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New HotS Units/Abilities in Blizzcon - Page 326

Forum Index > SC2 General
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DamageControL
Profile Blog Joined July 2007
United States4222 Posts
October 22 2011 19:29 GMT
#6501
...Each race has a horribly named new unit. Replicant, viper, and the shredder...straight out of a grade b horror film
Liquid | SKT
Rorschach
Profile Joined May 2010
United States623 Posts
October 22 2011 19:29 GMT
#6502
On October 23 2011 04:23 Fungal Growth wrote:
Don't see the pros using the Tempest and here's why:

The basics:

Requires: Stargate, Fleet Beacon (which cost 300/200)
health 300
shield 150
Ground attack: 35 (not AOE)
Air attack: 22 (Psi-storm size AoE)
Cost: 300/300

Range: Tough to say...maybe 4-5 (not great)...ground range looks longer...maybe 7
Cool down: Again tough to say...maybe the same as an immortal

In the demo that Dustin showed, he stacked a large number of mutas by attacking one pylon, then with no micro let them stay clumped and engage 4 tempests directly in a slugfest. The tempests win with Dustin indicating this this was a little OP in favor of the tempest and that they would probably be nerfed in the future.

Even without the nerf, these units don't look that good. Psi storm does 80 damage vs the tempests 22 damage (same radius) plus psi storm has better range. If Dustin had done this same demonstration with unmicrod mutas vs psi-storm that would have looked bad for the mutas as well, but this is all very deceptive. For 22 attack and no ground AOE, I don't see this being effective against non-muta air units even in mass. Vs mutas, the mutas will simply fly away like they do with psi-storm. Even in head-to-head engagements.... Mutas have 120 hps, so if the tempest does 22 damage (if my source is correct) , then it will take 6 shots to kill a muta and that's off of a huge cool down.

If you add up all the money say three tempests + fleet beacon cost you get 1200/1100 in cost (plus 18 supply?). This doesn't make sense especially when so many zergs will go say ~10 mutas to contain and scout protoss, and then do a tech switch once protoss over-invest in anti-air.

The build time for each tempest will no doubt be ridiculous (over a minute a piece) and when you add in the build time for the fleet beacon (60 seconds), I don't see these units (even if they were effective 1 on 1) being constructed fast enough to counter mass muta.

In the end the most effective strategy protoss will have for mass muta will be guardian shield/blink stalkers + archons/storm for large flocks + timely aggression and scouting. Don't see the tempest as being viable although I wish it would be.


Its silly to think a super expensive corsair that requires a fleetbeacon will be out in time to deal with muta.
Its range is 6 which isn't bad but with a relatively slow attack speed mutas will just not choose to engage like thors controls air space...

What I wonder is if it can be kited by vikings or is it fast enough to force an engagements. might make for some very interesting LATE game comps against terran with collosi and tempest synergizing well.....
En Taro Adun, Executor!
springtree
Profile Joined August 2010
74 Posts
October 22 2011 19:31 GMT
#6503
Here's my TvZ strat tell me what you think:

1. Build some hellions & 3 shredders, then some marines, get medivac.
2. Shift-command shredder n to expo n (1 <= n <= 3) as soon as opp Z gets 3rd expo running
3. If opp went roaches I drop marines in main. If opp did not I run into main with hellions. Or whatever combo works.
4. Micro hellions as hard as I can to keep opp occupied.
5. GG.

Did I miss something?
斗 シ ツ ♪ ♡
EnclaveUSA
Profile Joined August 2011
United States18 Posts
October 22 2011 19:32 GMT
#6504
We already had Oracle long time ago with other name

[image loading]

http://starcraft.wikia.com/wiki/Stasis_orb
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 22 2011 19:33 GMT
#6505
why do people assume tempest will be fighting by itself?.....1-2 tempest with blink stalkers are so strong verse a heavy muta play.

I can see them in late game definately.


Sky protoss has potential as well....very mobile and can handle air well while using mobility to avoid gta counters
Egyptian_Head
Profile Joined October 2010
South Africa508 Posts
October 22 2011 19:33 GMT
#6506
On October 23 2011 04:29 DamageControL wrote:
...Each race has a horribly named new unit. Replicant, viper, and the shredder...straight out of a grade b horror film

They are the only horror films worth watching so they will do.
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
Last Edited: 2011-10-22 19:35:18
October 22 2011 19:35 GMT
#6507
On October 23 2011 04:28 Reborn8u wrote:
3 new mech units huh?

