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On April 12 2012 09:18 GeNeSiDe wrote: How to sort out the tank issue in TvT: change thor strike cannon to cooldown, increase range and price of upgrade and cooldown so that it has the same range as a tank in siege mode, this way in late-game you can prepare to break tank lines by getting 3-5 thors and being able to pick at the edges of big tank lines as well as crushing through smaller ones. There is no tank issue in TvT.
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On April 12 2012 10:45 SunTurtle wrote: Ugh, the Zerg unit that pulls other units is still in the game? That's what's worrying me most about HotS. Maybe if they had it so that it couldn't pull massive units or something? It would make colossus, immortals, sentries, tanks, thors, ghosts, and ravens pretty much useless. Before every engagement the Z would just pull those units out of the army (and no unit is good on its own, especially support units) then engage when the P or T could do nothing.
It's going to be 200 gas, and the blinding spell won't work against Protoss so we won't want to make a lot of them in that matchup. I doubt we'll have enough of it to use it on sentries, or even Immortals... I imagine we'll stick to corruptors against Colossi. Also it's the kind of thing we'll have to test but it looks like a slow and fragile unit that should be snipeable.
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The Viper's abduct was a curious concept indeed. Not because it isn't cool or anything, but considering that Blizzard nerfed Neural Parasite. It's less powerful than Abduct, and is cast by a fat and squish ground spellcaster. But apparently Neural was deemed too powerful so they nerfed it to oblivion.. Now they're bringing an improved version of it on a flying caster which comes out way faster than infestors?
Maybe they're thinking that other races' new units and other balance changes will compensate that. But it's still a strange way of doing things.
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It kinda feels like Blizzard doesn't know what to do with protoss... which is disappointing. Hopefully they come up with something decent :/
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I hope Blizz works on making mech more diverse ( which it sounds like they are ). Different types of nydus worms sound wonderful as well, making them usable besides gimmicky all-in type strats would be just dandy ( besides of course nydus strip mining ).
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Blizzard fucked up by not following one of the first rules of RTS games, don't fuck with defender's advantage, it's the core of all problems.
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I'm pretty happy with these changes, good work Blizzard Didn't like the replicator at all, and the Shredder seemed like something Terran didn't really need. Air-Spider Mines sound like a lot of fun. Also a fan of the change to the Tempest, I think It's what Protoss really needed vZ in the lategame.
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viper might need spire to be built, could be interesting how that plays out, spire takes awhile to be made so we'll see how it works. I don't like what they are doing to the tempest, why does toss need another siege unit? they have colossi to siege ground units and they have blink stalkers to take care of air, they should really just make the carrier viable again especially since they admitted that with phoenix range they don't want an anti-muta unit.
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I'm disappointed that the shredder is gone (and a little surprised that everyone seems to have hated it so much). I would love to see terran get some more zone control that is pulled out of the deathball and isn't very complementary to bio play. I think it needed work to be sure, but I like the idea a lot.
My least favorite proposed unit is the oracle and it looks like it's still going strong. I don't like the concept of a unit that is designed for 1 purpose only, e.g. protoss need mineral harassment options so make a unit that stops mining from minerals...
Protoss does have harassment options -- 2 immortals + warp prism, 4 sentries in warp prism, phoenix, storm drop... These are cool because their function as harassment is emergent and not prescribed. And the units have many other functions as well.
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Just bring back Goliaths as a replacement for Thors!
Happy with the rest of the changes though.
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I just thought that, their "missile launcher" type unit just seems to me like a nuke. Why not just buff the nukes range or something?
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On April 12 2012 01:58 FrostedMiniWheats wrote:Show nested quote +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. my body is ready
:D
A nydus worm through the body...you'd have lings and roaches scurrying amongst your organs.
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On April 12 2012 10:55 MilesTeg wrote:Show nested quote +On April 12 2012 10:45 SunTurtle wrote: Ugh, the Zerg unit that pulls other units is still in the game? That's what's worrying me most about HotS. Maybe if they had it so that it couldn't pull massive units or something? It would make colossus, immortals, sentries, tanks, thors, ghosts, and ravens pretty much useless. Before every engagement the Z would just pull those units out of the army (and no unit is good on its own, especially support units) then engage when the P or T could do nothing. It's going to be 200 gas, and the blinding spell won't work against Protoss so we won't want to make a lot of them in that matchup. I doubt we'll have enough of it to use it on sentries, or even Immortals... I imagine we'll stick to corruptors against Colossi. Also it's the kind of thing we'll have to test but it looks like a slow and fragile unit that should be snipeable.
