New HotS Units/Abilities in Blizzcon - Page 322
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Aiurr
Poland80 Posts
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nvs.
Canada3609 Posts
Zerg -> most interesting | ||
BeeNu
615 Posts
On October 23 2011 03:09 FrostedMiniWheats wrote: The concept of it sounds really cool and useful gameplay wise. However, based on what little they've shown....well, it looked like shit :/ The locusts looked like they needed to have their spawn time reduced from that short demo to have better offensive use. They only cost 200/100 and come from an infestation pit, so maybe they could have some use defending or delaying drop harass at expansions. The thing is, aside from giving out "free" units periodically it doesn't actually do anything that say, a few Roaches can't do so like, wtf is the point? I just want my Lurker back! Although, aside from that I'm pretty happy with the Zerg changes, Hydras will be finally fixed, Baneling burrow move buff is huge and will allow them to fill a role of controlling space and slowing pushes a lot more and the Ultralisk Charge fixes their problem of mobility and getting stuck. | ||
Fungal Growth
United States434 Posts
This sounds like a cool unit....too bad Browder has said there is only a 50/50 chance it stays in the game. | ||
Lazerlike42
United States104 Posts
On October 23 2011 03:12 Ammoth wrote: Anyone out there who can get a hold of the current stats of the new units that can update liquipedia or something? :/ Would be much appricieated! <3 This is the closest I've seen: http://www.gamefront.com/blizzcon-2011-starcraft-2-heart-of-the-swarm-new-multiplayer-unit-stats-and-abilities/ | ||
testthewest
Germany274 Posts
On October 23 2011 02:16 ohampatu wrote: Somebody has already done the math. And it will take thousands of resources just to get a planetary or OC. Your forgetting that you have to build the CC, then a supply depot, then a barracks (and an engi bay if you want PF). It wont be done ever in any competitive game. Anybody who has the same skill or near the same skill as you, can just come kill you. I'm not so sure. You buy the replicant (200/200) and build an CC, which can be done in your mainbase. You build 3-4 SCV's and use it for your next expansion, thereby making it not more expensive than your Nexus. The SCV's build one depot, which is the same price as a pylon you need anyways. Then you use the 4 SCV to pump out 4 Rax with 1 techlab and 3 reactors and, voila, all of a sudden you can dump your minerals in a high-dps ranged unit. The extracost being only the replicant and some time. Of course this is a move for a 3 base situation, not earlier. | ||
TALegion
United States1187 Posts
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. never thought of it like this... Oh, the possibilities. | ||
Fungal Growth
United States434 Posts
http://sea.battle.net/sc2/en/forum/topic/171447155 | ||
Lazerlike42
United States104 Posts
On October 23 2011 03:05 Infleto wrote: I am concerned with staking shredders @ a zerg's natural base's choke. This would preventing Creep and Preventing Zerg form taking a 3rd. At 20 Damage a sec. 2 would one shot any number of lings and banelings. 6 would one shot any number of Mutas 8 would one shot any number of roaches. They don't stack damage. No number can one shot anything. | ||
sitromit
7051 Posts
On October 23 2011 03:14 BeeNu wrote: The thing is, aside from giving out "free" units periodically it doesn't actually do anything that say, a few Roaches can't do so like, wtf is the point? I just want my Lurker back! Although, aside from that I'm pretty happy with the Zerg changes, Hydras will be finally fixed, Baneling burrow move buff is huge and will allow them to fill a role of controlling space and slowing pushes a lot more and the Ultralisk Charge fixes their problem of mobility and getting stuck. How are hydras being fixed exactly? It's a friggin Hive upgrade. By that time, Hydras are already useless because there's so much AoE and they have very little HP. They're still just as expensive as before for what they're capable of, how easily they die. Zerg still has no anti-air in the early game, and now Protoss can phase out Spores... | ||
MattyClutch
United States711 Posts
On October 23 2011 03:04 ohampatu wrote: The oracle isn't 1/2 baked to me. Warp Prism/4 zealots is taking more away from your army then using the oracle. And in this thread ive pointed out many situations midgame (taldarim altar with 3 bases up for t and p). Where you can out multitask you opponent with 2 oracles and a warp prism. Also delaying 2 of the 4 rax the terran player has for 45 seconds is pretty fucking good. I think people are jumping the gun hugely to complain. We didn't get the best units, but i think we got units that will reward micro/apm/multitasking/etc. Which is good cause i consider protoss the micro race anyway. So if you can excell at that, then you should get ahead. Disabling 2 mining bases for 45 seconds is not bad at all. Or stopping the starport from pumping vikings out. I think the units toss got will promote alot of strategies and could make us an actual race to be afraid of offensively. Cause currently terran and zerg aren't afraid of any aggression for the most part, except for gimmicky 2 base allins. This changes that. Oh I admit the building disable can be useful. I just think the 'mineral FF' is stupid. By the time I can employ that I can drop and do real damage without wasting time, money, and pop on a unit that cannot fight. | ||
KDot2
United States1213 Posts
On October 23 2011 03:12 Aiurr wrote: If that gay warhouds are for real then I am switching to zerg. Terran is no fun anymore. Blizzard makes it into a stupid turtle race... I didn't want more turtling... I wanted more mobility... Terran cant have everyting ... mech is what terran is really supposed to be | ||
Krehlmar
Sweden1149 Posts
