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Protoss Not sure how I feel about the little lockdown-style bubbles being cast on stuff from the Oracle. Aside from that, I like that carriers have been replaced; as much as I love carriers as a unit, they simply weren't viable in SC2. u_u I wonder how replicant is going to affect things...
Zerg Swarm Host... =_= I'll hold any serious concerns until I've seen exactly how the unit operates, but initial thoughts are: "as if Zerg didn't already have an easy enough time massing an absurd number of units". I like the Viper a lot, or at least the concept. Flying defiler-style unit, with disruption web-style ability, super cool appearance. :D
Terran I'm a happy camper. Hellions that now also have the ability to take a serious role in battles, while retaining their harassment role. More viable mech AA. Thors were a cool idea, but they were seriously lacking any real AA power beyond getting lucky and slamming a tightly packed ball of light air units, namely because they are an expensive and not really massable unit.
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Hellions transforms to become MORE durable? Did I read that correctly?
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Instead of fixing the problems, they just take it out, lmfao
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On October 22 2011 02:50 Fandango wrote:Show nested quote +On October 22 2011 02:45 Roe wrote: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_LurkerShow nested quote +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. yeah i know, but i was concerned about what micro was involved instead of pressing a button and forgetting
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Italy12246 Posts
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
Haha yeah, none will ever be able to take a third vs toss that way xD
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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.
Their cost better be reduced too. I'd prefer weak, but fast Hydras to expensive, but absolutely worthless Hydras.
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On October 22 2011 02:52 Mr Showtime wrote: Hellions transforms to become MORE durable? Did I read that correctly? Hellions are extremely fragile. Dunno what you're talking about. o_O
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"Burrowed banelings can MOVE. Possibly an upgrade!"
What the fuck. NOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!! I've had enough trouble with them not moving :[ So sad
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All these new units sound not only stupid, having no distinct role in gameplay [and the "role" they would have would be a lame one] but completely gloss over the issues with the races. Protoss needs a harass unit...give them an oracle? Wtf. Terran is too versatile, give them units with specialized and highly effective roles [?!?!?!]. The zerg army is a little sparse, oh I know, make some retarded unit that spawns things nonstop. The only reason I like the zerg idea at all is that it replaces the overseer with the viper. The rest of this is just bad.
Is this 100% the units that are going in, or just the ones being tested?
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On October 22 2011 02:52 TT1 wrote:Show nested quote +On October 22 2011 02:50 Roxy wrote:On October 22 2011 02:49 TT1 wrote: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 jizz. i seriously doubt its recall tho.. that would just make p's army unkillable yea i see what you mean..do a base race then just warp army back so they lose a shit ton of production/tech while you can keep yours or try to defend your base.
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On October 22 2011 02:50 Roxy wrote: 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.
you dont know what you are talking about. the reason why marines beat interceptors, is because by 99/100 times by the time carriers are reached, marines are 3-3. 3-3 units that counter another unit that is 0-0 ofcourse will lose
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PPPPPPPHUUUUUUUCK YEEEEEEEEAH!!!!!!!!!!! I can NOT plucking wait any longer.
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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.
What in the fuck ;> FML!
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Manner Pylon + Arc Shield anyone? :D:D:D:D
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On October 22 2011 02:20 BarbieHsu wrote:I actually read somewhere that it's s.o.p for Blizzard to make new things op at the start, to hook people in. I also read that they want that every race should feel overpowered in the hands of the user. People just have more fun that way. I don't remember where I saw this though, but these ideas seem like they would fit Blizzard.
Brood war units were so OP. But their OPness and the skill required to reach their potential was high, so it was all good. And made it really awesome to see.
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So I haven't read most of this thread, since I just got up, but early on people were confused by the oracle description.
I THINK what it's saying is NOT "show what building is making" BUT saying "Show what the building is PRODUCING"
I.E. "Is that starport tech lab researching cloak??? LETS ORACLE-ISE IT!!!!"
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On October 22 2011 02:53 lizzard_warish wrote: All these new units sound not only stupid, having no distinct role in gameplay [and the "role" they would have would be a lame one] but completely gloss over the issues with the races. Protoss needs a harass unit...give them an oracle? Wtf. Terran is too versatile, give them units with specialized and highly effective roles [?!?!?!]. The zerg army is a little sparse, oh I know, make some retarded unit that spawns things nonstop. The only reason I like the zerg idea at all is that it replaces the overseer with the viper. The rest of this is just bad.
Is this 100% the units that are going in, or just the ones being tested? This is the alpha. A good number of these units are probably going to be scrapped, but this is what we have for now ^^
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So apparently protoss has another way to use nexus energy: recall. Providing buildings with a weak attack. Seems like an awesome way to dump all that spare nexus energy you have late in the game and could make openings much more interesting as you would have to choose between using chronoboost or saving up the energy for defensive purposes. Somewhat similar to using a MULE or saving energy for a scan. Awesome!
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So glad to see mechanical units getting love. The reign of Bio is coming to an end!
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On October 22 2011 02:52 Ksi wrote:Show nested quote +On October 22 2011 02:50 zeehar wrote: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. Their cost better be reduced too. I'd prefer weak, but fast Hydras to expensive, but absolutely worthless Hydras.
75/25 hydras with an upgradable range and speed and damage of 5 with +5 for mechanical.
oh wait...
lol
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