[P]New Units, Abilities, Evolutions, & Removals - Page 11
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UnholyRai
720 Posts
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FreedonNadd
Austria573 Posts
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Juniper
Australia4 Posts
On October 24 2011 20:22 FreedonNadd wrote: Warhound sounds good, but looks like a mis-transformed garbage truck with a gun. Optimus Prime's feelings would be hurt if he heard you say that. | ||
ypslala
Burma545 Posts
On October 24 2011 20:18 UnholyRai wrote: is anyone else sad about no longer being able to offensively recall? ye, that was a great strategy/tactic. all in all i guess, it will become a totally different game, these are huge changes. i still have no idea if this is a good or a bad thing. | ||
Rob28
Canada705 Posts
All in all, not as exciting as I'd hoped. | ||
Tortious_Tortoise
United States944 Posts
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Hassybaby
United Kingdom10823 Posts
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Ysellian
Netherlands9029 Posts
On October 24 2011 20:22 FreedonNadd wrote: Warhound sounds good, but looks like a mis-transformed garbage truck with a gun. There is still plenty of time to make the unit look cooler. | ||
Klipsys
United States1533 Posts
I don't understand all of this at all. Especially the bronze protoss whiners who are complain about units THEY HAVE NEVER USED. | ||
[]Phase[]
Belgium927 Posts
Like the hydra speed, I don't like it that it is hive tech. It would beat the use of creep. Maybe id rather have a way to spread creep whereever my hydras go, including when attacking. Creep cannon ? Make it happen!! Don't like the shredder : it totally eliminates the counterattack style from zerg. If terrans feel it should be nerfed abit, ok, but with the current shredder it removes it alltogether. 1 unit eliminating an entire playstyle : Me No Like. Don't like burrow movement : Most burrow banes are used in lair tech, kind of the same thing with the hydras. I however do not view it as OP : 1 raven eliminates the threat, as long as you also have 1 sieged tank somewhere. I am going to assume they move REALLY slow. This is just another one of those 'we won't give you lurker but we will give you something thats damn close... but sucks' Don't like corruption removal : I like the dmg taken increase on units. What about they make it a sick dmg increase, but with a very high cd. easier for zerg to handle those initial deathballs, and not making the ability too OP as they need to wait a long time to use again. I always liked the idea of making my opponents army stinky I guess, I would rather have them explore more with corruption rather than removing it. | ||
Telenil
France484 Posts
Anyone with me if we petition to keep either Carrier or Mothership? (at least one?) You'd have me, and since the carrier removal has the lowest approbation rating of all HotS changes, I bet we wouldn't be alone. Not sure that petitionning is the most constructive approach, though. | ||
Doz
United States145 Posts
Ultra charge is cool and some sort of pathing fix was needed, though this might be slightly OP depending on future balance changes. Burrowed baneling movement is ridiculous imo, as if those units aren't cost effective enough vs light with unit clumping and relatively undefended expansions. I doubt this will actually make it into HoTS as it would be the straw that broke the camels back in forcing terrans to get a few ravens in every game. Removing corruption is good as it was a useless ability imo (a number of people have researched that it actually lowers damage done in a huge battle due to casting time), although the new ability seems just as terrible. Hellion shape change: undecided on this, seems like it might only be useful if my hellions get cornered by anything other than light units, but who knows how it might play out. Reaper change might be the final change that causes me personally to never use the unit again, i liked using them to take down bunkers early game or flat out kill P's that forge FE. Yeah they can still snipe workers/marines easy enough, but for the build time they'll no longer be worth it for me personally. Ghost changes: to cloak while nuking is cool, don't know what I think about the new way of handling cloak energy costs, will have to see how it plays out. Battlecruiser afterburner is cool Nexus changes are meh, the mass recall might be OP late game when toss have plenty of energy unspent, though it might address some P mobility issues. The cannon on buildings thing I don't see being very useful - if you're at the point of losing buildings and needing that last line of defense, there's a good chance you're going to lose it anyway imo. Overseer and mothership removal is okay, carrier removal is not. Carriers just needed to be tweaked, and the new unit will not be the right answer for P's to handle muta harass. New Thor unit is basically the mothership, blizz is stupid for removing the mothership on the grounds of not liking "hero" units but just giving it to Terran instead, but i thoroughly enjoy the idea of taking out an entire group of infestors at once using the aoe cannon. However, adding warhounds in place might make it easier/quicker to mass up some muta harass defense. As far as the warhound goes, it looks silly/weak, but should make a good unit. Viper: the detection ability is good. The dark swarm synergy with infestors seems like it would be insanely OP though, and just doesn't seem to fit well in SC2 given how much more effective aoe units/abilities there are, especially for zerg. The grab abilitity, well I don't like abilities that allow other players to move my forces, hope this doesn't make it into play. Swarm host is the new lurker, I'm concerned about their use with BL's and bugging out unit movement ai with all the spawnlings on the map Shredder is a cool idea, will be nice expansion denial unit, but doubt their effectiveness for my own base defense. Another undecided, will ahve to see how it plays out. Oracle abilities seem stupid as can be, another example of taking away one unit (overseer) and giving it to another race. Replicant seems like a cool idea, but might serve a limited use do to cost, which of course has to be high in order to keep things balanced. Another undecided for me. TL:DR Overall, it seems like they're really turning this into SC2:BW in ways, lots of original units coming back in different forms with different names, and I'm not sure they all fit with SC2 game mechanics. There also seems to be a lot of abilities that are just gimmicky (including collapsible rocks lol). Zergs are getting some serious loving which I imagine will be toned down eventually, but again any balance discussion now is far too soon. Terran will have more mech options and basically puts them where they were in BW. Protoss might finally have some more mobility but loses a lot of nostalgia for me, replacing the epic carrier with gimmicky spells/units. | ||
Eppa!
