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Polls - What the community thinks of each new unit - Page 14

Forum Index > SC2 General
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Feartheguru
Profile Joined August 2011
Canada1334 Posts
October 23 2011 02:43 GMT
#261
Just like the poll shows, protoss is getting shafted again. Somehow blizzard finds mass zealots to be a major issue and makes a hard counter but doesn't agree with the much more common perception that protoss struggles against bio. None of the new protoss units appear to have much potential. I like the new terran and zerg unit a lot, althought I'm afraid that the ground broodlord will become as hit and miss as the broodlord. Basically a unit that makes constant units can only do 1 of 2 things, own everything or die and do nothing.
Don't sweat the petty stuff, don't pet the sweaty stuff.
Crysack
Profile Joined April 2011
Australia94 Posts
October 23 2011 02:44 GMT
#262
On October 23 2011 11:28 1Eris1 wrote:
Protoss players are so negative -.-.


Honestly guys. lets wait till these units actually come out okay?


Would you people stop using that God-damn emoticon?

Aside from the questionable utility value of the proposed Protoss units (i.e. none), what really bothers me is the fact that Blizzard are removing two of the coolest units in the game - the carrier and the mothership, and replacing them with units which just aren't particularly exciting from either a player or a spectator's perspective. Even the Tempest, which, admittedly, looks cool, seems like an A-move unit which is designed to counter a unit which was never a problem for Protoss anyway (the muta).

Aside from that, one has to question how units like the 'replicator' and the 'super thor' even fit into the Starcraft lore. I was under the impression that the Thor was introduced in the first place - as opposed to the Odin - precisely because it was smaller and thus had more utility on the battlefield. As for the replicator - the Protoss deliberately using inferior technology from other races? Seems highly unlikely.

What we really need are a bunch of units which could be potential game changers - like the Reaver. Basically units which are both high-risk but also high-reward - allowing for comebacks when one player has the skill to micro them effectively.
Ownos
Profile Joined July 2010
United States2147 Posts
October 23 2011 02:45 GMT
#263
Tempest is a great addition to the death ball. AOE on the ground AND air? LOL zerg tears incoming.

I do like that they are allowing it to be something you want to mass so that going stargate first doesn't mean you need to immediately tech switch out of it. It might be worth making a fleet beacon and continue on the path of stargate play instead of doing a U-turn and going straight for colossus or HT.

Replicator = dumb, gimmicky, hard to balance, and just another version of mind control without actually insta-killing the enemy unit.

Oracle... this is our new raider unit?

Protoss got the short end of the stick on this one. This on top of removing 2 units, one being a long beloved unit that many a starcrafter was wishing would be made useful (carrier).
...deeper and deeper into the bowels of El Diablo
Falling
Profile Blog Joined June 2009
Canada11588 Posts
Last Edited: 2011-10-23 02:47:56
October 23 2011 02:47 GMT
#264
On October 23 2011 11:28 1Eris1 wrote:
Protoss players are so negative -.-.


Honestly guys. lets wait till these units actually come out okay?


While it's true we need to wait to see how things pan out. One thing that is true is that while the new protoss units don't add to the deathball, they certainly don't fix the deathball. The only thing that might fix it is that mass recall back to base- maybe. So even if all the new protoss units pan out. Essentially we'll have the Oracles wandering around making bubbles and the 1a deathball roaming around the map. At this point, it doesn't look like Blizzard is willing to make the necessary overhaul, but would rather tinker with stuff on the side.

I'm very sad we lost the carrier and kept the collosi.
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
OokeyIkky
Profile Joined June 2011
United States6 Posts
October 23 2011 02:49 GMT
#265
i wonder how long theyve been thinking about Protoss' lack of air AoE as an issue? Im interested to see how the Tempest works out, but why didnt they continue tinkering with the Phoenix overload ability? It was IN the game Phoenix Overload
PopcornColonel
Profile Joined March 2011
United States769 Posts
October 23 2011 02:56 GMT
#266
The protoss tempest is ridiculously expensive... 300/300 does not fill the role of anti-mutalisk.

In my opinion, Protoss needs a core unit (gateway) that is effective against mutalisks always, like marines and infestors/hydras.
Zerg delenda est.
frucisky
Profile Joined September 2010
Singapore2170 Posts
October 23 2011 03:00 GMT
#267
I can imagine shredder contains vs Zerg. Just plop down a few shredders outside a Zerg's base and bam they can't leave till they amass enough roaches or have muta's
<3 DongRaeGu <3
Ownos
Profile Joined July 2010
United States2147 Posts
October 23 2011 03:01 GMT
#268
On October 23 2011 11:49 OokeyIkky wrote:
i wonder how long theyve been thinking about Protoss' lack of air AoE as an issue? Im interested to see how the Tempest works out, but why didnt they continue tinkering with the Phoenix overload ability? It was IN the game Phoenix Overload


I don't know what their thinking is. They could've solved the late game mass muta vs protoss by tweaking the phoenix a bit.

