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New HotS Units/Abilities in Blizzcon - Page 276

Forum Index > SC2 General
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Noocta
Profile Joined June 2010
France12578 Posts
October 22 2011 08:33 GMT
#5501
So Siege tank and Viking are fine but hellion morph is silly ? I don't understand people.
" I'm not gonna fight you. I'm gonna kick your ass ! "
RisingTide
Profile Joined December 2008
Australia769 Posts
October 22 2011 08:34 GMT
#5502
On October 22 2011 17:26 Geo.Rion wrote:
Hydra speed increased.

Dear god thank you, they surely took their time, but damn, it's what i waited for

Yeah, it's a hive upgrade...
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
October 22 2011 08:36 GMT
#5503
On October 22 2011 17:34 RisingTide wrote:
Show nested quote +
On October 22 2011 17:26 Geo.Rion wrote:
Hydra speed increased.

Dear god thank you, they surely took their time, but damn, it's what i waited for

Yeah, it's a hive upgrade...


That might be changed and at lair it might make hydras too good.

Hydras really are powerful, but they're just weak health wise. They as they say a glass cannon and them being too fast early on could be a problem.

Anyway, the game isn't in beta yet so that will be messed around with.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
dump
Profile Joined August 2010
Japan514 Posts
October 22 2011 08:37 GMT
#5504
On October 22 2011 17:33 Qikz wrote:
Show nested quote +
On October 22 2011 17:31 Chaosvuistje wrote:
So is anyone as a spectator realy excited for these new units? I don't get any kind of chills when I look at mineral intombing, or shredders killing everything. Sure they might be fun to play but I'm not getting a hellion/baneling esque excitement in any of the new units.


I'm excited as a spectator. A lot of these new units encourage more micro which is only a good thing.


How? Most of them seem to discourage micro more than anything.
Unnamed Player
Profile Joined March 2011
Australia89 Posts
October 22 2011 08:38 GMT
#5505
It really seems they want to get away from the deathball scenarios and have made units more individual and micro intensive.

It also appears as they are trying to break the Terrans love affair with the siege tank.

Now those swarm thingies can be used agaisnt them both offensively and defensively as well as the Wolfhound and Tosses ability to replicate them as well.

Hard to know how it is all going to play out but that video made all that stuff look a lot more fun, and have addressed some of the issues that we have had for a long time now.

Can't wait...



Iamyournoob
Profile Joined August 2010
Germany595 Posts
October 22 2011 08:39 GMT
#5506
Even though I am a bit torn on the units themselves and on their design,
I have to give Blizz credit for what they intend to do.

I mean, a lot of these units adress the issues and flaws the races currently have:

Terran:

1. Mech doesn't seem as viable as bio or bio/mech ---> Add Warhound (though it looks shitty) and Battle Hellions

2. Battlecruisers get too easily kited by Vikings ---> speed boost

3. Reapers not used anymore ---> HP regen

Zerg:

1. No push delay/stalling unit like the Lurker ---> Swarm Lord thingy

2. Troubles breaking Marine/Tank positions ---> Viper (also makes battles more dynamic)

3. Ultras baaaaaad ---> burrow charge

Protoss:

1. Lategame mass muta ---> Tempest

2. No harass options ---> Recall (!!!!!), Oracle

3. Defensive problems? ---> Nexus defense upgrade ability

4. Need a gimmicky weirdo unit like the MS ----> Replicant

Note that the fact that the Nexus is going to have 3 abilities also makes the use of Nexus energy way more interesting.
It will be very important to time when to Chrono or when to safe energy for Recall / defense spell

Still, apart from the tempest and the Zerg units I am not too amaze by the looks of the units and how they seem to work.
One of the main issues in WoL are the lack of harass options for Protoss, but I wonder how the Oracle is going to fulfill this role.

I mean you only prevent your enemies from mining - nothing else. You don't kill shit and I don't know how much HP those Mineral Force Fields are going to have, but since Marines and Marauders have insane dps I don't think they last too long.
The only cool thing about it is that it might force Zergs or Terrans to move their army which could open the way for other attacks. But other than that a unit that would acutally kill stuff would have been nice. Oh well, may be their are good synergies with Phoenixes. This anti tower spell looks like it might help Phoenix to harass succesfully.
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
Last Edited: 2011-10-22 08:44:15
October 22 2011 08:42 GMT
#5507
You know, the units they are rolling out shows that they actually listen to what we want/need.

Ultras aren't worthless anymore because now they can actually fight, hydras can run around again, banelings can burrow. Not only that, but now corruptors have some use and there are ways to break siege lines. I'm not sure that making hydra speed upgrade hivetech is the right time for it though. IMO, seems like it should be lair tech.

