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HotS MLG Info Updates - Page 121

Forum Index > SC2 General
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holy_war
Profile Blog Joined July 2007
United States3590 Posts
June 11 2012 02:40 GMT
#2401
On June 11 2012 11:16 Die4Ever wrote:
NO BURROWED BANELINGS?? WTF??


My bad, corrected in OP. The burrow movement upgrade was taken out for banelings.
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 02:41 GMT
#2402
On June 11 2012 11:40 holy_war wrote:
Show nested quote +
On June 11 2012 11:16 Die4Ever wrote:
NO BURROWED BANELINGS?? WTF??


My bad, corrected in OP. The burrow movement upgrade was taken out for banelings.

OH THANK GOD!
"Expert" mods4ever.com
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 11 2012 02:42 GMT
#2403
On June 11 2012 11:41 Die4Ever wrote:
Show nested quote +
On June 11 2012 11:40 holy_war wrote:
On June 11 2012 11:16 Die4Ever wrote:
NO BURROWED BANELINGS?? WTF??


My bad, corrected in OP. The burrow movement upgrade was taken out for banelings.

OH THANK GOD!

Hahaha Rest assured I don't think they'll make THAT much of a drastic change on a core unit like that.
[TLNY]Mahjong Club Thread
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 02:43 GMT
#2404
On June 11 2012 11:42 Blasterion wrote:
Show nested quote +
On June 11 2012 11:41 Die4Ever wrote:
On June 11 2012 11:40 holy_war wrote:
On June 11 2012 11:16 Die4Ever wrote:
NO BURROWED BANELINGS?? WTF??


My bad, corrected in OP. The burrow movement upgrade was taken out for banelings.

OH THANK GOD!

Hahaha Rest assured I don't think they'll make THAT much of a drastic change on a core unit like that.

If they took out baneling burrow they could just take the raven out of the game and replace it with something else lol
"Expert" mods4ever.com
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
June 11 2012 02:44 GMT
#2405
On June 11 2012 09:22 Soliloquy. wrote:
zerg seems super op in my opinion viper being able to pull enemy and friendly units. and the ultralisk charge but it's the zerg sc2 game so ofc there gonna be op. Hopefully the game will become as balanced as wings of liberty has became



Wings of Liberty was pretty im-balanced and has come very far since it's release in terms of balance the same will be done with HoTs and just like DB(dustin browder said) if they feel it's to im-balanced they won't release it and will continue working on such until it's ready for launch.
Moderatorlickypiddy
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 11 2012 02:45 GMT
#2406
On June 11 2012 11:43 Die4Ever wrote:
Show nested quote +
On June 11 2012 11:42 Blasterion wrote:
On June 11 2012 11:41 Die4Ever wrote:
On June 11 2012 11:40 holy_war wrote:
On June 11 2012 11:16 Die4Ever wrote:
NO BURROWED BANELINGS?? WTF??


My bad, corrected in OP. The burrow movement upgrade was taken out for banelings.

OH THANK GOD!

Hahaha Rest assured I don't think they'll make THAT much of a drastic change on a core unit like that.

If they took out baneling burrow they could just take the raven out of the game and replace it with something else lol

Deal, give us Vessel, Them Irradiate
[TLNY]Mahjong Club Thread
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 02:46 GMT
#2407
On June 11 2012 09:22 Soliloquy. wrote:
zerg seems super op in my opinion viper being able to pull enemy and friendly units. and the ultralisk charge but it's the zerg sc2 game so ofc there gonna be op. Hopefully the game will become as balanced as wings of liberty has became


Please everyone stop thinking that Zerg is gonna be OP just cause it's the Zerg expansion, the race you play in the campaign and the strongest race do not have to be the same!! Blizzard said they are taking balance very seriously with the expansion since they realize peoples' careers depend on balance!
"Expert" mods4ever.com
14fighter
Profile Blog Joined January 2012
United States226 Posts
June 11 2012 02:49 GMT
#2408
Wait... if vipers can pull friendly units......pull banes trololol you thought bane speed was bad!? wait till they fly at you ! I'd like to see you split mid-flight now!
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
June 11 2012 02:50 GMT
#2409
Funny how all the t additions were made for tvp (aka make mech viable), yet they dont battle report a tvp ^.^
Jaedong.
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 02:50 GMT
#2410
On June 11 2012 11:49 14fighter wrote:
Wait... if vipers can pull friendly units......pull banes trololol you thought bane speed was bad!? wait till they fly at you ! I'd like to see you split mid-flight now!

