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HotS MLG Info Updates - Page 115

Forum Index > SC2 General
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Prev 1 113 114 115 116 117 141 Next
0neder
Profile Joined July 2009
United States3733 Posts
June 10 2012 08:45 GMT
#2281
On June 10 2012 13:39 iky43210 wrote:

its about the design, not balance. Warhound and battle hellions sounds extremely boring for units that rivals protoss deathballs. Terran right now is extremely versatile, mobile, and efficient. You need a ton of APM to succeed with some comps such as tank/marines or pushes, and I don't want to move away from that so terran becomes Protoss 2.0

People said warhound are fast and microable, but from the video they seems chunky and have attack delay. I am not sure how much you can micro them. And battle hellions are completely worthless unless you have a ball of them


Great point. So many people on here are obsessed with balance and when we critique game design they only see balance whine...I barely even play Sc2 anymore. I don't care about balance. Balance is easy. I just want the game design to improve so it will be better than BW.
archonOOid
Profile Blog Joined March 2011
1983 Posts
June 10 2012 09:01 GMT
#2282
For me game play is the most important thing and it looks like HotS will broaden the viable strategies compared to WoL. If some units are imbalanced in the alpha version it doesn't really matter as long as they add more depth to the game. Blizzard will have 2-3 years time to balance HotS until LotV comes out so i don't think we should take out the pitchforks just to out the 22 range on the tempest. I like the most additions in HotS and those addition i don't like will probably change during the game development or get removed completely. Oh, ye of little faith...
I'm Quotable (IQ)
Dragar
Profile Joined October 2010
United Kingdom971 Posts
June 10 2012 09:03 GMT
#2283
I really don't like the swarm host. It seems like it contributes little to a direct engagement, and the units it spawns do little in terms of pressure.
papaz
Profile Joined December 2009
Sweden4149 Posts
June 10 2012 09:15 GMT
#2284
Question about widow mine

After it's burrowed how do you kill the widow mine?

It attacks air and ground and attacks invisible units. So I didn't understand how you deal with them after they have burrowed?!
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
June 10 2012 09:20 GMT
#2285
On June 10 2012 18:15 papaz wrote:
Question about widow mine

After it's burrowed how do you kill the widow mine?

It attacks air and ground and attacks invisible units. So I didn't understand how you deal with them after they have burrowed?!

From what I understand the mines have a activation radius of 5-6,the observer for instance,has a detection range of 11.
So you can clean them up but its going to be a real pain in the ass since you will have to pay attention all the time to your observer scouting around in front of your army when you move out.
Cackle™
cablesc
Profile Blog Joined August 2009
United States1540 Posts
June 10 2012 09:22 GMT
#2286
On June 10 2012 18:15 papaz wrote:
Question about widow mine

After it's burrowed how do you kill the widow mine?

It attacks air and ground and attacks invisible units. So I didn't understand how you deal with them after they have burrowed?!


You need detection and a longer range (It's range is 5-6), or you can bait out the mines by running in a couple of cheap units (lings and whatnot).
Slayers Forever! Rip. :( - Not the eSports organizer, that's CableStarcraft.
kAelle_sc
Profile Joined April 2011
287 Posts
June 10 2012 09:23 GMT
#2287
On June 09 2012 08:31 Pr0wler wrote:
Show nested quote +
On June 09 2012 08:11 Grubby wrote:
TT did you guys notice they made worker counting easier? Says "0/24" on the Hatchery. Did anyone discuss this? :p

EDIT: also, I hate Swarm Host idea.. it's just like ground broodlords, will add even more mindless blockers to the battle to prevent movement like broodlings, fungal and changelings >_<

You mean like ... forcefields ?


so happy to know someone's with me on this

"Zerg has always been underpowered." -NesTea, GSL interview
It's all about the journey, not the outcome.
MMDollar
Profile Joined May 2011
Bulgaria39 Posts
June 10 2012 09:36 GMT
#2288
On June 10 2012 18:23 kAelle_sc wrote:
Show nested quote +
On June 09 2012 08:31 Pr0wler wrote:
On June 09 2012 08:11 Grubby wrote:
TT did you guys notice they made worker counting easier? Says "0/24" on the Hatchery. Did anyone discuss this? :p

EDIT: also, I hate Swarm Host idea.. it's just like ground broodlords, will add even more mindless blockers to the battle to prevent movement like broodlings, fungal and changelings >_<

