[P]New Units, Abilities, Evolutions, & Removals - Page 2
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Scisyhp
United States200 Posts
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SpoR
United States1542 Posts
On October 23 2011 14:11 ReaperX wrote: Undecided for all of them, I want to play the beta :D Well the community wants more feedback now so they beta will be better! | ||
borny
China481 Posts
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SpoR
United States1542 Posts
On October 23 2011 14:14 Scisyhp wrote: I didn't like the siphon ability until I realized it was zerg's way to use up extra queen energy for macro, just like terran can call down multiple mules and toss can use multiple chronos. Zerg can siphon their own buildings and transfuse them, for some 'free' minerals, only at the expense of queen energy. I still don't like that corruptors are essentially useless in combat once any air dies (unlike vikings and voidrays) but oh well, this will also make it less punishing to make a lot of corruptors in anticipation of a colossus attack. Because corruptors are pretty slow and expensive, I don't see this ability as a viable harassment technique though. I don't think you can siphon allied structures. I think they gave the ability as a use for a bunch of corruptors in the downtime if you dont need or dont want (or cant since it takes a large time and mineral investment to get a greater spire) to make broodlords with them. (example being (huge run on sentence time!) a stalker/collosus army that you just repelled by killing his 6 collosus with 15 corruptors from his 2 robos that he is chroning more collosus out of but you traded all the roaches with his stalkers.) | ||
Samp
Canada783 Posts
On October 23 2011 13:57 Darathor wrote: It means poll I guess. 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. that is accurate imo. | ||
Manex
Australia156 Posts
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MonkSEA
Australia1227 Posts
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IcemanAsi
Israel681 Posts
This one just strikes me as odd, Hydras are very much a mid-game unit as they are heavily countered by late game tech which with the addition of the new thor becomes severely focusesd on splash damage. This seems like it would be of very little use unless you're going for timing push with a rush to hydra speed tech. Ultralisk Charge - Ultralisk with blink?! Hell yeah! This would actually solve both ultras mobility and the front line problem as it will free up the surface areas the ridiclously large ultras used to take. Baneling burrow move -- At first glance this would be the defnition of imblanace, as any lack of detection from your opponent would mean gg. As someone who isn't a fan of stealth attack in any form, this seems like somethign that would create a lot of frustrating losses. Corruption removal + Siphon - So now our weak AA is also a amazingly weak ground attacker? To get some proportion, this would means that 8 corruptors would do the same damage as a single zergling. The income part would be intresting if you could use it on your own buildings. Helion morph- So, it's a stronger helion, with wider stronger bursts....Yeah, I don't really like using lings anyway, it's not like they are the core of any zerg army against terran, I'll just go roachs. sure. I can't wait for them to outrun my roachs in one mode then morph inside a mineral line and one shot everything. Great idea! D8 Removal + Reaper regenration - Love it! Reapers are such solo units they would really benefit from the healing as they don't have medivacs around them. I think with this upgrade reapers will really shine as late game harassers. The D8 was in my opinion much too strong today and would have certianly been so with the regen. so cool stuff! The unit is cool I would love to see it used more often. Ghost cloack - Without the numbers this one is a bit hard to call. As a zerg player I don't see that many ghosts so I'm passing judgment on this one. Battlecruiser - She can't take it Jim!! This sounds awesome, it would be intresting to see how they would implement it, would it be a blink forward kind of thing or just a speed upgrade, the speed upgrade might be a bit of a problem as you might see some high-level kiting and sniping with battlecrusiers, then again that would be AWESOME! Nexus Recal- So protoss never loses another base race ever again? Or can teleport the entire army to anywhere in the map with a dedicated nexus.That's an intresting choice, I guess with a high enough cost...oh, it's just energy....Yeah, this will work. Nexus building defense- Hard to tell without numbers. how much energy does it cost? How much damage does it do? Seems like too much of a straight counter to early pool, I don't like such obvious counters, they take the depth out of the game. Viper - Flying defiler... enough said? There seems to be a real imbalance cooking here as I can defet any ground army in the game with three vipers + three infestors + enough baneling, throw down the anti-range cloud, fungal the units inside, then roll the banes in, gg. I can't do it but destiny will never lose a ground army with this. Oh and how can I forget...GET OVER HERE! Swarm host- Zerg needs a mid-game siege unit for area control, no question there, but in the videos it looked very weak. The units came very slowly and didn't seem to deal damage as much as draw splash damage. Once again, impossible to call without nubmers but seems like a good direction. Shredder - The DPS in the demo video seems insane, as two take out a large group of lings as they are running by. What if terran takes a third and just drops 6 of these? Also, does it effect air? | ||
