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New HotS Units/Abilities in Blizzcon - Page 348

Forum Index > SC2 General
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ilikeLIONZ
Profile Joined November 2010
Germany427 Posts
October 23 2011 10:59 GMT
#6941
i'm really really disappointed by the new protoss units, the capital ship seems not useful at all and the oracle is a joke by itself. i dont want paladin spells from world of warcraft cast on mineral patches, i need something to kill workers. the cost for that shitunit is ridiculous when you compare it to the hellion and its damage potential.

i HATE the concept of the new protoss units. i am so disappointed, i cant describe it...
Telenil
Profile Joined September 2010
France484 Posts
October 23 2011 10:59 GMT
#6942
Couldn't they just have remade the carrier to do what the tempest does?? I don't like how they are taking out (imo) one of the most iconic units in SC1 personally =/
My thought exactly. I agree that the carrier was barely used in high level games, but if we are to get a fleet beacon unit that has an AoE against light air and a ground attack... Why not tweaking the carrier?
I mean, you couldn't tweak the reaver into the colossus, the two units were too different. But here the only major difference seems to be the AoE. What does adding a "tempest" bring exactly?
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
dump
Profile Joined August 2010
Japan514 Posts
October 23 2011 11:41 GMT
#6943
On October 23 2011 19:56 NeWnAr wrote:
Show nested quote +
On October 23 2011 19:09 Cyber_Cheese wrote:
On October 23 2011 18:59 Daralii wrote:
On October 23 2011 18:58 nyshak wrote:
The Warhound may make things a lot more interesting in TvT. As a Zerg I just hope that their splash will be significantly weaker than the ones of a Thor, assuming there will be more Warhounds than WoL-Thors around. Otherwise I'm afraid Mutas are out of ZvT.

The warhound's range is apparently less than that of a thor, so mutas should still be fine if you magic box them. Shredders are probably going to be more of a muta deterrent if they can still hit air come release.

I doubt that, it's not like you could chuck them in the mineral line or anything.



Dude you can. Chuck 2 in the mineral line so that once you pull out your SCVs you can shred the mutas to pieces.



And one more thing. Doesn't Battle Hellion=Firebat???? Hasn't anyone realized that HotS Terran is turning into the Single Player compaign Terran in WoL? I mean, Warhound is practically a Goliath and the new Thor's Tychus' pet Odin?


You sure the mutas wouldn't follow your scvs out of the mineral line or come back to attack your scvs as soon as you go back to mining?
JoFritzMD
Profile Blog Joined July 2010
Australia163 Posts
October 23 2011 11:48 GMT
#6944
On October 23 2011 19:59 ilikeLIONZ wrote:
i'm really really disappointed by the new protoss units, the capital ship seems not useful at all and the oracle is a joke by itself. i dont want paladin spells from world of warcraft cast on mineral patches, i need something to kill workers. the cost for that shitunit is ridiculous when you compare it to the hellion and its damage potential.

i HATE the concept of the new protoss units. i am so disappointed, i cant describe it...


On October 23 2011 19:59 Telenil wrote:
Show nested quote +
Couldn't they just have remade the carrier to do what the tempest does?? I don't like how they are taking out (imo) one of the most iconic units in SC1 personally =/
My thought exactly. I agree that the carrier was barely used in high level games, but if we are to get a fleet beacon unit that has an AoE against light air and a ground attack... Why not tweaking the carrier?
I mean, you couldn't tweak the reaver into the colossus, the two units were too different. But here the only major difference seems to be the AoE. What does adding a "tempest" bring exactly?


I could not agree more with both of these. Sure the Oracle is nice for cutesie stuff but come late game who cares if one of their bases can't be mined. If, however, all of their workers are destroyed at that base...then they'll care.

I am actually incredibly sad that they are taking out the carrier and the mothership. We had just started to see the mothership become more and more viable in some matchups. It was actually used well and added to the army. The same (sorta) goes with the carrier. It's not the best unit however I don't think it should be removed. I don't know if it's just nostalgia kicking it but the fact that it's being taken out made me so sad. The fact that I'll never be able to go 200/200 fully upgraded carriers in team games ever again makes me sad.

