On October 22 2011 18:53 Cain0 wrote:
Its just retarded seriously, everyone thinks its the lurker but it isnt.
Its just retarded seriously, everyone thinks its the lurker but it isnt.
It's not supposed to be the lurker... :/
Forum Index > SC2 General |
Qikz
United Kingdom12022 Posts
On October 22 2011 18:53 Cain0 wrote: Show nested quote + On October 22 2011 18:51 doubled 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. 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. It's not supposed to be the lurker... :/ | ||
nt-rAven
Canada405 Posts
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springtree
74 Posts
I mean, if I replicate a siege tank, then the opponent pulls back and I build another 3 replicators, can they replicate off of my "siege tank"? | ||
doubled
Sweden111 Posts
On October 22 2011 18:54 Klive5ive wrote: Show nested quote + On October 22 2011 18:51 doubled 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. 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. So it's the range that is beneficial? How long do the units last, 15 seconds? | ||
Pixel.
Netherlands287 Posts
On October 22 2011 18:58 opFa wrote: seriously ? after seeing that trailer i am thinking about quitting starcraft :/ How come ? Think the new units will make the game way better. Most units that they added where units where we asking for all the time. | ||
ladyumbra
Canada1699 Posts
I'm kinda hoping to see some sort of epic PvP sky toss battles in the future with all sorts of crazy voidray, phoenix and tempest kiting into mass recall nonsense. I am so going to miss the underused carrier though and I hope it comes back in legacy of the void in some form or another. ZvZ could actually become incredibly interesting with the use of the new units and we might actually see the full potential it has. It's not that i hate the ling baneling opening especially as it's so tense but the games are just so short and we rarely get to see what can truly be done with the full arsenal of zerg vs another zerg. TvT will be a clusterfuck for at least 6 months after Hots's release while everyone tries out a billion new fancy builds and finally settles on a couple of reliable ones. I predict the SlayerS team to do well during this period. I also predict * Polt will go marauder hellion or marauder warhound every game though and be a boss with it. The non mirror matchups are far to hard to predict anything for other than much amusement as everyone tries to figure out how best to manipulate what units they now have. Burrow move banelings and julyzerg will probably be a dangerous lategame composition. I know this is all pre-beta and subject to change but I'm still excited. | ||
Aetherial
Australia917 Posts
1) The early detection problems that were apparent in WoL for Protoss and Zerg, they still seem to be there in HoS. 2) Swarm host just looks like a weak and lame version of the lurker, rate of fire way too slow 3) The shredder just looks out of place and kinda op 4) Recall on the nexus could be pretty damn op 5) Mega-Thor, it's just another Mothership... leave the heroes in warcraft 6) Oracle, kind of gimmicky... 7) Would have been nice to see something done about unit clumping 8) Corruptor still there, really needs to be replaced with a unit with more utility 9) IMO they should have taken out the colossus and put in a reaver styled unit 10) Early Zerg scouting options where? 11) Would have liked to see another Terran spellcasting unit (ala Science Vessel) 12) So they addressed the Protoss deathball issues how? 13) Don't like the warhound model Overall I'm pretty disappointed with what they have come up with at this point... | ||
TRAP[yoo]
Hungary6026 Posts
On October 22 2011 19:02 Pixel. wrote: Show nested quote + On October 22 2011 18:58 opFa wrote: seriously ? after seeing that trailer i am thinking about quitting starcraft :/ How come ? Think the new units will make the game way better. Most units that they added where units where we asking for all the time. is that so? i dont get some of the new concepts like the tempest. it looks like it has ONE purpose and thats it | ||
doubled
Sweden111 Posts
On October 22 2011 19:01 springtree wrote: Can a replicator replicate from a replicator? I mean, if I replicate a siege tank, then the opponent pulls back and I build another 3 replicators, can they replicate off of my "siege tank"? Probably, it's costs more than any non-massive unit. So you'll get no benefit by using it to replicate other units (except immortals and void rays, that cost 250 minerals, but the gas loss more than makes up for that). | ||
doubled
Sweden111 Posts
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cBlue
7 Posts
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Quotidian
Norway1937 Posts
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? although I'm disappointed that is seems to be less swarmy than the initial description of it made it out to be, I don't think it's a unit you should compare too much to broodlords. Swarm hosts are much lower tech, probably reasonably priced and they can be massed. Zerg is effectively going to be able to have a very big ground army in a specific location of the map --- Anyway - has anybody compiled a list over unit cost/tech requirement/build times for the new units? the OP should have something like that by now, imo. terran: battle hellion factory+reactor?/ ??/??/2 / build time? warhound factory+tech lab (+armory?) /cost?/build time? shredder factory /tech lab? reactor? /cost?/build time? zerg swarm host lair/??/??/?? viper lair/??/??/?? protoss tempest stargate+fleet beacon/ 300/300/6 /75 seconds replicant robo / 200/200 /30 seconds oracle stargate /?? /?? | ||
doubled
