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New HotS Units/Abilities in Blizzcon - Page 280

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Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
October 22 2011 09:47 GMT
#5581
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.



yea i agree. Had hopes it would spit them out like beach balls or send then out underground but no such luck >BD.
"Mudkip"
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
October 22 2011 09:48 GMT
#5582
On October 22 2011 18:46 Alpina wrote:
I think most of the changes are just awesome. What I don't like though:

1. Mass recall - just for 75 energy escaping from anywhere in the map is just OP. Protoss going to use this all the time instead of CB.

2. Shredder - terran already had PFs which are nearly invincible, bunkers, tanks, do they realy need one more strong defense unit? This unit is something zerg would like to have considering that zerg's defense is worst of all 3 races.

3. Swarm Host - very nice idea, but I just feel it's going to be too weak. Imagine I burrow few of them in my expansion to defend. Terran makes drop of 8 marines, Swarm host starts to spawn units, and I imagine 8 stimmed marines gonna overpower those 2 Swarm hosts with absolutelly no problem. Especially cause those units spawn with very low rate.

And btw burrowed Swarm host is invisible or not for enemy?


Unless they have detection, but I agree with you.
Qikz
Profile Blog Joined November 2009
United Kingdom12053 Posts
Last Edited: 2011-10-22 09:49:51
October 22 2011 09:48 GMT
#5583
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.

EDIT: Every swarm lord broodling being shot is one less either siege fire or marine attack on your units.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2011-10-22 09:52:41
October 22 2011 09:51 GMT
#5584
On October 22 2011 18:48 Qikz wrote:
Show nested quote +
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.


it rallies a tight nit group of 90 hp MELEE units every 15 sec. How can this(Pretty sure its a hive tech unit) ever break turtles or force an unsiege better than the Viper??


EDIT: Every swarm lord broodling being shot is one less either siege fire or marine attack on your units.
Except the swarm lord COSTS SUPPLY and money. Its a unit that spawns itself every 15 sec to tank about the same as two extra roaches.
"Mudkip"
doubled
Profile Joined July 2010
Sweden111 Posts
October 22 2011 09:51 GMT
#5585
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


Can anyone explains how it actually works? I'm having a hard time seeing how it's useful... unless the locusts are immune to splash damage they'll just be siege-tank fodder.

If it only spawns 2 units every 15 seconds that deals 16 damage, it's way, way worse than the brood lord, or am I missing something?
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
October 22 2011 09:52 GMT
#5586
On October 22 2011 18:48 Qikz wrote:
Show nested quote +
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.

EDIT: Every swarm lord broodling being shot is one less either siege fire or marine attack on your units.


I think we have enough meat sheilds to be quite honest, now I want some DPS.
Quotidian
Profile Joined August 2010
Norway1937 Posts
October 22 2011 09:53 GMT
#5587
On October 22 2011 18:31 Zambozo wrote:
i love the shredder .... zerg run by ? not this time



unless shedders do insane damage, speedlings are going to counter them just like they counter siege tanks
Qikz
Profile Blog Joined November 2009
United Kingdom12053 Posts
October 22 2011 09:53 GMT
#5588
On October 22 2011 18:52 Cain0 wrote:
Show nested quote +
On October 22 2011 18:48 Qikz wrote:
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.

EDIT: Every swarm lord broodling being shot is one less either siege fire or marine attack on your units.


I think we have enough meat sheilds to be quite honest, now I want some DPS.


Hydra does sick DPS. Ultra does sick DPS and even more now it has the charge underground, Broodlings from Broodlords do quite good DPS and Fungal is some of the highest DPS in the game isn't it?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
October 22 2011 09:53 GMT
#5589
On October 22 2011 18:51 doubled wrote:
Show nested quote +
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


Can anyone explains how it actually works? I'm having a hard time seeing how it's useful... unless the locusts are immune to splash damage they'll just be siege-tank fodder.

If it only spawns 2 units every 15 seconds that deals 16 damage, it's way, way worse than the brood lord, or am I missing something?