I really really dislike how they're taking units out of the game.
"Guess what. All my strategies are made of balls." - Tasteless
berimbau
Profile Joined October 2010
Australia22 Posts
October 23 2011 12:38 GMT
#6945
Something you guys arent really considering with the oracle is that it looks like it can be used really well with phoenix. Even if the mineral lock ability isnt that great (i actually think it looks alright), the building lock ability could be great with phoenix. at the moment the main issue with phoenix harass is static defense completely shuts it down unless you have a tonne of them. oracles allow you to disable the turrets/spores/cannons and freely pick up and pick off workers with phoenix. If oracles are fast enough to get in and out without being killed by stimmed marines or whatever, and if the energy cost is reasonable, this could work really well.
nick1689
Profile Joined January 2011
Australia494 Posts
October 23 2011 12:47 GMT
#6946
I like the Viper. Therell probably now be a nice timing for Zerg, where they can bust down a P's wall with Hydra-Ling, countering the first Collo to pop out with the Viper's pull ability
atavus
Profile Joined March 2011
France60 Posts
Last Edited: 2011-10-23 13:03:13
October 23 2011 13:02 GMT
#6947
On October 23 2011 21:38 berimbau wrote:
Something you guys arent really considering with the oracle is that it looks like it can be used really well with phoenix. Even if the mineral lock ability isnt that great (i actually think it looks alright), the building lock ability could be great with phoenix. at the moment the main issue with phoenix harass is static defense completely shuts it down unless you have a tonne of them. oracles allow you to disable the turrets/spores/cannons and freely pick up and pick off workers with phoenix. If oracles are fast enough to get in and out without being killed by stimmed marines or whatever, and if the energy cost is reasonable, this could work really well.


Possibly but let's do theorycrafting.
The disable spell cost energy : how much can you launch before getting deflected by defense again ?
Not a lot if the oracle is recent.
If you take in considreration the amount of gaz put in some oracle, it's 200 gaz per unit actually, meaning a rob bay or a colossi.
Past the disable of some turret, the oracle effect on the enemy ground army will be null, your money is in phenix & oracle, you have delayed your robo by a good margin.
Meaning : what prevent the opponent to just obliterate you after that nice harass ?
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2011-10-23 13:13:38
October 23 2011 13:11 GMT
#6948
wow, im shocked at how badly these units are designed, even if its only an early version. i also hate how they are taking out units. i can only hope that blizzard listens to its fans during the beta and changes most of this, i cant really see people being happy with this

i see what they are trying to do with some of the units, and the direction is certainly the right one, anti-deathball and more micro, but the ideas and the designs of the units are like from some 12yo from the b.net forums

the protoss units are definitely the worst, their design doesnt fit at all with the feel of the protoss race. and for this they want to remove to perfectly fine units?

terran is also terrible, the thor replacement looks like a transformer drawn up by some kid or out of some cheap copycat game, i already hated the concept of the marauder but this is going further in the same direction

but as i said, i have faith in blizzard to eventually get it right again, im just surprised they even show something crap like this
ShatterZer0
Profile Joined November 2010
United States1843 Posts
October 23 2011 13:19 GMT
#6949
On October 23 2011 20:48 JoFritzMD wrote:
Show nested quote +
On October 23 2011 19:59 ilikeLIONZ wrote:
i'm really really disappointed by the new protoss units, the capital ship seems not useful at all and the oracle is a joke by itself. i dont want paladin spells from world of warcraft cast on mineral patches, i need something to kill workers. the cost for that shitunit is ridiculous when you compare it to the hellion and its damage potential.

i HATE the concept of the new protoss units. i am so disappointed, i cant describe it...


Show nested quote +
On October 23 2011 19:59 Telenil wrote:
Couldn't they just have remade the carrier to do what the tempest does?? I don't like how they are taking out (imo) one of the most iconic units in SC1 personally =/
My thought exactly. I agree that the carrier was barely used in high level games, but if we are to get a fleet beacon unit that has an AoE against light air and a ground attack... Why not tweaking the carrier?
I mean, you couldn't tweak the reaver into the colossus, the two units were too different. But here the only major difference seems to be the AoE. What does adding a "tempest" bring exactly?


I could not agree more with both of these. Sure the Oracle is nice for cutesie stuff but come late game who cares if one of their bases can't be mined. If, however, all of their workers are destroyed at that base...then they'll care.

I am actually incredibly sad that they are taking out the carrier and the mothership. We had just started to see the mothership become more and more viable in some matchups. It was actually used well and added to the army. The same (sorta) goes with the carrier. It's not the best unit however I don't think it should be removed. I don't know if it's just nostalgia kicking it but the fact that it's being taken out made me so sad. The fact that I'll never be able to go 200/200 fully upgraded carriers in team games ever again makes me sad.

