sorry just wondering.
i kinda like what i see, though, on all sides.
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fenix404
United States305 Posts
sorry just wondering. i kinda like what i see, though, on all sides. | ||
Deckkie
Netherlands1595 Posts
![]() It is the completion of the Deathball. The Death ball is countered by air units (Corruptor/Viking) But not anymore. Now the Protoss has an AoE anti air unit. Good bye Vikings, good bye Corruptors. And of course the Zerg has his own "deathball" against the Protoss Deathball, but guess what, it is an air Deathball with pretty clumped up units. | ||
zakmaa
Canada525 Posts
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FrostedMiniWheats
United States30730 Posts
On October 22 2011 20:43 Paladia wrote: Show nested quote + On October 22 2011 20:42 FrostedMiniWheats wrote: On October 22 2011 20:39 Paladia wrote: On October 22 2011 20:35 FrostedMiniWheats wrote: On October 22 2011 20:32 Paladia wrote: Tempest is designed, and I quote from the Q&A: "designed to take out huge numbers of mutas, 40-60 at a time." So basically the unit is made to deal with these clumps of 50 Mutalisks that we so often (???) see in pro games. If the opponent is going the 50 mutas build on you, you best start building the fleet beacon. As for the shredder, I really don't see how zerg can deal with it efficiently. Just drop it in the mineral line, possibly with some marines and it will take out all zerglings that comes to reinforce as well as all the drones. There may be two shredders in the video but their fields cannot overlap, so the damage would be the same if it was just one. @ Shredder It has to burrow first to even attack, so they could just extend the burrow time a bit, and it is unable to activate if friendly units are nearby. Well, if the opponents units are close by you won't drop to begin with. It's just that a drop with a shredder and marine support in the back will be very hard to deal with. I believe it's friendly units, not the opponent's that cause it to not activate. So you probably can't have marines behind it as that would cause it to not fire. Dunno the exact radius on that though. With behind it I mean behind the actual field, so it still activates. @ 1:30 Dunno, looks like a decent radius size. Don't think they'll even be able to shoot. | ||
DoLookMoreLike
155 Posts
On October 22 2011 20:41 Vortigan wrote: Show nested quote + On October 22 2011 20:35 FrostedMiniWheats wrote: On October 22 2011 20:32 Paladia wrote: Tempest is designed, and I quote from the Q&A: "designed to take out huge numbers of mutas, 40-60 at a time." So basically the unit is made to deal with these clumps of 50 Mutalisks that we so often (???) see in pro games. If the opponent is going the 50 mutas build on you, you best start building the fleet beacon. As for the shredder, I really don't see how zerg can deal with it efficiently. Just drop it in the mineral line, possibly with some marines and it will take out all zerglings that comes to reinforce as well as all the drones. http://www.youtube.com/watch?v=LH0Rhx_fjvE There may be two shredders in the video but their fields cannot overlap, so the damage would be the same if it was just one. @ Shredder It has to burrow first to even attack, so they could just extend the burrow time a bit, and it is unable to activate if friendly units are nearby. Is the Shredder able to hit air or only ground? It can attack air as well | ||
shin ken
Germany612 Posts
YR may had it's flaws but it was also incredible fun on the amateur level because of it's crazyness! I don't know know what pro-gamers will say about this school of design but I personally think this is absolutely awesome! | ||
Brotocol
243 Posts
On October 22 2011 20:47 Deckkie wrote: That the tempest is meant to fight against muta's is a lie ![]() It is the completion of the Deathball. The Death ball is countered by air units (Corruptor/Viking) But not anymore. Now the Protoss has an AoE anti air unit. Good bye Vikings, good bye Corruptors. And of course the Zerg has his own "deathball" against the Protoss Deathball, but guess what, it is an air Deathball with pretty clumped up units. Vikings and corruptors are armored, and Tempest is said to be used against light air units. It costs 300-300, so reactored vikings probably pwn it for cost from range 9. | ||
graniten
Sweden36 Posts
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ETisME
12275 Posts
