I voted no for everything except the viper, and I don't exactly know what to chose for the swarm host, since I didnt really see it in action.
The terran units feel really boring, again, and I really don't like the shredder. It feels like it negates options rather than adding them.
The protoss units are pretty stupid imo. I hate the replicant, we need a real unit, not a "you have every unit available lolol unit". The harass unit feels very gimmicky and the tempest is not really what was needed.
The only thing I'm not comfortable with in the original post is how inconsistently the poll results are presented. Yes/No, then No/Yes, and again Yes/No. It's already making a lot of confusion with people on Bnet forums quoting this topic. Be careful when posting polls on TL, you might very easily get referenced somewhere else x-)
On October 23 2011 17:23 HALFKNOT wrote: lol, you really like the swarm host? did you see them in action? http://www.youtube.com/watch?v=4fedMEz-M-M they shoot 2 units / 17 seconds. i can only imagine a pack of stimpacked marines killing them instantly with a scan.
Look at them in this vid, they are just destroying mineral lines... not.
Come on, you can clearly see that a pair of those Locusts kills an scv in 4-5 seconds. You can't judge the damage when the video shows like 5 seconds of attacking lol
- shredder : somewhat interesting but i just keep thinking that spidermines wouldve done the same just more fun/exciting and less complicated. -warhound: art wise it looks terrible imho. the model,how it walks, the attack animation... all really bad. and i much dislike the "replaces thor so thor can be uber unit!!11" approach. -transformer reject: bland and i dont think we need more walking robots in sc2...
-viper: interesting overall. tho i SERIOUSLY doubt it gonna make its way into the game like this. the pull screams balance problem(esp on a flyer), makes little sense and looks quite stupid. and the pseudo disruption web together with fungal... - swarm host: how about just giving us the lurker? the basic concept doesnt sound bad. the ingame scene from the panel looked terrible tho. also imho we dont need more slow walking zombie cannon fodder. -ultra charge looks good. at the same time possibly imbalanced and might make some situations way more simple since blocking ,micro,fungal etc are all way less important when you can just blink into whatever with your ultras.might look cool but make the game less interesting in those situations.
-replicant: will produce tons of problems and is in the end a very uncreative design. doubt it will make it to the final game. -oracle: seems kinda boring ,situational and has a very "forced" design to pidgeonhole it into that special niche that they wanted to fill. - tempest: dont delete the carrier! and personally see no real reason to add a unit like that right now. but atleast its better then the other 2 P units.
overall im pretty dissappointed tbh by what they revealed at blizzcon. half the unit concepts are bad/boring, bnet is gonna lack basic features for several years(clan support maybe with lotv?...) etc. the hots trailer was cool tho
Oracle-Confusing, non attacking unit that will easily be countered by static defenses
except it can, you know, just phase shift static defense out of existence for 45 seconds at a time for 50 energy, which leaves more than enough to, say, also phase shift both assimilators and cause 200 gas worth of damage, then fly out without taking a hit...then come back in a bit and keep doing it.
Between phase shifting assimilators and entombing mineral lines, a well controlled Oracle that stayed active and didn't get taken down (which, given its crazy high speed, is definitely doable) could *easily* do 500+ gas damage and/or 1000+ mineral damage throughout the game...
and oh yeah, it can also remove entire tech paths from play.
Seriously I'm getting the sense that everyone hating on the Oracle has no idea how it actually works...
without hearing more info on units/costs etc my only suggestion would be to NOT introduce the warhound. Instead, just use the thor and change it to fit the roll/abilities the warhound would have (non massive, cheaper etc etc). I also don't like the idea of a hero unit but IF they really want to do it just make it the Odin from SP.
transformed hellion: might solve some problems in TvP Mech play, without heavily buffing Mech in TvZ and TvT. Good idea, bad design! Warhound: Seems a little strong TvT, because it is so strong vs tanks, got to see it more to determine how good it is vs Mutalisks and void rays and protoss mech. Shredder: looks extremly brutal vs zerg and might force zerg to give up all strategies that rely on counterattacking. Thor: Time will tell. Hopefully it will be something that sees play when people go BC anyway, but not too much else.