I really really dislike how they're taking units out of the game.


Irony being that the "tempest" in SC2:WoL was actually a Carrier that countered all ground units with a mega shield... and shot shurikens instead of interceptors... which were just interceptors with a melee attack.... I guess the really like the name Tempest, huh?

Oracle templar drops should be devastating... oracle +2 archon drops even more so. Using Entomb makes their workers clump... and clumped worker snipes is exactly what Protoss needs fro some late-mid and late game harass!

A time to live.
paddyz
Profile Joined May 2011
Ireland628 Posts
October 23 2011 13:21 GMT
#6950
I hate the way neither the carrior or the mothership got a buff since WOL was released and then because no body is using these UP units a lot they get removed after over a year...
The new toss units look fun, but very weak..would preferr if the replicator could take massive units (any non massive units cost more then 200-200?). The other new units look useful. Since protoss are already the underpowered race I really hope blizzard take this into consideration and do something before Protosss players give up on SC2 shortly after HOTS release.
I was really looking forward to see what changes were in store for the HOTS release and almost jumping up and down with excitement over the prospect of ghosts getting removed, only thing im looking forward to from this expansion now is the EMP nerf they referred to. Warhound and viper look like they might be OP too.
Would love to see Flux vanes and khaidarian amulet back along with faster build time on carriers and a buff.
revy
Profile Joined September 2009
United States1524 Posts
October 23 2011 13:34 GMT
#6951
Terran mech is back maybe?

I long for BW TvP.
Chamie
Profile Joined July 2011
Sweden40 Posts
October 23 2011 13:36 GMT
#6952
Ok, it's nice that they have given protoss more abilities to harass, since that's exactly what protoss needed. More nexus abilities is also a great idea in my opinion, since chrono boost alone wasn't good enough, since you have to increase build times or research times when patching the game to nerf certain cb timings.

However, the broodlord infestor composition went from being extremly strong versus protoss to even better. Also we don't have a counter for collosus in PvP, what I'm saying is basically that the void ray is to vulnerable to counter massive air units effectively.
Currently you can pretty much only counter a 200/200 broodlord infestor army if you have a mothership with a nice vortex, or a enough time to make a heavy transition into air. With mothership and carriers removed, we still have the main unit to counter this (void rays), but void rays alone are usually quite easily killed by fungal + infested terrans or hydralisks.

Protoss needs something like a viking, a long range anti air unit that is good against armored units.
To truly own you have to own in all games!
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
October 23 2011 13:41 GMT
#6953
I love how these new units are designed. So cool even in the early stages!

I'm really wondering, though, what alternative Zerg has to kill Shredders. I mean, What's the point of map control with ling/bling/muta if, when you look away for a second, Terran deploys 2-3 shredders and you can no longer deny his expo (right now you have until the PF morphs in to deny the expo).

Will roaches be any good against them? Perhaps necessary? You'd probably already have roaches if the Terran was going mech, but anyway.
Bora Pain minha porra!
Aneon
Profile Joined November 2010
14 Posts
Last Edited: 2011-10-23 13:52:49
October 23 2011 13:43 GMT
#6954
I think the new changes will be interesting and refreshing.

However, I'm disappointed that zerg did not get any defensive buff in early game. Early game zerg 1v1 is definitely the hardest setup in the game in platinum and above. You need perfect larva inject and maximum droning, or you'll be out of the game after 10 mins. You have no error margins. Because of this you need perfect scouting to get away with the minimal amount of defense.

If anything, zerg got nerfed, as they lose the overseer as an early scouting unit. Besides, early game pressure might get even tougher for zerg as you have to deal with units such as battle hellions, shredders, regenerating reapers and oracles.

On the other hand, late game zerg will be a joy, with increased mobility and aggression.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2011-10-23 13:58:29
October 23 2011 13:53 GMT
#6955
Anyone else notice how most of the HoTS units are just variations of BW units/ability that got removed in WoL?

Warhound --> Goliath (+ anti-armor)
Shredder --> Spider mine (without cloaking)
Battle-hellion --> Firebat (except from factory)

Tempest --> Corsair (except capital ship)
Replicator --> Dark archon

Viper --> Defiler (+ death grip)
Swarm host --> Lurker (merged with BL)
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 23 2011 13:54 GMT
#6956
On October 23 2011 22:43 Aneon wrote:
I think the new changes will be interesting and refreshing.

