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Developers Update : Heart of the Swarm - Page 52

Forum Index > SC2 General
1844 CommentsPost a Reply
Prev 1 50 51 52 53 54 93 Next
Velr
Profile Blog Joined July 2008
Switzerland10968 Posts
April 12 2012 09:00 GMT
#1021
On April 12 2012 17:57 Osmoses wrote:
Holy crap, I actually agree with everything in this dev update. Every single thing. Wow. That's never happened before.


You agree with the Terran "even more long range" rocket-launcher-tower thing?

SRSLY?
Xayoz
Profile Joined December 2010
Estonia373 Posts
April 12 2012 09:02 GMT
#1022
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.

Wow...
Whenever you correct someone's grammar just remember that nobody likes you.
ProxySilmaril
Profile Joined June 2011
81 Posts
April 12 2012 09:03 GMT
#1023
On April 12 2012 17:58 cmen15 wrote:
Show nested quote +
On April 12 2012 17:42 ProxySilmaril wrote:
do they still want to remove the mothership??

yepp, as far as i know its going for sure..

Mhm but why, the mothership was used the last days. Will there be an alternative to play against mass broodlords?
Acnologia
Profile Joined June 2011
Australia410 Posts
April 12 2012 09:04 GMT
#1024
On April 12 2012 17:57 Osmoses wrote:
Holy crap, I actually agree with everything in this dev update. Every single thing. Wow. That's never happened before.


just curious, do you play zerg?
♥
GoooN
Profile Joined August 2010
217 Posts
April 12 2012 09:06 GMT
#1025
On April 12 2012 18:02 Xayoz wrote:
Show nested quote +
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.

Wow...


This encourages smaller engagements instead of waiting for the deathball and move out. And you probably have to sacrifice Nexus energy on it which means less chronoboost for probes/upgrades etc. So overall a fair trade to make games a bit more interesting (maybe).
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 12 2012 09:07 GMT
#1026
On April 12 2012 18:04 Acnologia wrote:
Show nested quote +
On April 12 2012 17:57 Osmoses wrote:
Holy crap, I actually agree with everything in this dev update. Every single thing. Wow. That's never happened before.


just curious, do you play zerg?


As a zerg even then he shouldn't be agreeing with everything (especially mass recall). Eh in general I am still not sure how I feel, I feel they are doing a great job with new zerg units that are actually somewhat good, terran ones are lame and so are toss. Imo anyway.
When I think of something else, something will go here
fr0d0b0ls0n
Profile Joined March 2010
Spain51 Posts
April 12 2012 09:12 GMT
#1027
Without knowing everything about the unit, is hard to make assumptions.

For example, the "extremely long-ranged terran missile launcher" can be like nuclear launches, with a pre-warning and travel time, just faster and doing low damage to buildings, making it only useful against slow units. That's invalidates almost all the thinking about it in this thread.

And the flying spider mine could be a relatively fast unit like the Scourge, and be able to hit invisible units by collision without detection (like Banshees or Observers).

But I'll keep dreaming that some day the Warp In time for Protoss increases by the distance to the nearest Nexus. Yeah, I hate Protoss
I should warn you, getting what you want and being happy are two quite different things.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
April 12 2012 09:13 GMT
#1028
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.


Compltely boring change imo. I like the idea of having a positional unit/abililty (like the original intention of shredder) and spider mines. Like a weak/cheap/moving (but immobile) planetary
Hadraziel
Profile Joined May 2010
Russian Federation114 Posts
April 12 2012 09:13 GMT
#1029
I think we can expect the missile launcher to act like a mini nuke, aiming at an area with a red dot, with an attack delayed by a few seconds.
I don't think it would be a bad idea to give terran some sort of more affordable nuke on factory tech, real nukes are hardly ever seen in pro matches.
NukeD
Profile Joined October 2010
Croatia1612 Posts
April 12 2012 09:14 GMT
#1030
On April 12 2012 17:29 SmileZerg wrote:
Show nested quote +
On April 12 2012 17:24 Disastorm wrote:
Does anyone understand what new ability they are talking about with the Viper, we already knew they had an aoe cloud that made units in it get a range of 1...

And WOOt Viper gets Consume, is that what they meant by new ability?!


It sounds like the Blinding Cloud has been changed. Previously it created a "smog tile" that reduced units under it to range 1 but they could micro out. Now it sounds like it hits units in an AoE and they stay blinded (range 1) regardless of where they move for an unknown duration, HOWEVER only bio is affected now. This makes the ability stronger against Terran M&M and zerg roach/hydra armies, but it can no longer be used versus Protoss balls, siege tank lines, mech or bunkered units. This is my understanding anyways.


