New HotS Units/Abilities in Blizzcon - Page 315
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Mitchlew
Australia428 Posts
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ohampatu
United States1448 Posts
On October 23 2011 01:41 Deckkie wrote: How about PvZ? Open Phoenix and shut down sporecrawlers. I can see it work in many different ways. But lets first wait till the actual Beta comes out ^^ You guys do realize that Terran does many pushes based off when his upgrades finish? I dont care if you know what units he's doing. If you know exactly when stim finishes, you are more prepared then if you didn't know. Ghosts are starting to see more use. Wouldn't you like to know if a nuke is beign researched? I would. As long as the unit has other uses on top of this its not bad. | ||
najreteip
Belgium4158 Posts
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Everlong
Czech Republic1973 Posts
On October 23 2011 01:13 roymarthyup wrote: the replicant is 200/200 and turns into a 3 supply siege tank and this is NOT A BAD DEAL at all for toss. the replicant will essentially make it so terran can NEVER go tanks against toss, because the moment terran gets 1 tank the toss will replicate a few tanks for himself and now the terran must fight against tanks+collossi the replicant will kill the 1-1-1 strategy They absolutely said if this happens ("terran can NEVER go tanks against toss"), replicant is going to be removed or nerfed significantly. Why on earth they would buff mech and then made unit that essentialy forbids the mech's core unit? | ||
ePBuckets
Canada207 Posts
itll make shit way harder now, terran is good already. zerg got great units too, i like zerg except the snare on fungal instead of slow, and the pull on the viper T.T if mothership was removed, wheres da arbitarrrr? | ||
Crisco
1170 Posts
On October 23 2011 01:37 ePBuckets wrote: no dude, rather than burrow them all at once, burrow them in intervals that way there's always stuff pushing. they did it ineffectively. you are so smart ![]() Secondly, the "theoretical" range for swarm host is longer than the siege tank. Unlike broodlords, you don't need a target to spawn the unit so it's quite fantastic | ||
s3183529
Australia707 Posts
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Ozell
Canada105 Posts
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ePBuckets
Canada207 Posts
On October 23 2011 01:46 s3183529 wrote: Anyone knows if zerg is gonna have both infestors and vipers??? yes | ||
skatbone
United States1005 Posts
On October 22 2011 12:00 lariat wrote: I feel the tempest is a decent move from blizzard to address p's weakness to mutas, but it's misdirected. There are a host of reasons why but I feel the evidence is best stated by pro games. The majority of muta/ling or muta/roach zvps are won in the midgame, not the lategame. Protoss also doesn't have problems dealing with mutas in a head-on engagement, so I think the tempest is irrelevant: I don't see the tempest being used like corsairs because they are so expensive and take so long to get. Yea I agree. Imo, recall on the nexus is the real buff to toss vs mutts. We can move out with our armies then return if the harass is over the top. | ||
s3183529
Australia707 Posts
Then, it seems kinda OP to me... | ||
ZAiNs
United Kingdom6525 Posts
On October 23 2011 01:46 s3183529 wrote: Anyone knows if zerg is gonna have both infestors and vipers??? Yes, the only unit Zerg lost was the Overseer. | ||
ePBuckets
Canada207 Posts
nah only fungal snare and pull are op. | ||
Lazerlike42
United States104 Posts
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Deckkie
Netherlands1595 Posts
Earlier I made a bigger post about this. But I think they will romve more units when it turns out that the new units are viable replacements. (Carrier and Mothership could be removed immediatly because they werent reallt viable to begin with). | ||
skatbone
United States1005 Posts
On October 22 2011 12:00 Yosen3002 wrote: you guys realise it doesnt make sense to theorycraft how to take down vipers before you even have played the game? Well, given the amount of speculation that passes for good conversation on TL, I'd say it totally makes sense to theorycraft before playing the game. However, I would support the notion that it doesn't make sense to take such speculation too seriously. | ||
Paladia
802 Posts
On October 23 2011 01:42 saltygrapes wrote: The tempest won't shut down muta because isn't designed to "shut down" muta, it's not even a midgame unit. it's designed to give Protoss an aoe air attack to combat mutas in the late game when zergs get 30+ of them. also we dont know its air-to-ground stats atm. Actually they said it was designed to counter 40-60 mutas. However, getting an entirely new unit just to counter the case where someone goes 50 mutas seems hardly inspiring. As I've never seen 50 mutas in a pro game. | ||
Azarkon
United States21060 Posts
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Zeke50100
United States2220 Posts
On October 23 2011 01:50 Azarkon wrote: The tempest addresses an "issue" that doesn't exist, especially if Nexus gains the recall ability, and it looks like it'll be overwhelmed by magic boxed mutas in any case (like the thor) so there's no reason to build it whatsoever unless it somehow also counters vikings or corrupters (being a massive unit, fat chance). From the video, it looks like Tempest actually has a ridiculously huge splash range. | ||
Snorkle
United States1648 Posts
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