SpoR
United States1542 Posts
On October 23 2011 14:21 MonkSEA wrote: Isn't Adrenal Glands removed too? I'm undecided on everything until I get hands on. I hope to god you are trolling or misinformed. Best upgrade in any game ever. Hands down. | ||
RoieTRS
United States2569 Posts
seriously the only thing wrong with them was that they could kite off creep and kill spines in 10 hits. without buildingbombs one spine holds them off fine, no need to be super gay to an already-useless unit | ||
Playguuu
United States926 Posts
Feels a lot like they could have just done dark archons or leave that ability to infestors. Hydra speed - I would have liked to see this moved to lair and hydras moved to lair (possibly switched with roaches) abduction seems really goofy or something like the infestor should have. Detection is interesting, especially on a burrowed roach Burrowed banelings I could take or leave. Swarmhost - I'd like lurkers, the cooldown seems a little too steep but I'm sure it could be balanced. I just don't see them doing much on their own besides being a minor annoyance, not like lurkers which are true area denial with splash damage which is something I feel is lacking even with the baneling change. The other units I'm not sure how they will change how they play for the other races. I guess it's what they wanted/needed? | ||
Neb1000
United States183 Posts
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SpiritAshura
United States1271 Posts
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ohampatu
United States1448 Posts
On October 23 2011 14:07 Dommk wrote: These polls are just the typical knee jerk reactions. For the most part, at least for Protoss, they are adding completely new unit concepts to the game using Mechanics we have never used before, thus the vast majority of players can't accurately gauge their strength. Also, people shouldn't be surprised that Protoss didn't get any shiny units on the level of the Viper or Swarm host. Zerg were really lacking in that department and Terran needed something more to make Mech more viable against Protoss. But Protoss already had a ton of different units for every situation, what they really lacked was units that had depth and could reward skilled players. I like to think of this like Tetris, Zerg are getting the Line piece, Terran getting the L block and Protoss end up getting the S and Z blocks. No one likes getting S and Z blocks, since those are the blocks that usually end up fucking over the players the most. Sometimes it is not even clear where you should put it, but in the end those are the pieces that separate the good players from the bad the most :p Quoteing this for the truth. So many toss are angry. I feel like the only toss who's ready to hit taldarim altar in a pvt. Once its 3 base vs 3 base i got some really good ideas for 2 oracles and a warp prism with 4 zealots. We can actually out multitask our opponents now. We have shit to do other than build units and attack in a big ball. The replicator is a little gimicky, and wont have alot of use except for copying casters or copying some terran unit to help defend an allin (1 tank to stop 1/1/1). Nexus cannon needs to be changed to not work on pylons or gas. Recall is fucking sweet, almost to the point of op. Toss is already one of the highest micro races in the game especially in the early game. This will reward high apm/multitasking and allow us to be completely aggressive with a town portal so we dont have to commit so often, cause currently we have to commit to any battle once outside base. | ||
Ksi
357 Posts
On October 23 2011 13:57 Darathor wrote: It means poll I guess. 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. Agree with all of these, though I think the defensive cannon Nexus ability should just be available right away.. In addition, the new corruptor ability is still not enough. It needs a damage type change or should just be outright removed. With the new viper pull spell, I don't even see why anyone would make corruptors to counter Colossus when you can just pull it into your army and focus it down. | ||
happyness
United States2400 Posts
And the tempest is just lame. I don't know why people dislike the other two toss units, they actually could be interesting, but the tempest is specifically for mass mutas. How many games do zergs go muta into the lategame? Usually never. | ||
Clank
United States548 Posts
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Halcyondaze
United States509 Posts
Just make it worse and have it 300/200 or something, ridiculous | ||
ohampatu
United States1448 Posts
On October 23 2011 14:35 Ksi wrote: Agree with all of these. In addition, the new corruptor ability is still not enough. It needs a damage type change or should just be outright removed. With the new viper pull spell, I don't even see why anyone would make corruptors to counter Colossus when you can just pull it into your army and focus it down. To early to say what it 'needs'. When people go broods or make corrupters to kill vr or colo, they make like 10ish or even more. Think about flying around with those sniping pylons. Its a good thing that makes you use your unit, not every unit in the game needs an 'awesome' ability. Sometimes an AA unit can just be an AA unit you know. Back in beta terrans and zerg used some pretty cool things. Like when they scouted colo they would use their vikings/corrupters to snoop/snipe colo and shit by flying into the main real quick. Terrans these days are to use to scan and 'make this unit comp cause its my BO'. And zerg really need to take a book out of how terrans use vikings. | ||
bittman
Australia8759 Posts
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