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New HotS Units/Abilities in Blizzcon - Page 367

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bRiz
Profile Joined August 2011
United States113 Posts
October 25 2011 09:54 GMT
#7321
someone who went to blizzcon mentioned that the developers were still considering additional units. I wasn't around for the beta, but is it possible that there will be new units introduced during the beta if some other units are turning out to be completely unworkable? I'm a bit confused/excited about it, if anyone could clarify or give me some clarity, I'd appreciate it.
antsache
Profile Joined October 2011
United States12 Posts
October 25 2011 10:09 GMT
#7322
On October 25 2011 18:37 natehhggh wrote:
Show nested quote +
On October 22 2011 08:54 Iyerbeth wrote:
On the note of bunkers, couldn't 2v2 partners now build bunkers, drain them for minerals and then salvage on low hp to actually generate additional minerals?

Or a 1v1 Zerg with an SCV and a Rax but with not enough minerals for a Hatchery after a fight (unlikely I admit) be able to produce bunkers and then consume them with corruptors, salvage and repeat?

in 2v2's have him repair you get 1 min per health and i think that is more than the cost of repair unlimited minerals



Do it on a zero-gas-cost structure with a good cost/health ratio to improve the results. Barracks or Refinery would be ideal, in that regard. Since full-health repairs cost 1/4 of the structure's cost, you could take 1000 HP off a barracks for 1000 minerals gained and the repairs would cost only 37.5 minerals. Will it work against shields? If so, you could just do laps around a Protoss partner's base hitting different buildings and letting the other recharge.

Of course, the easy solution to this is to just make it impossible to target friendly structures
Olsson
Profile Joined April 2011
Sweden931 Posts
October 25 2011 14:59 GMT
#7323
Three problems with zerg.
- Lack of scouting. We need info to react as the most reactive race.
- No area holding unit. We needed the lurker and our best unit at the job is baneling.
- Bad units. We needed a unit like the infestor because all the other units were bad. We dont now.

None of these things are solved in HOTS and I do like the two new units I don't think they will neccesarely help zerg.
Naniwa <3
biamila
Profile Joined September 2010
Canada335 Posts
October 25 2011 18:38 GMT
#7324
I'm not sure if anybody else has mentioned it yet (I'm up to about page 330) but for all the people talking about Warhounds being so strong against both Muta's and roaches...

my understanding is that the warhounds GtG attack is strong versus MECHANICAL, not armoured. That's what it says in the description, at least. If so, this would make it very ineffective against Zerg ground units, so it fills a different Vs ground role than Marauders (strong versus armour). Versus Zerg then, it would be almost exclusively useful versus mutas.

IF this is accurate, also, it would make them strong against hellions, which could make for some interesting play...
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 25 2011 19:24 GMT
#7325
So Protoss got a high-end unit to deal with the mass muta you never see against P.. thanks.
Also a replicator, no idea what this is good for. Making my own Ghosts will be nice but aside from that? It will nullify Colossi play in PvP since you can fake the Colossi for 100 less minerals and don't have to spend money on Robo bay+Thermal lance. Fungal + Storm could be nice but will that actually help the gameplay? I don't think so..
Also I can block minerals and production, this can be either incredible good or incredible bad I'm not sure right now. (propably crazy good for all-ins against Terran, because you can block one production building (like, he just got a factory and it is useless for 45-90 seconds) but will it be worth the cost?

I would have loved a special unit like the new Zerg Units or the Terran Shredder.

This way I feel we will see Immortal+ Oracle+Gateway unit all ins (Protoss 1-1-1 with 1-3 or something)

I hope they change every single unit for Protoss entirely.
Or prove me wrong
SaTuR
Profile Joined August 2010
Chile18 Posts
October 25 2011 19:59 GMT
#7326
well... you can deactivate the shredder with abduct... right?
funny
Belial88
Profile Blog Joined November 2010
United States5217 Posts
October 25 2011 20:29 GMT
#7327
Destiny would be having a field day with the fungal/dark swarm combo to keep enemies in place.


