New HotS Units/Abilities in Blizzcon - Page 352
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Uhh Negative
United States1090 Posts
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Hattori_Hanzo
Singapore1229 Posts
On October 24 2011 01:55 labbe wrote: Really disappointed with the new units over-all tbh. I like the new Zerg units the most, all though I would rather have them bring back the Lurker than that swarm host. The Protoss units are the most disappointing. They all seem very gimmicky and based on hard counters. And why did they not remove the Collossus? Bleh! Lurkers vs SC2 units suck donkey dongs. The average time in BW for two lurkers to be out, T would have had MMM out, sure gosu micro would kill all the marines, then what? Get scanned then die to stimmed marauders that are being healed by the medivacs? Against P, it'll be even more one sided since colossi outrange lurkers and Phoenix can lift them off. Against Z, ummm, mass roaches would own a lurker contain so hard. | ||
tztztz
Germany314 Posts
On October 24 2011 01:29 DoLookMoreLike wrote: No, I don't think so. I'm fairly sure the siphon ability will replace it. why? there is just no point in removing an ability... | ||
dash48
16 Posts
HOTS: Terran Warhound: ![]() C&C: Tiberian Sun: GDI Titan: ![]() HOTS: Protoss Tempest: ![]() Dark Reight: Imperuim Cyclone: ![]() Are all possible unit design slots possibilities already used in RTS games or perhaps simply the SC2 game designers out of ideas, pushing a tight schedule ? here is an idea for the tempest attack (with some awful drawing): ![]() | ||
hobosrus
United States99 Posts
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Peanut Butter
Canada155 Posts
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Sabu113
United States11035 Posts
On October 24 2011 00:13 Alpina wrote: It's not uncommon. I played myself many times where I get 40+ mutas, but well made protoss death ball should be able to deal with them in head to head battle no problem. Stalkers are horrifically bad antiair. After a certain size you need a large large ball in direct engagements and a storm to go off. Honestly, the only reasons mutas went out of fashion was 6gate and then some sort of mass psychological idiocy where they decided faster phoenixes automatically ended any Muta switch. It is impossible to effectively deal with a muta horde of a certain size. Storm doesn't stay on target and do enoguh damage/ the speed of templar make it extremely difficult to defend expos and bulid up storm to snipe the mutas. Hell in a game where you couldnt hotkey 40 mutas onto one button there was splash to deal with mutaballs. Instead of scourge you through in a few (opposite of guardians shoot acid spores). Toss needed some means to deal with lategame mass muta shennanigans especially with the way deathball and zerg armies funciton and the aoe/gateway toe to toe aspects of Sc2 It's just depressing that HoTS was supposed to be the redesign that assuaged everyone's problems with the game. They may have managed to balance out most of the games in difficulty and results sub masters but not at the esports level. Some of the figures in the community are rather disappointing. They want us to care but then mock us when we show that we've investment a lot in this experience. Korea has a more sophisticated RTS market and Sc2's success is a good example of what to expect in the foreign scene. If the fundamentals aren't good the bubble will collapse. | ||
Emon_
3925 Posts
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OnlineHero
Denmark647 Posts
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AcrossFiveJulys
United States3612 Posts
On October 24 2011 02:17 dash48 wrote: Might be posted already, but some of the new units resemble quite a lot, units already present in other much older RTS games... HOTS: Terran Warhound: ![]() C&C: Tiberian Sun: GDI Titan: ![]() And they both look like one of the standard mechs from mech warrior 3, which predates both. Let's be honest, almost any mech-like unit is going to look like something which came before, whether it be from video games or movies. | ||
Fungal Growth
United States434 Posts
http://us.battle.net/sc2/en/forum/topic/3424465304?page=1 Interesting quote: No and I checked a lot of stats too. The only noticeable change that I was able to find was the re-imagined Thor and Ultralisks doing +damage to light now instead of armored. Bye, bye marines ![]() | ||
ALPINA
3791 Posts
