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Active: 2539 users

New HotS Units/Abilities in Blizzcon - Page 355

Forum Index > SC2 General
Post a Reply
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ShatterZer0
Profile Joined November 2010
United States1843 Posts
October 23 2011 22:11 GMT
#7081
On October 24 2011 07:00 Robinsa wrote:
That new defiler unit and ultras with charge will make mech totally obsolete vs Zerg I think. Only well micros mnm will be able to beat it I think. Maybe well get to see some bw style mnm play including stsrport play as well.


Ultralisks lose anti armored damage and gain anti light. Mech might get crushed by Ultras... but marauders will hack them to pieces xDDD
A time to live.
SxYSpAz
Profile Joined February 2011
United States1451 Posts
October 23 2011 22:13 GMT
#7082
i think all the new units look pretty awesome. If you're hating on the new protoss and terran units because they seem underpowered or overpowered than realize that they're early in development and go through beta testing.

What you should all really be looking at is the concepts of the new units and i think that the new protoss and terran units are just as cool and, in protoss' case, needed.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
October 23 2011 22:30 GMT
#7083
On October 24 2011 07:03 FrankWalls wrote:
fairly sure it is only lair. probably specifically so that zerg can get mobile detection at a reasonable time

But with a Viper gas cost of 200 it will be interesting to see how they solve that detection issue. My guess is that overlords get auto detection upon reaching Lair. Else, you will always have to build a Viper in every game.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
dragonblade369
Profile Joined May 2010
Canada464 Posts
October 23 2011 22:33 GMT
#7084
On October 24 2011 07:30 HowardRoark wrote:
Show nested quote +
On October 24 2011 07:03 FrankWalls wrote:
fairly sure it is only lair. probably specifically so that zerg can get mobile detection at a reasonable time

But with a Viper gas cost of 200 it will be interesting to see how they solve that detection issue. My guess is that overlords get auto detection upon reaching Lair. Else, you will always have to build a Viper in every game.


What's wrong with building a viper every game?
AutomatonOmega
Profile Joined February 2011
United States706 Posts
October 23 2011 22:41 GMT
#7085
On October 24 2011 04:49 Fungal Growth wrote:
Here is the Q&A that took place after the new unit demos:

+ Show Spoiler +

The very first thing Browder says is exactly the problem I have with the replicant. The infestor fits so fucking well with the protoss death ball aoe approach, it'd even be worth 1000/1000 to have one, and zergs simply won't make any infestors against protoss.
Daralii
Profile Joined March 2010
United States16991 Posts
October 23 2011 22:43 GMT
#7086
On October 24 2011 07:41 AutomatonOmega wrote:
Show nested quote +
On October 24 2011 04:49 Fungal Growth wrote:
Here is the Q&A that took place after the new unit demos:

+ Show Spoiler +
http://www.youtube.com/watch?v=Ec_xpvo9CUo&feature=relmfu

The very first thing Browder says is exactly the problem I have with the replicant. The infestor fits so fucking well with the protoss death ball aoe approach, it'd even be worth 1000/1000 to have one, and zergs simply won't make any infestors against protoss.

He said that they'll nerf the hell out of the replicant if it ever gets to that point.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
AutomatonOmega
Profile Joined February 2011
United States706 Posts
October 23 2011 23:03 GMT
#7087
On October 24 2011 07:43 Daralii wrote:
Show nested quote +
On October 24 2011 07:41 AutomatonOmega wrote:
On October 24 2011 04:49 Fungal Growth wrote:
Here is the Q&A that took place after the new unit demos:

+ Show Spoiler +
http://www.youtube.com/watch?v=Ec_xpvo9CUo&feature=relmfu

The very first thing Browder says is exactly the problem I have with the replicant. The infestor fits so fucking well with the protoss death ball aoe approach, it'd even be worth 1000/1000 to have one, and zergs simply won't make any infestors against protoss.

He said that they'll nerf the hell out of the replicant if it ever gets to that point.

Yah, I watched the video. I'm just saying the proposed unit out of the gate is impossible to speculate on for exactly that reason. We're clearly not going to receive the unit as tested during Blizzcon.
bRiz
Profile Joined August 2011
United States113 Posts
October 24 2011 00:03 GMT
#7088
any other protosses feeling like we're going to get roflstomped in the beta like no other?
TobbeBeGood
Profile Joined May 2011
Germany3 Posts
October 24 2011 00:05 GMT
#7089
viper is another unit that gets ownt by ghost xD
life is to short to die thin
rakoth
Profile Joined August 2011
Greece55 Posts
October 24 2011 00:28 GMT
#7090
On October 24 2011 07:43 Daralii wrote:
Show nested quote +
On October 24 2011 07:41 AutomatonOmega wrote:
On October 24 2011 04:49 Fungal Growth wrote:
Here is the Q&A that took place after the new unit demos:

+ Show Spoiler +
http://www.youtube.com/watch?v=Ec_xpvo9CUo&feature=relmfu

The very first thing Browder says is exactly the problem I have with the replicant. The infestor fits so fucking well with the protoss death ball aoe approach, it'd even be worth 1000/1000 to have one, and zergs simply won't make any infestors against protoss.

He said that they'll nerf the hell out of the replicant if it ever gets to that point.



So if the replicant proved to be actually usefull they'll nerf it? Sounds nice.
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
October 24 2011 00:44 GMT
#7091
On October 24 2011 09:28 rakoth wrote:
Show nested quote +
On October 24 2011 07:43 Daralii wrote:
On October 24 2011 07:41 AutomatonOmega wrote:
On October 24 2011 04:49 Fungal Growth wrote:
Here is the Q&A that took place after the new unit demos:

+ Show Spoiler +
http://www.youtube.com/watch?v=Ec_xpvo9CUo&feature=relmfu

The very first thing Browder says is exactly the problem I have with the replicant. The infestor fits so fucking well with the protoss death ball aoe approach, it'd even be worth 1000/1000 to have one, and zergs simply won't make any infestors against protoss.

