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Why was the new Protoss 'raiding' designed as a way to hurt the enemy economy without actually killing workers? It seems far less frightening than Mutas/ling or bane runby/medivac drops
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does it prevent workers from returning resources to it?
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So what if all Nexuses are on one hotkey ? How hard is it to click one of them before casting recall ?
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Honestly, I don't like these additions at all. Obviously, we'll all need to play and get accustomed to HotS, but this is giving me a bad vibe. I hope I'm wrong.
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On October 22 2011 15:27 vandelayindustries wrote: Why was the new Protoss 'raiding' designed as a way to hurt the enemy economy without actually killing workers? It seems far less frightening than Mutas/ling or bane runby/medivac drops
the ability to make a 3 base player go down to 2 or 1 base because all of the mineral patches were made useless is pretty good.... u would have to bring most of ur army to destroy the entombing stuff off of the mineral patches or have a useless base and not mine for 45 seconds. that can actually be huge in the highest levels of play.
not only that but those things seem pretty damn fast, so they could probaly cover multiple bases easily and keep going back and forth all game and out run most if not all anti air.
think about it. what is the MAIN purpose of a gold base? to harvest the gold mineral patches right? now fly all of those oracles to make mining from those gold minerals impossible. the gold base is now useless because u cant mind from it unless u kill the entombing stuff.
its a very good unit imo. ppl shouldnt underrate it.
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They look awesome: whenever a unit looks OP, you can just go ahead and make your own. As zerg I would love to have a unit that copies other units. Also, I think it would make more sense for zerg to clone something than a toss. How much supply are they? 2? I could imagine remaxing on them and then turning them all into immortals or siege tanks.
I'd gladly trade you my swarm host for your replicator XDv
VS ZERG The replicator is just not cost effective enough to be viable. what would you make? not lings/roaches/hydras/mutas/corruptors that's for sure. I can see maybe replicating a swarmhost
The only replicable targets worth replicating on a zerg team are infestors and vipers. Here's why, the replicant details state that *all abilities are enabled by replication* so you get the viper upgrades (presumably the pull ability and the swarm ability are both researched) for free. Of course, neither of those are particularly useful against zerg, so the main use I see is replicating infestors to fungal. That will all depend on whether the replicator spawns with the energy of the target, the max energy or the starting energy with or without pathogen glands (since that is an upgrade, not an ability)
Alternately, you can replicate your own units, most likely immortals (since you have a robo to work off) or void rays (since this is the only other reasonably cost effective morph to make). Neither of these are regulars in PvZ atm, and I don't think that is going to be any more the case in HoTs as it stands due to the viper and the improved hydra.
VS terran again with the not replicating stuff: marine, marauder, hellion, reaper, warhound.
Siegetanks: a viable choice against marine tank, of course it relies on the terran *going* marine tank and giving you that option. Ditto vs mech, where I imagine we may see this. It's a fairly cost effective morph, with good damage efficiency. Ghosts: Awesome except for the fact that terran is the one race which ghosts don't screw over. Perhaps a single replication to clone a ghost and EMP the terran's ghosts, but splitting makes this less viable and it's even more so if the replicant ghost only spawns with 50 mana. Vikings: very helpful circumstantially, such as in the case where the terran has a lot of banshees and medivacs but no Vikings oh wait. Banshees: This one is actually a really good target. you automatically get cloak, so this might be a good answer to 1/1/1 builds. You make banshees, I make em too. Sure you have marines, but how many scans have you got saved up there kiddo? The replicant also builds pretty fast, so you can pump your first few immortals and then constantly add replicants to replace immortals or make siege tanks or banshees depending on how the battle goes. Medivacs: a surprisingly good target, and viable since if people drop you you can just nick the template pretty reliably. Being able to heal your zealots and templar is handy, as is having a dropship of your own to use with dts or whathaveyou. not incredibly cost efficient, and you can make prisms if you can make replicants, but still pretty cool. Ravens: Free hunter seeker missile is about the one thing that makes this viable, but again a terran has to be dumb enough to make one available. Perhaps a DT opening switching into replicants to counter any bio/raven push.
Again, replicating your own units seems just as much of a decent idea. Immortals and voidrays are both solid anti-terran units, particularly with terran's new kit. Still, good players should make builds that eliminate the inefficiency of replicators, so they'll remain a clutch wierd game unit I'm sure.
