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On October 22 2011 03:06 Nemireck wrote:Show nested quote +On October 22 2011 03:00 Bibdy wrote:On October 22 2011 02:59 Cyro wrote:On October 22 2011 02:58 NormandyBoy wrote: I foresee A LOT of proxy nexus recalls into enemy bases... It will probably be ~100 energy... thats like 3 minutes after finished building for 1 recall If you let me sneak a NEXUS into your base and charge enough energy on it to cast a Recall, you deserve what you get. You misunderstand. Recall on Nexus will allow toss to do what Kiwikaki did to Stephano on Shattered. Namely, blinking into a base to snipe a tech structure/hatchery/CC and recalling OUT before the opposing army arrives. It's a really strong move, you should try it sometime with your mothership (leave your mothership in your base).
It's a strong move, but it's late-game gimmicky. Protoss need more options for STANDARD early/midgame play.
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Where is my Dark Archon!??!?!?!
It looks.. meh.. I can't really describe it until I've tried it.
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On October 22 2011 03:02 Giantorange wrote: The only concern I have is how that one ability might effect cannon rushes in PvP. Pylons that can attack along with the cannons >.> That could be really annoying
Ungodly forgegate in base cannon rush... make a gateway... then a forge... while having the pylon attack the workers that're trying to kill cannons... then make zealots... Oh god... the ladder horror.. WAHOOOO!!!!! :DDD
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All over my face, I can just imagine swarm lord pushes right now. Especially if they spawn units regardless of enemies being in a certain range. Map control just became a HUGE bitch for non-zergs. Though I guess terran fansthings will probably help them out.
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On October 22 2011 03:06 Nemireck wrote:Show nested quote +On October 22 2011 03:00 Bibdy wrote:On October 22 2011 02:59 Cyro wrote:On October 22 2011 02:58 NormandyBoy wrote: I foresee A LOT of proxy nexus recalls into enemy bases... It will probably be ~100 energy... thats like 3 minutes after finished building for 1 recall If you let me sneak a NEXUS into your base and charge enough energy on it to cast a Recall, you deserve what you get. You misunderstand. Recall on Nexus will allow toss to do what Kiwikaki did to Stephano on Shattered. Namely, blinking into a base to snipe a tech structure/hatchery/CC and recalling OUT before the opposing army arrives. It's a really strong move, you should try it sometime with your mothership (leave your mothership in your base). So basically now it's impossible to recall offensively, there is no mobile cloaking, and carriers are gone. ugh, better come back in LotV...
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On October 22 2011 03:06 WhiteDog wrote: Why, why 3 units for protoss, 3 for terran and only two for zerg... in a zerg expansion pack... Because Zerg units are already badass that's why
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If I pylon block a zerg expansion, does that mean he will need to get roaches in order to kill it? (as the new nexus ability is basically anti-zergling/worker?)
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On October 22 2011 03:06 WhiteDog wrote: Why, why 3 units for protoss, 3 for terran and only two for zerg... in a zerg expansion pack...
Zerg is getting borrow banelings that can move and hydra speed + 2 units... who cares if other races get 1 more new units and lose some old.
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On October 22 2011 03:05 Probe1 wrote:Show nested quote +On October 22 2011 03:03 MaderA wrote: I heard the hydralisk is getting a speed upgrade -- is it confirmed? Confirmed. WHAT?