However, I'm disappointed that zerg did not get any defensive buff in early game. Early game zerg 1v1 is definitely the hardest setup in the game in platinum and above. You need perfect larva inject and maximum droning, or you'll be out of the game after 10 mins. You have no error margins. Because of this you need perfect scouting to get away with the minimal amount of defense.

If anything, zerg got nerfed, as they loose the overseer as an early scouting unit. Besides, early game pressure might get even tougher for zerg as you have to deal with units such as battle hellions, shredders, regenerating reapers and oracles.

On the other hand, late game zerg will be a joy, with increased mobility and aggression.

There's another POV you seem to forget.
Zerg likes/needs an early lead to stabilize in the mid- game so they can throw money at their opponents: cost ineffective units.
Zerg mid - late game gets buffed enormously, so you need less of a lead, so maybe you can make 3 more crawlers and be fine?

It's just the supergreedy style of Zerg that is weak early on. Agressive Zergs are never really threatened...
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
oni_link
Profile Joined July 2010
Germany165 Posts
Last Edited: 2011-10-23 13:56:33
October 23 2011 13:55 GMT
#6957
i think they focused to much on filling gaps in unit compositions(not that they did it good) but the interaction between each unit, as the warhound will deal huge damage vs mechanical, i imagine warhound vs warhound instead of hellion vs hellion.
note that scv's are also mechanical and i could just go from 4 bfh drop to 2 warhound drop to snipe out some scv's for sure.
also if the shredder only does damage to bio units, a mech unit wont make them stop radiating which means bio and zerg are basically screwed against heavy shredder setups+siege tanks+ballions(battle hellions, you heard it here first!)
?:O
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-10-23 13:59:29
October 23 2011 13:58 GMT
#6958
On October 23 2011 22:53 teamsolid wrote:
Anyone else notice how most of the HoTS units are just variations of BW units/ability that got removed in WoL?

Warhound --> Goliath (+ anti-armor)
Spider mine --> Shredder (without cloaking)
Firebat --> Battle-hellion (except from factory)

Tempest --> Corsair (except capital ship)
Replicator --> Dark archon

Viper --> Defiler (+ death grip)
Swarm host --> Lurker (merged with BL)


well they couldn't just bring back all of them in their BW iterations,regardless of how we view them as hardcore players who just want tried and tested BW units back, we have to understand that they don't want to look like total failures as game designers and just give up by giving us those units.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
exnomendei
Profile Joined May 2010
Netherlands122 Posts
October 23 2011 14:00 GMT
#6959
You know, I don't really mind the 1-of-unit idea that Blizzard has been using. I think it makes for great, literally and figuratively unique units with interesting mechanics that would not be possible with normal style units.

I'd love to see a Carrier as your 1-per-race unit as Protoss. It comes with a batallion of 8, say, Scouts, that can be rebuilt for 75/50 and are great versus ground, and are repaired while inside the Carrier. It also gets the Vortex spell.

And for Zerg, a new unit that gets upgraded from the Brood Lord or the Corruptor, of which you can also make only one. It has an anti-caster ability (maybe disabling the spells for 10 seconds on any unit it attacks?) and is good against light air units, per example.

What has been shown feels promising, except I don't really like the late-game focused units in the Protoss army. I feel like Protoss needed changes in the early game and or the early mid game, not just games where you have the luxury of going Starport builds. The only thing I missed is detection in Starport, is this attached to the Oracle? I think the unit's success or failure depends on it having Detection or not.
Trying something wacky, expanding it, adjusting it, perfecting it -> Build order
Brotocol
Profile Joined September 2011
243 Posts
October 23 2011 14:05 GMT
#6960
On October 23 2011 22:58 BLinD-RawR wrote:
Show nested quote +
On October 23 2011 22:53 teamsolid wrote:
Anyone else notice how most of the HoTS units are just variations of BW units/ability that got removed in WoL?

Warhound --> Goliath (+ anti-armor)
Spider mine --> Shredder (without cloaking)
Firebat --> Battle-hellion (except from factory)

Tempest --> Corsair (except capital ship)
Replicator --> Dark archon

Viper --> Defiler (+ death grip)
Swarm host --> Lurker (merged with BL)


well they couldn't just bring back all of them in their BW iterations,regardless of how we view them as hardcore players who just want tried and tested BW units back, we have to understand that they don't want to look like total failures as game designers and just give up by giving us those units.


I don't get how this is acceptable. You're saying this is all a matter of pride?

There are people whose careers depend on this game...
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
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