Vs Protoss: The main thing a replicant offers in this matchup is speed of building, meaning you can have more immortals than your opponent or something like that. I see voidrays making a bit of a comeback in PVP due to the possibility of tempests (whose strong single target AG attack seems good vs toss) and to counter oracle harass, since cannons won't do a great job of it due to the building lockdown. A double dose of voids courtesy of a robo pumping replicants in concert with a stargate could prove a nasty surprise to the unwary.
So,yes, there are a few cases where replicants could be useful, but I just don't see them being a really interesting, viable unit. Their main strength will come from *not* being made, because simply the fact they exist will change the strategies of opponents to exclude replicable self-counters. That's well and good, but it doesn't make for awesome gameplay and spectator experience.
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lol zerg players wanted the lurker back since the release of the game 1 year ago....well today blizzard announces they basically remade te lurker.
it was for terran lol
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On October 22 2011 15:27 vandelayindustries wrote: Why was the new Protoss 'raiding' designed as a way to hurt the enemy economy without actually killing workers? It seems far less frightening than Mutas/ling or bane runby/medivac drops
Why not? The races don't have to harass in the same way, you know.
And personally, I'd be kinda scared about seeing a critical Factory disappear for the next 45 seconds. Runbys and drops can't really do that. If it affects buildings being produced, imagine your Spire timing being delayed by 45 seconds. Watch what happens when your Robotics Bay vanishes for 45 seconds and you can neither make Colossi nor continue your research.
It's ultimately better than the old Overseer ability because there are more abilities on that unit that synergize well with it. Block their minerals, make a building or two disappear, then head back to base, knowing that their econ is pretty much fucked for the next 30-seconds to a minute. And since it's not on a very massable unit (like the OVerseer), the spells can be cheap.
Oh, and even better: if you don't notice the unit getting in your base, you don't get a warning that it's happened, since it doesn't attack buildings or units.
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i think the game designers from BZ must watch too much transformers
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Holy crap that is a long time.
The official description from Blizzard said it also stopped it from granting tech? So does that mean, say if you Phase Shift someones Cybernetics they can no longer build Stalkers for 45seconds?
Goddamn that is strong, the more I think about the Protoss units the more and more I'm liking them. I love what Blizzard have done, instead of giving Protoss just the regular new flashy unit with devastating attack type A they have actually given them units that give them more strategic and tactical depth
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On October 22 2011 15:32 Ballistixz wrote:Show nested quote +On October 22 2011 15:27 vandelayindustries wrote: Why was the new Protoss 'raiding' designed as a way to hurt the enemy economy without actually killing workers? It seems far less frightening than Mutas/ling or bane runby/medivac drops the ability to make a 3 base player go down to 2 or 1 base because all of the mineral patches were made useless is pretty good.... u would have to bring most of ur army to destroy the entombing stuff off of the mineral patches or have a useless base and not mine for 45 seconds. that can actually be huge in the highest levels of play. not only that but those things seem pretty damn fast, so they could probaly cover multiple bases easily and keep going back and forth all game and out run most if not all anti air.
Exactly, also let your enemy fill their supply with workers, just deny their mining and crush them with your superior army.
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some of this things sound so broken to me :D But I can't wait to try them out ^^
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i think the replicant is extremely overpowered if you can copy SCV's or drones. it has mapwide vision but workers shouldnt be copy-able
my god... imagine a toss thats able to mass roaches.... oh god.... mass voidrays + mass roaches
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On October 22 2011 15:40 roymarthyup wrote: i think the replicant is extremely overpowered if you can copy SCV's or drones. it has mapwide vision but workers shouldnt be copy-able
my god... imagine a toss thats able to mass roaches.... oh god.... mass voidrays + mass roaches The replicant costs 200mins 200 gas. Copying a worker or a roach wouldn't be a very good idea.
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On October 22 2011 15:32 Thereisnosaurus wrote:Show nested quote +They look awesome: whenever a unit looks OP, you can just go ahead and make your own. As zerg I would love to have a unit that copies other units. Also, I think it would make more sense for zerg to clone something than a toss. How much supply are they? 2? I could imagine remaxing on them and then turning them all into immortals or siege tanks.