On October 22 2011 20:42 Mentymion wrote: Show nested quote + On October 22 2011 20:30 cilinder007 wrote: On October 22 2011 20:25 SharkStarcraft wrote: Tempest is just silly, how can a fleet beacon unit counter the Mutalisk? Even if you scout the spire immediately, building the beacon+ investing 300/300 in a unit that takes 75 Seconds to build? You've got to be kidding me. And a single one for sure can't handle like 10 Mutas, which your opponent will have for sure by the time that thing pops out of the starport. Looks cool, but that's it. Not well thought out in my opinion. maybe it can handle 10+ mutas, dont make claims without any evidence.... Don't make any assumptions based on nothing... Protoss is buttfucked with HoTS. How are you able to Mass recall with your Nexus when you must spend every Energy on fucking Chrono boosts in order to not get behind in tech and economy. That stupid Shield Ability is probably only usefull for preventing 6 pools with standart openings and won't solve PEW PEW Medivac drops which kills tech buildings faster than reavers in bw. Zerg and Terrans gets cool new stuff while shitty Protoss units getting replaced by another weirdo units..... Mass recall seems to be designated for mid-late game scenario type of thing. You only really see nexus energy being low in early game when you have to be very "on" with boost timings. Not to mention all the timing attacks would be different as well, the recall will open up more strategies for toss imo | ||
Qikz
United Kingdom12022 Posts
On October 22 2011 20:46 VoidPower wrote: Here is how I see things. I feel disappointed, if those projects make it to the release. The lack of creativity is obvious by stating the fact that we have redesigned Brood War units. 'New' units:
Isn't it funny how what people have been complaining about not having is broodwar style units? | ||
Markwerf
Netherlands3728 Posts
A mineral only, superslow unit that is apparently only good for breaking ground lines. To me it seems a unit designed to break tank lines in a TvT where both go mech, especially as mech wars are all about gas and minerals can get useless to some point (as marines and hellions both do nothing anymore). | ||
TRAP[yoo]
Hungary6026 Posts
On October 22 2011 20:51 Qikz wrote: Show nested quote + On October 22 2011 20:46 VoidPower wrote: Here is how I see things. I feel disappointed, if those projects make it to the release. The lack of creativity is obvious by stating the fact that we have redesigned Brood War units. 'New' units:
Isn't it funny how what people have been complaining about not having is broodwar style units? isnt it funny that he is obviously referring to their looks and not their abilities and role in the game? | ||
Mehukannu
Finland421 Posts
The zerg units look ok to me, but I wonder if the swarm host will be able to control any areas at all like the lurker could. And the terran changes looks good to me, but I wish that warhound wouldn't be so ugly. It reminds me of something orcs in WH40K would build up. >_> | ||
infinity2k9
United Kingdom2397 Posts
On October 22 2011 20:49 shin ken wrote: The expansion has "Dustin Browder" written all over it and I think that's great! It has crazy innovative units which reminds me of another expansion which was designed by Dustin Browder: C&C RA2 Yuris Revenge! And I'm saying this in a totally positive sense! YR may had it's flaws but it was also incredible fun on the amateur level because of it's crazyness! I don't know know what pro-gamers will say about this school of design but I personally think this is absolutely awesome! Innovative? Not the word i'd use to be honest. The concepts seem directly pulled from BW/WC3 mostly. | ||
AnalThermometer
Vatican City State334 Posts
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Ballistixz
United States1269 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 was never meant to be a lurker and i wish ppl would get off the lurker whine quite honestly. the swarm hosts i can definitely see needing a buff of some sort during beta, but the general idea of it is very good. if u have 20 of those things then it can instantly spawn 40 units at once that are completly free and soak up damage for ur main army. the problem with it however is the cooldown on it and the units itself. the locusts can just be forcefielded making the role of the swarm host COMPLETLY useless. the cooldown time of it is way to long and should be tweaked to atleast 5-10 seconds or spawn more then just 2 units with some kind of upgrade. so as far as tweaking goes i think it should LAUNCH the locust eggs from its back to where it deals like 50 impact splash damage every 15 seconds. upon impact the locust eggs hatch and spawn 2 locusts with like 50 HP or something with the same DPS as they currently are. thats just what i think. having to set a rally point for those things would be kinda stupid cuz toss can just forcefield it and terrans just have to scan and focus fire. or hell, terrans can just atk move the locusts with rines since rines melt everything anyway. | ||
Deckkie
Netherlands1595 Posts