He said that he thinks the Viper is ridiculously OP.

Carrier which was the epitome of protoss army look, scrapped.


This is not BW 2.0. If you want to play BW, no one is stopping you. Some of us want to play a new game.

Plain AoE periodical attacks just don't have the feel of a capital ship and they look unfun.


oh, you were at blizzcon? Because every single person that played the new tempest, said it was the most fun unit ever.

All design and balance issues aside, it is undoubtedly an extremely fun unit and definitely has a capital ship feel. It's fucking huge, it wrecks face, and just looks awesome. It's attack is quite distracting though, I'm sure they will tune it down.

I really hope people who didn't even play the new unit don't just bitch the tempest out of oblivion. The carrier is only good against mass siege tanks, and right now people dont' do that in Sc2 due to marauders and immortals. You need to decide if you are a fan of Blizzard, or a fan of BW, because I want a new game. Nothing will be better than BW, so I hope no one tries to remake it, because it won't work.

So please.

Added a unit that goes around and autoattacks. Even though we all know it's a Goliath, they prefer to not call it a Goliath and make it look worse. Terrible addition from the spectator standpoints.


The goliath was always needed. In WOL development they said T needs the goliath, but if they had it, then no one would use the thor. They gave the thor AA splash and range, but it is just too big of a unit model and too expensive. T just needs a goliath, no way around it.

Added a firebat that transforms from a Hellion. Now firebats are known for some fun moments in SC, but these one lack speed. Furthermore, for some strange reason it is not called a Firebat.


Firebat is an early game TvZ unit. Battle-Hellion is a lategame TvP unit. Big difference. Battle hellions are bad against zerglings due to their damage and immobility. In BW firebats worked due to pathing, and how early they came out. The firebat was much less durable, and so was bad against Protoss.

Made a step towards scrapping Thor entirely in Legacy of the Void. Now, after all these years, Browder still doesn't realize that "megaunits" are a terrible concept in a game like SC. However, they are moving towards the removal of the thor, so I like it.


You are aware they they know the thor and megaunits are useless right? They know these units have no competitive role right? Do you just like hearing yourself talk?

The Thor is meant to appeal to low level players. It's a bad unit in actual play, but it's cool. If you are in bronze, you can have fun making them, if you are even diamond, they are useless. They know this.

How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Belial88
Profile Blog Joined November 2010
United States5217 Posts
October 25 2011 20:33 GMT
#7328
Also a replicator, no idea what this is good for. Making my own Ghosts will be nice but aside from that? It will nullify Colossi play in PvP since you can fake the Colossi for 100 less minerals and don't have to spend money on Robo bay+Thermal lance. Fungal + Storm could be nice but will that actually help the gameplay? I don't think so..
Also I can block minerals and


NO MASSIVE NO MASSIVE READ GDMIT.

Replicator is to help the identified Protoss problem of not enough strategies. That's it. Have replicator, have fun. It will definitely give P some new strats. That's it.

So Protoss got a high-end unit to deal with the mass muta you never see against P.. thanks.


Agreed. but I think maybe the tempest isn't meant for high level play?

How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Noocta
Profile Joined June 2010
France12578 Posts
October 25 2011 20:37 GMT
#7329
Does someone have the numer of the Battle hellion in term of damage ?
I read somewhere it's 8 ( +11 to light ) but how blueflame affect the unit ?

Knowing if battlehellion still 2 shot zergling with blueflame is kinda a big deal.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
October 25 2011 20:39 GMT
#7330
On October 22 2011 07:02 ayaz2810 wrote:
Show nested quote +
On October 22 2011 07:01 sGs.Kal_rA wrote:
They should give that detection thing to the queen. I think it would fit her role very nicely. Thoughts?


If she were higher up in the tech tree. Which would fuck you for creep spreading and larva injects. So.... no.

