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New HotS Units/Abilities in Blizzcon - Page 296

Forum Index > SC2 General
Post a Reply
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aScle
Profile Joined September 2010
Australia375 Posts
October 22 2011 13:50 GMT
#5901
With the repilcator, does that mean if i copy a normal stalker from the enemy, all my stalkers will have blinked unlocked?
Artosis: "Why did the collosus fall over? BECAUSE IT WAS IMBALANCED!!!"
Morphs
Profile Joined July 2010
Netherlands645 Posts
Last Edited: 2011-10-22 13:55:24
October 22 2011 13:51 GMT
#5902
On October 22 2011 22:46 EdSlyB wrote:
Show nested quote +
On October 22 2011 22:05 Ohdamn wrote:
Hydra speed increased.

is this actually true? :D
<3


No. But there will be at hive tech an speed upgrade to the hydra.


At hive tech? I was hoping to see Hydra play at Lair tech... but maybe this will encourage zerg players to go for faster hive builds. Would be cool if they would remove the infestation pit as a requirement for hive then (something I've always encouraged, hive tech is just a bit too slow/expensive for reasonably fast builds).
dump
Profile Joined August 2010
Japan514 Posts
October 22 2011 13:52 GMT
#5903
On October 22 2011 22:46 Hattori_Hanzo wrote:
To anyone who thinks HotS Protoss will be UP, consider that by 15m game time you should be on your 3rd base. With at least one Nexus with some energy stock piled.

Tempest will be a great unit to add into the deathball against sling/bling/muta comp.

I can also see robo expand builds being used more often, scouting with probe, replicating into SCV or drone then going OC > rax > ghost. Might sac replicated SCV to free up supply; vs Z, morphing into hatch would free the supply already.

I'm stoked to main toss in HotS. :D


Virtually any game can be balanced by tweaking the parameters enough.

Whether the game is any interesting is another matter, and right now, the new units, especially the protoss ones, are not interesting.
Puph
Profile Joined June 2011
Canada635 Posts
October 22 2011 13:53 GMT
#5904
Let's avoid turning this into QQ central guys, leave that for public testing.
Intel Dual Core 4400 @ ~2.00GHz / 2046MB RAM / 256 MB ATI Radeon x1300PRO
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-22 13:56:09
October 22 2011 13:54 GMT
#5905
On October 22 2011 22:49 Numy wrote:
Show nested quote +
On October 22 2011 22:42 Brotocol wrote:
On October 22 2011 22:40 Numy wrote:
I don't understand why people don't like the new Terran units. To me they seem the best out of the bunch. Non-gimmicky units that fill weaknesses in Terran mech play.


These "weaknesses" are nonexistent though.

Are chargelots really such a late game threat to Terran, that it warrants a new hard counter? Is TvZ not already balanced (or favoring T)?

Another factor is that these additions screw other races, which already weren't doing as well as Terran. Gateway units weren't helpless enough against T?

Browder literally said that Terran had too many goodies, and yet Terran gets luxury units designed to give them even more options.

This design team is hopeless. The only thing sc2 has going for it is statistical balance, shaky as it is - it at least tones down the ridiculous designs to a relatively manageable level of balance.


Problem is you are thinking of things as they currently are and then making assumptions. Like many people you can't seem to grasp that things will change. Terran mech is just not viable in matchups, these new units might make it more viable. Does this mean that Terran bio will stay as overpowering as it is? I doubt it.

If these weaknesses were nonexsistent then we would see mech being used yet we don't, so it appears like what you think and what is reality are two different things.


Why must absolutely every possible strategy from Terran be viable against the other races? Not everything in Z and P's arsenal is viable against Terran.

Z and P have much larger "holes" and Blizzard doesn't seem to have identified them at all. This makes "TvP mech" viability a luxury in comparison.

Most of these Terran additions are luxuries. Watch the Q&A with Chris Sigaty and David Kim. He flat out says that Terran didn't need Shredders, but they added them "well, because..."
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 22 2011 13:55 GMT
#5906
I think teh oracle unit is a cool guy eh stops bunker rushes and dosen't afraid of anything.