I'd gladly trade you my swarm host for your replicator XDv VS ZERG The replicator is just not cost effective enough to be viable. what would you make? not lings/roaches/hydras/mutas/corruptors that's for sure. I can see maybe replicating a swarmhost The only replicable targets worth replicating on a zerg team are infestors and vipers. Here's why, the replicant details state that *all abilities are enabled by replication* so you get the viper upgrades (presumably the pull ability and the swarm ability are both researched) for free. Of course, neither of those are particularly useful against zerg, so the main use I see is replicating infestors to fungal. That will all depend on whether the replicator spawns with the energy of the target, the max energy or the starting energy with or without pathogen glands (since that is an upgrade, not an ability) Alternately, you can replicate your own units, most likely immortals (since you have a robo to work off) or void rays (since this is the only other reasonably cost effective morph to make). Neither of these are regulars in PvZ atm, and I don't think that is going to be any more the case in HoTs as it stands due to the viper and the improved hydra. VS terran again with the not replicating stuff: marine, marauder, hellion, reaper, warhound. Siegetanks: a viable choice against marine tank, of course it relies on the terran *going* marine tank and giving you that option. Ditto vs mech, where I imagine we may see this. It's a fairly cost effective morph, with good damage efficiency. Ghosts: Awesome except for the fact that terran is the one race which ghosts don't screw over. Perhaps a single replication to clone a ghost and EMP the terran's ghosts, but splitting makes this less viable and it's even more so if the replicant ghost only spawns with 50 mana. Vikings: very helpful circumstantially, such as in the case where the terran has a lot of banshees and medivacs but no Vikings oh wait. Banshees: This one is actually a really good target. you automatically get cloak, so this might be a good answer to 1/1/1 builds. You make banshees, I make em too. Sure you have marines, but how many scans have you got saved up there kiddo? The replicant also builds pretty fast, so you can pump your first few immortals and then constantly add replicants to replace immortals or make siege tanks or banshees depending on how the battle goes. Medivacs: a surprisingly good target, and viable since if people drop you you can just nick the template pretty reliably. Being able to heal your zealots and templar is handy, as is having a dropship of your own to use with dts or whathaveyou. not incredibly cost efficient, and you can make prisms if you can make replicants, but still pretty cool. Ravens: Free hunter seeker missile is about the one thing that makes this viable, but again a terran has to be dumb enough to make one available. Perhaps a DT opening switching into replicants to counter any bio/raven push. Again, replicating your own units seems just as much of a decent idea. Immortals and voidrays are both solid anti-terran units, particularly with terran's new kit. Still, good players should make builds that eliminate the inefficiency of replicators, so they'll remain a clutch wierd game unit I'm sure. Vs Protoss: The main thing a replicant offers in this matchup is speed of building, meaning you can have more immortals than your opponent or something like that. I see voidrays making a bit of a comeback in PVP due to the possibility of tempests (whose strong single target AG attack seems good vs toss) and to counter oracle harass, since cannons won't do a great job of it due to the building lockdown. A double dose of voids courtesy of a robo pumping replicants in concert with a stargate could prove a nasty surprise to the unwary. So,yes, there are a few cases where replicants could be useful, but I just don't see them being a really interesting, viable unit. Their main strength will come from *not* being made, because simply the fact they exist will change the strategies of opponents to exclude replicable self-counters. That's well and good, but it doesn't make for awesome gameplay and spectator experience.
I think you missed the fact that if you took over a ghost and then empd his ghosts that suddenly his ghosts cant emp your HT.
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wait a second. oh god. can replicants SWITCH between units? can a replicant become a voidray, then swap out and become a immortal?
if thats the case, EXTREMELY overpowered. i doubt its like that. you could have a fleet of 20 voidrays then change them into 20 immortals on the fly
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On October 22 2011 15:41 SheffiTB wrote:Show nested quote +On October 22 2011 15:40 roymarthyup wrote: i think the replicant is extremely overpowered if you can copy SCV's or drones. it has mapwide vision but workers shouldnt be copy-able
my god... imagine a toss thats able to mass roaches.... oh god.... mass voidrays + mass roaches The replicant costs 200mins 200 gas. Copying a worker or a roach wouldn't be a very good idea. A worker could be worth it if the replicated worker can build.
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Is there a reason why they wouldn't just use the goliath? The warhound is just a dumb looking goliath. Everyone knows it. They're not fooling anyone. Same thing with the swarm host and lurker. Is there a reason for this?
I feel like that is kind of a common theme here: kind of like Brood War, but stupid.
If there are things from Brood War that they realize should still be in SC2, they should just bring those things back. It's OK, Blizzard, we'll forgive your initial mistake as long as the game is good. Why are they doing this? Is it a pride thing?
I don't know, but I feel like Heart of the Swarm is going to make SC2 worse. Especially Protoss, holy crap.