[image loading]


Oh man that made me laugh
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Reaper51
Profile Joined January 2011
Canada64 Posts
October 22 2011 19:35 GMT
#6508
toss needs this:
[image loading]
Asymmetric
Profile Joined June 2011
Scotland1309 Posts
October 22 2011 19:35 GMT
#6509
Is there any vids of of the uber thors new siege attack.
springtree
Profile Joined August 2010
74 Posts
Last Edited: 2011-10-22 19:38:45
October 22 2011 19:38 GMT
#6510
Huh. According to the Zerg overview page at http://www.majorleaguegaming.com/news/hots-multiplayer-zerg-first-impressions/

Viper
Requires: Lair

Cost: 100/200

Compared to

Swarm Host
Requires: Infestation Pit
Cost: 200/100

Since swarm host says "infestation pit" and viper says "lair" I guess the "it does not require spire" crowd were right. Yay for not requiring a spire! <3<3<3
斗 シ ツ ♪ ♡
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 22 2011 19:39 GMT
#6511
On October 23 2011 04:29 Rorschach wrote:
Show nested quote +
On October 23 2011 04:23 Fungal Growth wrote:
Don't see the pros using the Tempest and here's why:

The basics:

Requires: Stargate, Fleet Beacon (which cost 300/200)
health 300
shield 150
Ground attack: 35 (not AOE)
Air attack: 22 (Psi-storm size AoE)
Cost: 300/300

Range: Tough to say...maybe 4-5 (not great)...ground range looks longer...maybe 7
Cool down: Again tough to say...maybe the same as an immortal

In the demo that Dustin showed, he stacked a large number of mutas by attacking one pylon, then with no micro let them stay clumped and engage 4 tempests directly in a slugfest. The tempests win with Dustin indicating this this was a little OP in favor of the tempest and that they would probably be nerfed in the future.

Even without the nerf, these units don't look that good. Psi storm does 80 damage vs the tempests 22 damage (same radius) plus psi storm has better range. If Dustin had done this same demonstration with unmicrod mutas vs psi-storm that would have looked bad for the mutas as well, but this is all very deceptive. For 22 attack and no ground AOE, I don't see this being effective against non-muta air units even in mass. Vs mutas, the mutas will simply fly away like they do with psi-storm. Even in head-to-head engagements.... Mutas have 120 hps, so if the tempest does 22 damage (if my source is correct) , then it will take 6 shots to kill a muta and that's off of a huge cool down.

If you add up all the money say three tempests + fleet beacon cost you get 1200/1100 in cost (plus 18 supply?). This doesn't make sense especially when so many zergs will go say ~10 mutas to contain and scout protoss, and then do a tech switch once protoss over-invest in anti-air.

The build time for each tempest will no doubt be ridiculous (over a minute a piece) and when you add in the build time for the fleet beacon (60 seconds), I don't see these units (even if they were effective 1 on 1) being constructed fast enough to counter mass muta.

In the end the most effective strategy protoss will have for mass muta will be guardian shield/blink stalkers + archons/storm for large flocks + timely aggression and scouting. Don't see the tempest as being viable although I wish it would be.


Its silly to think a super expensive corsair that requires a fleetbeacon will be out in time to deal with muta.
Its range is 6 which isn't bad but with a relatively slow attack speed mutas will just not choose to engage like thors controls air space...

What I wonder is if it can be kited by vikings or is it fast enough to force an engagements. might make for some very interesting LATE game comps against terran with collosi and tempest synergizing well.....


I do think the unit looks super costly, but they haven't be put into beta. With the removal of the Mothership, I think the cost of the fleet beacon can be reduced to a reasonable level(150/100?). The Mothership and is mass cloak and teleport were holding the stargate back, since the costs were to prevent all-in nonsense.