Srsly awesome. And stupid mass Stephano style spine crawler pushes.
Cauterize the area
Vinland
Profile Joined April 2011
Argentina136 Posts
October 22 2011 13:55 GMT
#5907
Is there any aditional info on the units? Damage numbers, energy costs for skills and stuff?

Only thing I could find is this vid about protoss:



Oracle:
Phase shift - 50 Energy
Preordain - 50 Energy
Entomb - 75 Energy (its an AoE, you can easily get most of the mineral patches in an expo with one of these)

Tempest (300 min, 300 gas, 6 supply):
300 hp - 150 shields
Grount Atack: 36 dmg, 6 range, 2.2 atkspeed
Air Atack: 22 dmg AoE, 6 range, 3 atkspeed

Replicant (200min, 200 gas, 4supply):
60 hp - 60 shields

Nexus (remember max energy is 100):
Arc Shield - 25 Energy
Mass Recall - 75 Energy
Ryder.
Profile Joined January 2011
1117 Posts
October 22 2011 13:55 GMT
#5908
On October 22 2011 22:42 Simonius wrote:
Show nested quote +
On October 22 2011 21:42 Paladia wrote:
I really dislike their idea behind the Terran changes. They felt Terran had to kite vs zealots and want to remove that, feels like they really dumb down the game to just a-move with that attitude.

As seen on

Are there similar videos for the other races available?

http://www.youtube.com/starcraftign#p/u/0/qV0mdfaJTHA

Go nuts my friend :D
Cargocult
Profile Joined June 2011
France15 Posts
October 22 2011 13:56 GMT
#5909
To the people complaining about the Oracle and how it doesn't actually kill workers. You have phoenixes that are already amazing harass units if left unchecked, they can kill workers super fast the only problem is that they are fragile and so AA turrets can ward them off. Now you have the Oracle which can disable those turrets. So you can't say you don't have an effective way to kill enemy workers now, the only way they can prevent this is to have units guarding their mineral lines which is the way you defend all forms of worker harass.
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-22 13:57:23
October 22 2011 13:56 GMT
#5910
On October 22 2011 22:56 Cargocult wrote:
To the people complaining about the Oracle and how it doesn't actually kill workers. You have phoenixes that are already amazing harass units if left unchecked, they can kill workers super fast the only problem is that they are fragile and so AA turrets can ward them off. Now you have the Oracle which can disable those turrets. So you can't say you don't have an effective way to kill enemy workers now, the only way they can prevent this is to have units guarding their mineral lines which is the way you defend all forms of worker harass.


Phoenixes cost 150-100. When does a phoenix ever break even on killing workers? How often does each phoenix kill ~6 workers?
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
nooboon
Profile Blog Joined July 2011
2602 Posts
October 22 2011 13:57 GMT
#5911
Mid game phoenix/tempest play will be so brutal now (lift workers with phoenix then splash damage from tempest), will probably make the oracle obsolete.

Favorite thing from HOTS preview? The Zerg look awesome and vicious

lololol
Profile Joined February 2006
5198 Posts
October 22 2011 13:58 GMT
#5912
On October 22 2011 22:50 aScle wrote:
With the repilcator, does that mean if i copy a normal stalker from the enemy, all my stalkers will have blinked unlocked?

No, your replicant will have blink and you'll have a stalker for 200/200.
I'll call Nada.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
October 22 2011 13:58 GMT
#5913
Very akward to put detection on one of the strongest spellcasters, the viper..

You're pretty much blind-countering cloaked units by default since you already have enough of a reason to build it at any given time in the game.

I really dont understand that change at all.
"trash micro but win - its marine" MC commentary during HSC 4
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
October 22 2011 13:59 GMT
#5914
On October 22 2011 22:42 Brotocol wrote:
Show nested quote +
On October 22 2011 22:40 Numy wrote:
I don't understand why people don't like the new Terran units. To me they seem the best out of the bunch. Non-gimmicky units that fill weaknesses in Terran mech play.


These "weaknesses" are nonexistent though.

Are chargelots really such a late game threat to Terran, that it warrants a new hard counter? Is TvZ not already balanced (or favoring T)?

Another factor is that these additions screw other races, which already weren't doing as well as Terran. Gateway units weren't helpless enough against T?