nah that's not that OP, pulling broodlords to make them move faster! that's gonna be awesome to see, dodging vortexes lol
"Expert" mods4ever.com
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 11 2012 02:55 GMT
#2411
On June 11 2012 11:49 14fighter wrote:
Wait... if vipers can pull friendly units......pull banes trololol you thought bane speed was bad!? wait till they fly at you ! I'd like to see you split mid-flight now!


haha I can imagine having 6 ultra's trapped in a corner by the terran main, using 6 vipers to pull them up to the main and do some damage so they don't all die to the army at the bottom of the base :D
When I think of something else, something will go here
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 11 2012 02:56 GMT
#2412
On June 11 2012 11:55 blade55555 wrote:
Show nested quote +
On June 11 2012 11:49 14fighter wrote:
Wait... if vipers can pull friendly units......pull banes trololol you thought bane speed was bad!? wait till they fly at you ! I'd like to see you split mid-flight now!


haha I can imagine having 6 ultra's trapped in a corner by the terran main, using 6 vipers to pull them up to the main and do some damage so they don't all die to the army at the bottom of the base :D

That would be something to see definitely.
[TLNY]Mahjong Club Thread
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 02:57 GMT
#2413
On June 11 2012 11:50 Die4Ever wrote:
Show nested quote +
On June 11 2012 11:49 14fighter wrote:
Wait... if vipers can pull friendly units......pull banes trololol you thought bane speed was bad!? wait till they fly at you ! I'd like to see you split mid-flight now!

nah that's not that OP, pulling broodlords to make them move faster! that's gonna be awesome to see, dodging vortexes lol

2v2s where you pull your ally's seiged tanks backwards or forwards...(I know balance in 2v2s is w/e)
pulling queens might come in handy
pulling ultras through buildings and up/down cliffs
pulling infestors back after they land fungals
pulling a mothership?

maybe abduct shouldn't work on massive units? it also looks a little silly lol
"Expert" mods4ever.com
SniXSniPe
Profile Blog Joined March 2010
United States1938 Posts
June 11 2012 02:58 GMT
#2414
Surprised this is not there in the OP, but the mothership core has an ability to give an unit/structure full energy.

Meaning yes, you can give your Nexus full energy to chronoboost.


From my personal opinion, this ability will need so heavy nerfage/removal because that's just absurd. I played all 3 races during the trial period, and I have to say so far P>Z>T is what I'm expecting. The mines seem okay (haven't checked there splash when exploding), but the detonation takes forever and is easily visible (though I'm not sure if the enemy will see the flashing red?). Anyone with good control will be able to isolate said ground units, though perhaps it is quite useful when dealing with strong units like Ultralisks.

The warhound really does not seem to add much to TvZ, and I'm holding my breath for it's use in TvP. It seems it will really only affect TvT when playing against mech players. Glad they kept the Thor, Terran can still find it quite useful in many cases.

On another note, Zerg T3 just got even more insane... Those ?vipers? gain energy by stealing life from your own structures, and can cast 10 second clouds that heavily reduces ranged units range to like 1-2?.

Either way, from my perspective Protoss will be the strongest if they do not change things from what I currently played. That energy giving spell realllllyyyy affects a LOT of timing attacks in particular.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 11 2012 03:01 GMT
#2415
On June 11 2012 11:57 Die4Ever wrote:
Show nested quote +
On June 11 2012 11:50 Die4Ever wrote:
On June 11 2012 11:49 14fighter wrote:
Wait... if vipers can pull friendly units......pull banes trololol you thought bane speed was bad!? wait till they fly at you ! I'd like to see you split mid-flight now!

nah that's not that OP, pulling broodlords to make them move faster! that's gonna be awesome to see, dodging vortexes lol

