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Canada13389 Posts
On April 12 2012 11:32 usethis2 wrote:Show nested quote +On April 12 2012 11:20 OrganicDoom wrote: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?
From what I read on the Bnet site blind only works on biological units.
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I don't think I can appreciate Starcraft 2 as much as I once did until they do something about the way units path. Something along the lines of how units path in Dota 2 would be ideal.
...and those are my insignificant thoughts about HotS
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On April 12 2012 11:32 usethis2 wrote:Show nested quote +On April 12 2012 11:20 OrganicDoom wrote: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?
It makes the spells Range 1
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On April 12 2012 11:34 Resistentialism wrote:Show nested quote +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.
Yes it's a self quote, but the further point to add is that after you have protoss units that superb, high APM players can use in solidly safe builds to win world class tournaments, you can start thinking about toning down some of the numbers on the more kludgey brain-dead protoss units.
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Protoss race and matchups will still be screwed up if they don't at least push back warpgate and recall tech. Are they trying to make a race purely dependent on build orders? Instant reinforcements and retreat. Toss players don't even need to understand how army movement work. Correct build orders + micro to back it up, no way it will be balanced at the highest level. Most of the battles will be so 1 sided just like in WoL, either you get steamrolled or you steamroll the opponent. This is supposed to be a war game that revolves around economy and tactics, and they are removing the latter part completely lol.
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Awesome, Blizzard really does listen to feedback.
Zerg are looking like they are going to get some nice options. I'm curious to see how and when Zergs will incorporate Vipers into their play. Seeing how strong defilers were, and the fact that Vipers can replenish energy through minerals, similar to Consume, makes Vipers look very attractive.
I really really really hope terran mech becomes viable. There are only so many games I can watch with a mob of MMM pewpewpewing everything 
Protoss .... man I don't know. I'm not sold on the oracle but at least there's no more replicant. I wish they would just improve the carrier, rather than replace it when tempest. The new Nexus powers look very interesting. Similar to how Queens can choose to use energy on injects for macro, or for other abilities, the protoss will be able to chronoboost for macro, or do other stuff.
Since this is Heart of the Swarm, I guess zerg getting the shinier toys isn't that big of a deal, but I'm still hoping for some more interesting toss play.
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On April 12 2012 11:41 babysimba wrote:Most of the battles will be so 1 sided just like in WoL, either you get steamrolled or you steamroll the opponent.
Mass recall would kind of get rid of this a lot of the time, though in kind of a goofy way. Just to play devil's advocate.
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Give us some defilers and lurkers in heart of the swarm and order shall be restored.
With Stargate unist for protoss, the issue at the moment is low-mid tiered ranged units are still being used and anti-air has become more powerful in WoL. Terrans have marines and vikings whilst zerg have corruptors and hydras, any 4 of these units hard counter the whole stargate arsenal thus making stargate units very cost inefficient.
The tempest idea they had - long ranged siege type air unit, would be viable but feels a little bland. The Carrier I reckon should have some tweaking done, such as build times and the mechanics similar to broodwar (you can leave interceptors launched, following the carrier) so it can attack quicker.
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When will i be able, in game, to use the abduct ability? I can't imagine a situation where it would be useful. If i play with Vipers will i have to skip infestors or is 1-2 enough? I'll have to wait and see i guess.
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On April 12 2012 10:54 forsooth wrote:Show nested quote +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.
Yes there is. In the practice league. Even Bronze leaguers know you can nuke tank lines.
On April 12 2012 11:32 Windwaker wrote:Show nested quote +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
Except they ruined it with the Dustin portrait. The old Goliath was so sick. + Show Spoiler +
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On April 12 2012 11:48 GinDo wrote:Show nested quote +On April 12 2012 10:54 forsooth wrote: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. Yes there is. In the practice league. Even Bronze leaguers know you can nuke tank lines. Show nested quote +On April 12 2012 11:32 Windwaker wrote: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 Except they ruined it with the Dustin portrait. The old Goliath was so sick. + Show Spoiler +
D. Browder's face on the unit you can't have. He is a truly a Grandmaster at trolling
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no replicant makes me a happy nerd.
so does no shredder.
just hoping they move the oracle to the robo so protoss doesn't have to go stargate to harass.