You mean like ... forcefields ?


so happy to know someone's with me on this

"Zerg has always been underpowered." -NesTea, GSL interview


Nestea also said that you should not lose to protoss if you are zerg.
no money no pain no game
Toadvine
Profile Joined November 2010
Poland2234 Posts
June 10 2012 09:41 GMT
#2289
On June 10 2012 18:23 kAelle_sc wrote:
Show nested quote +
On June 09 2012 08:31 Pr0wler wrote:
On June 09 2012 08:11 Grubby wrote:
TT did you guys notice they made worker counting easier? Says "0/24" on the Hatchery. Did anyone discuss this? :p

EDIT: also, I hate Swarm Host idea.. it's just like ground broodlords, will add even more mindless blockers to the battle to prevent movement like broodlings, fungal and changelings >_<

You mean like ... forcefields ?


so happy to know someone's with me on this

"Zerg has always been underpowered." -NesTea, GSL interview


The game already having stupid crap like this is no excuse to keep adding more. I'd be all for removing FF, Fungal, Concussive Shell, and any other anti-micro ability. Or at the very least putting stuff like that on expensive, high-tech units, with high energy costs (aka Arbiters with Stasis in BW).

Also, removing Sentries would also mean removing Warpgate and possibly Colossi, so it's a huge win for everyone.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
DuckNuked
Profile Joined June 2012
France60 Posts
June 10 2012 09:46 GMT
#2290
For all of those Terrans who are crying about "we'll stay in bioplay TvP". We are not going to: MMM is likely to be a dead end in Hots.
Why?

Mothership Core and Oracle.

For the mothership core: 2 abilitys are very dangerous for Bioplay: Energy remax (i won't even mention Hight templars...) and Recall, no need to go further in explanations for this. =)

For the Oracle: this Horrible IMBA thing (Love it, really, can't understand the toss who won't use them in EVERY game! I'll be sad not seeing them in my TvP...) have 2 abilitys to deny our macro mechanic.
First: Stop mining = MMM is mineral heavy, and can't use his gas after 2.5/3 bases. Using defensive units in combination with our own harassing units is not a good thing when you play with papermade army. If not, we'll have less minerals.
Second: Cloack: Forces Scan or Raven. Raven kill the mobility of MMM, so; his only advantage right now. And scan, it kills potential mineral bank.

Combination of theses two units make resplenish bioarmy more harder: we'll need to use our gas, and now that Reapers won't fit into a standard MMM combination (No speed, Self healing, and i think damage reduced against Light.? See tvz video.). We'll need another way.

As a current mech player in TvP, honestly i'll be glad of all changements we'll have. Current added units may be really cool for metagame and dynamic. Altrough i'm very disappointed of no microable units, no shredder (make it a building like Zerg spines = no drop in menral lines) and the skins of widow mines and warhound.

Aniway, one thing to note is the RANGE 13 of the mothership core canons, like Tanks ! I bet it'll be a really good defense against 1/1/1, so: Bli² will not need to keep Tank in it's current state, especially seeing all theses tank-killa they added in the game. Probably the old 70 damages will take a come back in HoTS.
Terran Forum "TvP HELP", Protoss Forum "PvZ HELP!", Zerg Forum: "What use for Hydra???"
Ktk
Profile Blog Joined May 2010
Korea (South)753 Posts
June 10 2012 09:54 GMT
#2291
On June 10 2012 18:46 DuckNuked wrote:
For all of those Terrans who are crying about "we'll stay in bioplay TvP". We are not going to: MMM is likely to be a dead end in Hots.
Why?

Mothership Core and Oracle.

For the mothership core: 2 abilitys are very dangerous for Bioplay: Energy remax (i won't even mention Hight templars...) and Recall, no need to go further in explanations for this. =)

For the Oracle: this Horrible IMBA thing (Love it, really, can't understand the toss who won't use them in EVERY game! I'll be sad not seeing them in my TvP...) have 2 abilitys to deny our macro mechanic.
First: Stop mining = MMM is mineral heavy, and can't use his gas after 2.5/3 bases. Using defensive units in combination with our own harassing units is not a good thing when you play with papermade army. If not, we'll have less minerals.
Second: Cloack: Forces Scan or Raven. Raven kill the mobility of MMM, so; his only advantage right now. And scan, it kills potential mineral bank.

