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New HotS Units/Abilities in Blizzcon - Page 327

Forum Index > SC2 General
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Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 22 2011 19:49 GMT
#6521
On October 23 2011 04:42 SuperYo1000 wrote:
Show nested quote +
On October 23 2011 04:40 MattyClutch wrote:
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


Either that or each bubble has 100+ hp and the entomb skill is 50 energy with good amounts of AoE.
Porouscloud - NA LoL
imareaver3
Profile Joined June 2010
United States906 Posts
October 22 2011 19:49 GMT
#6522
Okay, MLG confirmed arc shield can go on any structure, is as powerful as a photon cannon, and is unlocked after gateway. Here's the link:http://www.majorleaguegaming.com/news/my-first-hots-cheese-the-arc-shield/

Like, this needs a huge nerf. If the Protoss just manages to gas steal you, that's a cannon in your base. The pylon blocking your hatch? Another cannon. The random proxy pylon you found? 400 health cannon, good luck getting enough units to kill it before the 4-gate hits. I don't even know how that could be balanced--Zerg needs to double gas at 14 to stop the assimilator from killing their worker line, can't expand before 3 roaches because the pylon will kill all their lings, and can't deal with proxy pylons without dragging an army along.
Rorschach
Profile Joined May 2010
United States623 Posts
October 22 2011 19:50 GMT
#6523
On October 23 2011 04:39 Plansix 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.....


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.




Still just an expensive corsair that has no disruption web........
En Taro Adun, Executor!
vnlegend
Profile Blog Joined December 2006
United States1389 Posts
October 22 2011 19:50 GMT
#6524
So Zerg will be imba soon? I can image Swarm Hosts + infestors + broodlords + vipers + charged ultralisks killing everything.
Marines > everything
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 22 2011 19:51 GMT
#6525
Hmm, I can already foresee whining once zergs start bringing Vipers with Mutas for their harass :D
Mmmmm, 1 range marines vs Mutas :D
Terant
Profile Joined September 2010
Malta60 Posts
October 22 2011 19:51 GMT
#6526
Well blizzard is trying to keep each race in SC2 different. I like how they are trying new ways to give protoss harass instead of giving them ways to kill workers.
NadaSound
Profile Joined March 2010
United States227 Posts
Last Edited: 2011-10-22 20:04:18
October 22 2011 19:52 GMT
#6527
On October 23 2011 04:45 scFoX wrote:
Show nested quote +
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.


Ture people want differnt things. I want solid game play that gives that "wow" factor that BW had not these shock and awe flashy spells and ablity to make up for that deficit. I cringed when they said they wanted to cater to people who want an uber unit in the game.

Edit: The uber unit is the new Thor of course. I'm Terran and I hate that idea they're just going to nerf the hell out of like they did with the Mothership. There just is no role for these units, they dont fit in this game.

Edit2: I have a very good reason for complaining.... I'm afaid. Alot of people thought WoL was a miss-step, I wasn't one of them, but it seems like things are getting worse. I just hope most of these untis dont stick. I cant image that they will.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 22 2011 19:52 GMT
#6528
On October 23 2011 04:49 imareaver3 wrote:
Okay, MLG confirmed arc shield can go on any structure, is as powerful as a photon cannon, and is unlocked after gateway. Here's the link:http://www.majorleaguegaming.com/news/my-first-hots-cheese-the-arc-shield/

Like, this needs a huge nerf. If the Protoss just manages to gas steal you, that's a cannon in your base. The pylon blocking your hatch? Another cannon. The random proxy pylon you found? 400 health cannon, good luck getting enough units to kill it before the 4-gate hits. I don't even know how that could be balanced--Zerg needs to double gas at 14 to stop the assimilator from killing their worker line, can't expand before 3 roaches because the pylon will kill all their lings, and can't deal with proxy pylons without dragging an army along.


The cannon can only attack light units. So it would not attack a hatchery. The gas steal is an issue, but the ability might not be able to attack workers, only combat units. It also only works for 20 seconds currently.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Fungal Growth
Profile Joined November 2010
United States434 Posts
Last Edited: 2011-10-22 19:53:58
October 22 2011 19:53 GMT
#6529
Yeah...after reading the story of the guy who got cheesed by the arc shield over the gas steal, I see this as being one of the first of the new features to be nerfed...hopefully not removed though, as I like the idea of giving more options for Nexus energy.

Perhaps as a compromise they could set this so you could only fire off a arc shield if it was within X range of a nexus....so we don't have them popping up over proxy pylons/gas steals/2 gates.
Cosmology
Profile Joined September 2011
Canada360 Posts
October 22 2011 19:54 GMT
#6530
On October 23 2011 04:50 vnlegend wrote:
So Zerg will be imba soon? I can image Swarm Hosts + infestors + broodlords + vipers + charged ultralisks killing everything.