The best change in HotS :D
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On October 22 2011 02:29 Forikorder wrote:Show nested quote +On October 22 2011 02:27 Xkalibert wrote:On October 22 2011 02:23 Daralii wrote:On October 22 2011 02:22 Probe1 wrote:![[image loading]](http://p.twimg.com/AcS9CN1CAAA3mn5.jpg) Any building can become a cannon with a bonus to light. Fuck. Yes. not only is protoss can deny zerg 1st expansion by building pylon, it can kill zerglings and drones which is trying to kill pylon that block expo without having to build forge  balance. If assuming pylon can use arc shield. i dont see arch shield making it to release its either good enough to completely negate all 6/10 pools which imo shouldnt happen or its useless and waste of energy since it cant stop a 6 pool 
I don't understand your either/or logic. We're playing a strategy game. Presumably, if the toss isn't prepared for the 6 pool and spends his first 50 energy on the 2 chronos, then he would still be as vulnerable to the 6 pool. If scouted, the toss can opt not to spend that energy and have a small buff in fending it off.
tl;dr The tension between chrono/arc shield will potentially produce a more strategic opening game for toss based around the scouting of early aggression.
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On October 22 2011 03:05 Vega62a wrote:Show nested quote +On October 22 2011 03:04 Zaros wrote:On October 22 2011 03:01 SnowK wrote:On October 22 2011 03:00 MeLo wrote: * Drop Replicator into Siege Tank with WP*.
*Recall from Nexus* Drop replicator in worker line. Pick up your new race worker in the Warp prism. Build your own tanks as protoss. EZ PZ. So the new stratergy for protoss early game is to steal opponents tech and build either the marauder or the roach + forcefields? The new strategy in PvT will be for the P to go T. If you can't beat 'em, replicate 'em
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i havnt f5'd this hard in a while haha
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On October 22 2011 03:07 Vega62a wrote:Show nested quote +On October 22 2011 03:06 Nemireck wrote:On October 22 2011 03:00 Bibdy wrote:On October 22 2011 02:59 Cyro wrote:On October 22 2011 02:58 NormandyBoy wrote: I foresee A LOT of proxy nexus recalls into enemy bases... It will probably be ~100 energy... thats like 3 minutes after finished building for 1 recall If you let me sneak a NEXUS into your base and charge enough energy on it to cast a Recall, you deserve what you get. You misunderstand. Recall on Nexus will allow toss to do what Kiwikaki did to Stephano on Shattered. Namely, blinking into a base to snipe a tech structure/hatchery/CC and recalling OUT before the opposing army arrives. It's a really strong move, you should try it sometime with your mothership (leave your mothership in your base). It's a strong move, but it's late-game gimmicky. Protoss need more options for STANDARD early/midgame play.
It becomes standard when the unit that allows you to recall doesnt take 5 minutes to build and then charge :D
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On October 22 2011 03:06 WhiteDog wrote: Why, why 3 units for protoss, 3 for terran and only two for zerg... in a zerg expansion pack... actually protoss only got 1 extra unit as they lost carrier + mothership and one unit only copies others so it isnt really a unit and thus by my reasoning protoss has +0 units and one of the terrans is a transformer and they are losing the thor so they get +1.
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On October 22 2011 03:04 MisterTea wrote:Show nested quote +On October 22 2011 03:02 GDbushido wrote:On October 22 2011 02:58 foxmeep wrote:On October 22 2011 02:55 GDbushido wrote: The hydra speed change is stupid. God forbid zergs have a single unit that moves as slow as everyone else's shit (off creep of course). except the hydra is slower than stalkers and stimmed marines... ok? the point is zerg should not have a speed advantage across the board. any military tactician will tell you that is an enormous edge. if they want faster hydras learn to spread creep, i dont know why everyone has problems with hydras they had insane dps, and required creep spread
By "insane DPS" you mean less than Terran's tier 1 stimmed marine per cost right?
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If Protoss got Recall on their nexus that is fucking idiotic. Auto defend any nexus on the map. LoL
At the cost of basically never using chronoboost.
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GOLIATH ONLINE. ty blizz <3
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I LOVE that they apparently decide to give us imbalanced-as-shit units and balance around how the imbalances counter each other.
Also great terran units, exactly what I would wish to have right now WoL mech is so lame.
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On October 22 2011 03:06 Al Bundy wrote:I love these new units 
tbh im much more excited about the new nexus spells than the new units : D
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