Terran has a mech answer to everything now, so they aren't forced into bio play against burrowed baneling movement, not that I think it's a big issue anyways since it's hivetech and by then you would have plenty of scans. Warhounds are like the go to unit, hellions can survive a fight, tanks are still tanks. Straight mech is a good option now which opens up options.

Protoss has a way to harass. I don't quite know how far in the tech tree the oracle is but it gives you the ability to put a shield on your buildings as well as disable enemy defensive buildings. AND it gives you a harassment unit that has a high chance of success. A lot of harassment is cost effective or not depending on the unit cost and how much you had to cut and what you killed. So a lot of times obviously you have to kill X number of drones to make it worthwhile and good response can negate your harass. But with the oracle you just need to get the spell off and its cost effective. With good APM/multitasking late game you can do a lot with this. We get an option to fight mass air (hopefully the timing works out okay). The thing i'm not sure about is the replicant. It just seems...... expensive. I don't think that the resource cost is a lot, but I think the pop cost is a lot. I think it would work out better to change the cost to depend on what is replicated.


I think potentially. Not necessarily, but potentially, having it have unlimited range as long as you have vision could make it OP in certain circumstances.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Randomaccount#128098
Profile Joined November 2010
United States411 Posts
October 22 2011 08:42 GMT
#5508
--- Nuked ---
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 22 2011 08:43 GMT
#5509
I really hope the Warhound will become more like Goliath, right now it seems like it will be the Marauder from the factory in TvP, except it has some anti air as well...

Mech probably works with the new terran units, I just don't want to see Warhound+Hellion builds instead of MMM. Gimme Tank+Hellion+Goliath pls.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Medrea
Profile Joined May 2011
10003 Posts
October 22 2011 08:43 GMT
#5510
On October 22 2011 17:42 stickymayhem wrote:
Show nested quote +
On October 22 2011 17:39 Iamyournoob wrote:
Even though I am a bit torn on the units themselves and on their design,
I have to give Blizz credit for what they intend to do.

I mean, a lot of these units adress the issues and flaws the races currently have:

Terran:

1. Mech doesn't seem as viable as bio or bio/mech ---> Add Warhound (though it looks shitty) and Battle Hellions

2. Battlecruisers get too easily kited by Vikings ---> speed boost

3. Reapers not used anymore ---> HP regen

Zerg:

1. No push delay/stalling unit like the Lurker ---> Swarm Lord thingy

2. Troubles breaking Marine/Tank positions ---> Viper (also makes battles more dynamic)

3. Ultras baaaaaad ---> burrow charge

Protoss:

1. Lategame mass muta ---> Tempest

2. No harass options ---> Recall (!!!!!), Oracle

3. Defensive problems? ---> Nexus defense upgrade ability

4. Need a gimmicky weirdo unit like the MS ----> Replicant

Note that the fact that the Nexus is going to have 3 abilities also makes the use of Nexus energy way more interesting.
It will be very important to time when to Chrono or when to safe energy for Recall / defense spell

Still, apart from the tempest and the Zerg units I am not too amaze by the looks of the units and how they seem to work.
One of the main issues in WoL are the lack of harass options for Protoss, but I wonder how the Oracle is going to fulfill this role.

I mean you only prevent your enemies from mining - nothing else. You don't kill shit and I don't know how much HP those Mineral Force Fields are going to have, but since Marines and Marauders have insane dps I don't think they last too long.
The only cool thing about it is that it might force Zergs or Terrans to move their army which could open the way for other attacks. But other than that a unit that would acutally kill stuff would have been nice. Oh well, may be their are good synergies with Phoenixes. This anti tower spell looks like it might help Phoenix to harass succesfully.


I think the Tempest will be a good harass unit despite it being lategame.


300/300? Harass unit?
twitch.tv/medrea
Grond
Profile Blog Joined June 2010
599 Posts
October 22 2011 08:45 GMT
#5511
Gotta agree with all the flashy comments. Need to see more details on the Tempest but it seems like Protoss air game just got a lot worse and it was already pretty bad. I wonder if they are holding out on Protoss because they don't think they can come up with enough new units for the Protoss expansion. I originally liked the 3 part release because of the 3 campaigns but now that it seems that means we have to wait 2 years for the game to be semi-complete. This will clearly not do for Starcraft 2 what Brood War did for Starcraft. It looks like the best we can hope for is the next expansion will do that, but with what I have seen so far it is looking pretty doubtful.
Janders
Profile Joined June 2011
Mexico222 Posts
October 22 2011 08:45 GMT
#5512
replicating units and blocking mineral patches seem to me little weird.. something that wouldnt fit in this game. and the 2nd mech unit looks(only looks) awful, i hope they change it
:D
M2
Profile Joined December 2002
Bulgaria4133 Posts
October 22 2011 08:45 GMT
#5513
this is not an expansion, this is a new game
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
fenix404
Profile Joined May 2011
United States305 Posts
Last Edited: 2011-10-22 08:47:30
October 22 2011 08:46 GMT
#5514
+ Show Spoiler +
Even though I am a bit torn on the units themselves and on their design,
I have to give Blizz credit for what they intend to do.

