New HotS Units/Abilities in Blizzcon - Page 328
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ZergrayNVoid
United States17 Posts
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HavocGG
Czech Republic113 Posts
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Honeybadger
United States821 Posts
I can't wait to see how the changes pan out. My only quibble is that the warhound is sinfully ugly. | ||
SiaBBo
Finland132 Posts
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Skelephile
United States64 Posts
On October 23 2011 04:52 NadaSound wrote: 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. sounds like u need to play this game called brood war then icant wait to use the new dark swarm+fungal | ||
Amui
Canada10567 Posts
On October 23 2011 05:00 springtree wrote: 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. I'm thinking that it would actually just have 20-30 range. Has to be big enough to cover FFE on 99% of the maps, but small enough to not allow offensive arcshileds without proxy nexuses. | ||
Toads
Canada1795 Posts
On October 23 2011 04:52 NadaSound wrote: 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. You know those wow factor in BW was mostly because of those spell o.O | ||
Iyerbeth
England2410 Posts
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kcdc
United States2311 Posts
On October 23 2011 05:10 SiaBBo wrote: Thank god Blizzard noticed the problems with lategame Zealots. Word. It was about damn time. Roaches and marauders need buffs. | ||
gosuMalicE
Canada676 Posts
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. it only acts for a limited time, and it only effects light units, seems pretty balanced | ||
ToastieNL
Netherlands845 Posts
On October 23 2011 05:28 Iyerbeth wrote: It occurs to me that the Nexus Mass Recall ability will take 2 minutes 30 seconds to use, or if you have 3 bases that's a Mass Recall every 50 seconds. Sure this means no Chronoboosts it still seems like quite a potent ability. I wonder if this should have a global cool down across all Nexus' or if it won't actually end up mattering? I'd hate to see the Mass Recall ability just removed because it was castable too often. Having it work on Energy could encourage building 1/2 extra Nexi in the lategame to have more energy!? | ||
megapants
United States1314 Posts
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Ballistixz
United States1269 Posts
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. you protoss players are ridiculous. how can u say any of ur new units are bad? first off the tempest has a range of 6, not 4. 2ndly just 2-3 of those things seems to give extrmly dominant air control. remember broodlord infestor? no longer a issue since those things will get rid of broodlords in the late game just as effectivly as a archon toilet now... oracles are great harass units. a harass unit does not need to kill works just to be good -_-. at the highest levels a few oracles shutting down bases can actually be game breaking. have a gold base? fly 2 oracles over there and that gold base is USELESS untill u send like half ur army to destroy the entombing. replicant is also good. replicating any unit in the game that u want? doing that can flip a strat like 1/1/1 heavily in tosses favor and change the entire dynamic of a PvT or PvZ. it being expensive is good so it wont be heavily abused to death. i think what you toss players really want is more units to be added to the death ball which is not going to happen. | ||
springtree
74 Posts
On October 23 2011 05:32 gosuMalicE wrote: it only acts for a limited time, and it only effects light units, seems pretty balanced Did you actually read that post? The opponent built an assimilator in the guy's base, then put that buff on the assimilator, which apparently two shots probes. Even if you pull the probes away before any of them dies (which is impossible since I believe it's an instant spell, but could be wrong) you will still not be able to mine from 5-6 of your 8 main / only base's patches, putting you at 2 patches. What's balanced about that? | ||
Archie_Lewis
Czech Republic87 Posts
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SpinmovE
Canada119 Posts
On October 23 2011 05:31 kcdc wrote: Word. It was about damn time. Roaches and marauders need buffs. It was kinda ridiculous how something like 30 late game 3/3 zealots against 30 0/0 BF hellions would kill like 4 hellions before they all died. | ||
chocopaw
2072 Posts
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Black Gun
Germany4482 Posts
On October 23 2011 05:45 SpinmovE wrote: It was kinda ridiculous how something like 30 late game 3/3 zealots against 30 0/0 BF hellions would kill like 4 hellions before they all died. except that against the lategame protoss deathball, 25 of those 30 hellions would already be dead after the 0.5 seconds the zealots need to charge in on them.... | ||
imareaver3
United States906 Posts
On October 23 2011 05:48 chocopaw wrote: I just realized through the trivia questions: Practically removing the thor from at least competetive play is kind of a dick move towards collectors edition owners, isn't it? I'd be surprised if the thor was removed entirely without collector's edition owners receiving compensation somehow. | ||
RifleCow
Canada637 Posts
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