He said that they'll nerf the hell out of the replicant if it ever gets to that point.



So if the replicant proved to be actually usefull they'll nerf it? Sounds nice.


What he meant is if the replicator starts to make the other player too scared to make a unit incase it gets used against them, they'll nerf it. Because that would just be stupid.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Miotonir
Profile Joined March 2011
Poland66 Posts
Last Edited: 2011-10-24 00:59:15
October 24 2011 00:50 GMT
#7092
On October 24 2011 09:44 Qikz wrote:
Show nested quote +
On October 24 2011 09:28 rakoth wrote:
On October 24 2011 07:43 Daralii wrote:
On October 24 2011 07:41 AutomatonOmega wrote:
On October 24 2011 04:49 Fungal Growth wrote:
Here is the Q&A that took place after the new unit demos:

+ Show Spoiler +
http://www.youtube.com/watch?v=Ec_xpvo9CUo&feature=relmfu

The very first thing Browder says is exactly the problem I have with the replicant. The infestor fits so fucking well with the protoss death ball aoe approach, it'd even be worth 1000/1000 to have one, and zergs simply won't make any infestors against protoss.

He said that they'll nerf the hell out of the replicant if it ever gets to that point.



So if the replicant proved to be actually usefull they'll nerf it? Sounds nice.


What he meant is if the replicator starts to make the other player too scared to make a unit incase it gets used against them, they'll nerf it. Because that would just be stupid.


So maybe then ppl start using burrow more often and snipe observers ^^ I mean Im zerg and im pissed @ blizzard for making toss look like shit... it was my go to race when having fun on ladder-.-.
OFC i hate terrans... and it is soooo uncool of blizzard taking off 2 units of protoss and giving them 3 gimmicky units ,while terran shit get reworked. Also lack of detection for zerg strikes me hard.In bw we had detection all the time... then progressively we end up in a situation where detection can be acquired @ lair for 200 gas. Lack of GtA and lack of detection for zerg... I think they solved all the problems that terrans had.
They better make those overlord fast moving right from the start so that I can see whats coming... no scouting measures no detect... wtf are they thinking.
Robinsa
Profile Joined May 2009
Japan1333 Posts
Last Edited: 2011-10-24 00:55:47
October 24 2011 00:55 GMT
#7093
On October 24 2011 07:11 ShatterZer0 wrote:
Show nested quote +
On October 24 2011 07:00 Robinsa wrote:
That new defiler unit and ultras with charge will make mech totally obsolete vs Zerg I think. Only well micros mnm will be able to beat it I think. Maybe well get to see some bw style mnm play including stsrport play as well.


Ultralisks lose anti armored damage and gain anti light. Mech might get crushed by Ultras... but marauders will hack them to pieces xDDD

Unless they're Darkswarmed plus Fungaled right ? That combination is going to be do so imba lol. Terran got 0 melee units so they can't do shit. I wonder if splash attacks still work though ?
4649!!
Tishe
Profile Joined October 2011
Singapore17 Posts
October 24 2011 02:46 GMT
#7094
I always thought that zerg units should always be able to burrow on creep. Evolution would be needed for them to burrow outside of it.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
October 24 2011 02:55 GMT
#7095
Just thought about it, twilight archons with maelstrom 2.0, radius 2.0, affect bio only, stun for 4 seconds, cost 100 energy.

How does that sound against mass mutas? It involves micro, not as boring as hard counter tempest-style.
AutomatonOmega
Profile Joined February 2011
United States706 Posts
October 24 2011 03:01 GMT
#7096
On October 24 2011 11:46 Tishe wrote:
I always thought that zerg units should always be able to burrow on creep. Evolution would be needed for them to burrow outside of it.

Also fast healing while burrowed in creep IMO.
kofman
Profile Joined August 2011
Andorra698 Posts
October 24 2011 03:04 GMT
#7097
Allowing banelings to move while underground is retarded... Basically, terran now has to always make a raven in TvZ, or else they will creep under you and kill all of your marines
AutomatonOmega
Profile Joined February 2011
United States706 Posts
October 24 2011 03:08 GMT
#7098
On October 24 2011 12:04 kofman wrote:
Allowing banelings to move while underground is retarded... Basically, terran now has to always make a raven in TvZ, or else they will creep under you and kill all of your marines


IMO Terrans should've always had ravens anyways. They only became a niche unit because people weren't willing to break with the deathball mindset long enough to put them to good use. PDD is great defensively, and autoturrets (with building armor and auto tracking upgrades) are great board control and harass. Even after the missile speed upgrade they could've seen use in an harassment capacity to decimate entire worker lines in seconds.

Don't blame the trend of Terrans not making Ravens in every game on the Raven.
skrzmark
Profile Joined November 2010
United States1528 Posts
October 24 2011 03:25 GMT
#7099
why didn't anyone ask how come high templars and dark templars require two different buildings to create them?
We got them GOM TvT's and them mlGG's
DarkPlasmaBall
Profile Blog Joined March 2010
United States45279 Posts
Last Edited: 2011-10-24 03:30:06
October 24 2011 03:28 GMT
#7100
As a Protoss player, I think our new HotS units look interesting... but for there to be yet another *anti-Protoss* Terran unit (first the ghost, now the warhound)... I might just switch to Terran. It's kind of ridiculous.

Cool new concepts and units, but I don't see Protoss ever catching up to Terran with those units.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
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