GMT
#4791
On October 22 2011 10:29 nazdrovie wrote:
Here's a thought: buff gateway units, remove forcefield from sentries and make pylons upgradeable to dark pylons which have units warped in on it


Modified that a bit. Warp-in is really the main reason why Gateway units are as lackluster as they are. Unless Blizzard does something like only allows warpin within X radius of a gateway (removed with a cheap upgrade at twilight council), Blizz will probably never reevaluate Gateway units sadly.

XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-22 01:39:33
October 22 2011 01:33 GMT
#4792
On October 22 2011 10:32 Gorg wrote:
so david kim and dustin browder acknowledged a few months ago that early scouting is a big problem in the game at the moment and all they do is remove the only viable scouting option zerg had with the overseer? i hope there will be some kind of substitute specifically for scouting.


That's Dustin Browder and David Kim for ya. You might want to see this Comment David Kim Purportedly made as well.


~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.
Never GG MKP | IdrA
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 22 2011 01:33 GMT
#4793
On October 22 2011 10:31 -y0shi- wrote:
One thing:

If you kill SCVs it wont even matter at some point. But if you seal their minerals?

FU MULE, TRY TO MINE THAT :@



.....dude....i never thought of that....epsecially effective when terran drops 8 mules at a newly created expo



This is going to create a whole new level of terran bm
ReturnStroke
Profile Blog Joined July 2011
United States801 Posts
October 22 2011 01:34 GMT
#4794
pretty much expected the mechanics of most of these. Didn't see the terran ones coming though
nazdrovie
Profile Joined October 2011
27 Posts
Last Edited: 2011-10-22 01:35:57
October 22 2011 01:34 GMT
#4795
On October 22 2011 10:32 Cyro wrote:
Show nested quote +
On October 22 2011 10:29 nazdrovie wrote:
Here's a thought: buff gateway units, remove forcefield from sentries and make pylons upgradeable to dark pylons which can cast forcefield defensively



Bio then moves at 3.375 speed, kiting back with permanant conc shells, slowing chargelots to 1.375 speed.


The chargelots will hit once every 10 seconds as charge comes off cooldown, and not at all otherwise.


Meanwhile stalkers would still suck vs marauders as well, the unit that "counters" them, etc


Zerglings would be far too powerful if forcefields didnt exist, they destroy zealots even in a choke with equal upgrades and especially with adrenal glands, forcing a ton of colossi at all times, if you lost the colossi you would loose the game


I edited that post actually, you give sentries a snare which will be more effective than forcefields to prevent terran kiting.

buff gateway units,
remove forcefield from sentries replace it by some form of snare
make pylons upgradeable to dark pylons which can cast forcefield defensively
Disquiet
Profile Joined January 2011
Australia628 Posts
October 22 2011 01:34 GMT
#4796
Why don't people like the protoss + terran units, I think they are cool, I especially like the reaper change and turning the thor into a true super unit. Is it just because there are more zergs on TL?
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
October 22 2011 01:35 GMT
#4797
On October 22 2011 10:33 skatbone wrote:
Show nested quote +
On October 22 2011 08:31 Toadvine wrote:
I'm curious, do you people really think stealing an SCV to make CCs will be viable in a real 1v1 game?


I'd say it is at least as viable as it was in BW...probably more so as in SCII as the spell will be more accessible than a Dark Archon's mind control.




Would you rather have an orbital command or a nexus?

I think its a pretty straightforward answer if it is literally as simply as morphing using obs vision of his mineral line from across the map... You would use the cc to build a ton of scv's, which could repair the HP of essentially every protoss unit in the game, HP that cannot be repaired by any other method outside of team games.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ckw
Profile Blog Joined February 2010
United States1018 Posts
October 22 2011 01:35 GMT
#4798
So they kept saying how Protoss seemed to be the weakest race but they buffed everything zerg. Burrow-movement banelings? Are you fucking kidding me?
Being weak is a choice.
ilovelings
Profile Joined January 2011
Argentina776 Posts
October 22 2011 01:35 GMT
#4799
The new corrupter ability reminds me of the chinese hackers in cqc generals.
People is diying.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
October 22 2011 01:36 GMT
#4800
On October 22 2011 10:33 SuperYo1000 wrote:
Show nested quote +
On October 22 2011 10:31 -y0shi- wrote:
One thing:

If you kill SCVs it wont even matter at some point. But if you seal their minerals?

FU MULE, TRY TO MINE THAT :@



.....dude....i never thought of that....epsecially effective when terran drops 8 mules at a newly created expo



This is going to create a whole new level of terran bm



LOL, im gonna invest all my gas into these things (they are aparantly really really fast, faster than speed warp prisms) and then loose to random shit because i have no AOE units, but fuck, its worth it
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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