Developers Update : Heart of the Swarm - Page 2
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Demonhunter04
1530 Posts
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Bagi
Germany6799 Posts
Glad to see the most disliked new units gone at least. | ||
scarrow
United Kingdom30 Posts
The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game. The Carrier? Also as they are removing mothership, how will we deal with bl/inf without the tempest splash (that may or may not have worked)? | ||
Demicore
France503 Posts
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Syrupjuice
United States173 Posts
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Takuah
United States76 Posts
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Bagi
Germany6799 Posts
On April 12 2012 01:28 Derez wrote: All these new gimmicky units are wonderful, but how about they spend some time on making TvP a match-up that goes beyond MMM? ;/ I think they are trying to do exactly that with every new unit coming out of the factory. | ||
tnud
Sweden2233 Posts
We are currently working nonstop on StarCraft II: Heart of the Swarm... Terran currently experimenting with an anti-air spider mine ->(Errr.. I have no idea how this can help with the troubles terran has against mass muta) experimenting with an extremely long-ranged terran missile launcher ->(Nukes? o_O) Zerg Keeping abduct ->(I really don't like this ability... neural parasite seems to do the job well enough) | ||
dragonborn
4781 Posts
but not for anti air... | ||
SovietHammer
United States166 Posts
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LovE-
United States1963 Posts
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Gladiator6
Sweden7024 Posts
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shockaslim
United States1104 Posts
On April 12 2012 01:25 rift wrote: I don't want "cool" stuff, I want a well-designed esport. I also never want to see a colossus again. I don't think this is the attitude to have. Blizzard doesn't make games as an esport......they make them for a wider range of people than just you. | ||
scarrow
United Kingdom30 Posts
On April 12 2012 01:31 Syrupjuice wrote: I still think they should keep the overseer. Changlings are some of Zerg's best scouting options imo. They are We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting. I don't know why the OP didn't quote everything written. Terrans Terrans have undergone significant changes since we talked about them at BlizzCon. We have not kept the shredder, and even the warhound is in contention. The shredder was very confusing for players as well as being something that was easily used to kill a large number of workers with little to no warning. It was rarely used for its intended role of map control. The warhound still feels a little too much like a small thor, which is just not new enough to give terran players new strategies. We are still experimenting with a wide range of units, particularly from the factory, which we think is a little light on options. We have had a great deal of trouble with the terrans largely because they are such a flexible and effective race in StarCraft II: Wings of Liberty. We want to provide terran players with new strategies, however, so we will continue to work on them. If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals). Whether this is meaningful, considering terrans have marines, is still in question. We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic. Protoss Protoss have gone through some changes since BlizzCon as well. The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut. He was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity. The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game. We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong. Zerg Zerg are the most stable and largely unchanged since BlizzCon. The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base. We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting. We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider. We have some more work to do before we’re ready to begin beta testing Heart of the Swarm. We know that everybody wants a date for when they can play, and we know how important it is to get this out in front of the community as soon as possible. We’re working on it. | ||
Linwelin
Ireland7554 Posts
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Shinespark
Chile843 Posts
The warhound was boring and I hope they make something more interesting than that. The feeding thing for the vipers sound stupid. In BW, the defiler used to feed on units, so you could do it where your army is, but the viper has to go somewhere to eat, and you either move your army with it or you send it alone, and neither sounds like a smart idea. Zerg needs to engage in open spaces and if you're hanging out at an expansion waiting for your vipers to eat you could get crushed in a terrible engagement. Maybe that's fair, rewards good positioning and scouting, I don't know. I just know it doesn't sound as good as the defiler's consume. | ||
MostDifferent
Norway124 Posts
what SC needs is powerful units that makes comebacks possible.. give something OP to every race | ||
PeZuY
935 Posts
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FaCE_1
Canada6158 Posts
holy shit | ||
Kimaker
United States2131 Posts
Also, a "long range missile launcher" already exists, it's called the Nuke and it can already be used to break siege lines. | ||
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