Well your not going to need detection till later on.. People fuck up continuously and have extra energy.. I'm sure you can spare one creep tumor or larva inject to get detection for one unit. Regarding her not being high enough on the tech tree, make it require lair? Or evo chamber. I think evo chamber fits the role well too..
Jaedong.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 25 2011 20:40 GMT
#7331
On October 26 2011 05:33 Belial88 wrote:
Show nested quote +
Also a replicator, no idea what this is good for. Making my own Ghosts will be nice but aside from that? It will nullify Colossi play in PvP since you can fake the Colossi for 100 less minerals and don't have to spend money on Robo bay+Thermal lance. Fungal + Storm could be nice but will that actually help the gameplay? I don't think so..
Also I can block minerals and


NO MASSIVE NO MASSIVE READ GDMIT.

Replicator is to help the identified Protoss problem of not enough strategies. That's it. Have replicator, have fun. It will definitely give P some new strats. That's it.

Show nested quote +
So Protoss got a high-end unit to deal with the mass muta you never see against P.. thanks.


Agreed. but I think maybe the tempest isn't meant for high level play?


Neither are marines, selact, stim, attack, still, they can be made useful with very good tactics. I'm so afraid of UberThor with mass repair
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.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
October 25 2011 20:41 GMT
#7332
I still don't understand why terran needs the shredder if they have planetary fortresses. In fact, I would be more inclined to give the shredder to Protoss as a robotics unit or something.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
antsache
Profile Joined October 2011
United States12 Posts
October 25 2011 21:53 GMT
#7333
On October 26 2011 05:41 bonifaceviii wrote:
I still don't understand why terran needs the shredder if they have planetary fortresses. In fact, I would be more inclined to give the shredder to Protoss as a robotics unit or something.


You CAN use PFs spread around the map to control space, but it's really expensive and, once in place, cannot be relocated. They also can't hit air. Shredders give Terran similar area denial capability, but the unit will be far cheaper, do even better AoE, and hit air, but can't be used as an expansion. I think it's meant to actually replace the PF in the role of the "put somewhere on the map; now zerglings can't go here" thing. It should see a lot more use than the PF does in that role, since it's cheaper and can be re-positioned.

It could also be used as part of a mech push - Shredders right in front of tanks could be leap-frogged forward just like the tanks, or repositioned to block chokes that, say, zerglings may try to use for a surround. Can't do that with PFs.

Oh, and you can't drop a PF in a mineral line.
RockOut
Profile Joined September 2010
Norway39 Posts
October 25 2011 22:00 GMT
#7334
Please blizzard.. if you read this... the one most repeated and annoying game-design flaw for the zvt match-up if not starcraft2 at all... the flaw that makes for for the most silly losses and stupid games where gimmicky players take games over far better ones consistently... please...please please please give zerg a way of scouting the terrans. Overlord speed at hatchery tech or something... removing the overseer and giving terrans moar flexibility does not help
Whitewing
Profile Joined October 2010
United States7483 Posts
October 25 2011 22:04 GMT
#7335
The Replicator I think was the unit they designed to kill the 1/1/1 all-in for good vs. protoss.

Can't 1/1/1 a protoss who has cloaked banshees and siege tanks can you?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
RavenLoud
Profile Joined March 2011
Canada1100 Posts
October 25 2011 22:19 GMT
#7336
On October 25 2011 15:52 Belial88 wrote:
Show nested quote +
On October 25 2011 13:36 RavenLoud wrote:
On October 25 2011 06:33 Daralii wrote:
On October 25 2011 06:30 The KY wrote:
On October 25 2011 05:50 DarkPlasmaBall wrote:
On October 25 2011 05:39 The KY wrote:
On October 25 2011 05:04 DarkPlasmaBall wrote:
On October 25 2011 04:21 Hattori_Hanzo wrote:
On October 25 2011 03:37 DarkPlasmaBall wrote:
On October 22 2011 23:37 Alpina wrote:
[quote]

It's going to be stupid because protoss are never going to lose battles. Is they winning a battle, then everything is fine, and if they see they are losing they can just mass recall to town. I can't imagine such ability going into release, cause you won't ever see normal battles where zerg or terran is winning, just nonsense.