I mean, a lot of these units adress the issues and flaws the races currently have:

Terran:

1. Mech doesn't seem as viable as bio or bio/mech ---> Add Warhound (though it looks shitty) and Battle Hellions

2. Battlecruisers get too easily kited by Vikings ---> speed boost

3. Reapers not used anymore ---> HP regen

Zerg:

1. No push delay/stalling unit like the Lurker ---> Swarm Lord thingy

2. Troubles breaking Marine/Tank positions ---> Viper (also makes battles more dynamic)

3. Ultras baaaaaad ---> burrow charge

Protoss:

1. Lategame mass muta ---> Tempest

2. No harass options ---> Recall (!!!!!), Oracle

3. Defensive problems? ---> Nexus defense upgrade ability

4. Need a gimmicky weirdo unit like the MS ----> Replicant

Note that the fact that the Nexus is going to have 3 abilities also makes the use of Nexus energy way more interesting.
It will be very important to time when to Chrono or when to safe energy for Recall / defense spell

Still, apart from the tempest and the Zerg units I am not too amaze by the looks of the units and how they seem to work.
One of the main issues in WoL are the lack of harass options for Protoss, but I wonder how the Oracle is going to fulfill this role.

I mean you only prevent your enemies from mining - nothing else. You don't kill shit and I don't know how much HP those Mineral Force Fields are going to have, but since Marines and Marauders have insane dps I don't think they last too long.
The only cool thing about it is that it might force Zergs or Terrans to move their army which could open the way for other attacks. But other than that a unit that would acutally kill stuff would have been nice. Oh well, may be their are good synergies with Phoenixes. This anti tower spell looks like it might help Phoenix to harass succesfully.


^^^ yea i agree w/ most of that.

i think the oracle will make protoss air interesting. it's like a raven/arbiter w/ disruption web for bldgs and minerals. defensive stasising your own bldgs will be interesting. save a nexus snipe?
"think for yourself, question authority"
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 22 2011 08:47 GMT
#5515
On October 22 2011 14:52 Sub40APM wrote:
Congrats Blizzard, you will get my 60 dollars after all.

Although it kind of sucks they took out the Thors. But if they are really going down this mechwarrior copying route, please make a super Thor in shape of an Atlas for the next one.

Edit: I realize that there is an Odin [you know, the Thor prototype from the singleplayer that is a hero unit like the mothership] I am just saying I am going to miss Thors.


You don't have to miss Thors, you can still play and ladder in WoL.
I know I would. Because of my precious carriers. T_T
Cauterize the area
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
October 22 2011 08:47 GMT
#5516
Are these the only new units to be added in HotS?
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
fenix404
Profile Joined May 2011
United States305 Posts
October 22 2011 08:48 GMT
#5517
expansions are 30. i think. def not 60.
"think for yourself, question authority"
dump
Profile Joined August 2010
Japan514 Posts
October 22 2011 08:48 GMT
#5518
Browder says tempests are good for dealing with end-game mutalisks, but don't archons already do the same thing?

The only other problem with mutas is that they're way too fast, and protoss can't leave base... that situation's not going to be helped at all by swarm host.
Janders
Profile Joined June 2011
Mexico222 Posts
October 22 2011 08:50 GMT
#5519
On October 22 2011 17:48 dump wrote:
Browder says tempests are good for dealing with end-game mutalisks, but don't archons already do the same thing?

The only other problem with mutas is that they're way too fast, and protoss can't leave base... that situation's not going to be helped at all by swarm host.

your going to leave an archons or few valuable archons behind ur base while pushing? i dont think so either
:D
dump
Profile Joined August 2010
Japan514 Posts
October 22 2011 08:50 GMT
#5520
On October 22 2011 17:50 Janders wrote:
Show nested quote +
On October 22 2011 17:48 dump wrote:
Browder says tempests are good for dealing with end-game mutalisks, but don't archons already do the same thing?

The only other problem with mutas is that they're way too fast, and protoss can't leave base... that situation's not going to be helped at all by swarm host.

your going to leave an archons or few valuable archons behind ur base while pushing? i dont think so either


And leaving behind tempests is better?
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