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Personal Feelings:
1. Terran -Shredder gone is good. Terran already has a great siege unit, and the shredder was gimmicky. Good riddence. -Warhound gone is not good. The thor takes up too much space, is slow and doesn't do a great job of countering mass mutas since you can easily keep the mutas separated. Warhound was a much better idea. I hope they bring it back - Air mines. Goliaths(warhound) would solve this problem - Breaking siege lines. I think this can be solved by removing vikings. Without vikings, banshees become a dominant force and goliaths would be the counter. Then there would be a balancing act which is interesting.
2. Protoss -Replicant gone. Good, it was gimmicky. No hurt feelings here. -Oracle is fine. It probably can use some tweaks, but overall, I really like the possibilities it will provide. It might make 3 gate stargate expand more viable in pvz -Carrier tempest doesn't really solve any issues. Protoss need a good long range air superiority unit, so I have a proposal. Remove corrupters. Just like it's terran counterpart, the corrupter serves as a unit which is too good at it's role and makes for boring gameplay. This might mean balancing the collosus and other units to compensate, but this is the time to do it. Carrier just needs minor adjustments (auto healing, faster interceptor build time) and it will become a staple unit for protoss late game.
3. Zerg - Swarm host is good, zerg needs it pretty badly. -No hydra or roach changes.....bad Roaches and hydras overlap quite a bit in everything from range to cost. Removing one would probably not affect anything and would make things more simple. My suggestions: Remove hydra. Gives roaches speed for free and instead give roaches a researchable range upgrade and increase their cost to 125/25. -Viper sounds like a good secondary caster for zerg. I like the changes for it. -Nydus worm. Needs a lot of love to be useful, but at the same time, not too powerful. Faster unload time, Ability to auto rally units in and out of it and maybe it should come for free with hive tech.
Glad blizzard is making changes, kinda wish they were in a slightly different direction.
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On April 12 2012 11:36 OrganicDoom wrote:Show nested quote +On April 12 2012 11:32 usethis2 wrote:On April 12 2012 11:20 OrganicDoom wrote: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? It makes the spells Range 1 Suicide Storm?
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On April 12 2012 11:51 Erik.TheRed wrote:Show nested quote +On April 12 2012 11:48 GinDo wrote:On April 12 2012 10:54 forsooth wrote: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. Yes there is. In the practice league. Even Bronze leaguers know you can nuke tank lines. On April 12 2012 11:32 Windwaker wrote: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 Except they ruined it with the Dustin portrait. The old Goliath was so sick. + Show Spoiler + D. Browder's face on the unit you can't have. He is a truly a Grandmaster at trolling
That one's not actually dustin, that's another employee as they stated in an interview. The spartan goliath is the dustin one.
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On April 12 2012 11:57 darmousseh wrote: Personal Feelings:
1. Terran -Shredder gone is good. Terran already has a great siege unit, and the shredder was gimmicky. Good riddence. -Warhound gone is not good. The thor takes up too much space, is slow and doesn't do a great job of countering mass mutas since you can easily keep the mutas separated. Warhound was a much better idea. I hope they bring it back - Air mines. Goliaths(warhound) would solve this problem - Breaking siege lines. I think this can be solved by removing vikings. Without vikings, banshees become a dominant force and goliaths would be the counter. Then there would be a balancing act which is interesting.
2. Protoss -Replicant gone. Good, it was gimmicky. No hurt feelings here. -Oracle is fine. It probably can use some tweaks, but overall, I really like the possibilities it will provide. It might make 3 gate stargate expand more viable in pvz -Carrier tempest doesn't really solve any issues. Protoss need a good long range air superiority unit, so I have a proposal. Remove corrupters. Just like it's terran counterpart, the corrupter serves as a unit which is too good at it's role and makes for boring gameplay. This might mean balancing the collosus and other units to compensate, but this is the time to do it. Carrier just needs minor adjustments (auto healing, faster interceptor build time) and it will become a staple unit for protoss late game.