You're assuming that Protoss is going to have 75 energy lying around, and you're neglecting the fact that the Recalled army has a cooldown on their movement... when they're Recalled, they're frozen. The Protoss can still be harrassed or attacked at the front door during this time. It's merely a way to make the Protoss a bit more mobile, because they're insanely immobile compared to Zerg and Terran.


Yes you will, since you know, you'd stop at 60~70 probes like normal players which happens around your 3rd base at around 12th minute plus.


Wow.

You've apparently never played Protoss before.

We're allowed to chrono boost other structures besides the nexus lol. And we do that all the time.

Warpgate tech, forge upgrades, warpgate cooldown, other upgrades (storm, charge, blink, etc.), robo and stargate units, etc.

In fact, up until now, Protoss players were supposed to keep their energy as low as possible throughout the entire game.


I don't see what the issue is; the guy is right. It's impossible to keep 3/4 nexuses (nexi?) at close to zero energy when you're nearing maxed - there just aren't that many things to chronoboost. And besides, even when not maxed it's not like chrono is being constantly used on production structures because resources are still limiting. Late game protoss is very, very often going to have 75 energy lying around. Like...I don't see that as arguable. They do now and they will in the future.

I don't agree that it'll be 'stupid' though. But it's potentially powerful, and potentially a pretty big buff.


Browder even said that the nexus's Recall option should allow for a bit more mobility and harrassment early on if the Protoss wants to exchange it for chrono boost (pointing out that normally your stalkers and zealots can retreat if you're outnumbered but your sentries get picked off, since they're slower). He had hoped that this will allow Protoss to be more aggressive earlier.

The late late game is barely changed with this (it's not much different than having a mothership to Recall home if you're in trouble). It would be really nice to be able to be aggressive earlier on without worried about getting surrounded by speedlings or stimmed units. But if it's late late game and your army is going to get crushed, it doesn't really matter where on the map it is, since their army is just going to go kill you.


So you don't have to research it? How odd. And quite apart from resources, the difference from the mothership is that, well, almost no one gets motherships.

And I wouldn't agree at all that relocating your whole army makes no difference if you're losing battle. It can buy you a round of gateway units. It can get you out of a really bad position.

The nexus's MR has a significantly smaller radius than the mothership's MR, so I'm not too concerned. In the demo, it was about a hex wider than a colossus.

Now I'm even more mad that they removed the Motherhship.

FFS just keep the carrier/MS Blizzard...tweak it as necessary. People don't use hydras, you give a well deserved speed upgrade. People don't use carriers, you remove them without even trying?


I can assure you, you won't miss the mothership when you play the new units.

The carrier is not bad because of stats. It's because it's only good at killing mass siege tanks. When Terran starts going mass siege tank in TvP lategame, you'll see carriers again.

The mothership isn't an issue of stats either. It's not that it's a bad unit, per se, it's that it fails to both pro players and lower level players.

The MS was made to appleal to low level players. But the cloak field means it's a high priority target so it always dies right away. It's usage comes in it's spells, which is hard for low level players to utilize. For high level players, it simply comes too late in the game to make an impact and is way too vulnerable.

The new thor has an aoe damage spell, but is very 'a move friendly' as they put it. You don't need to cast it's spell for it to rip stuff up, it's large, strong, and attacks easily. It feels strong. It isn't a particularly high priority target compared to other units present, but it is definitely a tank. Pro players won't use it (600/400 cost, fusion core and armory required) but low level players will appreciate it.

Correct me if I'm wrong but you said nothing concrete in truly justifying why they were removed. You just gave me your opinion on the 2 units.

Mothership play has just started to develop, and it's looking pretty good in PvZ. Carriers work well with the right support.

The new units do not replace them in any manner either. The Nexus Mass recall is also not the same as the Mothership.

