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On June 11 2012 12:11 Die4Ever wrote:Show nested quote +On June 11 2012 12:09 Blasterion wrote: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! You mean pull siege tanks from their main to yours FOR NO RAISIN
I just had the best idea, Have a Viper deny a medivac drop by pulling the medivac away just as it's about to get to your main.
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could you pull warp prisms that are in phasing mode? to cancel warp ins? lol
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On June 11 2012 12:30 Die4Ever wrote: could you pull warp prisms that are in phasing mode? to cancel warp ins? lol oh god >.<
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about the burrow baneling movment, THANK GOD
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On June 11 2012 12:30 Die4Ever wrote: could you pull warp prisms that are in phasing mode? to cancel warp ins? lol Ultralisk BURROWED CHARGE? WHAT about Abduct Ultralisk SUPER FLYING CHARGE?
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On June 11 2012 12:31 Blasterion wrote:Show nested quote +On June 11 2012 12:30 Die4Ever wrote: could you pull warp prisms that are in phasing mode? to cancel warp ins? lol Ultralisk BURROWED CHARGE? WHAT about Abduct Ultralisk SUPER FLYING CHARGE? lol you could pull them towards the enemy so they end up in charging range, would be pretty sick to see
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On June 11 2012 12:33 Die4Ever wrote:Show nested quote +On June 11 2012 12:31 Blasterion wrote:On June 11 2012 12:30 Die4Ever wrote: could you pull warp prisms that are in phasing mode? to cancel warp ins? lol Ultralisk BURROWED CHARGE? WHAT about Abduct Ultralisk SUPER FLYING CHARGE? lol you could pull them towards the enemy so they end up in charging range, would be pretty sick to see Ultralisk DROP harrass eh? what about a Grip Ultralisk in to your main Harrass?
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I think all the units have good ideas to them but with working with the game as a whole and with the current WoL meta game it doesn't seem like it will work.
Currently in WoL: Terran is strong in early and mid game Toss is strong mid/midish late game vs zerg and late game vs terran Zerg is strongest lategame
With the new units: Terran is going to be stronger early and mid game Toss is going to be stronger early and mid game Zerg is going to be even stronger late game
So it just seems like its going to be even more imbalanced at different time periods of the game when there's already too much of that already.
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the beta will probably be chaos at first but i don't think they're gonna release the game if it totally breaks what they've already accomplished with WoL. some new imbalances might slip through but huge stuff like especially the mothership core, abduct, entomb, widow mines, maybe burrow-charge will likely start being tweaked immediately, like first week or two kind of immediately. remember how ridiculous the mothership was when beta first started?
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On June 11 2012 12:37 happyness wrote: I think all the units have good ideas to them but with working with the game as a whole and with the current WoL meta game it doesn't seem like it will work.
Currently in WoL: Terran is strong in early and mid game Toss is strong mid/midish late game vs zerg and late game vs terran Zerg is strongest lategame
With the new units: Terran is going to be stronger early and mid game Toss is going to be stronger early and mid game Zerg is going to be even stronger late game
So it just seems like its going to be even more imbalanced at different time periods of the game when there's already too much of that already. This is kinda true...I wonder what happened to the battlecruiser overdrive speed burst thing, would've been cool if BCs became more useful. For ZvP the swarm host and speedy hydras might make the transition to broodlords a little easier. For TvP the new mech stuff might make lategame Terran stronger against Protoss
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Which brings me back to the countless possibilities available if MCores can energize each other in team games.
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super excited for abduct and speedy hydras!
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On June 11 2012 12:51 Die4Ever wrote:Show nested quote +On June 11 2012 12:37 happyness wrote: I think all the units have good ideas to them but with working with the game as a whole and with the current WoL meta game it doesn't seem like it will work.
Currently in WoL: Terran is strong in early and mid game Toss is strong mid/midish late game vs zerg and late game vs terran Zerg is strongest lategame
With the new units: Terran is going to be stronger early and mid game Toss is going to be stronger early and mid game Zerg is going to be even stronger late game
So it just seems like its going to be even more imbalanced at different time periods of the game when there's already too much of that already. This is kinda true...I wonder what happened to the battlecruiser overdrive speed burst thing, would've been cool if BCs became more useful.For ZvP the swarm host and speedy hydras might make the transition to broodlords a little easier. For TvP the new mech stuff might make lategame Terran stronger against Protoss Pretty sure it's still there, just that it hasn't been shown in the battle reports or trailers.
You can see a full list of changes here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=343491
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On June 11 2012 12:51 Die4Ever wrote:Show nested quote +On June 11 2012 12:37 happyness wrote: I think all the units have good ideas to them but with working with the game as a whole and with the current WoL meta game it doesn't seem like it will work.