The blinding spell will effect High Templar, they are biological. Range 1 effectively makes them useless except for turning into a Archon.
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Meh, I hope they do something to protoss that actually gains some ground...
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I was thinking about it the other day, i'm really going to hate playing zergs without a thor, i don't care what they replace them with, the 7 range anti balling muta machine is fucking awesome. Hopefully they don't take out all the fun in air control in tvz.
I feel bad for toss players though, i hate them but what the hell are they getting lol.
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On April 12 2012 11:19 Teim wrote: Just bring back Goliaths as a replacement for Thors!
Happy with the rest of the changes though.
your right bro, i want goliathus so badly
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I feel the problem with the protoss arsenal is that we don't have anything that can kill workers, and they they're too gimicky. A lot of the builds are flimsy and have to be done without scouting etc etc. I think what protoss needs is a strong harasser, a strong basic infantry kind of unit, and a replaced colossus with something like a reaver. Just my opinion though. I don't know what they're thinking when they're talking about an even longer ranged siege unit for the terrans. "hurr durr siege tanks hit shit from too far of a distance for other units to be effective against them - let's make a unit that is exactly like a siege tank but has even longer range, so that siege tanks are not used as much". I guess they could remove splash, but still. I don't see the point. I guess that would force them to make bigger maps, so that's good I suppose.
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On April 12 2012 11:20 OrganicDoom wrote:Show nested quote +On April 12 2012 10:55 MilesTeg wrote:On April 12 2012 10:45 SunTurtle wrote: Ugh, the Zerg unit that pulls other units is still in the game? That's what's worrying me most about HotS. Maybe if they had it so that it couldn't pull massive units or something? It would make colossus, immortals, sentries, tanks, thors, ghosts, and ravens pretty much useless. Before every engagement the Z would just pull those units out of the army (and no unit is good on its own, especially support units) then engage when the P or T could do nothing. It's going to be 200 gas, and the blinding spell won't work against Protoss so we won't want to make a lot of them in that matchup. I doubt we'll have enough of it to use it on sentries, or even Immortals... I imagine we'll stick to corruptors against Colossi. Also it's the kind of thing we'll have to test but it looks like a slow and fragile unit that should be snipeable. The blinding spell will effect High Templar, they are biological. Range 1 effectively makes them useless except for turning into a Archon.
wait what? blinding spell only effects biological now? I was using viper/roach in HotS custom and it was amazing against toss, this would suck if it changed. I guess they changed it after all
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On April 12 2012 11:20 OrganicDoom wrote:Show nested quote +On April 12 2012 10:55 MilesTeg wrote:On April 12 2012 10:45 SunTurtle wrote: Ugh, the Zerg unit that pulls other units is still in the game? That's what's worrying me most about HotS. Maybe if they had it so that it couldn't pull massive units or something? It would make colossus, immortals, sentries, tanks, thors, ghosts, and ravens pretty much useless. Before every engagement the Z would just pull those units out of the army (and no unit is good on its own, especially support units) then engage when the P or T could do nothing. It's going to be 200 gas, and the blinding spell won't work against Protoss so we won't want to make a lot of them in that matchup. I doubt we'll have enough of it to use it on sentries, or even Immortals... I imagine we'll stick to corruptors against Colossi. Also it's the kind of thing we'll have to test but it looks like a slow and fragile unit that should be snipeable. The blinding spell will effect High Templar, they are biological. Range 1 effectively makes them useless except for turning into a Archon. Except that High Templars are such gentlmen that they don't physically punch or shoot lasers at you. Does the Blinding Cloud stop spellcasting?
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On April 12 2012 11:15 deo1 wrote: I'm disappointed that the shredder is gone (and a little surprised that everyone seems to have hated it so much). I would love to see terran get some more zone control that is pulled out of the deathball and isn't very complementary to bio play. I think it needed work to be sure, but I like the idea a lot.
My least favorite proposed unit is the oracle and it looks like it's still going strong. I don't like the concept of a unit that is designed for 1 purpose only, e.g. protoss need mineral harassment options so make a unit that stops mining from minerals...
Protoss does have harassment options -- 2 immortals + warp prism, 4 sentries in warp prism, phoenix, storm drop... These are cool because their function as harassment is emergent and not prescribed. And the units have many other functions as well.
Those are all either suffer from being less than particularly effective, too much of a wild tech and production swing, or risky to the point of being gimmicky. What protoss needs are units that cost APM more than anything else and don't leave gaping timing holes for your opponents to exploit. The oracle may or may not actually achieve this.
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