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[P]New Units, Abilities, Evolutions, & Removals - Page 7

Forum Index > SC2 General
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Zazzles
Profile Blog Joined January 2011
Slovakia153 Posts
October 23 2011 21:38 GMT
#121
i feel like warhound is not going to be used often because marauder seem so much better in this role so i think they will either remove marauder or give warhound really huge dmg vs mechanical
"Fortune favors the bold"
Feartheguru
Profile Joined August 2011
Canada1334 Posts
October 23 2011 21:40 GMT
#122
I can't imagine ONE scenario where looking at the buildings doesn't allow you to infer what they are building.
Don't sweat the petty stuff, don't pet the sweaty stuff.
Ninety-Three
Profile Joined November 2010
United States68 Posts
October 23 2011 21:41 GMT
#123
Ghosts can ALREADY cloak during a nuke calldown. That's not a change...
Kinshuk
Profile Joined February 2011
India116 Posts
October 23 2011 21:48 GMT
#124
I don't see why people are so against the baneling burrow movement... you don't even get it till hive tech and if you don't have detection at that stage of the game then I'm sorry to say you have problems with your gameplay.
Pobearo
Profile Joined August 2009
United States351 Posts
October 23 2011 21:52 GMT
#125
I'm digging the new units and changes for the most part. As a Terran the Ultralisk charge thing is scary but hopefully when it's all said and balanced everything will work out for all 3 races.
ypslala
Profile Joined April 2011
Burma545 Posts
October 23 2011 22:02 GMT
#126
Tempest
battle video looked awsesome, when 4 tempest raped about 15 mutas.
But, a Tempest requires a fleet beacon and the costs of 300/300 (!!!) means: almost useless against muta harras. mutas harras can start at minute 11-12.
75 secs buildtime on the other hand is a huge improvement (120 secs for the carrier). i hope they do good against broodlords.

the replicant: why should i build a unit for 200/200 to get a unit from the opponent? thats more than an immortal, almost as much as a colossus.

i like nexus changes.
best SC2 game of aaaaaaall time: vibe vs avilo (don't miss the end!!): https://youtu.be/mygH92WzKV4
WArped
Profile Joined December 2010
United Kingdom4845 Posts
October 23 2011 22:07 GMT
#127
The more and more I think about it, the more I am excited for this and wan't to play around in the beta, seems overall positive so far. I don't understand Siphon though for the Corruptor, seems really gimmicky and redundant to me, corruption is actually more useful.
emc
Profile Joined September 2010
United States3088 Posts
October 23 2011 22:08 GMT
#128
people like the tempest but hate the removal of the carrier? It had to be one or the other and I think the tempest will have more utility and more strength. The biggest weakness of a carrier was that you had to build up interceptors and that those interceptors could be killed, your DPS could be removed. The tempest doesn't have that weakness, so I'm interested to see how good it's DPS is against ground as well as against vikings.
Daralii
Profile Joined March 2010
United States16991 Posts
Last Edited: 2011-10-23 22:10:18
October 23 2011 22:09 GMT
#129
On October 24 2011 07:02 ypslala wrote:
the replicant: why should i build a unit for 200/200 to get a unit from the opponent? thats more than an immortal, almost as much as a colossus.

The main thing is that it gives you any unit specific upgrades, in addition to making your unit comp incredibly flexible. Assuming it can be used on friendly units, I can see it being incredibly useful for replicating templar, for example.

On October 24 2011 07:08 emc wrote:
people like the tempest but hate the removal of the carrier? It had to be one or the other and I think the tempest will have more utility and more strength. The biggest weakness of a carrier was that you had to build up interceptors and that those interceptors could be killed, your DPS could be removed. The tempest doesn't have that weakness, so I'm interested to see how good it's DPS is against ground as well as against vikings.

35 damage to a single target at ~6 range, as of the build shown off at Blizzcon.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
emc
Profile Joined September 2010
United States3088 Posts
October 23 2011 22:09 GMT
#130
On October 24 2011 07:02 ypslala wrote:
Tempest
battle video looked awsesome, when 4 tempest raped about 15 mutas.
But, a Tempest requires a fleet beacon and the costs of 300/300 (!!!) means: almost useless against muta harras. mutas harras can start at minute 11-12.
75 secs buildtime on the other hand is a huge improvement (120 secs for the carrier). i hope they do good against broodlords.

the replicant: why should i build a unit for 200/200 to get a unit from the opponent? thats more than an immortal, almost as much as a colossus.

i like nexus changes.