2v2s where you pull your ally's seiged tanks backwards or forwards...(I know balance in 2v2s is w/e)
pulling queens might come in handy
pulling ultras through buildings and up/down cliffs
pulling infestors back after they land fungals
pulling a mothership?

maybe abduct shouldn't work on massive units? it also looks a little silly lol

Well the point of abduct is to heavy counter expensive large units, Unless we're talking tanks or maybe immortals, there is little non massives that deem worth Abducting. aside from casters of course. It would severely cripple the spell usage. Of course, I wouldn't like losing my Cruisers to your abduct but I am sure I'll find ways to emp or snipe your psionic disgusting snake things before they could do me harm. But I am no flash I am pretty sure my shit will die pretty pathetically horribly.
[TLNY]Mahjong Club Thread
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 03:02 GMT
#2416
On June 11 2012 11:58 SniXSniPe wrote:
Surprised this is not there in the OP, but the mothership core has an ability to give an unit/structure full energy.

Meaning yes, you can give your Nexus full energy to chronoboost.


From my personal opinion, this ability will need so heavy nerfage/removal because that's just absurd. I played all 3 races during the trial period, and I have to say so far P>Z>T is what I'm expecting. The mines seem okay (haven't checked there splash when exploding), but the detonation takes forever and is easily visible (though I'm not sure if the enemy will see the flashing red?). Anyone with good control will be able to isolate said ground units, though perhaps it is quite useful when dealing with strong units like Ultralisks.

The warhound really does not seem to add much to TvZ, and I'm holding my breath for it's use in TvP. It seems it will really only affect TvT when playing against mech players. Glad they kept the Thor, Terran can still find it quite useful in many cases.

On another note, Zerg T3 just got even more insane... Those ?vipers? gain energy by stealing life from your own structures, and can cast 10 second clouds that heavily reduces ranged units range to like 1-2?.

Either way, from my perspective Protoss will be the strongest if they do not change things from what I currently played. That energy giving spell realllllyyyy affects a LOT of timing attacks in particular.

The energy giving ability would also make it so you could cast storms on newly warped in HTs
"Expert" mods4ever.com
Die4Ever
Profile Joined August 2010
United States17750 Posts
Last Edited: 2012-06-11 03:10:13
June 11 2012 03:06 GMT
#2417
On June 11 2012 12:02 Die4Ever wrote:
Show nested quote +
On June 11 2012 11:58 SniXSniPe wrote:
Surprised this is not there in the OP, but the mothership core has an ability to give an unit/structure full energy.

Meaning yes, you can give your Nexus full energy to chronoboost.


From my personal opinion, this ability will need so heavy nerfage/removal because that's just absurd. I played all 3 races during the trial period, and I have to say so far P>Z>T is what I'm expecting. The mines seem okay (haven't checked there splash when exploding), but the detonation takes forever and is easily visible (though I'm not sure if the enemy will see the flashing red?). Anyone with good control will be able to isolate said ground units, though perhaps it is quite useful when dealing with strong units like Ultralisks.

The warhound really does not seem to add much to TvZ, and I'm holding my breath for it's use in TvP. It seems it will really only affect TvT when playing against mech players. Glad they kept the Thor, Terran can still find it quite useful in many cases.

On another note, Zerg T3 just got even more insane... Those ?vipers? gain energy by stealing life from your own structures, and can cast 10 second clouds that heavily reduces ranged units range to like 1-2?.

Either way, from my perspective Protoss will be the strongest if they do not change things from what I currently played. That energy giving spell realllllyyyy affects a LOT of timing attacks in particular.

The energy giving ability would also make it so you could cast storms on newly warped in HTs

also in 2v2s you could give energy to your ally's ravens to land a bunch of seeker missles....lol just a thought

also in 2v2s you could give energy to your ally's Vipers, so they can abduct around broodlords to make them move faster, sorry I can't resist the pointless theorycrafting lol
"Expert" mods4ever.com
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 11 2012 03:09 GMT
#2418
On June 11 2012 12:06 Die4Ever wrote:
Show nested quote +
On June 11 2012 12:02 Die4Ever wrote:
On June 11 2012 11:58 SniXSniPe wrote:
Surprised this is not there in the OP, but the mothership core has an ability to give an unit/structure full energy.