Its just retarded seriously, everyone thinks its the lurker but it isnt.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
October 22 2011 09:53 GMT
#5590
On October 22 2011 18:51 Madkipz wrote:
Show nested quote +
On October 22 2011 18:48 Qikz wrote:
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.


it rallies a tight nit group of 90 hp MELEE units every 15 sec. How can this(hive tech unit) ever break turtles or force an unsiege better than the Viper??


The specific numbers can be tweaked you know. Stop complaining about balance of something that is not even in beta. Discussing the design/idea around a unit makes sense, talking about specific numbers does not; the design is of the Swarm Host is that of a siege unit, which zergs have wanted for a while. Why bitch and moan about it?

Besides, units people have been asking for in HotS: carriers that are microable like in bw, arbiters, reavers, dragoons/stalker being as good as in bw with warpgate removed, lurkers, defilers, corsairs, spider mines, goliaths...why the hell don't you just play bw if you want to use the exact units from that game?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
NeonSky
Profile Blog Joined October 2007
United States46 Posts
October 22 2011 09:53 GMT
#5591
Toss units seem really underwhelming, I'm pretty disappointed with the unveiling...

The tempest seems like it has such a small niche despite it being the most costly and highest tier unit for protoss. Seems like you'd have to deal with a muta/air anyway before you could even access tempests, much less afford them and wait through their build time for a necessary number to be built.

Replicants can't duplicate massive units, the opponent has to have built the unit already and you need vision of it, and tier 1 units would be effectively useless to make. All in all it's uses seem limited given that they cost 200/200 each and they occupy needed time from the robo which is already a critical unit producing structure. It's an interesting unit, but seems gimmicky in a final evaluation.

The oracle could be good, but it doesn't seem that great either. Depending on the duration and hit-points allotted to the mineral forcefield spell, it could be really effective or just a minor annoyance. Also, harassment options for the other races such as infestors, zerg units in a run-by, banshees, mutalisks, drops for terran, can all serve other useful functions outside of base harassment and thus maintain their usefulness throughout the game, whereas the oracle seems like it would lose effectiveness in harassing bases as the game progressed, given increased army size and in base fortifications, and essentially become a deadweight unit since it serves no other purpose.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
October 22 2011 09:54 GMT
#5592
I'm very curious about how the Swarm Host plays as well. Superficially it looks like a blatant attempt to give Zerg something like the lurker, but at the same time trying to force it and make something "new". I don't get it, why don't you just give us the lurker back?
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Latham
Profile Blog Joined May 2007
9590 Posts
October 22 2011 09:54 GMT
#5593
Flying defilers. I approve of this unit concept.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
October 22 2011 09:54 GMT
#5594
On October 22 2011 18:53 Qikz wrote:
Show nested quote +
On October 22 2011 18:52 Cain0 wrote:
On October 22 2011 18:48 Qikz wrote:
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.

EDIT: Every swarm lord broodling being shot is one less either siege fire or marine attack on your units.


I think we have enough meat sheilds to be quite honest, now I want some DPS.


Hydra does sick DPS. Ultra does sick DPS and even more now it has the charge underground, Broodlings from Broodlords do quite good DPS and Fungal is some of the highest DPS in the game isn't it?


Compared to siege tanks and marines, these are all shitty DPS. Also, you cant get in range of siege tanks to do this DPS most of the time.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
October 22 2011 09:54 GMT
#5595
On October 22 2011 18:51 doubled wrote:
Show nested quote +
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


Can anyone explains how it actually works? I'm having a hard time seeing how it's useful... unless the locusts are immune to splash damage they'll just be siege-tank fodder.

If it only spawns 2 units every 15 seconds that deals 16 damage, it's way, way worse than the brood lord, or am I missing something?

But a broodlord needs to attack to summon units and they don't last very long.
This unit is also very good at defending expansions. Leave a couple at the front of an expansion and you have a constantly spawning mini army to help defend.