Combination of theses two units make resplenish bioarmy more harder: we'll need to use our gas, and now that Reapers won't fit into a standard MMM combination (No speed, Self healing, and i think damage reduced against Light.? See tvz video.). We'll need another way.

As a current mech player in TvP, honestly i'll be glad of all changements we'll have. Current added units may be really cool for metagame and dynamic. Altrough i'm very disappointed of no microable units, no shredder (make it a building like Zerg spines = no drop in menral lines) and the skins of widow mines and warhound.

Aniway, one thing to note is the RANGE 13 of the mothership core canons, like Tanks ! I bet it'll be a really good defense against 1/1/1, so: Bli² will not need to keep Tank in it's current state, especially seeing all theses tank-killa they added in the game. Probably the old 70 damages will take a come back in HoTS.


Recall just means mech is even harder because protoss has a free pass out of a pickle. Or do all-in aggressive damage without losing all the units (like getting into the main, killing things, recall out) at any point in the game. If you're playing mech, you have no shot at killing these things if you're even a little bit out of position.
Energy remax is a big problem for MMM. Oracles are not. Vikings should be standard, a few viking shots plus a scan should do away with the cloaking field. You scan enough for obs hunting anyways. Ravens aren't forced by cloaking field.

I'd like to reiterate, it really really sucks that warhound is an a-move unit!
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
June 10 2012 10:03 GMT
#2292
Hey anyone know where I can find the tvz battle report? I've been looking but no luck so far.. thanks
Jaedong.
Racer
Profile Joined May 2011
103 Posts
June 10 2012 10:07 GMT
#2293
On June 10 2012 19:03 sGs.Kal_rA wrote:
Hey anyone know where I can find the tvz battle report? I've been looking but no luck so far.. thanks

http://www.majorleaguegaming.com/live#sc2 02:35
Zorkmid
Profile Joined November 2008
4410 Posts
June 10 2012 10:07 GMT
#2294
Entomb seems stupid and annoying. How on earth do you prevent that early game?
Neurosis
Profile Joined October 2010
United States893 Posts
Last Edited: 2012-06-10 10:09:16
June 10 2012 10:08 GMT
#2295
Viper looks awesome, great unit imo.

Warhound looks meh purely from an aesthetic view but it's role is obviously very needed (lol @ tanks in t v t and immortals vs mech).

I like the battle hellion, have no problems with that.

The widow mines I'm on the fence with. I have no opinion until we can see it more in pro level games.

I don't like the oracle at all, I think this unit steps into something a little too flashy and gimmicky.

Mothership core seems like it would be really OP but from a design perspective but I think it would make playing protoss more fun so, looks good.

The tempest is pretty awesome.

The new lurker looks kinda gimmicky (but it DOES look like a turtle, so kudos there)

Ultra burrow charge sounds neat on paper but I would lump this together with the Oracle, this is a little too flashy for Starcraft imo. Feel free to disagree if you think it's awesome.

DuckNuked
Profile Joined June 2012
France60 Posts
June 10 2012 10:09 GMT
#2296
Actually, as i'm playing mech, i'm facing a LOT of blink Stalkers and Recall from mothership. And this isn't a problem. And it won't be in Hots neither, especially with widow mines.
Terran Forum "TvP HELP", Protoss Forum "PvZ HELP!", Zerg Forum: "What use for Hydra???"
Rataplan
Profile Joined April 2011
Netherlands109 Posts
June 10 2012 10:14 GMT
#2297
Is it possible to drop widow mines? If so, widow mine drops in mineral lines...
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
June 10 2012 10:21 GMT
#2298
Some of the stuff seems pretty good, some not so much. At least this should shake up the game and make it more interesting.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-06-10 10:37:25
June 10 2012 10:36 GMT
#2299
On June 10 2012 19:07 Zorkmid wrote:
Entomb seems stupid and annoying. How on earth do you prevent that early game?

Probably by building spine crawlers if you scout toss having stargate
Blizzard logic. Lets design an air unit that will make you build anti ground towers :D

I wonder how they plan for terran to defend against it :D
Tppz!
Profile Joined October 2010
Germany1449 Posts
June 10 2012 10:44 GMT
#2300
I couldnt watch last night. Have there been more than the TvZ and the PvZ Battlereport?
Thanks in advance
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