I just really don't like the replica because it feels like a cheap unit but meh it worked in brood war, then again in brood war sinking that much resources could alot of the time be a costly thing, with the speed (and mules, gold bases etc) of Starcraft II it doesn't seem like such a mineral sink and christ who doesn't want siegetanks/infestors/ghosts/ravens? Replicate a raven, PDD and win. Biggest complaint is still the terran units, I don't get removing mothership and adding a new hero unit, I don't get the ugly walker (it's just ugly, good against mechanical? Why? Mauraders isn't enough we need to add antiair?) and the Shredder just seems to ruin ZergvsTerran whilst not doing all to much in TerranvsProtoss, still it feels pretty cheap from what I can tell and needs very few actions/resources to practically cockblock alot of the other species harass/units. | ||
BeeNu
615 Posts
On October 23 2011 03:17 sitromit wrote: How are hydras being fixed exactly? It's a friggin Hive upgrade. By that time, Hydras are already useless because there's so much AoE and they have very little HP. They're still just as expensive as before for what they're capable of, how easily they die. Zerg still has no anti-air in the early game, and now Protoss can phase out Spores... Naaah, I think early game you can now use Hydras for AA and now they won't lose their utility once Colossus come out because around that time you will be able to get Hive Tech anyways. The biggest current problem with Hydras is that you can get them for a period of time in the early-midgame and then they become a burden because they lack mobility in the lategame, a Hive upgrade is good. | ||
Krehlmar
Sweden1149 Posts
"Terran has problem with lategame zealot! They get around this problem with stimpack and kiting!" No they don't, they EMP them and then the zealots melt. Don't they even watch GSL/MLG finals or what? | ||
starslayer
United States696 Posts
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Rorschach
United States623 Posts
On October 23 2011 03:21 Krehlmar wrote: Also blizzard obviously knows nothing about balance: "Terran has problem with lategame zealot! They get around this problem with stimpack and kiting!" No they don't, they EMP them and then the zealots melt. Don't they even watch GSL/MLG finals or what? EMP owns chargelot/archon comps pretty hard. If they nerf EMP radius like they were talking then terran might have problem with them lategame......... | ||
jdseemoreglass
United States3773 Posts
Obviously some of these things will be broken, that's a given. We simply have to wait out all the patches before things get balanced. I will admit the warhound is ugly as sin though. They really need to work on making units very distinguishable in a death ball. | ||
Qikz
United Kingdom12022 Posts
On October 23 2011 03:21 Krehlmar wrote: Also blizzard obviously knows nothing about balance: "Terran has problem with lategame zealot! They get around this problem with stimpack and kiting!" No they don't, they EMP them and then the zealots melt. Don't they even watch GSL/MLG finals or what? Have you not seen protoss players who split their zealots so they don't get all EMP'd? I know I sure haven't during the GSL. I've seen it during ladder though. | ||
Toadvine
Poland2234 Posts
On October 23 2011 02:53 ohampatu wrote: Actually. Your right, its 'really fucking simple'. Your wrong. In PvT, opening phoenix doesn't mean you auto lose, although its possible to have a BO loss. With the current change in warp prisms, many protoss are making them 'very early game' to harrass with by dropping zealots in mineral lines. Using warp prism/zealots actualy costs more than just using the oracle. Protoss users make 'non combat' units on 1 or 2 base and dont 'auto lose' to every allin. I hope you understand the difference between allins, timing pushes, and cheese though. Because you dont seem to. So are you telling me that all the pros that we see doing warp prism harrass or phoenix harrasss before lategame are bad? Please man. Take your pointless flames with no actual evidence somewhere else. The oracle is fucking awesome. 2 of those in the midgame with proper multitasking is going to completely own and reward players who have the apm/ability to do it whilst macroing. Also, protoss doesn't have 'late game harrass'. DT Expand is not late game, although DT's in the late game are sometimes better. We have harrass units, that can be used in early or late game, depending on certain situations. The only issue protoss has in WoL, is that the stalker is really a bad unit, as is the collosi. Most of Protoss issues are from game design and balance issues with the other races units, not really are own. This UNIT IS GOOD 1. Opening Phoenix and then expanding on a map without a natural ramp, can die really easily to a 2 base bio all-in. Actually, the last time I've seen someone try it, this exact thing happened (Terran vs Tyler in that MLG Invitational thing, on Metalopolis). If you decide to build units that don't actually do anything in a battle, it'd be a total massacre. 2. I'm not sure why you're talking about Warp Prisms, which only cost minerals, and come from a Robo, which actually produces units that are useful in the midgame - like Observers, Immortals and Colossi. A Stargate can make Phoenix and VRs, which aren't especially good as a part of your main army, unless you're making some kind of a silly deathball vs Zerg. 3. Again, if you build "2 Oracles in the midgame", you probably won't have gas left for much else. Unless Protoss gameplay is going to shift dramatically, and we won't need tech to deal with core units of the other races - which doesn't appear to be the case, building Oracles won't be a good idea. You won't be able to attack and will take a very delayed third. How exactly am I flaming anyway? It's you who seems mad for whatever reason, I'm just disappointed in the new units in general. I think they're gimmicky and don't solve any of the true problems Protoss face in high-level play. | ||
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