On October 22 2011 02:35 HolydaKing wrote:
the problem is: will the vipers be able to get in range? ;o
the problem is: will the vipers be able to get in range? ;o
Unless siege tanks can now shoot up, then yes.
Forum Index > SC2 General |
Cain0
United Kingdom608 Posts
On October 22 2011 02:35 HolydaKing wrote: Show nested quote + On October 22 2011 02:34 foxmeep wrote: On October 22 2011 02:32 SeaSwift wrote: On October 22 2011 02:29 grobo wrote: Dark Swarm, finally. That's all i ever wanted. And for them to remove the piece of shit hydra, but i'm satisfied with Dark Swarm for now. It isn't Dark Swarm. It's Disruption Web for Zerg. Much rather have dweb than swarm, marines are already negated from having to run from banelings, it's the tanks that rape them. Tanks still rape anything under swarm, but with dweb they can't even fire ![]() the problem is: will the vipers be able to get in range? ;o Unless siege tanks can now shoot up, then yes. | ||
foxmeep
Australia2320 Posts
On October 22 2011 02:37 synapse wrote: Show nested quote + On October 22 2011 02:32 GhoSt[shield] wrote: On October 22 2011 02:25 Lunares wrote: http://www.reddit.com/r/starcraft/comments/ljytu/hots_unit_teasers/ from that reddit thread it's not actually dark swarm, it's disruption web. It doesn't prevent ranged damage, it prevents whatever units are under it from executing ranged attacks. Does "reverse dark swarm" also prevent melee attacks under it? Or is it just ranged attacks that cannot be executed under it. I though DWeb stopped all attacks from under it, not jsut ranged attacks. This will make lings and banelings much stronger v marines and stalkers with fungal + reverse swarm. Dweb prevents all ranged attacks from being fired under it. So ranged attacks attacking into Dweb and melee attacks anywhere still work. that is unless you're playing broodwar... where NO attacks work under dweb | ||
Zombie_Velociraptor
274 Posts
LOL | ||
Toads
Canada1795 Posts
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blindsniper
United States143 Posts
On October 22 2011 02:38 F00LY wrote: Can the replicon clone friendly units? If the case, it has a HUGE potential. If its cheap, you make 1 HT or DT back at base, and for a cheaper cost, you make an army of them with replicons. Just like Hallucination right? ![]() | ||
SniXSniPe
United States1938 Posts
Especially with the removal of units for the most part. | ||
Tachion
Canada8573 Posts
On October 22 2011 02:39 Probe1 wrote: Show nested quote + On October 22 2011 02:37 setzer wrote: On October 22 2011 02:36 Roe wrote: On October 22 2011 02:35 Ksi wrote: Also damn you blizzard for not giving Zerg more micro units! Ever since the Lurker and Muta-micro were removed, there just hasn't been a good amount of micromanagement payoff for Zerg. Sure...Zerg can micro their units, but the benefits of doing so are so minimal compared to the other races. It's just a race of broad-strokes army positioning and flanking. how did you micro lurkers? you just burrow and let them sit there dont you? the same way you control tanks in siege mode Except you know hold position and all that jazz.... Lurkers are not siege and forget units. Can you explain hold position lurkers? If they can't move, why does it matter if they hold position? Why would it matter for this new sc2 unit? | ||
ceaRshaf
Romania4926 Posts
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MeLo
Australia192 Posts
On October 22 2011 02:34 TT1 wrote: anyone figure out wat the 3rd spell on the nexus is? Looks lke Recall. | ||
andrewnguyener
United States548 Posts
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Cyro
United Kingdom20275 Posts
On October 22 2011 02:40 Warfie wrote: Broodlord - swarm host - infestor could be super cost effective if you can keep the units alive and only waste their spawns + infestor energy. Not that broodlords are known for their longevity, but this sounds like an exciting end game mix! Day9 himself stated that protoss cant deal with broodlord infestor cost effectively... swarm hosts will kill the balance unless the new protoss units are good vs the unit mix | ||
Remfire
492 Posts
On October 22 2011 02:40 Ludwigvan wrote: Show nested quote + On October 22 2011 02:40 Remfire wrote: These new units are really going to affect balance, it will be so fun to watch the evolution of play and strategies, I am really excited for HoTS. It's like the beta all over again. (^_^) So true! Nothing wrong with that either! | ||
1800STFU
158 Posts
On October 22 2011 02:40 TUski wrote: Oracle and tempest from stargate? That's fuckin weird. I thought oracle would be a robo unit It's to give Stargate tech detection. That makes stargate a viable counter to the 1-1-1 IMO as well as making protoss air strats not complete ass and countered by 1 cloaked unit. | ||
Bibdy
United States3481 Posts
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Dattish
Sweden6297 Posts
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Fyzar
Netherlands8010 Posts
The units look fucking sick though, except for the terran ones, but they odn't deserve it. IS THE MARAUDER GONE BTW? | ||
Thereisnosaurus
Australia1822 Posts
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Roe
Canada6002 Posts
On October 22 2011 02:39 Probe1 wrote: Show nested quote + On October 22 2011 02:37 setzer wrote: On October 22 2011 02:36 Roe wrote: On October 22 2011 02:35 Ksi wrote: Also damn you blizzard for not giving Zerg more micro units! Ever since the Lurker and Muta-micro were removed, there just hasn't been a good amount of micromanagement payoff for Zerg. Sure...Zerg can micro their units, but the benefits of doing so are so minimal compared to the other races. It's just a race of broad-strokes army positioning and flanking. how did you micro lurkers? you just burrow and let them sit there dont you? the same way you control tanks in siege mode Except you know hold position and all that jazz.... Lurkers are not siege and forget units. what does the hold position do? | ||
Gamegene
United States8308 Posts
On October 22 2011 02:41 Tachion wrote: Show nested quote + On October 22 2011 02:39 Probe1 wrote: On October 22 2011 02:37 setzer wrote: On October 22 2011 02:36 Roe wrote: On October 22 2011 02:35 Ksi wrote: Also damn you blizzard for not giving Zerg more micro units! Ever since the Lurker and Muta-micro were removed, there just hasn't been a good amount of micromanagement payoff for Zerg. Sure...Zerg can micro their units, but the benefits of doing so are so minimal compared to the other races. It's just a race of broad-strokes army positioning and flanking. how did you micro lurkers? you just burrow and let them sit there dont you? the same way you control tanks in siege mode Except you know hold position and all that jazz.... Lurkers are not siege and forget units. Can you explain hold position lurkers? If they can't move, why does it matter if they hold position? Why would it matter for this new sc2 unit? Hold Position lurkers are basically burrowed banelings. No joke. | ||
Kieofire
United States1809 Posts
@GoSuDoa erik lonnquist Carriers have un-arrived. Sorry HongUn. T_T http://p.twimg.com/AcS1t1YCMAAB1BY.jpg:large @AskJoshy Well it looks like carriers are gone. | ||
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