Browder literally said that Terran had too many goodies, and yet Terran gets luxury units designed to give them even more options.

This design team is hopeless. The only thing sc2 has going for it is statistical balance, shaky as it is - it at least tones down the ridiculous designs to a relatively manageable level of balance.


Watch the video and see what david kim meant by "weaknesses".

The terran changes are really good as they make mech much better against protoss, which is what I hoped we would see.

When your the one who quotes stats (whether the match ups are terran favored) or not and the blizzard team in this video only focusses on design (rather than numbers) it seems like your the one who is missing the point.
dump
Profile Joined August 2010
Japan514 Posts
October 22 2011 13:59 GMT
#5915
On October 22 2011 22:55 Vinland wrote:
Is there any aditional info on the units? Damage numbers, energy costs for skills and stuff?

Only thing I could find is this vid about protoss:

http://www.youtube.com/watch?v=_n8THG4-uy0

Oracle:
Phase shift - 50 Energy
Preordain - 50 Energy
Entomb - 75 Energy (its an AoE, you can easily get most of the mineral patches in an expo with one of these)

Tempest (300 min, 300 gas, 6 supply):
300 hp - 150 shields
Grount Atack: 36 dmg, 6 range, 2.2 atkspeed
Air Atack: 22 dmg AoE, 6 range, 3 atkspeed

Replicant (200min, 200 gas, 4supply):
60 hp - 60 shields

Nexus (remember max energy is 100):
Arc Shield - 25 Energy
Mass Recall - 75 Energy


Preordain isn't talk about very much. I can't read it too well, but...

"Targets an enemy structure to gain vision and knowledge of what it is building for 2 minutes"
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
October 22 2011 13:59 GMT
#5916
On October 22 2011 22:54 Brotocol wrote:
Show nested quote +
On October 22 2011 22:49 Numy wrote:
On October 22 2011 22:42 Brotocol wrote:
On October 22 2011 22:40 Numy wrote:
I don't understand why people don't like the new Terran units. To me they seem the best out of the bunch. Non-gimmicky units that fill weaknesses in Terran mech play.


These "weaknesses" are nonexistent though.

Are chargelots really such a late game threat to Terran, that it warrants a new hard counter? Is TvZ not already balanced (or favoring T)?

Another factor is that these additions screw other races, which already weren't doing as well as Terran. Gateway units weren't helpless enough against T?

Browder literally said that Terran had too many goodies, and yet Terran gets luxury units designed to give them even more options.

This design team is hopeless. The only thing sc2 has going for it is statistical balance, shaky as it is - it at least tones down the ridiculous designs to a relatively manageable level of balance.


Problem is you are thinking of things as they currently are and then making assumptions. Like many people you can't seem to grasp that things will change. Terran mech is just not viable in matchups, these new units might make it more viable. Does this mean that Terran bio will stay as overpowering as it is? I doubt it.

If these weaknesses were nonexsistent then we would see mech being used yet we don't, so it appears like what you think and what is reality are two different things.


Why must absolutely every possible strategy from Terran be viable against the other races? Not everything in Z and P's arsenal is viable against Terran.

Z and P have much larger "holes" and Blizzard doesn't seem to have identified them at all. This makes "TvP mech" viability a luxury in comparison.

Most of these Terran additions are luxuries. Watch the Q&A with Chris Sigaty and David Kim. He flat out says that Terran didn't need Shredders, but they added them "well, because..."


Oh I see it's a "well if I can't have a cookie noone else can" mentality. What holes do Zerg have?
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
October 22 2011 13:59 GMT
#5917
On October 22 2011 22:46 Hattori_Hanzo wrote:
To anyone who thinks HotS Protoss will be UP, consider that by 15m game time you should be on your 3rd base. With at least one Nexus with some energy stock piled.

Tempest will be a great unit to add into the deathball against sling/bling/muta comp.

I can also see robo expand builds being used more often, scouting with probe, replicating into SCV or drone then going OC > rax > ghost. Might sac replicated SCV to free up supply; vs Z, morphing into hatch would free the supply already.