I am excited for any sort of air AOE. And 35 damage with 6 range to ground it nothing to laugh at. I just want it to be strong enough to take a viking volley and get a shot off.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
October 22 2011 19:40 GMT
#6512
On October 23 2011 04:29 Rorschach wrote:
Show nested quote +
On October 23 2011 04:23 Fungal Growth wrote:
Don't see the pros using the Tempest and here's why:

The basics:

Requires: Stargate, Fleet Beacon (which cost 300/200)
health 300
shield 150
Ground attack: 35 (not AOE)
Air attack: 22 (Psi-storm size AoE)
Cost: 300/300

Range: Tough to say...maybe 4-5 (not great)...ground range looks longer...maybe 7
Cool down: Again tough to say...maybe the same as an immortal

In the demo that Dustin showed, he stacked a large number of mutas by attacking one pylon, then with no micro let them stay clumped and engage 4 tempests directly in a slugfest. The tempests win with Dustin indicating this this was a little OP in favor of the tempest and that they would probably be nerfed in the future.

Even without the nerf, these units don't look that good. Psi storm does 80 damage vs the tempests 22 damage (same radius) plus psi storm has better range. If Dustin had done this same demonstration with unmicrod mutas vs psi-storm that would have looked bad for the mutas as well, but this is all very deceptive. For 22 attack and no ground AOE, I don't see this being effective against non-muta air units even in mass. Vs mutas, the mutas will simply fly away like they do with psi-storm. Even in head-to-head engagements.... Mutas have 120 hps, so if the tempest does 22 damage (if my source is correct) , then it will take 6 shots to kill a muta and that's off of a huge cool down.

If you add up all the money say three tempests + fleet beacon cost you get 1200/1100 in cost (plus 18 supply?). This doesn't make sense especially when so many zergs will go say ~10 mutas to contain and scout protoss, and then do a tech switch once protoss over-invest in anti-air.

The build time for each tempest will no doubt be ridiculous (over a minute a piece) and when you add in the build time for the fleet beacon (60 seconds), I don't see these units (even if they were effective 1 on 1) being constructed fast enough to counter mass muta.

In the end the most effective strategy protoss will have for mass muta will be guardian shield/blink stalkers + archons/storm for large flocks + timely aggression and scouting. Don't see the tempest as being viable although I wish it would be.


Its silly to think a super expensive corsair that requires a fleetbeacon will be out in time to deal with muta.
Its range is 6 which isn't bad but with a relatively slow attack speed mutas will just not choose to engage like thors controls air space...

What I wonder is if it can be kited by vikings or is it fast enough to force an engagements. might make for some very interesting LATE game comps against terran with collosi and tempest synergizing well.....


That is what I thought of when I saw that. I was like so... this is my counter to people going mass muta and then not using them at all until I get out 4 fleet becon tech units? + Show Spoiler +
[image loading]


That said it could work out well, I will wait to see it really used before I judge it. The only one I straight out dislike is our harass unit's mineral FF. If he hadn't done such a terrible job describing it I might like it better. He basically said "For tons of minerals and gas you can maybe get 500 minerals of lost mining time - if the other guy is AFK. All his workers and buildings will be fine though.". It was like even he thought it was a stupid idea.


In both cases I think it was just poorly explained and maybe they make a lot more sense when I can see them in actual games played by people with a solid amount of HOTS time.


For the other races units I think all the Zerg stuff looked neat, but might be a bit too much. They look terrifying. Again a wait and see thing.


I thought Terran looks fine except the shredder. And I can see the shredder working well and leading to neat games, I just don't think it (or really the replicant) feel very StarCraft-ish. They seem like units pulled from a Red Alert title. Don't get me wrong I loved Red Alert 1 & 2, but it has a very different feel from StarCraft 2.
Nihn'kas Neehn
NadaSound
Profile Joined March 2010
United States227 Posts
October 22 2011 19:40 GMT
#6513
I hate Dustin Browder and his stupid C&C gimmicky shit!!!!!!!!!!
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2011-10-22 19:43:44
October 22 2011 19:42 GMT
#6514
On October 23 2011 04:40 MattyClutch wrote:
Show nested quote +
On October 23 2011 04:29 Rorschach wrote:
On October 23 2011 04:23 Fungal Growth wrote:
Don't see the pros using the Tempest and here's why:

The basics:

Requires: Stargate, Fleet Beacon (which cost 300/200)
health 300
shield 150
Ground attack: 35 (not AOE)
Air attack: 22 (Psi-storm size AoE)
Cost: 300/300

Range: Tough to say...maybe 4-5 (not great)...ground range looks longer...maybe 7
Cool down: Again tough to say...maybe the same as an immortal

In the demo that Dustin showed, he stacked a large number of mutas by attacking one pylon, then with no micro let them stay clumped and engage 4 tempests directly in a slugfest. The tempests win with Dustin indicating this this was a little OP in favor of the tempest and that they would probably be nerfed in the future.