Swarm Host: love it. Burrow them out of (terran) sight, spawn the locust and move them to another position, so terran can't find them. and then repeat with more and more swarm hosts at multiple locations. Also ZvZ this could become extremly interesting, due to the openess of zerg bases. Viper: Enables zerg to break chokes before broodlords, and makes ultralisks useful in high supply battles. Also it could be quite good with hydralisks (and roaches)! Pulling colossi might be too strong, depending on its energy costs, range and viper speed. All in all very interesting unit. Ultralisk: Charge looks nice, but fundamental size and AI problems stay. Have to see it in action, before I can judge.
Replicant: Can't see a reason why one would copy protoss stuff with it, apart from weird endgame scenarios, while copying infestor, viper, ghosts... might be a good choice. A little sad, because this seems a little uncreative. Oracle: Really interesting. So many possibilities, but I think it will have its main use in PvZ to phase out critical structures (tech buildings, spores), but also it's antimining ability might be really interesting vs Mules. Tempest: Don't know what this unit is needed for, but could possibly become an endgame scenario against zerg if it beats corruptors. Interesting because right now the flaggships were balanced to counter all ground once you have enough, while getting countered by AtA units. So this one might counter AtA, but get countered by GtA. Really interesting, considering that hydras are pretty easy to counter with colossi and templar, but vipers might change that. Nexus: Ouch. Mass recall + blink just seems so strong lategame. Go in, kill a base - recall, do it again to the next base - recall - ... Constant pressure in PvX incoming!
Cant we just have a continuous spawn of banebroodlings from the swarm host? In the vid it seem the siege tanks did more damage to the bunkers than the things that come out of them =S
On October 24 2011 03:24 Hikari wrote: Cant we just have a continuous spawn of banebroodlings from the swarm host? In the vid it seem the siege tanks did more damage to the bunkers than the things that come out of them =S
Yeah siege tanks were what killed bunkers.
Also I still didn't get exactly, do swarm host gets invisible by burrowing or not?
On October 23 2011 17:37 Xenomorph wrote: Lore wise protoss is the worst its ever been. The new units are nothing like protoss of old, and they seem really silly. Where are our cool bad ass units? What happened to the high temp? If any unit needs a remake its the high templar.
Replicant- Protoss units suck so we'll give you a cost ineffective way to be another race Oracle-Confusing, non attacking unit that will easily be countered by static defenses Tempest- Okay, if it actually does good enough ground damage (marine counter anyone?)
Zergs looking okay, terran...is decent I suppose dont really need additions. This expansion just makes me sad-face on where they are taking protoss. I am actually more happy about the nexus changes than the actual units.
What's wrong with the High Templar? LOL
Storm=Good
Everything else about HT=Bad
They need a defensive measure that can cloak them or something...or at least buff their base unit speed or give back amulet. There are so many different things you could do but still leave storm intact.
No they don't. They're already amazingly powerful units that still to this day are underused. Extremely powerful. Grab a warp prism if you want them to be more mobile/safe.
On October 24 2011 03:17 Big J wrote: Nexus: Ouch. Mass recall + blink just seems so strong lategame. Go in, kill a base - recall, do it again to the next base - recall - ... Constant pressure in PvX incoming!
I think the "constant pressure" is exactly what they're aiming for. Protoss has to have really good timing with their attacks or they just lose. This leads to heavy turtle protoss gameplay and timing attack oriented strategies.
I mean, it's not anything new either. Nydus worms let you retreat all your army. Mass OL drops give the same result. How fair is it that zerg can doom drop their entire army in your base and then when you respond they just pick up and run? Same with terran. Both these races already make their dropping units anyway. Overlords are supply-free and give supply. Terrans already make medivacs for healing.
Mass warp prism and adding them into your army is not an option so stickin a mass recall that's grounded to the nexus is a great idea and should balance out the other 2 races options with mass retreating. And will hopefully flesh out protoss macro play. And the arc shield seems to aim to aid forge expands too (I am 100% sure they will make the ability require a forge so that cheeses with it can be scouted).
On October 24 2011 03:17 Big J wrote: Nexus: Ouch. Mass recall + blink just seems so strong lategame. Go in, kill a base - recall, do it again to the next base - recall - ... Constant pressure in PvX incoming!
