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New HotS Units/Abilities in Blizzcon - Page 73

Forum Index > SC2 General
Post a Reply
Prev 1 71 72 73 74 75 378 Next
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
October 21 2011 17:41 GMT
#1441
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
Profile Joined July 2009
Australia2337 Posts
October 21 2011 17:41 GMT
#1442
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
Profile Joined May 2011
274 Posts
October 21 2011 17:41 GMT
#1443
Nice Protoss changes.







LOL
Toads
Profile Blog Joined February 2009
Canada1795 Posts
October 21 2011 17:41 GMT
#1444
Why the heck i see guys whinning because zerg only get 2 unit!!!!!! GOD maybe because they're "better" than the 3 for the other race!!!!! it's not the same race. I'm a zerg player and god i'm happy. I don't care witch unit other race get i got my defiler and my lurker.
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
blindsniper
Profile Joined July 2010
United States143 Posts
October 21 2011 17:41 GMT
#1445
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?
"Video games are bad for you? That's what they said about rock and roll." - Shigeru Miyamoto
SniXSniPe
Profile Blog Joined March 2010
United States1938 Posts
October 21 2011 17:41 GMT
#1446
To be honest, I'm not that impressed overall.

Especially with the removal of units for the most part.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
October 21 2011 17:41 GMT
#1447
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?
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
October 21 2011 17:41 GMT
#1448
I am so happy that terran gets the most blunt units. Protoss got the most fun, than zerg.
Mess with the best, die like the rest.
MeLo
Profile Joined August 2010
Australia192 Posts
October 21 2011 17:41 GMT
#1449
On October 22 2011 02:34 TT1 wrote:
anyone figure out wat the 3rd spell on the nexus is?


Looks lke Recall.
andrewnguyener
Profile Joined March 2011
United States548 Posts
October 21 2011 17:41 GMT
#1450
wow cool info. thanks for the pics so hyped now!
Cyro
Profile Blog Joined June 2011
United Kingdom20342 Posts
October 21 2011 17:41 GMT
#1451
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Remfire
Profile Joined October 2010
492 Posts
October 21 2011 17:41 GMT
#1452
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
Profile Joined February 2011
158 Posts
Last Edited: 2011-10-21 17:42:02
October 21 2011 17:41 GMT
#1453
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
Profile Joined March 2010
United States3481 Posts
October 21 2011 17:42 GMT
#1454
Oh man, duplicating a Cloaked Banshee and sending it straight back at the fucker's mineral line is going to be awesome.
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
October 21 2011 17:42 GMT
#1455
--- Nuked ---
Fyzar
Profile Joined January 2011
Netherlands8010 Posts
October 21 2011 17:42 GMT
#1456
What the fuck ;> No more carrier makes me a sadpanda, I had hoped they would just revamp it QQ.

The units look fucking sick though, except for the terran ones, but they odn't deserve it.
IS THE MARAUDER GONE BTW?
It appears I have been chosen.
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
October 21 2011 17:42 GMT
#1457
No confirmation that the thor is missing. I wouldn't mind seeing it stay, otherwise terran have no 'big' ground unit, admittedly that's not essential but I'd be surprised if blizz did it. I imagine the warhound is a reactor unit, too, which should be awesome.
Poisonous Sheep counter Hydras
Roe
Profile Blog Joined June 2010
Canada6002 Posts
October 21 2011 17:42 GMT
#1458
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
Profile Blog Joined June 2011
United States8308 Posts
October 21 2011 17:42 GMT
#1459
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.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Kieofire
Profile Joined June 2011
United States1809 Posts
Last Edited: 2011-10-21 17:43:53
October 21 2011 17:42 GMT
#1460
@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.
Prev 1 71 72 73 74 75 378 Next
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