If this is true that basically means we get Infestor #2, with a difference that this one doesnt kill units and works only on bio. Yes I would definitely prefer this ability over fungal when im in the mood for trolling my opponent. First I drain his one mineral then when his marine comes I pull him under me and make him blind then poo creep on him. Then I plant Mushrooms in his main.

sorry for dem one liners
ThumZz
Profile Joined March 2012
Netherlands70 Posts
April 12 2012 09:20 GMT
#1031
I don't like this , its sounds like a over the top expansion I have the feeling people gonna maybe stick with StarCraft 2 WoL like much didn't move over to Counter strike expansions
www.teamerrox.com :D
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
April 12 2012 09:21 GMT
#1032
On April 12 2012 09:02 avilo wrote:
Show nested quote +
On April 12 2012 08:59 RogerX wrote:
To be honest, I was kind of excited for the Shredder... It felt like it opened a huge window of opportunity for the Terran players, however I guess the intense defense mechanism possibilites far outweighted new and unique strategies. Quite a shame, I hate turtles


The shredder was terrible. Trust me. It was a horrible design, even 1 stalker/marine/roach could kill it easily, or it was overwhelmed easily, it was in no way anywhere near what a spider mine is.

I know this from experience playing some HOTS custom map before. It was an utterly useless unit, and I knew it would be scrapped. SC2 currently is too fast paced for a visible stationary thing like the shredder that has low range to ever work. All deathballs just simply killed these in less than a split second lol.

Terran has the raven for lategame...as well as ghosts...but they nerfed ghosts, so really the raven is something Terran has but HSM needs to be made more accessible by tweaking either the nrg to 100, or to 75 and removing the energy upgrade like they did with templar. That would be ideal. Reapers also are utterly pointless 95% of the time, they should finish WoL before they start trying to add in random HOTS terran units.

They did not address mech at all with this update, they actually are saying they want mech to die in TvT with this new siege unit which is hilarious. They also have not addressed lategame TvZ/TvP problems right now, chargelots / broodlord/infestor/corruptor are currently a huge problem for Terran in lategame and they have not tweaked the raven at all in accordance, especially after the ghost nerf.

TBH, I thought they were going to nerf warp-in by now so that protoss offensive all-ins are not easy to do and you'd instead have to make a warp prism, but looks like they are going to try to make HOTS the cure all for WoL problems.


I think you give to much weight on the exact unit stats of the shredder, instead of just the idea of the shredder. The shredder could definitely work if tweaked right so it would become an extremely cost efficient unit against large armies 1a'ing through it.
Velr
Profile Blog Joined July 2008
Switzerland10968 Posts
April 12 2012 09:23 GMT
#1033
Like a PF?
Big J
Profile Joined March 2011
Austria16289 Posts
April 12 2012 09:31 GMT
#1034
On April 12 2012 18:23 Velr wrote:
Like a PF?


na, more like a bigass, gasintensive, immobile, splash canon used to defend an area. oh wait...
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 09:37 GMT
#1035
On April 12 2012 17:32 Disastorm wrote:
Show nested quote +
On April 12 2012 17:29 SmileZerg wrote:
On April 12 2012 17:24 Disastorm wrote:
Does anyone understand what new ability they are talking about with the Viper, we already knew they had an aoe cloud that made units in it get a range of 1...

And WOOt Viper gets Consume, is that what they meant by new ability?!


It sounds like the Blinding Cloud has been changed. Previously it created a "smog tile" that reduced units under it to range 1 but they could micro out. Now it sounds like it hits units in an AoE and they stay blinded (range 1) regardless of where they move for an unknown duration, HOWEVER only bio is affected now. This makes the ability stronger against Terran M&M and zerg roach/hydra armies, but it can no longer be used versus Protoss balls, siege tank lines, mech or bunkered units. This is my understanding anyways.

Ah I understand now. Interesting, I think it sounds really good against marines now, but wont affect tanks so I'm not sure which is better.


Well Abduct is still available to deal with tanks. I think it's a good change, because previously the blinding cloud was always better against tanks and there was no need for abduct except versus colossi. I did like the micro factor of the opponent being able to move out of the cloud though... we'll see how it develops.
"Show me your teeth."
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 09:43 GMT
#1036
Also for those saying that Blizzard hasn't addressed late game TvP problems yet with the chargelots, or mech TvP - firstly the battle hellions are still in the game. We're talking about a unit beefier than a marauder, which is damage type light so it doesn't suffer bonus dmg from stalker/immortals, that deals huge bonus to zealots in a cone AoE and can transform back to raider mode to quickly get into position. Also they clearly stated they are currently playing around with ideas for new factory units, they just don't have anything definite yet. Let's try not to jump on the doom and gloom bandwagon just yet?
"Show me your teeth."
Big J
Profile Joined March 2011
Austria16289 Posts
April 12 2012 09:45 GMT
#1037
On April 12 2012 18:37 SmileZerg wrote:
Show nested quote +
On April 12 2012 17:32 Disastorm wrote:
On April 12 2012 17:29 SmileZerg wrote:
On April 12 2012 17:24 Disastorm wrote:
Does anyone understand what new ability they are talking about with the Viper, we already knew they had an aoe cloud that made units in it get a range of 1...

