That seems really huge to me, with range 6, anti air and much higher dps, I can see zerg transitioning from max roach to max hydra armies late game versus toss.
[P]New Units, Abilities, Evolutions, & Removals - Page 12
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Deletrious
United States458 Posts
That seems really huge to me, with range 6, anti air and much higher dps, I can see zerg transitioning from max roach to max hydra armies late game versus toss. | ||
Alakaslam
United States17324 Posts
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pPingu
Switzerland2892 Posts
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Angelbelow
United States3728 Posts
Maybe they can consider taking the detection abilities away from the viper and just keep the overseer. | ||
FroZen(-_-)
United States183 Posts
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ShatterZer0
United States1843 Posts
On October 25 2011 07:26 pPingu wrote: I just hate the idea of the "pull" capacity of the viper, it's one of those anti-micro things like fungal where you can't do anything With replicants the Protoss could Pull the Colossi back xDDD Colossus Tug O' War~! | ||
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pPingu
Switzerland2892 Posts
On October 25 2011 07:39 FroZen(-_-) wrote: Soooo maybe mass armies of swarm host could cause a weird metagame with having an infinitely spawning army to endlessly harass an army that can exhaust, seems to me a little, how do i say this, unsafe? Just like broodlords? For the moment they spawn slower than broodlings though. | ||
ShatterZer0
United States1843 Posts
On October 24 2011 09:07 0neder wrote: 1. It looks like Looney Tunes 2. It removes actual compensatory micro and army splitting an army has to do, which is one of the main reasons BW or any RTS is exciting. 3. It looks stupid 4. It looks stupid 5. It's another ability where a spell replaces actual micro. It should be ALMOST IMPOSSIBLE to break a good siege line. In a nutshell, that's what made BW popular for 10 years. Siege lines being ridiculously OP, and people finding ways to overcome that. For once, please forget your amateur ladder ambitions and think about what's best for watching the game. Then how about we make it cost 50 more energy and call it "Spawn Broodling" -.- | ||
ShatterZer0
United States1843 Posts
On October 24 2011 12:10 Fluttershy wrote: I LOVE the hellion and warhound. Warhound is terran's only beefy unit(240hp) which has good anti-mech and anti-air, hellion transforms make them not complete garbage after the initial cheesing phase of the game. Terran with beefy units... what in the FUCK is this world coming to.... Terran was always the Nuclear Fucking PUNCH with the backbone of glass... I mean seriously, get a fully upgraded Zealot in Broodwar and have it go up against ANY Terran ground unit... Terran with beefy units mean Protoss with DPS and Zerg without Zergling runby's.... Oh... wait... LOL I didn't even meant to do that.. xDD | ||
Grumbels
Netherlands7028 Posts
On October 25 2011 07:26 pPingu wrote: I just hate the idea of the "pull" capacity of the viper, it's one of those anti-micro things like fungal where you can't do anything They should make it just like the Pudge's meathook works, where it's an attack that pulls the first unit it comes into contact with. | ||
Deletrious
United States458 Posts
The split second it takes the viper to pull something is more like the forcefield ability, controlling the battlefield rather than something that prevents micro. (My ramp is blocked! I can't micro half my units that should be in the battle!) | ||
TSL-Lore
United States412 Posts
On October 25 2011 07:47 ShatterZer0 wrote: Then how about we make it cost 50 more energy and call it "Spawn Broodling" -.- Yeah, that was my thoughts exactly as well. I hate things that don't really make sense in the realm of physical possibility. How can an organic flying creature pull a massive (probably like 500 tons in weight) Protoss Colossus over a great distance so suddenly? It doesn't look right. | ||
TSL-Lore
United States412 Posts
On October 25 2011 07:50 ShatterZer0 wrote: Terran with beefy units... what in the FUCK is this world coming to.... Terran was always the Nuclear Fucking PUNCH with the backbone of glass... I mean seriously, get a fully upgraded Zealot in Broodwar and have it go up against ANY Terran ground unit... Terran with beefy units mean Protoss with DPS and Zerg without Zergling runby's.... Oh... wait... LOL I didn't even meant to do that.. xDD This I also agree with. With the Marauder, the extra HP on the marines, and now the beefy Warhounds, they're really getting rid of that glass cannon feel that made Terrans so awesome in BW. Sigh.. im pretty sure anytime blizzard comes out with anything for SC2, a ton of BW nostalgia will come back and haunt us all, and for good reason. There was just so much genius in the development of that game. | ||
apriores
Romania41 Posts
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FeyFey
Germany10114 Posts
![]() ![]() And no they already get rid of terran bw style with the range reduce on marines and the damage ultra nerf on tanks, while the units in general started to move faster. So without the killer damage terran has they need something better to tank then vultures. And well the reason bw worked out was because there was no chance to attack midgame. Highground = end of attack wait for arbiters and vessels to conter arbiters in the right moment to destroy the toss army or get your army destroyed to have to retreat to the next high ground/choke. Just realize the sc2 mechanics don't allow a way back to looking like bw. The defender advantage is not 60% better units anymore. The ambition in sc2 is that you have to make your units be 60% more effective and it works in most places. And saying force fields and other spells block micro is funny, only blocks micro if you let it happen which is a good punishment really. I like the hook atleast better then spawn broodling. Wonder if they make the energy needed x supply . So the stonger the unit the more energy you need hehe. (probably to good against casters). It will be atleast easier for the toss to feedback not needing a dark archon, and not so bad as the unit doesn't instant die. Anyway i love complains that start like broodwar was better ... most stuff in sc2 was just taken out of bw remodeled to fit into another race and made less unforgiving. | ||
ddrddrddrddr
1344 Posts
On October 28 2011 22:33 FeyFey wrote: sooo who expected other votes then 66/33 in a 3 race game ? ![]() ![]() And no they already get rid of terran bw style with the range reduce on marines and the damage ultra nerf on tanks, while the units in general started to move faster. So without the killer damage terran has they need something better to tank then vultures. And well the reason bw worked out was because there was no chance to attack midgame. Highground = end of attack wait for arbiters and vessels to conter arbiters in the right moment to destroy the toss army or get your army destroyed to have to retreat to the next high ground/choke. Just realize the sc2 mechanics don't allow a way back to looking like bw. The defender advantage is not 60% better units anymore. The ambition in sc2 is that you have to make your units be 60% more effective and it works in most places. And saying force fields and other spells block micro is funny, only blocks micro if you let it happen which is a good punishment really. I like the hook atleast better then spawn broodling. Wonder if they make the energy needed x supply . So the stonger the unit the more energy you need hehe. (probably to good against casters). It will be atleast easier for the toss to feedback not needing a dark archon, and not so bad as the unit doesn't instant die. Anyway i love complains that start like broodwar was better ... most stuff in sc2 was just taken out of bw remodeled to fit into another race and made less unforgiving. Please, enlighten me how you stop forcefields before massive units come out. Baiting works only if the protoss takes the bait and makes the mistake of wasting ff, just in case you want to go in that direction. Other than that, a good protoss WILL cut your army in half. | ||
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