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New HotS Units/Abilities in Blizzcon - Page 316

Forum Index > SC2 General
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Fleebenworth
Profile Joined April 2011
463 Posts
October 22 2011 16:53 GMT
#6301
It really seems like they have no direction or clue how to balance protoss.
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-10-22 16:58:25
October 22 2011 16:53 GMT
#6302
On October 23 2011 01:44 Everlong wrote:
Show nested quote +
On October 23 2011 01:13 roymarthyup wrote:
On October 23 2011 01:11 YoiChiBow wrote:
On October 23 2011 01:09 mordk wrote:
I think the replicant might be a bit too strong in certain scenarios, its probably gonna be key in:

1-1-1 defense: It effectively nullifies 1-1-1 as a viable build; replicate a siege tank to control the area, or replicate a raven then HSM the marines.
Late game caster battles: The replicant counters ghosts if well played, and there's something else that hasn't been considered. The replicant is effectively a khaydarin amulet.

I could write up a few more situations in which it can really be an amazing unit, maybe too amazing.



The high cost of the replicant (being 400/400 and 4 supply cost) seems very unfeasible with stopping the 1-1-1. This is a real time strategy and the biggest factor in dealing with the 1-1-1 is time because the fact that it comes so early.


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?


sadly it does create some problems

i feel the replicant in its current form/cost of 200/200 would surely make any terran feel its never a good idea to go tanks against protoss. and i dont really know how replicants could be balanced while at the same time NOT creating this "zero tanks" scenario in tvp

however, i could still see mech being super good against toss if terran masses battle hellions + the new warhounds + the new thor. the battle hellion will do damage in a arc which is a insane buff. 3 hellions, for 300minerals, now have more health than a collossi and their arc damage basically means it pretty much 3 hellions each doing 24-33 damage (depending on upgrades) in a pretty big arc aoe for only 300 minerals (no gas)


damn, these new battle hellions are pretty much melee-collossi for terran that cost no gas. and the warhounds seem to have thor-level-dps-per-food against ground units which would make battle hellion+warhound very scary. then add in a few vikings maybe to deal with collossi

InToTheWannaB
Profile Joined September 2002
United States4770 Posts
October 22 2011 16:54 GMT
#6303
Goliath , Corsairs and dark swarm? Come on blizzard just remake BW you know you want too.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
Azarkon
Profile Joined January 2010
United States21060 Posts
Last Edited: 2011-10-22 16:56:48
October 22 2011 16:54 GMT
#6304
On October 23 2011 01:49 Paladia wrote:
Show nested quote +
On October 23 2011 01:42 saltygrapes wrote:
On October 23 2011 01:37 Fungal Growth wrote:
Actually, the most valuable unit to replicate for toss will be...the SCV. This means protoss gets orbital commands!

The tempest will not shut down muta...it takes a fleet beacon which takes a lot of time/resources to tech to.

It also cost 300/300.

Browder indicated that this unit was probably going to get nerfed a bit...in a video where it took a lot of tempests to take down the mutas. For 300/300, mass blink stalkers/hts/archons will be a better counter for mutas.

Love the recall ability from Nexuses....so often in late game Nexus energy went unused because CB is so apm intensive...very creative/fun idea to add this as an option for protoss.

It might be a cool idea for the OP poster to link to corresponding liquidpedia articles for each of the new units, so the public can get these updated as soon as possible with the best information.


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.


Darkforce has used mass mutas in the late game vs Protoss before, mostly to threaten a base trade with Protoss if he ever moves out. Mass mutas can be dangerous for Protoss in the late game primarily because of their mobility, which makes it difficult for the Protoss to move out on large maps, since the instant you move out the Zerg will just threaten a base trade with their mutas.

But there's already a unit that deals with this - it's called a high templar.

The tempest, as shown in the videos, is basically a flying Thor, except with a range so small the mutas won't ever have to engage it if the Zerg is just harassing.
escruting
Profile Joined June 2010
Spain229 Posts
October 22 2011 16:55 GMT
#6305
On October 23 2011 01:34 escruting wrote:
Anyone knows if the Viper has a normal attack? i dont think they've mentioned it, i guess it doesnt....

My Life for Aiur
Necrophantasia
Profile Joined May 2010
Japan299 Posts
October 22 2011 16:56 GMT
#6306
Why is it that protoss is getting 2 units removed while the other races are only losing 1? Why does protoss always get boned?
Lazerlike42
Profile Joined July 2011
United States104 Posts
October 22 2011 16:56 GMT
#6307
On October 23 2011 01:53 roymarthyup wrote:
Show nested quote +
On October 23 2011 01:44 Everlong wrote:
On October 23 2011 01:13 roymarthyup wrote:
On October 23 2011 01:11 YoiChiBow wrote:
On October 23 2011 01:09 mordk wrote:
I think the replicant might be a bit too strong in certain scenarios, its probably gonna be key in:

1-1-1 defense: It effectively nullifies 1-1-1 as a viable build; replicate a siege tank to control the area, or replicate a raven then HSM the marines.
Late game caster battles: The replicant counters ghosts if well played, and there's something else that hasn't been considered. The replicant is effectively a khaydarin amulet.

