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New HotS Units/Abilities in Blizzcon - Page 352

Forum Index > SC2 General
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Uhh Negative
Profile Joined May 2010
United States1090 Posts
October 23 2011 16:57 GMT
#7021
Has anyone else seen the hydra move speed upgrade? OMG
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 23 2011 17:04 GMT
#7022
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.
Cauterize the area
tztztz
Profile Joined March 2011
Germany314 Posts
October 23 2011 17:06 GMT
#7023
On October 24 2011 01:29 DoLookMoreLike wrote:
Show nested quote +
On October 24 2011 01:03 tztztz wrote:
question: will the corruptor still have the corruption ability?


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
Profile Joined April 2011
16 Posts
October 23 2011 17:17 GMT
#7024
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:
[image loading]

C&C: Tiberian Sun: GDI Titan:
[image loading]

HOTS: Protoss Tempest:
[image loading]

Dark Reight: Imperuim Cyclone:
[image loading]

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):
[image loading]




hobosrus
Profile Joined June 2011
United States99 Posts
October 23 2011 17:26 GMT
#7025
i think that zerg needs to rework infestors now since grab is gonna be used in favor to np to kill colossus
There is obviously a huge racial imbalance in the global starleague. Just take a look at the code s roster: Korean Korean Korean Canadian Korean...
Peanut Butter
Profile Joined September 2011
Canada155 Posts
October 23 2011 17:32 GMT
#7026
Looks awsome. I cannot wait to use some shreaders. The only thing I am worried about is TvZ, since the charge baneling and the swarm host both negate the current marine-tank metagame for Terran. Looking forward to the new strategies that come out of this.
Did you see that? Exactly
Sabu113
Profile Blog Joined August 2009
United States11112 Posts
Last Edited: 2011-10-23 17:38:43
October 23 2011 17:35 GMT
#7027
On October 24 2011 00:13 Alpina wrote:
Show nested quote +
On October 24 2011 00:10 Qikz wrote:
On October 24 2011 00:01 ddrddrddrddr wrote:
On October 23 2011 23:47 Qikz wrote:
On October 23 2011 23:34 Match wrote:
I think hard unit counters are bullshit. You should be able to beat a supposed counter with the unit that's weak against it, like marines vs banelings. The design team saying that the tempest was made to take out 40-60 mutalisks at a time is such bullshit. Hard counters just shouldn't exist; previously you could magic box the Thors, but apparently the splash is too large to do that with tempests. And I love how they didn't want to add to the deathball philosophy for protoss.. so they gave them an anti-everything-in-the-air unit, which was basically the only thing the deathball was missing.


40-60 mutalisks at a time

Yes, but it's the same as a thor. If you spread your air units out, that won't happen.

Magic box won't work with that kind of aoe. You want to spread out 40-60 mutas manually? Also this will destroy mass corruptors as well probably. You think you'll have the time to spread out corruptors while microing around forcefields, fungaling, injecting, and making more units all during the same battle while protoss can potentially just a move with a few ff thrown in?


Well it'll be balanced by the time it comes out anyways. You can most likely magic box, but then target them down with the mutas. Also, I don't think I've ever really seen a PvZ where the zerg has over 25 or so mutas anyways.


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.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Emon_
Profile Blog Joined November 2009
3925 Posts
October 23 2011 17:50 GMT
#7028
Replicants fit nowhere with Protoss "technology". Hallucination was cool because it was believable, but they're pushing this too far. The developers should use their imagination and come up with something solid - Nexus recall is a great start but not enough. BW was amazing because it was unique. They created planets, species, attacks, spells. Tap into that imagination spirit and explore what other technology the Protoss would have. Creating photon-cannons out of buildings... (x_x;)
"I know that human beings and fish can coexist peacefully" -GWB ||
OnlineHero
Profile Joined February 2011
Denmark647 Posts
October 23 2011 18:06 GMT
#7029
Late game zerg looks really interesting. The burrow charge on Ultralisks is so sexy. I can also see mass Hydra + Vipers doing really well.
<3
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
October 23 2011 18:31 GMT
#7030
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:
[image loading]

C&C: Tiberian Sun: GDI Titan:
[image loading]



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
Profile Joined November 2010
United States434 Posts
October 23 2011 18:35 GMT
#7031
Over on battle.net forums, there is a guy 'dogger' who is taking questions about HOTS who actually played this quite a bit:

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
Profile Joined May 2010
3791 Posts
Last Edited: 2011-10-23 18:40:40
October 23 2011 18:40 GMT
#7032
On October 24 2011 02:35 Sabu113 wrote:
Show nested quote +
On October 24 2011 00:13 Alpina wrote:
On October 24 2011 00:10 Qikz wrote:
On October 24 2011 00:01 ddrddrddrddr wrote:
On October 23 2011 23:47 Qikz wrote:
On October 23 2011 23:34 Match wrote:
I think hard unit counters are bullshit. You should be able to beat a supposed counter with the unit that's weak against it, like marines vs banelings. The design team saying that the tempest was made to take out 40-60 mutalisks at a time is such bullshit. Hard counters just shouldn't exist; previously you could magic box the Thors, but apparently the splash is too large to do that with tempests. And I love how they didn't want to add to the deathball philosophy for protoss.. so they gave them an anti-everything-in-the-air unit, which was basically the only thing the deathball was missing.


40-60 mutalisks at a time

Yes, but it's the same as a thor. If you spread your air units out, that won't happen.

Magic box won't work with that kind of aoe. You want to spread out 40-60 mutas manually? Also this will destroy mass corruptors as well probably. You think you'll have the time to spread out corruptors while microing around forcefields, fungaling, injecting, and making more units all during the same battle while protoss can potentially just a move with a few ff thrown in?


Well it'll be balanced by the time it comes out anyways. You can most likely magic box, but then target them down with the mutas. Also, I don't think I've ever really seen a PvZ where the zerg has over 25 or so mutas anyways.


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.


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.
You should never underestimate the predictability of stupidity
CS.DigO
Profile Joined October 2011
Chile1 Post
October 23 2011 18:45 GMT
#7033
imba

User was warned for this post
I'm from Linares city :) ! and i'm a big fan of xSixMaker
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 23 2011 18:58 GMT
#7034
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:

dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-10-23 18:59:48
October 23 2011 18:59 GMT
#7035
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
Profile Joined July 2010
United States31 Posts
October 23 2011 19:04 GMT
#7036
If you're going to make comparisons to CnC, just do the easy thing and mention the GLA tunnel network in Generals, and specifically the Zero Hour ability to spawn a tunnel exit anywhere on the map you have vision of.
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
October 23 2011 19:05 GMT
#7037
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
ShatterZer0
Profile Joined November 2010
United States1843 Posts
October 23 2011 19:13 GMT
#7038
Also, the Tempest does 35 damage to all grounds units with an attack speed of 2.2 and range of 6, while doing 22 damage to air units with an attack speed of 3 and range of 6. It seems to have 300 hp and 150 shields. It seems to be a general anti-clumped air rather than anti-light... Phoenix seem to just not take any damage from them.... Then again Phoenix have like 180 life so....

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.
A time to live.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
October 23 2011 19:13 GMT
#7039
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
Profile Joined November 2010
United States1843 Posts
October 23 2011 19:15 GMT
#7040
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
A time to live.
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