Sweden111 Posts
On October 22 2011 19:05 cBlue wrote: I think the replicator will be interesting in PvP. If one player takes the colossi route the other one can go replicators and just replicate the colossi without having the tech... but with Thermal Lance. You can't replicate massive units = no replicated colossi. Edit: If you could, it'd be massively imbalanced in team games since you could replicate your allies ultralisks / battlecruisers / brood lords / colossi for less that their original price. | ||
Eps
Canada240 Posts
On October 22 2011 17:03 juretaka wrote: Here seems to be the entire BlizzCon reveal of all the new units and abilities. I thought it was pretty good ![]() What's with all the gimmicky abilities they added? Shredder, more immobile stationary defence? Aren't Siege Tanks the units used for area control? Why would Terrans need another unit for contains or stationary defence. Reapers with Health regeneration? Why is this even needed? It doesn't even fit in with the rest of the Terran units and all it does is make a scout that's slightly more durable. Warhounds. I can't help but think this is a Marauder with AA. Replicants? So they can copy a unit with All Abilities fully researched even if the opponent doesn't have it? There's opening new strategies for a race through introduction of new units and abilities, and then there's the Replicant approach. Steal almost essentially any units your opponents have and use their strategy. Is something like Preordain really necessary when there's Observers? If you can get that unit in to the base, you can get an Observer in there as well. Most players would be able to tell what tech path is going on by just seeing the buildings alone. It just feels so unnecessary. Nexus Mass Recall. How many mulligans are Protoss allowed to have now? There has to be some sort of limitation to the amount of Mass Recalls they can cast. When it was on the Mothership. It was expensive, long to tech up to, took long to build and at most Protoss could only use the ability twice. Corrupters, is Siphon really needed in this game? Vipers..just wow. Did they seriously not think about what the Viper can do paired with Infestors? New Darkswarm + FG combos. The Infestor literally acts as a long-range siege unit with FG, hitting units that can't fight back due to having No attack range whatsoever and also being stuck. If they catch Medivacs in there as well, Bio-units can't even be healed since spell-caster abilities won't even work inside of it. It's like they threw a bunch of ideas they thought were neat, and hoped for the best. | ||
habermas
United Kingdom304 Posts
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Qikz
United Kingdom12022 Posts
7) Would have been nice to see something done about unit clumping Well many of the new units do AOE which force more micro to split. Also see the viper's gas cloud thing which means clumped stuff is going to get totally stopped. Has anyone noticed that as it stands Zerg has no means of dealing with early DTs or Banshees? Spore crawlers like they do now and also the viper is lair tech. | ||
sibe
France5 Posts
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cBlue
7 Posts
On October 22 2011 19:06 doubled wrote: Show nested quote + On October 22 2011 19:05 cBlue wrote: I think the replicator will be interesting in PvP. If one player takes the colossi route the other one can go replicators and just replicate the colossi without having the tech... but with Thermal Lance. You can't replicate massive units = no replicated colossi. uhhh forgot about that... than PvP will stay lame :/ btw: If you replicate a ghost will you be able to launch a nuke without academy? :D | ||
Jayjay54
Germany2296 Posts
On October 22 2011 19:00 nt-rAven wrote: swarm host solves a lot of prolems for zerg, its a defensive unit, u have mobile units and u just gained an imobile unit, you are thinking of it as a pushing roll, and it can serve in that way kind of like spine crawler push from nestea, but im quite sure toss now and terran will drop a lot vs zerg and swarm host (kind of like dt vs drops) will be very good... its a boost to your race~ I don't know how I feel about it, because it swawns only every 25 secs. it's not really area control, how would you use it defensively? every army will just stomp over some zergminizealots... | ||
Vindicare605
United States16032 Posts
On October 22 2011 19:06 Quotidian wrote: Show nested quote + On October 22 2011 18:51 doubled 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. 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? although I'm disappointed that is seems to be less swarmy than the initial description of it made it out to be, I don't think it's a unit you should compare too much to broodlords. Swarm hosts are much lower tech, probably reasonably priced and they can be massed. Zerg is effectively going to be able to have a very big ground army in a specific location of the map --- Anyway - has anybody compiled a list over unit cost/tech requirement/build times for the new units? the OP should have something like that by now, imo. terran: battle hellion factory+reactor?/ ??/??/2 / build time? warhound factory+tech lab (+armory?) /cost?/build time? shredder factory /tech lab? reactor? /cost?/build time? zerg swarm host lair/??/??/?? viper lair/??/??/?? protoss tempest stargate+fleet beacon/ 300/300/6 /75 seconds replicant robo / 200/200 /30 seconds oracle stargate /?? /?? The hellion is an upgrade. You'll be able to transform all your existing hellions into battle hellions after you research the upgrade. I'm sure the upgrade will require an armory at the least. | ||
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