I could write up a few more situations in which it can really be an amazing unit, maybe too amazing.



The high cost of the replicant (being 400/400 and 4 supply cost) seems very unfeasible with stopping the 1-1-1. This is a real time strategy and the biggest factor in dealing with the 1-1-1 is time because the fact that it comes so early.


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?


sadly it does create some problems

i feel the replicant in its current form/cost of 200/200 would surely make any terran feel its never a good idea to go tanks against protoss. and i dont really know how replicants could be balanced while at the same time NOT creating this "zero tanks" scenario in tvp

however, i could still see mech being super good against toss if terran masses battle hellions + the new warhounds + the new thor. the battle hellion will do damage in a arc which is a insane buff. 3 hellions, for 300minerals, now have more health than a collossi and their arc damage basically means it pretty much 3 hellions each doing 30-33 damage (depending on upgrades) in a pretty big arc aoe for only 300 minerals (no gas)


damn, these new battle hellions are pretty much melee-collossi for terran that cost no gas. and the warhounds seem to have thor-level-dps-per-food against ground units which would make battle hellion+warhound very scary. then add in a few vikings maybe to deal with collossi



Where do you get 30 damage from? The stats page I saw said they did 8 / 19 vs light.
Severian
Profile Joined September 2010
Australia2052 Posts
October 22 2011 16:57 GMT
#6308
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]

An interesting thing to note is that, if it's true that the damage does not stack, the second Shredder there is completely pointless for this demonstration except probably as a way to not make it look quite so ridiculously powerful.
s3183529
Profile Joined June 2011
Australia707 Posts
October 22 2011 16:57 GMT
#6309
On October 23 2011 01:53 Fleebenworth wrote:
It really seems like they have no direction or clue how to balance protoss.

Seems to be the case, many people think so. Just bring back dragoon and reaver, and remove stalker and collosi already.
skatbone
Profile Joined August 2010
United States1005 Posts
October 22 2011 16:58 GMT
#6310
On October 22 2011 12:05 NukeD wrote:
Blizzard lost its imagination.


Seriously? If anything, I think the new units might be too imaginative...too spell/transform/gimmick-based. I am looking forward to playing them, but I also feel that a more grounded-straightforward-harass unit might be better for toss than all the new IMAGINATIVE options opened up by the Replicant and Oracle.
Mercurial#1193
AmericanUmlaut
Profile Blog Joined November 2010
Germany2583 Posts
October 22 2011 16:58 GMT
#6311
The more I think about the units and look at the videos of them, the more I feel like I want to switch from Protoss to Zerg for HotS. The new units/abilities for Zerg just look outrageously fun, and I feel like Protoss isn't getting anything I'd really be all that excited to use. Obviously totally new compositions like sentry/tank/colossus are going to be a possibility, which could be fun, but that just seems kind of gimmicky.

I dunno. I'm willing to wait for the beta to see how it actually plays out, but as a Protoss, I'm underwhelmed.
The frumious Bandersnatch
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
October 22 2011 16:58 GMT
#6312
On October 23 2011 01:57 Severian wrote:
Show nested quote +
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]

An interesting thing to note is that, if it's true that the damage does not stack, the second Shredder there is completely pointless for this demonstration except probably as a way to not make it look quite so ridiculously powerful.


Actually, it's not completely useless, because setting up a second Shredder provides a backup in case the other one is destroyed (not likely with just Zerglings, but Roaches and Hydras would take it out).
roymarthyup
Profile Joined April 2010
1442 Posts
October 22 2011 16:59 GMT
#6313
On October 23 2011 01:56 Lazerlike42 wrote:
Show nested quote +
On October 23 2011 01:53 roymarthyup wrote:
On October 23 2011 01:44 Everlong wrote:
On October 23 2011 01:13 roymarthyup wrote:
On October 23 2011 01:11 YoiChiBow wrote:
On October 23 2011 01:09 mordk wrote:
I think the replicant might be a bit too strong in certain scenarios, its probably gonna be key in:

1-1-1 defense: It effectively nullifies 1-1-1 as a viable build; replicate a siege tank to control the area, or replicate a raven then HSM the marines.
Late game caster battles: The replicant counters ghosts if well played, and there's something else that hasn't been considered. The replicant is effectively a khaydarin amulet.

I could write up a few more situations in which it can really be an amazing unit, maybe too amazing.



The high cost of the replicant (being 400/400 and 4 supply cost) seems very unfeasible with stopping the 1-1-1. This is a real time strategy and the biggest factor in dealing with the 1-1-1 is time because the fact that it comes so early.