And WOOt Viper gets Consume, is that what they meant by new ability?!


It sounds like the Blinding Cloud has been changed. Previously it created a "smog tile" that reduced units under it to range 1 but they could micro out. Now it sounds like it hits units in an AoE and they stay blinded (range 1) regardless of where they move for an unknown duration, HOWEVER only bio is affected now. This makes the ability stronger against Terran M&M and zerg roach/hydra armies, but it can no longer be used versus Protoss balls, siege tank lines, mech or bunkered units. This is my understanding anyways.

Ah I understand now. Interesting, I think it sounds really good against marines now, but wont affect tanks so I'm not sure which is better.


Well Abduct is still available to deal with tanks. I think it's a good change, because previously the blinding cloud was always better against tanks and there was no need for abduct except versus colossi. I did like the micro factor of the opponent being able to move out of the cloud though... we'll see how it develops.


it depends a lot on how those things interact exactly. The
Blinding could be permanent (or very long), but healed off.
Blinding could be timed.
Blinding could still be some form of cloud spell.
Blinding could work completly differently (channeling...)

The Developers Update doesn't give a lot of information on this topic. Just that right now, there is an AoE spell that blinds bio units.
NukeD
Profile Joined October 2010
Croatia1612 Posts
Last Edited: 2012-04-12 09:47:33
April 12 2012 09:45 GMT
#1038
On April 12 2012 18:37 SmileZerg wrote:
Show nested quote +
On April 12 2012 17:32 Disastorm wrote:
On April 12 2012 17:29 SmileZerg wrote:
On April 12 2012 17:24 Disastorm wrote:
Does anyone understand what new ability they are talking about with the Viper, we already knew they had an aoe cloud that made units in it get a range of 1...

And WOOt Viper gets Consume, is that what they meant by new ability?!


It sounds like the Blinding Cloud has been changed. Previously it created a "smog tile" that reduced units under it to range 1 but they could micro out. Now it sounds like it hits units in an AoE and they stay blinded (range 1) regardless of where they move for an unknown duration, HOWEVER only bio is affected now. This makes the ability stronger against Terran M&M and zerg roach/hydra armies, but it can no longer be used versus Protoss balls, siege tank lines, mech or bunkered units. This is my understanding anyways.

Ah I understand now. Interesting, I think it sounds really good against marines now, but wont affect tanks so I'm not sure which is better.


Well Abduct is still available to deal with tanks. I think it's a good change, because previously the blinding cloud was always better against tanks and there was no need for abduct except versus colossi. I did like the micro factor of the opponent being able to move out of the cloud though... we'll see how it develops.



What is there to develop? Why would you ever choose blinding units over simply killing them with fungal?

EDIT: Offcourse its a whole different story if the cloud actually stays on the ground and is much more interesting and meaningfull that way.
sorry for dem one liners
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
April 12 2012 09:46 GMT
#1039
On April 12 2012 18:20 ThumZz wrote:
I don't like this , its sounds like a over the top expansion I have the feeling people gonna maybe stick with StarCraft 2 WoL like much didn't move over to Counter strike expansions

No, once the game is officially released, all tournaments MUST eventually switch.
"let your freak flag fly"
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 09:50 GMT
#1040
On April 12 2012 18:45 NukeD wrote:
Show nested quote +
On April 12 2012 18:37 SmileZerg wrote:
On April 12 2012 17:32 Disastorm wrote:
On April 12 2012 17:29 SmileZerg wrote:
On April 12 2012 17:24 Disastorm wrote:
Does anyone understand what new ability they are talking about with the Viper, we already knew they had an aoe cloud that made units in it get a range of 1...

And WOOt Viper gets Consume, is that what they meant by new ability?!


It sounds like the Blinding Cloud has been changed. Previously it created a "smog tile" that reduced units under it to range 1 but they could micro out. Now it sounds like it hits units in an AoE and they stay blinded (range 1) regardless of where they move for an unknown duration, HOWEVER only bio is affected now. This makes the ability stronger against Terran M&M and zerg roach/hydra armies, but it can no longer be used versus Protoss balls, siege tank lines, mech or bunkered units. This is my understanding anyways.

Ah I understand now. Interesting, I think it sounds really good against marines now, but wont affect tanks so I'm not sure which is better.


Well Abduct is still available to deal with tanks. I think it's a good change, because previously the blinding cloud was always better against tanks and there was no need for abduct except versus colossi. I did like the micro factor of the opponent being able to move out of the cloud though... we'll see how it develops.



What is there to develop? Why would you ever choose blinding units over simply killing them with fungal?

EDIT: Offcourse its a whole different story if the cloud actually stays on the ground and is much more interesting and meaningfull that way.


Because units can shoot while fungaled and be healed by medivacs to negate the damage. Also infestors are vulnerable to siege tanks, and vipers are not. I would much rather blind a large group of marines and charge my zerglings in than try to chainfungal them all to death.
"Show me your teeth."
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