Lurkers would just be too powerful in SC2. Terran already has enough problems with banelings without lurkers as well.
Don't hate the player - Hate the game
RedHelix
Profile Joined August 2010
250 Posts
October 22 2011 09:57 GMT
#5596
On October 22 2011 18:51 Madkipz wrote:
Show nested quote +
On October 22 2011 18:48 Qikz wrote:
On October 22 2011 18:45 Cain0 wrote:
Ive just realised how retarded the swarm host is. JUST GIVE US THE FUCKING LURKER YOU IDIOTS. Spawns 2 slow melee units every 15 seconds, are you for real??? How are they gonna get in range, do you even think when you make these things FFS.


It's to stop turtlers. It can be balanced between now and release and it is a very swarmy idea. It's perfect. Did you see the video of it being used in it's current state? It forces people who are turtling to move way forward to take it out as the broodling things can travel long distances and that's when you can push in with your zerg force. It forces an unsiege too.


it rallies a tight nit group of 90 hp MELEE units every 15 sec. How can this(Pretty sure its a hive tech unit) ever break turtles or force an unsiege better than the Viper??

Show nested quote +

EDIT: Every swarm lord broodling being shot is one less either siege fire or marine attack on your units.
Except the swarm lord COSTS SUPPLY and money. Its a unit that spawns itself every 15 sec to tank about the same as two extra roaches.


Is it actually hive tech? all i heard is you need an infestation pit, this unit seems very interesting to me, it costs 200 min/100 gas as of now which is great for zerg, finally a way to get rid of excess minerals, if you manage to get out a good number of them it would be an awesome way to actually do some straight up damage to terran, combine this with fungals to stop any kind of bio from getting too close and i think it has potential. The viper looks way too expensive to mass and i would disfavor it for something like being aggressive and breaking a siege line.
dookudooku
Profile Joined December 2010
255 Posts
October 22 2011 09:58 GMT
#5597
On October 22 2011 18:47 Cain0 wrote:
Show nested quote +
On October 22 2011 18:45 pStar wrote:
I really like all these changes that blizzard have made, sure they may actually seem a bit gimmicky but I think they will improve the quality of the games that SC2 produces.

To be honest I think that these changes have massively changed the micro concept of the game which a lot of people where complaining about. The oracle's ability for stopping mining is one of them, its really cool that if micro correctly a base or all of the bases can be stopped from mining. Another example swarm host, I like the way that they are turning zerg into a more positional race, for example you use the swarm host to eliminate the army before pushing up further and destroying the next army, it will be quite interesting to see the TvZ mechanics now.

Siege Tank v Swarm Host :D


Let me tell you how that will go. Swarm host spawns 2 retarded units, Terran used scan, Swarm host fainted.


Swarm host isn't meant to be used by itself. If you have many of them and stagger when they are burrowed, you could create an endless wave of locusts. And with 90 HP each and the DPS of an Ultralisk, the locusts can't be ignored.
PraetorianX
Profile Joined September 2010
Sweden780 Posts
October 22 2011 09:58 GMT
#5598
Poll: Which unit are you least excited about?

Tempest (14)
 
30%

Replicant (12)
 
26%

Oracle (5)
 
11%

Mega-Thor (5)
 
11%

Viper (3)
 
7%

Swarm Host (3)
 
7%

Warhound (3)
 
7%

Shredder (1)
 
2%

Battle Hellion (0)
 
0%

46 total votes

Your vote: Which unit are you least excited about?

(Vote): Tempest
(Vote): Oracle
(Vote): Replicant
(Vote): Viper
(Vote): Swarm Host
(Vote): Shredder
(Vote): Warhound
(Vote): Battle Hellion
(Vote): Mega-Thor



The best argument against democracy is a 5-minute conversation with the average voter - Winston Churchill
opFa
Profile Joined April 2010
Germany44 Posts
October 22 2011 09:58 GMT
#5599
seriously ? after seeing that trailer i am thinking about quitting starcraft :/
sibe
Profile Joined January 2011
France5 Posts
October 22 2011 09:59 GMT
#5600
I like the new units ! (terran, protoss and zerg !)

why you don't like terran unit ?
(sorry i don't no speak english very good because i'm french)

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