3. Zerg - Swarm host is good, zerg needs it pretty badly. -No hydra or roach changes.....bad Roaches and hydras overlap quite a bit in everything from range to cost. Removing one would probably not affect anything and would make things more simple. My suggestions: Remove hydra. Gives roaches speed for free and instead give roaches a researchable range upgrade and increase their cost to 125/25. -Viper sounds like a good secondary caster for zerg. I like the changes for it. -Nydus worm. Needs a lot of love to be useful, but at the same time, not too powerful. Faster unload time, Ability to auto rally units in and out of it and maybe it should come for free with hive tech.
Glad blizzard is making changes, kinda wish they were in a slightly different direction.
Thors already counter banshees.
There is no muta problem vs thors. Thors are much more cost efficient and supply efficient than mutas. You're supposed to get turrets with mech anyways and rally marines at home with bio. Mech is supposed to be slow and immobile -- the Thor fits this. I do not feel it is too clunky in any way. I don't have problems moving thors around.
They won't add in goliaths because then pure mech would be viable, and they don't seem to want pure anything to work past a certain point without MKP's micro (a good thing; you get different units from other techs to support your force like tanks and medivacs in TvZ bio, without your composition being weaker just cus it's not "pure" bio, unlike in BW -- it's easier to transition in SC2 now).
Goliaths were anti-heavy units, not anti-light units like Thor. Anyways the damage/weakness thing is different now.
Also they said they wanted the missile thing to help TvT for factory-based compositions. Not for just siege lines. Marine Tank vs Marine Tank is fine, and bio vs marine/tank and bio vs mech is fine as well. I feel even mech vs mech is fine -- it's still about positioning, though I guess it is "harder" because siege lines are even stronger. Something to do with an artillery range missile could be interesting, but we already have nukes for that (but that's more for bio -- having something more convenient for mech could be interesting).
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Something I feel that's been overlooked here is that the Marine, Zealot and Zergling are the exact same units from BroodWar. So somehow copying those units is ok, but copying say... the Lurker, Defiler, Arbiter, Corsair, Goliath, Vulture etc isn't?
Blizzard and Dustin Browder in particular seem akin to Valve regarding CS1.6, the whole incident when they randomly one day (after years and years of community requests to fix basic bugs) showed up and completely ruined the game sound, only to completely roll-back their changes some time later.
Based on what's been revealed and discussed, HOTS for me feels like impending doom.
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On April 12 2012 11:32 Euronyme wrote: 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. Go watch Parting vs Fin G1 on Daybreak yesterday.
+ Show Spoiler +He kills 50+ workers with just chargelots, even when he is at a disadvantage.
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Breaking the siege tank lines is like an art (look at boxer!). Why they want to remove it by introducing "on demand nukes" or missile launchers I have no idea but the real problem that lies in tank vs tank lines is vision. With SC2 you are forced to vikings no matter what. The person with a the better air superiority will be so advantageous that the other player has to somehow mass even more vikings or burn scans/lose out eventually.
The culprit of this problem lies in the fact there is no suitable middle GtA unit that could punish vikings for providing vision for the tank lines ala Goliath (marines are good, but not when they are in no mans land). Thors are viable somewhat but are expensive/cumbersome + AtG units are much more stronger than GtA units..
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On April 12 2012 12:46 pdd wrote:Show nested quote +On April 12 2012 11:32 Euronyme wrote: 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. Go watch Parting vs Fin G1 on Daybreak yesterday. + Show Spoiler +He kills 50+ workers with just chargelots, even when he is at a disadvantage.
Ah and imagine having the nexus recall here. Not only do they kill all those workers but most of the army can come home safe..
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