On October 22 2011 20:49 Brotocol wrote: Show nested quote + On October 22 2011 20:47 Deckkie wrote: That the tempest is meant to fight against muta's is a lie ![]() It is the completion of the Deathball. The Death ball is countered by air units (Corruptor/Viking) But not anymore. Now the Protoss has an AoE anti air unit. Good bye Vikings, good bye Corruptors. And of course the Zerg has his own "deathball" against the Protoss Deathball, but guess what, it is an air Deathball with pretty clumped up units. Vikings and corruptors are armored, and Tempest is said to be used against light air units. It costs 300-300, so reactored vikings probably pwn it for cost from range 9. Do you maybe have a source because I only see them calling it a AoE anti ari unit. | ||
FrostedMiniWheats
United States30730 Posts
On October 22 2011 20:42 Mentymion wrote: Show nested quote + On October 22 2011 20:30 cilinder007 wrote: On October 22 2011 20:25 SharkStarcraft wrote: Tempest is just silly, how can a fleet beacon unit counter the Mutalisk? Even if you scout the spire immediately, building the beacon+ investing 300/300 in a unit that takes 75 Seconds to build? You've got to be kidding me. And a single one for sure can't handle like 10 Mutas, which your opponent will have for sure by the time that thing pops out of the starport. Looks cool, but that's it. Not well thought out in my opinion. maybe it can handle 10+ mutas, dont make claims without any evidence.... Don't make any assumptions based on nothing... Protoss is buttfucked with HoTS. How are you able to Mass recall with your Nexus when you must spend every Energy on fucking Chrono boosts in order to not get behind in tech and economy. That stupid Shield Ability is probably only usefull for preventing 6 pools with standart openings and won't solve PEW PEW Medivac drops which kills tech buildings faster than reavers in bw. Zerg and Terrans gets cool new stuff while shitty Protoss units getting replaced by another weirdo units..... Seriously? I mean mass recall on a Nexus sounds like the most powerful thing they announced, even considering the units. Along with burrowed banes being able to move, I think it is one of the most likely changes to not make it in. Also, couldn't protoss just build an additional Nexus in the later stages for mass recall specifically. Kind of like how a zerg throws up additional hatcheries for more larva. | ||
Dommk
Australia4865 Posts
On October 22 2011 20:36 Whalecore wrote: New Protoss units seem really gas heavy. NOT what they needed at all. Protoss lacked a cheap, early game harass unit. A better version of the Phoenix basically. Why do they implement slow moving capital ships? No one thinks its fun to use slow units that cost 300/300 and require tier 5 level tech. This unit will probably not be used other than bronze league. Blizzard even said they didn't want to make the Protoss death ball stronger. That will be the Tempest's only role I think, what Protoss players build 40 minutes into the game to get a stronger max than the enemy. This capital ship actually looks like it will be useful, unlike the Carrier. It does 22dmg AOE to AIR, though slow rate of fire and something like 35damage to ground. With new units like the Viper and Swarm Host giving great defensive advantages, mass Muta might actually be too much to deal with. From the preview it looks pretty fast to me. Just due to the nature of the Tempest and its specific role my guess is that you would only ever make a few of them. Honestly, could you ever think of a situation where you would need 6+ Tempest? I just wish it had something more creative for its ground attack and maybe a spell too--like say the ability to temporarily put it into overdrive and grant you 3 extra range The Oracle at face value looks kinda mediocre, but think what it would be like in combination with other units. Say DT's. Nobody really likes going DT's all the time and crossing your fingers hoping the Zerg doesn't have any spore/spines up, but now you can attack the base then come in from behind with your Orcale to disable all the spores, giving your DT's enough time to go to work on the hatch safely. Combine this with the fact that there is no more Overseer and it looks like it might be a pretty darn good strat. Also the Oracles phase shift lasts for _45_ seconds. Imagine killing a Zerg army then having the Oracles you had lying around disable all of Zergs production Tech, they would be quite literally fucked if they didn't make double of everything. Think of how long you could delay your opponents upgrades. Sure it isn't exactly a hellion, it probably won't make the enemy poop their pants if they aren't ready for it--but a good player would be able to do soo much with it, it is more of a unit that will win you the game in 10mins time rather than obliterating all your opponents probes and forcing a gg at that instant. The new units for Protoss aren't very flashly (aside from the Tempest) but they give an incredible amount of depth to the race. Just the combination of Orcales of Replicators might just mean that no two Protoss games will ever look a like | ||
QUEENT
Canada53 Posts
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