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New HotS Units/Abilities in Blizzcon - Page 80

Forum Index > SC2 General
Post a Reply
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NotSorry
Profile Blog Joined October 2002
United States6722 Posts
October 21 2011 17:50 GMT
#1581
and the colossus remains....
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
Roxy
Profile Joined November 2010
Canada753 Posts
October 21 2011 17:50 GMT
#1582
Marines are the reason they removed carriers
They are too good against interceptors

IMO they shoudl have just given interceptors 5 armor. Doesnt really fit lore wise that the itnerceptor would have so much though. Balance wise it would be reasonable. People should be punished by not focusing the actual carrier.
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Lunares
Profile Joined May 2010
United States909 Posts
October 21 2011 17:50 GMT
#1583
On October 22 2011 02:48 Clamev wrote:
from reddit
My friend is at BlizzCon and he's played HoTS. Here are the latest changes.

No more Overseer.
Hydra speed increased.
Viper will permanently grant detection for energy. Lair tech. Grant detection is the cheapest spell.
Burrowed banelings can MOVE. Possibly an upgrade.
Swarm lord spits out broodling-looking things that have 16 attack damage and .87 attack speed.


Increased Hydra speed is huge.

Any info on things like:
Collosi Changes
Thor gone?
Costs of anything
How effective are the viper's other spells?
Sqq
Profile Joined August 2010
Norway2023 Posts
October 21 2011 17:50 GMT
#1584
On October 22 2011 02:49 Alpina wrote:
So any new on how does Viper's abilites works? I am talking mainly about dark swarm ability??


Corsair disruption-web..
Dead girls don't say no.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
October 21 2011 17:50 GMT
#1585
Excuse me, but how is everyone not talking about:

Burrow moveable banelings. That is all.


This means that all Zerg units can burrow move! That may as well be a new unit; hell, it's better than a new unit. And it's something I've been saying since they gave Roaches burrow-move.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Fandango
Profile Joined October 2011
291 Posts
Last Edited: 2011-10-21 17:51:06
October 21 2011 17:50 GMT
#1586
On October 22 2011 02:45 Roe wrote:
Show nested quote +
On October 22 2011 02:44 foxmeep wrote:
On October 22 2011 02:41 Tachion wrote:
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?


it's not hold position it's "stop lurkers", where you either issue an attack on a unit out of range, or spam stop so they don't attack. it was used to hide the fact that your lurkers were there until a huge clump of units was over their splash attack, thus maximizing damage.

oh i finally get it now lol. you just spam the stop or hold hotkey until units are in a good position to be killed from aoe(maximize damage).

or what plexa said ^^


There's actually a liquipedia thing on the subject that probably comes up if you google it but I guess that's too much effort for most people.

http://wiki.teamliquid.net/starcraft/Hold_Lurker


On October 22 2011 02:50 NicolBolas wrote:
This means that all Zerg units can burrow move! That may as well be a new unit; hell, it's better than a new unit. And it's something I've been saying since they gave Roaches burrow-move.


No it doesn't, what a ridiculous extrapolation with no evidence.
operwolf
Profile Joined April 2008
United States324 Posts
October 21 2011 17:50 GMT
#1587
I was honestly hoping they would do away with destructible rocks entirely, instead they add a new feature collapsible rocks.
He'll end up dead, because he'll die.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 21 2011 17:50 GMT
#1588
On October 22 2011 02:48 Gorillamask wrote:
So zerg does not get any detection besides spore crawlers until Spire (assuming that you need spire tech for the Viper)?

Lair
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.
Brainiac
Profile Joined May 2011
Poland641 Posts
October 21 2011 17:50 GMT
#1589
Is Blizzard retarded or sth? Boosting Zerg and Toss late game, which is already strong and leaving the terran late game the way it was? That is just ridiciolous. How are they expecting terran to play late game if all we can mass up is shitty bio / weak fact units. N/c
Si vis pacem para bellum
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
October 21 2011 17:50 GMT
#1590
On October 22 2011 02:50 TUski wrote:
Show nested quote +
On October 22 2011 02:48 Clamev wrote:
from reddit
My friend is at BlizzCon and he's played HoTS. Here are the latest changes.

No more Overseer.
Hydra speed increased.
Viper will permanently grant detection for energy. Lair tech. Grant detection is the cheapest spell.
Burrowed banelings can MOVE. Possibly an upgrade.
Swarm lord spits out broodling-looking things that have 16 attack damage and .87 attack speed.


HYDRA SPEED INCREASED??? Fucking FINALLY


their damage better be reduced.
I AM THE UNIVERSAL CONSTANT
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2011-10-21 17:50:54
October 21 2011 17:50 GMT
#1591
Zerg and Toss look like there getting really unique units that are going to increase the skill cap a lot.

Cool!.

Terran is getting transformers.

....
Too Busy to Troll!
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2011-10-21 17:51:25
October 21 2011 17:50 GMT
#1592
On October 22 2011 02:49 TT1 wrote:
Show nested quote +
On October 22 2011 02:48 Daralii wrote:
On October 22 2011 02:47 Ryuu2 wrote:
whats the thrid nexus spell?