Also please do not assure me of what I'm going to feel, especially from a zerg player who has a history of anti-protoss sentiments.
kiniko
Profile Joined November 2010
Canada163 Posts
October 25 2011 22:26 GMT
#7337
On October 26 2011 05:29 Belial88 wrote:
[quote
You need to decide if you are a fan of Blizzard, or a fan of BW, because I want a new game. Nothing will be better than BW, so I hope no one tries to remake it, because it won't work.




This does not make sense at all. I want to be a fan of sc2, and i want this game to be better than BW. I don't want to be a blizzard fanboy who will lap up every stupid unit they put up and want them to push the envelope and make its sequel better than the predecessor. If SC2 is suppose to be a "new game", it should not be called starcraft. The sequel is suppose to be better than the original, and if SC2 will never be better than sc1 like you claim, why even bother playing/developing it?

And the replicator unit just shows how out of idea the blizzard development team is. These are sad days.
Mystogun
Profile Blog Joined January 2011
United States392 Posts
October 25 2011 22:31 GMT
#7338
I don't like the removal of the carrier tbh. Sure it was never used, but not because they were bad.

Take PvT for example. We pretty much have to open robotics every game to be completely safe from everything, and that naturally leads to colossus tech. T sees colossus, vikings get produced. Vikings happen to counter carriers, and thus we cannot transition into carriers. Same thing with PvZ. Corruptors and vikings are just too good at destroying colossus.

I also think the carrier much better fits into SC lore than colossus, so we just get rid of colossus and we're good.
"What I'm sayin' is that there are known knowns and there are known unknowns, but there's also unknown unknowns, things that we don't know we don't know." | SC2: NoiSe.730 | LoL: Galladiator
Belial88
Profile Blog Joined November 2010
United States5217 Posts
October 25 2011 22:38 GMT
#7339
Neither are marines, selact, stim, attack, still, they can be made useful with very good tactics. I'm so afraid of UberThor with mass repair


I have no idea what you are talking about. Regular thor with repair is no longer a problem, I can assure you making it so thor requires starport and fusion core isn't going to make repair easier.

Correct me if I'm wrong but you said nothing concrete in truly justifying why they were removed. You just gave me your opinion on the 2 units.

Mothership play has just started to develop, and it's looking pretty good in PvZ. Carriers work well with the right support.


I gave Blizzard's opinion on the 2 units.

Mothership play is very niche, and rarely swings a game one way or another. It's used by one or two players, maybe a game here or there, but it's really quite rare, and when used is pretty unnecessary.

But competitive play isn't where the mothership is being focused. It was always a newb unit to be used by low level players just for fun. The problem was that with it's cloaking field, it was always focus fired immediately. With it's slow speed and focus on spells rather than attacks, it was also very micro intensive to use. Low level players couldn't both cast its spells and keep up with the game. The mothership, as an attacking unit, was useless, and it always died before a low level player could do anything.

So that's why they removed it, and replaced it with the Oracle (cant have a million units for each race, or for one race).

As for the carrier, it's just out of place in this game. It was used in BW to break siege tank lines. You could use it in SC2 to break siege tank lines. Thing is, no one makes siege tank lines in TvP lategame anymore. It's a unit designed to counter a strat that doesn't exist.

Carriers do not work well in this game, despite Hongun using them. These units are rarely used, and rarely make an impact on the game in a way just playing normally would not have.

The Mothership and Carrier filled no useful role. That's the truth of the matter.

And no, the nexus mass recall is not the same. it's more useful.

Also please do not assure me of what I'm going to feel, especially from a zerg player who has a history of anti-protoss sentiments.


Then maybe you shouldn't post and badmouth the units when you have no clue what you are talking about. You say completely ridiculous things that clearly show you have no idea what you are talking about.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Reaper51
Profile Joined January 2011
Canada64 Posts
October 26 2011 00:04 GMT
#7340
I think 367 pages of pointless debate is enough for this thread, the units you saw at blizzcon are not final. People should wait until the beta before making up their minds on the units seen there.
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