But I do see potential in the tempest. Giving it a superior air to air attack should force a ground to air counter. The primary problem with carriers isn't the carrier, but the fact that vikings and corruptors exist. A massive air to air AOE attack would destroy those units.
...deeper and deeper into the bowels of El Diablo
Crysack
Profile Joined April 2011
Australia94 Posts
October 23 2011 03:02 GMT
#269
On October 23 2011 11:56 PopcornColonel wrote:
The protoss tempest is ridiculously expensive... 300/300 does not fill the role of anti-mutalisk.

In my opinion, Protoss needs a core unit (gateway) that is effective against mutalisks always, like marines and infestors/hydras.


The idea of a tier-3 capital ship to stop a tier-2 harass unit is pretty hilarious.

I'm not entirely sure what Blizzard are thinking.
eugalp
Profile Joined August 2011
United States203 Posts
Last Edited: 2011-10-23 03:03:19
October 23 2011 03:02 GMT
#270
I would have liked to see another ability for the phoenix to make it more viable late game.
"More GG more skill" - White-Ra
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2011-10-23 03:17:06
October 23 2011 03:07 GMT
#271
Edit: Just spewing some speculation out. I could be dead wrong. Sorry if it comes out as long winded diarreha of the mouth rage fest. It probably is. I'm a skeptic by nature.

I feel like the new units and abilities are just a cacophony of stuff that can really be abused or are weaker than they seem. Lets start of with the obvious: These units are taking place of Lurkers, Defiliers, Firebats, Goliaths and Reavers -- it seems like they're almost ashamed to reintroduce old-standbys back so they have to make some kind of iteration upon it. Its like Diablo's Necromancer --> Witch Doctor crysis.

Second off they're not really filling the holes as well as they think. The Swarm Host uses melee units. Combine that with the number of melee units (Zerglings, Banelings, Ultras, Broodlings) and you have a fuckload of pathing problems that are still a pain in the ass. Considering the delay, a couple marines and a scan might still clean that up easily. The Viper seems cool but I have to hold back my enthusiasm a tad. Because its a new detector, the overseer is going to be cut? First thing comes to mind is if this this a Spire unit. Zerg players might be stuck with some periods without a good detection standby. Having another tech building altogether will be tricky as well because of how simple it could be for any race to focus fire down this tech and the evo chamber.

Terran again feels like they're getting a sweet deal. They get a sweet multipupose units and with some abusable abilities. Trade off is that they look like they're from Command & Conquer. Oh well, being able to setup shredders in enemy mineral lines is going to be hilarious and funny.

The replicant is stupid and potentially abusable -- its a great way to stop seige busters. Ghosts trying to break your line, replicate and EMP. Ultralisk bearing down on your mech force? Replicate and prevent the bust. Oracle seems like a poormans Arbiter/reaver. Tempest seems like a solid improvement for the Carrier. My only dissapointment is that there really isn't a good ground unit in the bunch.
Reaper51
Profile Joined January 2011
Canada64 Posts
October 23 2011 03:08 GMT
#272
On October 23 2011 11:56 PopcornColonel wrote:
The protoss tempest is ridiculously expensive... 300/300 does not fill the role of anti-mutalisk.

In my opinion, Protoss needs a core unit (gateway) that is effective against mutalisks always, like marines and infestors/hydras.


perhaps this:

[image loading]
Rorschach
Profile Joined May 2010
United States623 Posts
October 23 2011 03:08 GMT
#273
Why don't they give back the arbiter as an air caster for toss instead of the silly overseer that wasn't working out for zerg?

Feels like Blizzard put next to no thought into the toss units......
En Taro Adun, Executor!
HystericaLaughter
Profile Joined September 2011
Australia720 Posts
October 23 2011 03:15 GMT
#274
Ok my thoughts:

Battle hellion - Holy crap they made one of the most devestating harrassment units viable in a straight up fight? I hate it and I want it to go away.

Shredder - I saw the videos somebody posted on page 5 and this is going to all but negate zergling runbys, and combine it with a turret and those burrow-move banelings people are terrified of will not be an issue. I do like it though, it seems like Blizz are pushing mech really hard and this helps with the mobility issue

Warhound - Appears to be a TvT and TvP changer, its really good against tanks and most Protoss units, and I like the idea of something to tech into from marauders, instead of sticking with bio all game.