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?


sadly it does create some problems

i feel the replicant in its current form/cost of 200/200 would surely make any terran feel its never a good idea to go tanks against protoss. and i dont really know how replicants could be balanced while at the same time NOT creating this "zero tanks" scenario in tvp

however, i could still see mech being super good against toss if terran masses battle hellions + the new warhounds + the new thor. the battle hellion will do damage in a arc which is a insane buff. 3 hellions, for 300minerals, now have more health than a collossi and their arc damage basically means it pretty much 3 hellions each doing 30-33 damage (depending on upgrades) in a pretty big arc aoe for only 300 minerals (no gas)


damn, these new battle hellions are pretty much melee-collossi for terran that cost no gas. and the warhounds seem to have thor-level-dps-per-food against ground units which would make battle hellion+warhound very scary. then add in a few vikings maybe to deal with collossi



Where do you get 30 damage from? The stats page I saw said they did 8 / 19 vs light.



my bad i was using wrong numbers


3 hellions would be doing 24-33 damage depending on upgrades, reduced TRIPLE by armor upgrades of the enemy (essentially 8-11(x3)
Severian
Profile Joined September 2010
Australia2052 Posts
October 22 2011 17:00 GMT
#6314
On October 23 2011 01:58 Zeke50100 wrote:
Show nested quote +
On October 23 2011 01:57 Severian wrote:
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]

An interesting thing to note is that, if it's true that the damage does not stack, the second Shredder there is completely pointless for this demonstration except probably as a way to not make it look quite so ridiculously powerful.


Actually, it's not completely useless, because setting up a second Shredder provides a backup in case the other one is destroyed (not likely with just Zerglings, but Roaches and Hydras would take it out).

Yes, but there are no Roaches or Hydras in this demonstration. Just Zerglings. Remember the shock of the crowd when those Zerglings melted? Imagine how much bigger it would've been if they'd only put the one Shredder in there and the same thing had happened.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
October 22 2011 17:01 GMT
#6315
On October 23 2011 01:56 Necrophantasia wrote:
Why is it that protoss is getting 2 units removed while the other races are only losing 1? Why does protoss always get boned?

really ??? so why zerg only get 2 unite while the other races get 3 -__- THOSE RACE ARE DIFFERENT !!!!! stop whinning plz...
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 22 2011 17:01 GMT
#6316
On October 23 2011 00:27 sleepingdog wrote:
I would be surprised if the replicant makes it into the game - seems like a unit that is either completely useless/gimmicky or insanely overpowered


That's why I love it. It really separates the men from the boys.
It is very much like how good micro makes the MMMVG deathball look imba, but for most of us, it does not work out that way.

Vikings focused down, push too late (toss at 2/2/0), etc
Cauterize the area
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 22 2011 17:02 GMT
#6317
Big problem now for toss is that they need AOE vs mass roach/rauder and only the colossi can do this. Blizzard really should have come up with another siege/aoe unit for colossi... If fact none of the new units/abilities address the roach/ling all in, or the mass marauder/marine stim timings, so this could be quite problematic for toss.

The OP might want to add a note, that Blizzard did mention they are seriously looking at reducing the radius of emp (didn't see it mentioned...unless I missed this). They are also looking at changing the cost of protoss forge upgrades especially for level 2 and level 3...in which direction wasn't clear as this was kind of garbled in the video I saw but I think we will be looking at an increase in cost. Yet another nerf for toss

Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
October 22 2011 17:02 GMT
#6318
On October 23 2011 02:00 Severian wrote:
Show nested quote +
On October 23 2011 01:58 Zeke50100 wrote:
On October 23 2011 01:57 Severian wrote:
On October 22 2011 08:20 Phaded wrote:
Shredder radius.
Looked like a 1 second deploy time, faster than seige tank/viking deployment
[image loading]

An interesting thing to note is that, if it's true that the damage does not stack, the second Shredder there is completely pointless for this demonstration except probably as a way to not make it look quite so ridiculously powerful.


Actually, it's not completely useless, because setting up a second Shredder provides a backup in case the other one is destroyed (not likely with just Zerglings, but Roaches and Hydras would take it out).

Yes, but there are no Roaches or Hydras in this demonstration. Just Zerglings. Remember the shock of the crowd when those Zerglings melted? Imagine how much bigger it would've been if they'd only put the one Shredder in there and the same thing had happened.


Don't forget they always make those things look more exciting to make the game more interesting. The damage will be rejigged a lot and it was probably an upgraded shredder versus unupgraded zerglings.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
LiaT
Profile Joined August 2011
Sweden58 Posts
October 22 2011 17:03 GMT
#6319
I think the oracle may be quite good for the protoss ability to harass (especially zerg) later in the game. When they have gotten a bunch of spore crawlers around the mineral lines you can use the oracles "building disabling spell"(whatever it's called) toghter with a bunch of phoenixes to harass even though you can't kill the spores.

The unit seems wierd in some ways but it may turn out usefull
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 22 2011 17:05 GMT
#6320
Hydras are going to be quite common now vs toss. Now that the new air toss unit can stun spores (and phoenix can already lift queens), zerg will have to go mass hydras. Coupled with their new speed increase and that new grapple ability, hydras will become EXTREMELY powerful vs protoss. In fact, if you don't go colossi vs competent zerg playing hydras now, it's almost an auto-loss. If this grapple-hook counters colossi, combined with the speed upgrade for hydras...this is scary.
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