Sweden4641 Posts
I like the Oracle The replicator is retarded. | ||
Blandon
United States7 Posts
They lost the Carrier instead of Blizzard just adding an upgrade for additional interceptor armor or something, they got a harass unit that doesn't kill workers, they lost the Mothership (good) but didn't get an Arbiter in it's place (dang), and they got the Replicator, which probably won't make it past the beta just like the weird "every building can be a weak photon cannon" spell. All this happened while the other two races got decent improvements without losing much in the process. HOWEVER I think with some tweaking some of these new abilities will be really, really, really good. Mass Recall is going to be insane mid and late game. I think this will have a hard time being balanced. Imagine a late game P with 3-5 Nexi with the normal amount of saved up energy. The army can poke and prod, be super aggressive without ever having to commit to an engagement. That's scary (for everybody). Also, the new disruption web, whatever its called now, is going to have some serious synergy with Phoenix harass. Think about it, when do you stop Phoenix harassment? When 2 or 3 spores/ turrets go up. Add in an Oracle, which are really fast, and suddenly Phoenix harass can go on nearly all game. Zerg will have a really hard time with this since the Phoenix just lift off the Queens already. Small amounts of mutas aren't good v Phoenix, so what do they do now? Corruptors or Hydras? That's less than ideal. Terran will have to leave some Marines on the mineral line now to clean up the harass, and that's great for Protoss. The cluster of MMM or whatever is a bit smaller now. The Tempest might not be exactly what the top Protoss players want right now, but if it turns out to be more cost effective than the Carrier (RIP), then that's not really worth complaining about. My hope is that the AA has enough range where I can fight off Vikings clusters from sniping my Collosus. That alone can make my "death ball" much, much stronger. The Replicant does seem kinda silly, but that might be a unit used solely in lower level team games, where is might be really fun to play with. Other than that, I doubt we'll ever see it in competitive matches. Overall, I think the changes are good. Not all amazing, some are strange, but some are very strong. With some tweaking I'm optimistic that Blizzard can take out the weird/useless stuff and come up with something that fills in the Protoss weakness by the time HoS comes out. :D | ||
ch4ppi
Germany802 Posts
On October 23 2011 13:57 Darathor wrote: The main things I don't like are -The Hydra speed requiring hive tech -Warhound looks like an scv/mechwarrior thing -Swarm host seems a little bit wierd -Protoss replicant and oracle seem to be gimmicky/pointless -Nexus abilities seem like they should require some sort of tech requirements. Really do agree on that pretty much. Though I think Hydra speed later isnt that bad, because it just requieres you to adjust more and decide more. The Warhound really looks bad and I dont like his attack... It really should be more of a very heavy machine Cannon. | ||
TheToast
United States4808 Posts
I'll have to remember to keep an eye on this thread, it's going to be very interesting to see where the community's opinions on these things end up. | ||
Pobearo
United States351 Posts
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Alakaslam
United States17324 Posts
On October 23 2011 14:11 Cyanocyst wrote: Favorite things. Swarm Hosts - Idk why but i really like these guys, im really excited about them. Oracle - This is like a better overseer, i really like it, though im a zerg player. Its a unit that i feel is useful if you have actions and multitasking for it. Feel like that's why toss players don't like it. Viper - i like its spells, not sure how i feel about its detection tho. Things i don't like Replicators - would rather toss have a unique unit. Not that i think its imba or anything. Thors, - Don't mind them moving it back to Fusion Core, though i dislike they only allow you to build one. The MS made more since with the limit to one. If they don't want people massing them, just give them a really high supply. The Thor is now also a superthor. AKA Odin. | ||
Loki57
United States292 Posts
On October 24 2011 09:15 Panzamelano wrote: because its too good at doing exactly that... a couple of vipers and suddenly your enemy loses his core units and you just roll him over. Yeah, if only terran and protoss had a way to eliminate caster energy, amirite? ![]() | ||
FreeGiraffeRides
5 Posts
![]() With the Warhound and Battle Hellion making Mech much more attractive in PvT, the Carrier would have found a lot more usefulness in that matchup. With PvP developing into a more macro-oriented match, it might have become useful there as well. Meanwhile, the Tempest seems like it's constructed to combat exactly one unit in exactly one matchup. Really, all the Carrier needed was a survivability improvement for the Interceptors. It feels like such an iconic loss. eSports audiences got so excited whenever they'd come out. | ||
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