Apparently mass recall.

I'm grinning like a fucking idiot right now.


lol that would be so ridiculously op



No kidding. Think of the possibilities with warp prism play!

Blink stalkers 1 side of their base. warp prism on other side
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
xi Tempest x
Profile Joined July 2011
Scotland340 Posts
October 21 2011 17:50 GMT
#1593
the tempest, greatest name evur!!!

But in all seriousness, they all look pretty awsome, with exeption of the first protoss unit, looks silly >.<
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
October 21 2011 17:50 GMT
#1594
«Burrowed banelings can MOVE. Possibly an upgrade.»

O.M.G. This is so fun and so stupid at the same time.
The legend of Darien lives on
Daralii
Profile Joined March 2010
United States16991 Posts
October 21 2011 17:51 GMT
#1595
On October 22 2011 02:50 zeehar wrote:
Show nested quote +
On October 22 2011 02:50 TUski wrote:
On October 22 2011 02:48 Clamev wrote:
from reddit
My friend is at BlizzCon and he's played HoTS. Here are the latest changes.

No more Overseer.
Hydra speed increased.
Viper will permanently grant detection for energy. Lair tech. Grant detection is the cheapest spell.
Burrowed banelings can MOVE. Possibly an upgrade.
Swarm lord spits out broodling-looking things that have 16 attack damage and .87 attack speed.


HYDRA SPEED INCREASED??? Fucking FINALLY


their damage better be reduced.

That, or Arc Shield is fucking amazing.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Lunares
Profile Joined May 2010
United States909 Posts
October 21 2011 17:51 GMT
#1596
On October 22 2011 02:49 EonuS wrote:
If overseers are truly out of the game and vipers are actually a t3 unit, it raises my primary concern ~ because then every protoss will go defensive DT tech and completely nulify all ground aggression, not to mention completely nulify any hope of getting an expansion up because you need creep to put spore crawlers down. Not to mention protoss can easily just mass expand and there would be nothing zerg could do about it except going muta play, which just means that you will easily be able to read what zerg does.

The question stands: will zerg be forced to tech to fast hive now if the vipers are a tier3 unit?


Overseers are gone, but viper is a tier2 unit. However it's other spells might be tier3.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2011-10-21 17:51:25
October 21 2011 17:51 GMT
#1597
On October 22 2011 02:48 Clamev wrote:
from reddit
My friend is at BlizzCon and he's played HoTS. Here are the latest changes.

No more Overseer.
Hydra speed increased.
Viper will permanently grant detection for energy. Lair tech. Grant detection is the cheapest spell.
Burrowed banelings can MOVE. Possibly an upgrade.
Swarm lord spits out broodling-looking things that have 16 attack damage and .87 attack speed.

do we know how much increased from 2.25 is the Hydra speed? Is it an upgrade or a base increase?
Administrator
GDbushido
Profile Joined March 2011
United States926 Posts
October 21 2011 17:51 GMT
#1598
On October 22 2011 02:48 Vega62a wrote:
Show nested quote +
On October 22 2011 02:47 InvalidID wrote:
On October 22 2011 02:45 Vega62a wrote:
On October 22 2011 02:44 oogieogie wrote:
On October 22 2011 02:38 Dariusz wrote:
On October 22 2011 02:33 Hexxed wrote:
These new protoss units are awful. They seem too gimmicky.

We need a harass unit. Not something that can't even kill. Bubbles... Seriously... You came up with bubbles...


those protoss units are exactly what we need, you're just to retarded to see good use for them.

lolwat..these units are not what protoss need at all besides the harass thing with warp in > nexus recall if that is right.

imo you just can't really balance a unit that prevents mineral harvesting. Also why do P need to clone units when they already have very powerful ones? The tempest is lategame, and toss needs help i guess early/midgame not endgame.



I agree. And in particular this "replicant" unit seems utterly useless unless it's cheap enough that you can chrono it out to quickly clone more expensive units. All three of the new Toss units just seem gimmicky.


Well that appears to be the design philosophy for toss. The entire effectiveness of the race is based around assorted gimmicks.


I wish that weren't true D:
Different races are different. If you dont like the mechanics of protoss, dont play protoss.
remember not to think too much and your trip will be numbingly pleasant
OMGKEI
Profile Joined July 2011
Australia590 Posts
October 21 2011 17:51 GMT
#1599
On October 22 2011 02:47 Bibdy wrote:
Show nested quote +
On October 22 2011 02:46 Cyro wrote:
Info on nexus spell - "Third spell is recall just like the Mothership." from djtyrant's twitter


Recall to any nexus? Warp-in your entire army to defend an expansion?

Someone pinch me. I'm clearly dreaming.

OMG no more toss auto loss in base trade!!
Leviance
Profile Joined November 2009
Germany4079 Posts
October 21 2011 17:51 GMT
#1600
wtf Zerg only gets two new units and both Terran and Toss get three!?!? I like the Zerg ones, Tempest and Oracle. The rest looks meh. Is there any actual gameplay footage?
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
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