Currently in WoL: Terran is strong in early and mid game Toss is strong mid/midish late game vs zerg and late game vs terran Zerg is strongest lategame
With the new units: Terran is going to be stronger early and mid game Toss is going to be stronger early and mid game Zerg is going to be even stronger late game
So it just seems like its going to be even more imbalanced at different time periods of the game when there's already too much of that already. This is kinda true...I wonder what happened to the battlecruiser overdrive speed burst thing, would've been cool if BCs became more useful. For ZvP the swarm host and speedy hydras might make the transition to broodlords a little easier. For TvP the new mech stuff might make lategame Terran stronger against Protoss Main concern with Redline Reactor is that it costs 100 mana, mana so precious for those Yamato gun shots, Or the mana that is no more than a burden and make it a large feedback target.
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On June 11 2012 12:58 Blasterion wrote: Main concern with Redline Reactor is that it costs 100 mana, mana so precious for those Yamato gun shots, Or the mana that is no more than a burden and make it a large feedback target.
would be useful for your first few BCs though wouldn't it? like they won't be using that energy while yamato is still researching, so in the meantime it gets them to where they need to be faster. dunno if that very specific situation warrants adding a whole new ability to the BC though.
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On June 11 2012 13:01 Doc Daneeka wrote:Show nested quote +On June 11 2012 12:58 Blasterion wrote: Main concern with Redline Reactor is that it costs 100 mana, mana so precious for those Yamato gun shots, Or the mana that is no more than a burden and make it a large feedback target. would be useful for your first few BCs though wouldn't it? like they won't be using that energy while yamato is still researching, so in the meantime it gets them to where they need to be faster. dunno if that very specific situation warrants adding a whole new ability to the BC though. It's useful to save not using an emp on your cruisers in an TvP scenario.
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Well with warhounds, battle hellions, and mines, TvP bio may use them as support, similar to vikings. Similar to how bio users can already start transitioning into BCs once they hit +3 air weapons on their vikings, (which will be made more "viable" thanks to BC speed boost thingy), bio users may get +armor for hellions or +attack or + armor for warhounds, etc. etc. Then they would have a unit/upgrade(s) allowing them to bridge over into a mech transition.
It's thanks to sc2's design that medivacs are not bio, that tanks are needed to support bio in TvZ, that vikings are needed for bio in TvP, without making the terran weaker due to having units from other tech trees (and thus having their upgrades spread out more). If pure bio or pure mech worked like it did in SC1, tech transitions would probably be almost impossible.
On June 11 2012 13:05 Blasterion wrote:Show nested quote +On June 11 2012 13:01 Doc Daneeka wrote:On June 11 2012 12:58 Blasterion wrote: Main concern with Redline Reactor is that it costs 100 mana, mana so precious for those Yamato gun shots, Or the mana that is no more than a burden and make it a large feedback target. would be useful for your first few BCs though wouldn't it? like they won't be using that energy while yamato is still researching, so in the meantime it gets them to where they need to be faster. dunno if that very specific situation warrants adding a whole new ability to the BC though. It's useful to save not using an emp on your cruisers in an TvP scenario.
Then again, if you stack all your BCs you'll only have to use 1 EMP.
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On June 11 2012 14:26 Yoshi Kirishima wrote:Well with warhounds, battle hellions, and mines, TvP bio may use them as support, similar to vikings. Similar to how bio users can already start transitioning into BCs once they hit +3 air weapons on their vikings, (which will be made more "viable" thanks to BC speed boost thingy), bio users may get +armor for hellions or +attack or + armor for warhounds, etc. etc. Then they would have a unit/upgrade(s) allowing them to bridge over into a mech transition. It's thanks to sc2's design that medivacs are not bio, that tanks are needed to support bio in TvZ, that vikings are needed for bio in TvP, without making the terran weaker due to having units from other tech trees (and thus having their upgrades spread out more). If pure bio or pure mech worked like it did in SC1, tech transitions would probably be almost impossible. Show nested quote +On June 11 2012 13:05 Blasterion wrote:On June 11 2012 13:01 Doc Daneeka wrote:On June 11 2012 12:58 Blasterion wrote: Main concern with Redline Reactor is that it costs 100 mana, mana so precious for those Yamato gun shots, Or the mana that is no more than a burden and make it a large feedback target. would be useful for your first few BCs though wouldn't it? like they won't be using that energy while yamato is still researching, so in the meantime it gets them to where they need to be faster. dunno if that very specific situation warrants adding a whole new ability to the BC though. It's useful to save not using an emp on your cruisers in an TvP scenario. Then again, if you stack all your BCs you'll only have to use 1 EMP. it's 1 more emp than I'd have to use.
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It's such a mess it was probably mentioned, but are Ultralisks losing Frenzy?
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Did the Tempest lose it's splash damage to gain that ridiculous range upgrade?
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