I think the "constant pressure" is exactly what they're aiming for. Protoss has to have really good timing with their attacks or they just lose. This leads to heavy turtle protoss gameplay and timing attack oriented strategies.
I mean, it's not anything new either. Nydus worms let you retreat all your army. Mass OL drops give the same result. How fair is it that zerg can doom drop their entire army in your base and then when you respond they just pick up and run? Same with terran. Both these races already make their dropping units anyway. Overlords are supply-free and give supply. Terrans already make medivacs for healing.
Mass warp prism and adding them into your army is not an option so stickin a mass recall that's grounded to the nexus is a great idea and should balance out the other 2 races options with mass retreating. And will hopefully flesh out protoss macro play. And the arc shield seems to aim to aid forge expands too (I am 100% sure they will make the ability require a forge so that cheeses with it can be scouted).
Sry, I didn't complain! I just said what I thought, and that it might be very powerful.
Also I don't like your arguing. How fair is it that Zerg can doomdrop and Protoss can't? Well how fair is it that Protoss can warp in and Terran can't? The races are different, there is no need to even that out, as long as the game stays fun and balanced.
On October 24 2011 03:17 Big J wrote: Nexus: Ouch. Mass recall + blink just seems so strong lategame. Go in, kill a base - recall, do it again to the next base - recall - ... Constant pressure in PvX incoming!
I think the "constant pressure" is exactly what they're aiming for. Protoss has to have really good timing with their attacks or they just lose. This leads to heavy turtle protoss gameplay and timing attack oriented strategies.
I mean, it's not anything new either. Nydus worms let you retreat all your army. Mass OL drops give the same result. How fair is it that zerg can doom drop their entire army in your base and then when you respond they just pick up and run? Same with terran. Both these races already make their dropping units anyway. Overlords are supply-free and give supply. Terrans already make medivacs for healing.
Mass warp prism and adding them into your army is not an option so stickin a mass recall that's grounded to the nexus is a great idea and should balance out the other 2 races options with mass retreating. And will hopefully flesh out protoss macro play. And the arc shield seems to aim to aid forge expands too (I am 100% sure they will make the ability require a forge so that cheeses with it can be scouted).
Sry, I didn't complain! I just said what I thought, and that it might be very powerful.
Also I don't like your arguing. How fair is it that Zerg can doomdrop and Protoss can't? Well how fair is it that Protoss can warp in and Terran can't? The races are different, there is no need to even that out, as long as the game stays fun and balanced.
OK maybe should not argue "fairness" just saying the idea of easy retreat isn't new to the game.
I just wish they'd remove collosus and add something similar to reaver, very slow, very high damaga -> needs micro with warp prism for optimal use and can be used to harrass Also maybe it'd be nice if that unit had friendly fire so you couldn't add it to your deathball easily.
Protoss is still that boring ass deathball race and if the recall on Nexus has a radius as big as motherships's things just get worse.
At least it seems Protoss will stay underpowered in HotS with these new units right now, Zerg deathball gets even harder to beat and no counters against MMM added, on the other hand TvP mech probably viable now :D
The swarmhost is just about the worst thing I could imagine for zerg. It's just a boring unit all around and it won' t control space at all. Hell, the shredder would be a better zerg unit than a terran one, I mean that thing burrows too!
Ultralisk charge is going to be fun. Bad players will target the front and block their army just like they do now, while better players will target the rear of the enemy army blocking them from escaping. Could be cool.
On October 23 2011 17:23 HALFKNOT wrote: lol, you really like the swarm host? did you see them in action? http://www.youtube.com/watch?v=4fedMEz-M-M they shoot 2 units / 17 seconds. i can only imagine a pack of stimpacked marines killing them instantly with a scan.
Look at them in this vid, they are just destroying mineral lines... not.
Come on, you can clearly see that a pair of those Locusts kills an scv in 4-5 seconds. You can't judge the damage when the video shows like 5 seconds of attacking lol
idk why people don't like swarm host, the little things are 110 freaking hp, and good attack (it's 16 attack 0.8 speed i believe). it's a very good siege unit, for both offensie and defensive use. It'll be extremely useful to break choke points/contains.
The zerg units are exactly what they needed - units that give them positional advantage or nullifies the enemy's positional advantage. gives them way more flexibility in both offense and defense.