well muta harass can start that early but you can also end the game that early if they go for muta. Muta numbers get scary in the late late game, thats what this tempest is for. It's for late game, against 40-50 mutas, not 10-15 mutas, you have stalkers and cannons for that...
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
October 23 2011 22:09 GMT
#131
On October 24 2011 06:38 Zazzles wrote:
i feel like warhound is not going to be used often because marauder seem so much better in this role so i think they will either remove marauder or give warhound really huge dmg vs mechanical


I doubt it. It's mech so you can use it without getting barracks and it won't die so damn quickly to collosus etc.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Daralii
Profile Joined March 2010
United States16991 Posts
October 23 2011 22:10 GMT
#132
On October 24 2011 07:09 Qikz wrote:
Show nested quote +
On October 24 2011 06:38 Zazzles wrote:
i feel like warhound is not going to be used often because marauder seem so much better in this role so i think they will either remove marauder or give warhound really huge dmg vs mechanical


I doubt it. It's mech so you can use it without getting barracks and it won't die so damn quickly to collosus etc.

And it's an easily massable muta counter that isn't the marine.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-10-23 22:13:17
October 23 2011 22:12 GMT
#133
On October 24 2011 07:09 Qikz wrote:
Show nested quote +
On October 24 2011 06:38 Zazzles wrote:
i feel like warhound is not going to be used often because marauder seem so much better in this role so i think they will either remove marauder or give warhound really huge dmg vs mechanical


I doubt it. It's mech so you can use it without getting barracks and it won't die so damn quickly to collosus etc.


indeed. The warhound is great against mechanical units where the marauder is only good against armored. We may see TvP evolve from bio in early-mid game to fully mech in the late game, where marauders get replaces by warhounds and marines get replaced by battle hellions.

In TvZ the warhound will only be useful against mutas because there are no mechanical units for zerg. I kinda wish the marauder was removed and the warhound did + to armored but I don't think I want the warhound owning all my roaches and ultras.
cryptocraft
Profile Joined October 2010
New Zealand17 Posts
October 23 2011 22:16 GMT
#134
Cant want for some colisi infestor balls lol
Ballistixz
Profile Joined January 2010
United States1269 Posts
October 23 2011 22:22 GMT
#135
On October 24 2011 06:37 Alzadar wrote:
Show nested quote +
On October 23 2011 19:20 ProxyKnoxy wrote:
Why do people care about carrier's being removed? They weren't used in the slightest... just because they worked in BW isn't a valid reason to keep them


It's the freaking Carrier, removing it is absurd. It's like if Blizzard thought Marines were a little too strong, so they removed them from the game.

There is nothing more emblematic of the Protoss race than a proud victory fleet of Carriers raining death upon their enemies. They need to make that a plausible thing, not remove Carriers from the game.



carriers nor the mother ship honestly wasnt suppose to be in the game in the first place, but they kept it because of some attachment they had to it. the thing honestly has no place in SC2. i litterally massed 10-12 carriers in a 4v4 team game all of them fully upgraded and they died to 3-3 marines. the marines melted the interceptors in like 5 seconds and the carriers cant run from stimmed rines so they all just died. its a insanely weak unit for its cost. i actully prefer them to remove it and replace it with a better unit.

the tempest gives so much air control compared to a carrier which will give it some usefulness in PvZ against broodlord comps and in PvT to protect ur colos from vikings. much MUCH more useful.
Soulish
Profile Joined April 2010
Canada1403 Posts
October 23 2011 22:27 GMT
#136
"Love the hydra speed upgrade, but hive tech? wtf thats like giving me a lolipop, letting me open it slowly, and move it towards my mouth and then slaughtering my family in front of me."

lolwat?
me all in, he drone drone drone, me win
Rumpus
Profile Joined August 2011
United States136 Posts
October 23 2011 22:28 GMT
#137
I'll only comment on the Zerg changes for now as I've given those the most thought:

Viper: Awesome change, really what the Zerg needs a nice support caster, but as is, this thing is in for a lot of trouble. Zerg has horrible anti-air as it is, 1 viking or pheonix and this thing is done for. Don't get me wrong, what I am saying is very situational but think about. Hydra speed is Hive so don't expect to see them before that, and speed is not the only problem they have. Zerg has no other reasonable AA at that point in the game (lair tech). Going to make infestors? Well where in the hell are you going to get all that gas? Between Viper, Infestor, and lets say you DO make Hydras, thats absurb amount of gas. Second issue with it is the detection. I think it'll only be plausible if it becomes a detector itself or can self cast, OR what I plan on doing, is forcing Ovie speed upgrade and making that a detector and just leaving it back a tad. Other than that its going to make detection a mess for Zerg.