Lol...so all of our high tech gas heavy units would kill everything.

Good luck getting that unit comp LOL.
Somewhere, something amazing is waiting to be known.
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
October 22 2011 19:55 GMT
#6531
On October 23 2011 04:49 imareaver3 wrote:
Okay, MLG confirmed arc shield can go on any structure, is as powerful as a photon cannon, and is unlocked after gateway.



Source? The only talk on it I heard so far (and it could be totally made up) was:
"The new nexus defensive ability seems to be decent for super early game, not much else. Basically you can cast it on any of your structures and it gives it a weak attack. Artosis built a pylon in my mineral line and cast the new spell on it. My SCVs killed it and it only managed to take one SCV to 5 health."


Hardly sounds terrifying. That isn't 100% verified however.
Nihn'kas Neehn
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 22 2011 19:57 GMT
#6532
On October 23 2011 04:51 -Archangel- wrote:
Hmm, I can already foresee whining once zergs start bringing Vipers with Mutas for their harass :D
Mmmmm, 1 range marines vs Mutas :D
As protoss I'm worried about my stalkers with 1 range vs mutas, roaches, brood lords, and pretty much everything. This could be an amazing spell
springtree
Profile Joined August 2010
74 Posts
Last Edited: 2011-10-22 19:59:47
October 22 2011 19:57 GMT
#6533
On October 23 2011 04:55 MattyClutch wrote:
Show nested quote +
On October 23 2011 04:49 imareaver3 wrote:
Okay, MLG confirmed arc shield can go on any structure, is as powerful as a photon cannon, and is unlocked after gateway.



Source?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=277977

Click on Day 2's "My first HoTS CHeese" link.

(Edit: oops linked to the wrong version of the page, the TL one has it in day 2)
斗 シ ツ ♪ ♡
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 22 2011 19:59 GMT
#6534
On October 23 2011 04:53 Fungal Growth wrote:
Yeah...after reading the story of the guy who got cheesed by the arc shield over the gas steal, I see this as being one of the first of the new features to be nerfed...hopefully not removed though, as I like the idea of giving more options for Nexus energy.

Perhaps as a compromise they could set this so you could only fire off a arc shield if it was within X range of a nexus....so we don't have them popping up over proxy pylons/gas steals/2 gates.



first patch

arc shield requires cyber core

I hope its not removed......seems like an answer to my prayers
springtree
Profile Joined August 2010
74 Posts
Last Edited: 2011-10-22 20:00:41
October 22 2011 20:00 GMT
#6535
On October 23 2011 04:59 SuperYo1000 wrote:
first patch

arc shield requires cyber core

I hope its not removed......seems like an answer to my prayers


I think what most people are expecting is that they change it to where it has to go on a nexus or gateway, not just any building.
斗 シ ツ ♪ ♡
YipCraft
Profile Joined July 2011
United States216 Posts
October 22 2011 20:00 GMT
#6536
Anyone know the range of the reverse cloud of the flying Defil----Viper? So I can compare it to feedback of a HT, EMP of a ghost, and neural of a infestor.
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 22 2011 20:02 GMT
#6537
The arc shield could be pretty amazing in defending zergling run-bys... Would like to see it remain as a more local spell.
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
October 22 2011 20:02 GMT
#6538
On October 23 2011 04:57 springtree wrote:
Show nested quote +
On October 23 2011 04:55 MattyClutch wrote:
On October 23 2011 04:49 imareaver3 wrote:
Okay, MLG confirmed arc shield can go on any structure, is as powerful as a photon cannon, and is unlocked after gateway.



Source?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=277977

Click on Day 2's "My first HoTS CHeese" link.

(Edit: oops linked to the wrong version of the page, the TL one has it in day 2)



Interesting. I wonder how it would play out if they just mined from the patches not in range until it despawned. Seems like the cheeser would be a good bit behind from the lost energy.
Nihn'kas Neehn
Rutok
Profile Joined May 2011
9 Posts
October 22 2011 20:03 GMT
#6539
On October 23 2011 04:57 Fungal Growth wrote:
As protoss I'm worried about my stalkers with 1 range vs mutas, roaches, brood lords, and pretty much everything. This could be an amazing spell


Units can just walk out of it. Its doesnt look that large. Stalkers could even blink out.
Garmer
Profile Joined October 2010
1286 Posts
October 22 2011 20:03 GMT
#6540
stop whining, one thing that starcraft 2 really need, is becoming more fun, and those units are perfect for accomplish this
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