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On October 22 2011 15:45 Adreme wrote:Show nested quote +On October 22 2011 15:32 Thereisnosaurus wrote:They look awesome: whenever a unit looks OP, you can just go ahead and make your own. As zerg I would love to have a unit that copies other units. Also, I think it would make more sense for zerg to clone something than a toss. How much supply are they? 2? I could imagine remaxing on them and then turning them all into immortals or siege tanks.
I'd gladly trade you my swarm host for your replicator XDv VS ZERG The replicator is just not cost effective enough to be viable. what would you make? not lings/roaches/hydras/mutas/corruptors that's for sure. I can see maybe replicating a swarmhost The only replicable targets worth replicating on a zerg team are infestors and vipers. Here's why, the replicant details state that *all abilities are enabled by replication* so you get the viper upgrades (presumably the pull ability and the swarm ability are both researched) for free. Of course, neither of those are particularly useful against zerg, so the main use I see is replicating infestors to fungal. That will all depend on whether the replicator spawns with the energy of the target, the max energy or the starting energy with or without pathogen glands (since that is an upgrade, not an ability) Alternately, you can replicate your own units, most likely immortals (since you have a robo to work off) or void rays (since this is the only other reasonably cost effective morph to make). Neither of these are regulars in PvZ atm, and I don't think that is going to be any more the case in HoTs as it stands due to the viper and the improved hydra. VS terran again with the not replicating stuff: marine, marauder, hellion, reaper, warhound. Siegetanks: a viable choice against marine tank, of course it relies on the terran *going* marine tank and giving you that option. Ditto vs mech, where I imagine we may see this. It's a fairly cost effective morph, with good damage efficiency. Ghosts: Awesome except for the fact that terran is the one race which ghosts don't screw over. Perhaps a single replication to clone a ghost and EMP the terran's ghosts, but splitting makes this less viable and it's even more so if the replicant ghost only spawns with 50 mana. Vikings: very helpful circumstantially, such as in the case where the terran has a lot of banshees and medivacs but no Vikings oh wait. Banshees: This one is actually a really good target. you automatically get cloak, so this might be a good answer to 1/1/1 builds. You make banshees, I make em too. Sure you have marines, but how many scans have you got saved up there kiddo? The replicant also builds pretty fast, so you can pump your first few immortals and then constantly add replicants to replace immortals or make siege tanks or banshees depending on how the battle goes. Medivacs: a surprisingly good target, and viable since if people drop you you can just nick the template pretty reliably. Being able to heal your zealots and templar is handy, as is having a dropship of your own to use with dts or whathaveyou. not incredibly cost efficient, and you can make prisms if you can make replicants, but still pretty cool. Ravens: Free hunter seeker missile is about the one thing that makes this viable, but again a terran has to be dumb enough to make one available. Perhaps a DT opening switching into replicants to counter any bio/raven push. Again, replicating your own units seems just as much of a decent idea. Immortals and voidrays are both solid anti-terran units, particularly with terran's new kit. Still, good players should make builds that eliminate the inefficiency of replicators, so they'll remain a clutch wierd game unit I'm sure. Vs Protoss: The main thing a replicant offers in this matchup is speed of building, meaning you can have more immortals than your opponent or something like that. I see voidrays making a bit of a comeback in PVP due to the possibility of tempests (whose strong single target AG attack seems good vs toss) and to counter oracle harass, since cannons won't do a great job of it due to the building lockdown. A double dose of voids courtesy of a robo pumping replicants in concert with a stargate could prove a nasty surprise to the unwary. So,yes, there are a few cases where replicants could be useful, but I just don't see them being a really interesting, viable unit. Their main strength will come from *not* being made, because simply the fact they exist will change the strategies of opponents to exclude replicable self-counters. That's well and good, but it doesn't make for awesome gameplay and spectator experience. I think you missed the fact that if you took over a ghost and then empd his ghosts that suddenly his ghosts cant emp your HT.
No he covered that, stating that people can just split the ghosts, causing that ONE ghost you copied to not be very effective, plus the ghost may only be copied with 50 energy.
On October 22 2011 15:52 Daralii wrote:Show nested quote +On October 22 2011 15:41 SheffiTB wrote:On October 22 2011 15:40 roymarthyup wrote: i think the replicant is extremely overpowered if you can copy SCV's or drones. it has mapwide vision but workers shouldnt be copy-able
my god... imagine a toss thats able to mass roaches.... oh god.... mass voidrays + mass roaches The replicant costs 200mins 200 gas. Copying a worker or a roach wouldn't be a very good idea. A worker could be worth it if the replicated worker can build.
Oh yeah, it can. I'd rather copy tanks myself, but having Mules, hmm...
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