On October 24 2011 02:35 Sabu113 wrote: Stalkers are horrifically bad antiair. After a certain size you need a large large ball in direct engagements and a storm to go off. Honestly, the only reasons mutas went out of fashion was 6gate and then some sort of mass psychological idiocy where they decided faster phoenixes automatically ended any Muta switch. It is impossible to effectively deal with a muta horde of a certain size. Storm doesn't stay on target and do enoguh damage/ the speed of templar make it extremely difficult to defend expos and bulid up storm to snipe the mutas. Hell in a game where you couldnt hotkey 40 mutas onto one button there was splash to deal with mutaballs. Instead of scourge you through in a few (opposite of guardians shoot acid spores). Toss needed some means to deal with lategame mass muta shennanigans especially with the way deathball and zerg armies funciton and the aoe/gateway toe to toe aspects of Sc2 It's just depressing that HoTS was supposed to be the redesign that assuaged everyone's problems with the game. They may have managed to balance out most of the games in difficulty and results sub masters but not at the esports level. Some of the figures in the community are rather disappointing. They want us to care but then mock us when we show that we've investment a lot in this experience. Korea has a more sophisticated RTS market and Sc2's success is a good example of what to expect in the foreign scene. If the fundamentals aren't good the bubble will collapse. Oh come one, HTs are awesome vs. mutas, and only 120hp on mutas means that even a small duration of storm reduced a lot of life of mutas. Also, mutas should never ever win vs. a toss death ball which has archons mixed in cause splash just gonna rape mutas. You might say magic box toss deatchball, but if the deathball is huge enough then in whole magic boxing process zerg gonna lose a TON of mutas, so not gonna work. That's the reason why most of the time muta / ling becomes a base trade scenario - cause zerg can't really deal with toss deathball head on. But at the same time in HotS toss gonna have (but I hope not) mass recall to nexus so I am not sure if base trade gonna be that viable. | ||
CS.DigO
Chile1 Post
User was warned for this post | ||
Fungal Growth
United States434 Posts
Here is one from the campaign for the zerg unit the raptor: | ||
dump
Japan514 Posts
On October 24 2011 03:58 Fungal Growth wrote: If you haven't already, make sure to check out the youtube channel 'programmer119' who has a number of videos that aren't posted yet at the start of this thread. Here is one from the campaign for the zerg unit the raptor: http://www.youtube.com/watch?v=glp5Td-SDuo&NR=1 Thank god that's campaign only. Though their lack of imagination is really disappointing even for the campaign... | ||
Vifee
United States31 Posts
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TheOGBlitzKrieg
United States346 Posts
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ShatterZer0
United States1843 Posts
It's air splash radius seems about as large as fungal range... which is actually kinda horrifying. Sadly, the tempest is Armored, Mechanical, and Massive... meaning that while you can repair it with your new Protoss MULE's... lol... that it takes full damage from just about any unit of consequence. To put that in perspective.... it's about as durable as a Colossus to Vikings and Corruptors. | ||
AcrossFiveJulys
United States3612 Posts
On October 24 2011 04:05 TheOGBlitzKrieg wrote: one thing i can see that seems like it may create some sort of huge problem is the fact that the cloud ability coupled with the infester seems like it will be absolutely brutal, you can throw up a cloud then all infesters have free reign to walk up and spam fungal for free without ever taking damage and the units under the cloud will never ever be able to do anything about it they can't shoot nor run out. so in a sense this combo just equals free kills. for 2 - 3 units Viper/Infestor/BL/speed hydras ... yikes | ||
ShatterZer0
United States1843 Posts
On October 24 2011 04:05 TheOGBlitzKrieg wrote: one thing i can see that seems like it may create some sort of huge problem is the fact that the cloud ability coupled with the infester seems like it will be absolutely brutal, you can throw up a cloud then all infesters have free reign to walk up and spam fungal for free without ever taking damage and the units under the cloud will never ever be able to do anything about it they can't shoot nor run out. so in a sense this combo just equals free kills. for 2 - 3 units Viper's cloud can be micro'd out of. You're thinking in reverse, if the Zerg fungals then viper clouds the units inside will be trapped and unable to attack. Though, now we Protoss can just mass recall out of fungals -.- xDDD | ||
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