I'm stoked to main toss in HotS. :D


Tempest will also work great against Viking/Corruptor.
The Deathball is complete.
Always look on the bright side of life
Zocat
Profile Joined April 2010
Germany2229 Posts
October 22 2011 13:59 GMT
#5918
Z:
Viper - awesome
Swarm Lord - Depends if you can stop the production (and make it invisible, since it's burrowed), if you can maybe stockpile production (save 2 waves and spit those out at once,...). I think there's some potential
Ultralisk: underground charge looks fun
Baneling burrowed movement looks OP

T:
Hellion: Dont know. Not necessary, not that awesome, but ok I think.
Warhound: Goliath 2.0? Looks pretty good to me.
Shredder: Terrans used PFs to wall of certain section of a map. So I think they have their uses. Do they damage buildings?
Thor: "Superunit"

P:
Nexus cannon: Ok, why not? Very situational, but might be useful here and there.
Nexus recall: *cough* "Very" good (op?)
Oracle: Looks good to me. Dont like the current price & that it's stargate tech. If it stays SG make it a detector. If you lower it to cybercore requirement implement upgrades to get back to full strength (reduce strength/duration of the fields)
Tempest: Carrier QQ!! Also seems just very gimmicky. Mass mutas - yeah ....
Replicator: The idea - from a fun factor - is nice. But I absolutely hate it. On one side Blizzard says "We dont want to have too many units, since players would be overwhelmed & balance is tricky" on the other side they say: "Hey P, you cry about T&Z units. Here you go - now you can have them too!". I hope they get scrapped.
Fig
Profile Joined March 2010
United States1324 Posts
October 22 2011 14:00 GMT
#5919
On October 22 2011 22:49 Numy wrote:
Show nested quote +
On October 22 2011 22:42 Brotocol wrote:
On October 22 2011 22:40 Numy wrote:
I don't understand why people don't like the new Terran units. To me they seem the best out of the bunch. Non-gimmicky units that fill weaknesses in Terran mech play.


These "weaknesses" are nonexistent though.

Are chargelots really such a late game threat to Terran, that it warrants a new hard counter? Is TvZ not already balanced (or favoring T)?

Another factor is that these additions screw other races, which already weren't doing as well as Terran. Gateway units weren't helpless enough against T?

Browder literally said that Terran had too many goodies, and yet Terran gets luxury units designed to give them even more options.

This design team is hopeless. The only thing sc2 has going for it is statistical balance, shaky as it is - it at least tones down the ridiculous designs to a relatively manageable level of balance.


Problem is you are thinking of things as they currently are and then making assumptions. Like many people you can't seem to grasp that things will change. Terran mech is just not viable in matchups, these new units might make it more viable. Does this mean that Terran bio will stay as overpowering as it is? I doubt it.

If these weaknesses were nonexsistent then we would see mech being used yet we don't, so it appears like what you think and what is reality are two different things.

I can't believe that Blizzard doesn't understand that mech isn't used because bio is such a better option. I mean they buffed the hellion?! Does anyone else see the stupidity in making such a ridiculous unit more versatile? We never saw hellions in TvP because terrans just never wanted to make them late game since mmm works just fine. We will never know how well original hellions would have dealt will chargelots. They are going through all of this trouble to make mech as viable as bio when all they had to do to see some different terran unit compositions is nerf bio a bit. Let terrans struggle for once in the history of the game and come up with solutions under pressure.

What is most baffling to me is that Blizzard says that late game chargelots can be dealt with by mmm micro, but they wanted to give terrans another option (the battle hellion). If you are giving the most versatile race more options, you best be working twice as hard on the other races.

And why would they leave in the marauder after all this? This was their chance to completely shake up TvP. Move it towards mech with the new warhound that is great vs stalkers. Now that there are mech firebats you don't need concussive shells to kite zealots, you just stand and fight them. How could they not take a unit out of terrans arsenal?
Can't elope with my cantaloupe
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2011-10-22 14:02:02
October 22 2011 14:01 GMT
#5920
And yeah I really hope the replicator gets scrapped, its going to be either completely useless because it gets nerfed into the ground or it'll be broken as fuck and make the game completely imbalanced.

No way to really balance such a unit.
"trash micro but win - its marine" MC commentary during HSC 4
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