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On October 22 2011 03:07 skatbone wrote:Show nested quote +On October 22 2011 02:29 Forikorder wrote: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. It seems to allow for P to not have to build the customary zealot in PvZ
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Shitty, shitty, additions.
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On October 22 2011 03:08 ShatterZer0 wrote:Show nested quote +On October 22 2011 03:07 Vega62a wrote: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
:D Trufax. Provided mass recall doesn't require a Fleet Beacon it could be a legit harass strategy.
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is this list fucking serious? why the hell would I play terran now if those changes are real? LOL.....
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no more carriers or mothership!? ugh, that is depressing.
Is it just me, or does it seem like protoss has had the most stuff removed from the game. Amulet, flux vanes, and now carrier and mothership...
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Hmm, imagine a Nydus Worm popping out and releasing movable burrowed banelings and 3-4 Swarm lords ^^
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On October 22 2011 03:07 LoLAdriankat wrote: Because Zerg units are already badass that's why
you mean , like the ultra, the hydra or the overseer?
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On October 22 2011 03:09 KawaiiRice wrote: is this list fucking serious? why the hell would I play terran now if those changes are real? LOL.....
+1 to you. 100% agree
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On October 22 2011 03:09 Ulfsark wrote: no more carriers or mothership!? ugh, that is depressing.
This glass is mostly full.
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On October 22 2011 03:08 TT1 wrote:tbh im much more excited about the new nexus spells than the new units : D
yh the units barely make up for the loss of the mothership and carriers to me , i really liked carriers and the new units seem a bit lame compared to zergs.
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On October 22 2011 03:08 hiREvel wrote: GOLIATH ONLINE. ty blizz <3
Indeed I'm glad they added the Goliath back and even firebats lol. A shame the unit design isn't as cool, but I may start playing some terran again in the future. I'm staying well clear from Toss though. I think they got shafted again XD
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On October 22 2011 03:08 Zaros wrote:Show nested quote +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. Ho yeah, what the fuck, why removing units ? seems retarded.
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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...
The baneling is now movable when burrowed.... I think that remakes this unit, there are other really cool changes to the hydra so it makes up for only 2 units. I think zerg is going to have to most reworking on current units and this accounts for the addition of only 2. Plus the 2 unit are really cool
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You guys are trying to find uses for the new units, while I am thinking how will I do my scouting. When I get my Lair I always get an overseer and scout with it. If this changes go through I cant do it. I think I will need to rush for Overlord speed every game =/. I hope they keep the overseer!
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On October 22 2011 03:09 KawaiiRice wrote: is this list fucking serious? why the hell would I play terran now if those changes are real? LOL.....
For the same reasons people play protoss now. Because you love your race :D
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On October 22 2011 03:08 SouthPawGamer wrote:Show nested quote +On October 22 2011 03:04 MisterTea wrote: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?
err, marines have one of the best all-round dps in the game considering their cost.
hydras do 13 (12?) damage at an attack speed that is faster than a marine. don't qq about hydra damage.
if hydra speed gets boosted somehow, hydra damage needs to be nerfed.
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Man the more i look at the units the more I want HoTS to hit the shelves as fast as possible. Zerg is going to be way more fun playing!
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So if I ball up against Z, I get disruption webbed all to hell AND fungaled under it? Or I can have massive units like colossi pulled out of my army and then neuraled to shoot back?
game over man
game over
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On October 22 2011 03:07 tehemperorer wrote:Show nested quote +On October 22 2011 03:05 Vega62a wrote: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 this will be the new standard of balance. just mass replicaters for protoss from now on :D.
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On October 22 2011 03:09 KawaiiRice wrote: is this list fucking serious? why the hell would I play terran now if those changes are real? LOL.....
You don't want to be able to build Ravenhold zombie traps from Half-Life 2? Crazy.
On October 22 2011 03:07 Roxy wrote: 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?)
^Very good question
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