Even without the nerf, these units don't look that good. Psi storm does 80 damage vs the tempests 22 damage (same radius) plus psi storm has better range. If Dustin had done this same demonstration with unmicrod mutas vs psi-storm that would have looked bad for the mutas as well, but this is all very deceptive. For 22 attack and no ground AOE, I don't see this being effective against non-muta air units even in mass. Vs mutas, the mutas will simply fly away like they do with psi-storm. Even in head-to-head engagements.... Mutas have 120 hps, so if the tempest does 22 damage (if my source is correct) , then it will take 6 shots to kill a muta and that's off of a huge cool down.

If you add up all the money say three tempests + fleet beacon cost you get 1200/1100 in cost (plus 18 supply?). This doesn't make sense especially when so many zergs will go say ~10 mutas to contain and scout protoss, and then do a tech switch once protoss over-invest in anti-air.

The build time for each tempest will no doubt be ridiculous (over a minute a piece) and when you add in the build time for the fleet beacon (60 seconds), I don't see these units (even if they were effective 1 on 1) being constructed fast enough to counter mass muta.

In the end the most effective strategy protoss will have for mass muta will be guardian shield/blink stalkers + archons/storm for large flocks + timely aggression and scouting. Don't see the tempest as being viable although I wish it would be.


Its silly to think a super expensive corsair that requires a fleetbeacon will be out in time to deal with muta.
Its range is 6 which isn't bad but with a relatively slow attack speed mutas will just not choose to engage like thors controls air space...

What I wonder is if it can be kited by vikings or is it fast enough to force an engagements. might make for some very interesting LATE game comps against terran with collosi and tempest synergizing well.....


That is what I thought of when I saw that. I was like so... this is my counter to people going mass muta and then not using them at all until I get out 4 fleet becon tech units? + Show Spoiler +
[image loading]


That said it could work out well, I will wait to see it really used before I judge it. The only one I straight out dislike is our harass unit's mineral FF. If he hadn't done such a terrible job describing it I might like it better. He basically said "For tons of minerals and gas you can maybe get 500 minerals of lost mining time - if the other guy is AFK. All his workers and buildings will be fine though.". It was like even he thought it was a stupid idea.


In both cases I think it was just poorly explained and maybe they make a lot more sense when I can see them in actual games played by people with a solid amount of HOTS time.


For the other races units I think all the Zerg stuff looked neat, but might be a bit too much. They look terrifying. Again a wait and see thing.


I thought Terran looks fine except the shredder. And I can see the shredder working well and leading to neat games, I just don't think it (or really the replicant) feel very StarCraft-ish. They seem like units pulled from a Red Alert title. Don't get me wrong I loved Red Alert 1 & 2, but it has a very different feel from StarCraft 2.


ya...i think the mineral shield harass thing should be unbreakable for a reasonable amount of time....then maybe...just maybe it will be viable
justnoob.br
Profile Joined June 2011
Brazil83 Posts
October 22 2011 19:44 GMT
#6515
they said anything about bnet 2.0 new functions?
Hwangsin Fan
scFoX
Profile Joined September 2011
France454 Posts
October 22 2011 19:45 GMT
#6516
On October 23 2011 04:40 NadaSound wrote:
I hate Dustin Browder and his stupid C&C gimmicky shit!!!!!!!!!!


Seems like designers can never win, eh? Either new units are bland and generic, or they're gimmicky if they try to be innovative. Can some of you listen to yourselves? Nevermind the fact that the expansion is in alpha stage, this is simply complaining just for the sake of it.
Elite__
Profile Joined February 2011
Canada976 Posts
October 22 2011 19:47 GMT
#6517
i am honestly astounded that terrans are the most displeased with the new units (from the poll), if anything i thought it would be protoss being most sad
syllogism
Profile Joined September 2010
Finland5948 Posts
October 22 2011 19:48 GMT
#6518
On October 23 2011 04:40 NadaSound wrote:
I hate Dustin Browder and his stupid C&C gimmicky shit!!!!!!!!!!