Meaning yes, you can give your Nexus full energy to chronoboost.


From my personal opinion, this ability will need so heavy nerfage/removal because that's just absurd. I played all 3 races during the trial period, and I have to say so far P>Z>T is what I'm expecting. The mines seem okay (haven't checked there splash when exploding), but the detonation takes forever and is easily visible (though I'm not sure if the enemy will see the flashing red?). Anyone with good control will be able to isolate said ground units, though perhaps it is quite useful when dealing with strong units like Ultralisks.

The warhound really does not seem to add much to TvZ, and I'm holding my breath for it's use in TvP. It seems it will really only affect TvT when playing against mech players. Glad they kept the Thor, Terran can still find it quite useful in many cases.

On another note, Zerg T3 just got even more insane... Those ?vipers? gain energy by stealing life from your own structures, and can cast 10 second clouds that heavily reduces ranged units range to like 1-2?.

Either way, from my perspective Protoss will be the strongest if they do not change things from what I currently played. That energy giving spell realllllyyyy affects a LOT of timing attacks in particular.

The energy giving ability would also make it so you could cast storms on newly warped in HTs

also in 2v2s you could give energy to your ally's ravens to land a bunch of seeker missles....lol just a thought

WEAK! NAIVE! What you do is 2x Toss and Core Orgy the energy give (can you?) and then use the now 2 fully powered core to recover more energy on other stuff.
[TLNY]Mahjong Club Thread
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
June 11 2012 03:09 GMT
#2419
On June 11 2012 11:12 blade55555 wrote:

Show nested quote +
On June 11 2012 11:06 monkh wrote:
were there any nydus changes on the MLG version of HOTS?


They talked about the new nydus, but it wasn't in the build at MLG because it wasn't ready yet.




Which is quite sad. I was curious to hear more about this. Maybe I missed something? I will have to say, however, this version of HOTS looked far superior to the first unveil.
Nihn'kas Neehn
Die4Ever
Profile Joined August 2010
United States17750 Posts
June 11 2012 03:11 GMT
#2420
On June 11 2012 12:09 Blasterion wrote:
Show nested quote +
On June 11 2012 12:06 Die4Ever wrote:
On June 11 2012 12:02 Die4Ever wrote:
On June 11 2012 11:58 SniXSniPe wrote:
Surprised this is not there in the OP, but the mothership core has an ability to give an unit/structure full energy.

Meaning yes, you can give your Nexus full energy to chronoboost.


From my personal opinion, this ability will need so heavy nerfage/removal because that's just absurd. I played all 3 races during the trial period, and I have to say so far P>Z>T is what I'm expecting. The mines seem okay (haven't checked there splash when exploding), but the detonation takes forever and is easily visible (though I'm not sure if the enemy will see the flashing red?). Anyone with good control will be able to isolate said ground units, though perhaps it is quite useful when dealing with strong units like Ultralisks.

The warhound really does not seem to add much to TvZ, and I'm holding my breath for it's use in TvP. It seems it will really only affect TvT when playing against mech players. Glad they kept the Thor, Terran can still find it quite useful in many cases.

On another note, Zerg T3 just got even more insane... Those ?vipers? gain energy by stealing life from your own structures, and can cast 10 second clouds that heavily reduces ranged units range to like 1-2?.

Either way, from my perspective Protoss will be the strongest if they do not change things from what I currently played. That energy giving spell realllllyyyy affects a LOT of timing attacks in particular.

The energy giving ability would also make it so you could cast storms on newly warped in HTs

also in 2v2s you could give energy to your ally's ravens to land a bunch of seeker missles....lol just a thought

WEAK! NAIVE! What you do is 2x Toss and Core Orgy the energy give (can you?) and then use the now 2 fully powered core to recover more energy on other stuff.


3v3s, give energy to the Zerg's Vipers, and have the Vipers pull sieged tanks around the map!
"Expert" mods4ever.com
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