Swarm Host: Also nice change, FINALLY something that feels zergy but once again, how are we going to get these things? Lair Tech we have the now mandatory Viper for its effects and detection and the infest as well as all sorts of upgrades and tech. They also seem to be rather ineffective in low numbers and their Locusts are slow. Obvious that is easily changed if need be but, finding the balance could be hard. Remember these can be left at your base for defense and would making attacking zerg very very difficult. Nice change but will definitely need some tweaking.

Hydra Speed: Oh thank god we needed this, but its not all we need. There are other huge fundamental flaws with the hydra, mostly in the role, cost, and health departments. Its very nicely complimented by the Viper but once again...where are you going to get all that gas? Oh and don't let me forget....Hive Tech. Now this seems as though Blizz is forcing faster tech out of Zerg to make our units remotely useful. Its too far away it needs to be moved to Lair. At that point in the game due to the cost and inefficiency of the hydra as it is, no one will see a point to their speed upgrade.

Bane Burrow Move: Once again...Hive tech to make our units useful. I understand the detection issues and what not, but like so many have said...if you don't have detect by even the mid game, you have serious issues in your gameplay. The baneling as it is is upsettingly inefficient and almost never carries its cost into the battlefield. You either need to over make or completely dominate the control and flow of the battlefield in order to use them. The tech is too far away. Oh I want to add...I love that their actually doing more with burrow, it seems like such a horrible mechanic beyond roachs regen and infestors trying to stay alive.

Ultra Charge: Sweet Jesus on ice skates did we need this. Why wasn't this left in the game way back when? Nice change, very useful, totally fixes the issues of the Ultra, maybe it doesnt have to burrow to get it done. Kind of silly for such a big thing to shoot through the ground but whatever. It is what we needed out of the Ultra.

Siphon: This doesn't strike me as a good change at all. I mean its nice and certainly forces the opponent to rethink attacking you after he just decimated your roach/hydra/ling/fest ball but its not enough at the current 1/1/1 resource dps scale. Notice how I inferred its only use even after this change. ROACH/HYDRA/CORRUPTER! Obviously I am talking ZvP which is the only place it finds any use. And still beyond that it doesnt fix or make up for the fact that "Hey I just made 10 Corrupters to deal with 4 Colo, now that the Colo are dead but I didn't finish off his Deahtball I can't reinforce as effectively because I had to make 10 Corrupters." Lol a bit of a stretch but still, running those new useless Money Dump units to go snag 1 mineral 1 gas and 1 dps on buildings when the Protoss can easily warp in about 8-10 stalks and stop you....not that awesome. Oh and don't for get about the rest of his army running to your base to attack before you can collect resources for your next larvae cycle. Doesn't add to the unit and just isn't the kind of change the Corrupter needs to make it useful. Sorry =/

Sorry for the Critting Wall of Text (:

It seems all Blizz focused on is Late game and finally making most of our useless units semi effective BUT ONLY until the late game. Now I think the changes are smart and in the right direction, but not in the right place. They did nothing to fix the massive holes in the Zerg early and middle game. Where is the decent easily massable T1 Unit? Or the AA? Where is the effective ranged unit when lings dont cut it that wont leave us behind after being forced to make them (Thats right I'm looking at you Roach)? Where is the zergy feel of swarming your opponent throughout the match? They seem to have only applied these niches that the Zerg have to the late game.
Grammin'
ppdealer
Profile Joined January 2011
Canada163 Posts
October 23 2011 22:32 GMT
#138
The polls tell us what abilities/units the community doesn't like, but not why.

It'd be nice if the options are more specific, e.g.
dislike -> seems op
dislike -> gimmicky
dislike -> boring/useless
etc.

FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
October 23 2011 22:35 GMT
#139
Proposed name changes:

Zerg
Swarm Host --> Engulfer
Why? "Swarm" being in the name seems somewhat odd/misplaced; "Engulfer" fits the "defiler"/"infestor" style of name, and it too accurately describes the unit's use.

Viper --> Mantis
Why? "Viper" does not seem to fit the look and role here. This is not a primary attacking, aggressive unit. Moreover, this unit looks nothing like a snake. "Mantis" not only describes its look, but also seems to fit its less aggressive "caster" style role a little better.
[image loading] [image loading]


Daralii
Profile Joined March 2010
United States16991 Posts
October 23 2011 22:40 GMT
#140
On October 24 2011 07:35 FallDownMarigold wrote:
Proposed name changes:

Zerg
Viper --> Mantis
Why? "Viper" does not seem to fit the look and role here. This is not a primary attacking, aggressive unit. Moreover, this unit looks nothing like a snake. "Mantis" not only describes its look, but also seems to fit its less aggressive "caster" style role a little better.
[image loading] [image loading]



Looks more like a dragonfly than anything else... it just had 6 wings.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
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