Gimmicky stuff like scarabs and spider mines were awful too
Barett
Profile Joined May 2010
Canada454 Posts
Last Edited: 2011-10-22 19:48:54
October 22 2011 19:48 GMT
#6519
I see what is happening.... Blizzard realized Terran and Zerg are OP so they gave Protoss a unit so we can have their OP units too!
Gym, Video Games, Laundry.
Elite__
Profile Joined February 2011
Canada976 Posts
October 22 2011 19:49 GMT
#6520
On October 23 2011 04:40 MattyClutch wrote:
Show nested quote +
On October 23 2011 04:29 Rorschach wrote:
On October 23 2011 04:23 Fungal Growth wrote:
Don't see the pros using the Tempest and here's why:

The basics:

Requires: Stargate, Fleet Beacon (which cost 300/200)
health 300
shield 150
Ground attack: 35 (not AOE)
Air attack: 22 (Psi-storm size AoE)
Cost: 300/300

Range: Tough to say...maybe 4-5 (not great)...ground range looks longer...maybe 7
Cool down: Again tough to say...maybe the same as an immortal

In the demo that Dustin showed, he stacked a large number of mutas by attacking one pylon, then with no micro let them stay clumped and engage 4 tempests directly in a slugfest. The tempests win with Dustin indicating this this was a little OP in favor of the tempest and that they would probably be nerfed in the future.

Even without the nerf, these units don't look that good. Psi storm does 80 damage vs the tempests 22 damage (same radius) plus psi storm has better range. If Dustin had done this same demonstration with unmicrod mutas vs psi-storm that would have looked bad for the mutas as well, but this is all very deceptive. For 22 attack and no ground AOE, I don't see this being effective against non-muta air units even in mass. Vs mutas, the mutas will simply fly away like they do with psi-storm. Even in head-to-head engagements.... Mutas have 120 hps, so if the tempest does 22 damage (if my source is correct) , then it will take 6 shots to kill a muta and that's off of a huge cool down.

If you add up all the money say three tempests + fleet beacon cost you get 1200/1100 in cost (plus 18 supply?). This doesn't make sense especially when so many zergs will go say ~10 mutas to contain and scout protoss, and then do a tech switch once protoss over-invest in anti-air.

The build time for each tempest will no doubt be ridiculous (over a minute a piece) and when you add in the build time for the fleet beacon (60 seconds), I don't see these units (even if they were effective 1 on 1) being constructed fast enough to counter mass muta.

In the end the most effective strategy protoss will have for mass muta will be guardian shield/blink stalkers + archons/storm for large flocks + timely aggression and scouting. Don't see the tempest as being viable although I wish it would be.


Its silly to think a super expensive corsair that requires a fleetbeacon will be out in time to deal with muta.
Its range is 6 which isn't bad but with a relatively slow attack speed mutas will just not choose to engage like thors controls air space...

What I wonder is if it can be kited by vikings or is it fast enough to force an engagements. might make for some very interesting LATE game comps against terran with collosi and tempest synergizing well.....


That is what I thought of when I saw that. I was like so... this is my counter to people going mass muta and then not using them at all until I get out 4 fleet becon tech units? + Show Spoiler +
[image loading]


That said it could work out well, I will wait to see it really used before I judge it. The only one I straight out dislike is our harass unit's mineral FF. If he hadn't done such a terrible job describing it I might like it better. He basically said "For tons of minerals and gas you can maybe get 500 minerals of lost mining time - if the other guy is AFK. All his workers and buildings will be fine though.". It was like even he thought it was a stupid idea.


In both cases I think it was just poorly explained and maybe they make a lot more sense when I can see them in actual games played by people with a solid amount of HOTS time.


For the other races units I think all the Zerg stuff looked neat, but might be a bit too much. They look terrifying. Again a wait and see thing.


I thought Terran looks fine except the shredder. And I can see the shredder working well and leading to neat games, I just don't think it (or really the replicant) feel very StarCraft-ish. They seem like units pulled from a Red Alert title. Don't get me wrong I loved Red Alert 1 & 2, but it has a very different feel from StarCraft 2.

i'm a zerg player but i have to admit that the cost (300/300) and tech time (fleet beacon) of the tempest seems very unreasonable for what they designed it to counter
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