Viper - Pretty sick unit, dark swarm (or whatever they call it) might actually make marines useless late-game ZvT, and boy do i hope this is the case. Not sure if it comes out early enough to replace the overseer in providing detection, but we dont know what tech it requires yet so we'll see. Its unit pull ability seems awesome with its range and utility

Swarm host - Spawns locusts way too slowly, having said that locusts themselves are waaaay too good. If Terran or Protoss doesnt have a large enough army to kill ALL of the locusts before they reach the them, they are going to be devestated. I think it should spawn weaker locusts, a lot faster. Just my personal opinion.

Replicant - Lol wtf. All I have to say really. Unless you want to replicate a drone, build a hatchery, make more drones, build more hatcheries, climb the Zerg tech tree, then remax on pure roach in true Zerg fashion, I dont see how it will be usefull. And if you do want to do that, go play Zerg ffs.

Oracle - Cool unit, moves pretty quick and could be quite annoying, especially to Zerg seeing as they only need to have one building negated to shut down an entire area of tech. Late game PvZ could be good at preventing tech and production when Zerg loses mobility with infestor broodlord (or whatever the new composition will be O.o)

Tempest - Here Protoss have another powerful, high tech, expensive unit that wont be used because of how high tech and expensive it is. That is all

Overall, there will probably a lot more micro involved in HotS than WoL, unless you play Protoss. Fuck you Protoss, signed Blizzard

Disclaimer: I play Terran and Zerg, and I believe Protoss benefits the least in HotS
My wife for hire! - Zealot
Ownos
Profile Joined July 2010
United States2147 Posts
October 23 2011 03:21 GMT
#275
On October 23 2011 12:15 HystericaLaughter wrote:
Warhound - Appears to be a TvT and TvP changer, its really good against tanks and most Protoss units, and I like the idea of something to tech into from marauders, instead of sticking with bio all game.


So basically a marauder with an AOE air attack built from a factory. Battle helions a-move own zealots. And the warhound owns stalkers and anything else plus a AOE air attack (possibly only to light). Bio already owns the shit out of protoss infantry. In fact, EVERYTHING owns the shit out of gateway units. Why the hell would you make it EASIER? Have they completely lost touch? I know they spoke of making protoss gateway stronger in general (they talked about better forge upgrades, cheaper, etc.)
...deeper and deeper into the bowels of El Diablo
pezit
Profile Joined October 2010
Sweden302 Posts
Last Edited: 2011-10-23 03:26:58
October 23 2011 03:23 GMT
#276
On October 23 2011 12:08 Rorschach wrote:
Why don't they give back the arbiter as an air caster for toss instead of the silly overseer that wasn't working out for zerg?

Feels like Blizzard put next to no thought into the toss units......


On the contrary i think they put too much though into it, they want to come up with new ideas at all costs. And yeah sure the units are new ideas, too bad they're horrible.
emc
Profile Joined September 2010
United States3088 Posts
October 23 2011 03:23 GMT
#277
I think it would be cooler to remove replicator and bring back dark archons. Make dts viable and dark archon could just have mind control like in BW.
KWik-E
Profile Blog Joined September 2010
United States72 Posts
October 23 2011 03:29 GMT
#278
I think they should take recall from the mothership and give it to the nexus and still keep the mothership...I love my mothership
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 23 2011 03:29 GMT
#279
Dustin Browder shows he has absolutely no idea what makes a good RTS game. But what does it matter when his customers doesn't either, they'll buy it because there's a bunch of shiny new "cool" units.


Browder was the lead designer on HotS, which you know, everyone here is still playing, and which has caused the western e-sports scene to explode in a way no other game has come close to doing. I think he knows a little bit more than you about how to design a great game, given that he, you know, already did it. I know he worked on C&C earlier and has stupid catchphrases like "terrible terrible damage" so he's easy to hate on, but the fact is SC2 was hands down the best RTS released since the original BW, and has had an impact on Western e-sports that goes so far beyond any other game.
He drone drone drone. Me win. - ogsMC
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
Last Edited: 2011-10-23 03:34:08
October 23 2011 03:32 GMT
#280
I don't understand whey they felt it was necessary to introduce the warhound into the game...they already have a unit that does everything they want the warhound to do and it's called the Goliath. Just bring that back and tweak it, jeez.

On October 23 2011 12:23 emc wrote:
I think it would be cooler to remove replicator and bring back dark archons. Make dts viable and dark archon could just have mind control like in BW.


YES. And bring back Maelstrom. Seriously, there are already so many good units they could draw on from BW that fulfill those exact roles they're looking for.
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
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