On June 11 2012 12:54 Xarow wrote:
super excited for abduct and speedy hydras!
super excited for abduct and speedy hydras!
Agreed. Those Hydras look amazing
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Brisk Iced Tea
2 Posts
June 11 2012 07:17 GMT
#2441
On June 11 2012 12:54 Xarow wrote: super excited for abduct and speedy hydras! Agreed. Those Hydras look amazing | ||
TheDraken
United States640 Posts
June 11 2012 07:24 GMT
#2442
On June 11 2012 12:12 Blasterion wrote: Show nested quote + On June 11 2012 12:11 Die4Ever wrote: 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. um, what? siege tanks in your base would be cool... don't know about raisins though. | ||
Blasterion
China10272 Posts
June 11 2012 07:25 GMT
#2443
On June 11 2012 16:24 TheDraken wrote: Show nested quote + On June 11 2012 12:12 Blasterion wrote: On June 11 2012 12:11 Die4Ever wrote: 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. um, what? siege tanks in your base would be cool... don't know about raisins though. sorry it was my lousy spelling I meant to say Reason rather than Raisin | ||
Warpath
Canada1242 Posts
June 11 2012 07:30 GMT
#2444
why make 1312 infestors when you can have 1 infestor with enough energy to populate and terraform planets? i.e. terrans and growth | ||
Blasterion
China10272 Posts
June 11 2012 07:31 GMT
#2445
On June 11 2012 16:30 Warpath wrote: Just have cores energize other cores to energize EVERYTHINGELSE why make 1312 infestors when you can have 1 infestor with enough energy to populate and terraform planets? i.e. terrans and growth 2 Toss 1 Terran Cloak Banshee rush. Unlimited Cloak Works | ||
Die4Ever
United States17676 Posts
June 11 2012 07:34 GMT
#2446
On June 11 2012 16:31 Blasterion wrote: Show nested quote + On June 11 2012 16:30 Warpath wrote: Just have cores energize other cores to energize EVERYTHINGELSE why make 1312 infestors when you can have 1 infestor with enough energy to populate and terraform planets? i.e. terrans and growth 2 Toss 1 Terran Cloak Banshee rush. Unlimited Cloak Works ahahaha that's a good idea, fucking flying DTs, maybe also could be used for mass creep spread? mass phoenix lifts? | ||
Jitsu
United States929 Posts
June 11 2012 07:37 GMT
#2447
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D4V3Z02
Germany693 Posts
June 11 2012 07:41 GMT
#2448
On June 10 2012 08:01 Inquisitor1323 wrote: I will be having nightmares about burrowed banelings for the rest of my life. You would literally have to scan EVERYWHERE unless you made ravens. Terran already has the most inconvenient detector unit in the game and now this... No, you just have to build 1 sensor tower and always safe 50 energy on OC. Thats pretty easy against expensive Gas units actually. I think the Viper cloud is pretty bad because it does only affect bio and is useless against toss. Also abduct seems very gimmicky. Will be interesting how it feels. | ||
SmileZerg
United States543 Posts
June 11 2012 07:48 GMT
#2449
On June 11 2012 16:41 D4V3Z02 wrote: Show nested quote + On June 10 2012 08:01 Inquisitor1323 wrote: I will be having nightmares about burrowed banelings for the rest of my life. You would literally have to scan EVERYWHERE unless you made ravens. Terran already has the most inconvenient detector unit in the game and now this... No, you just have to build 1 sensor tower and always safe 50 energy on OC. Thats pretty easy against expensive Gas units actually. Sensor Tower doesn't detect burrowed or cloaked units, and baneling burrow movement isn't even in HotS anymore... | ||
urashimakt
United States1591 Posts
June 11 2012 08:00 GMT
#2450
On June 11 2012 16:25 Blasterion wrote: Show nested quote + On June 11 2012 16:24 TheDraken wrote: On June 11 2012 12:12 Blasterion wrote: On June 11 2012 12:11 Die4Ever wrote: 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. um, what? siege tanks in your base would be cool... don't know about raisins though. sorry it was my lousy spelling I meant to say Reason rather than Raisin No way, man, you were just quoting Futurama. | ||
Rassy
Netherlands2308 Posts
June 11 2012 08:08 GMT
#2451
Bit sad they removed the bombs, spines and cannons will easily counter them now but everything else is great. 7! range, 60 hp (10 more then now) and the auto regenerate as an update, bit less damage to light. Maybe can go mass reaper at start against toss and zerg quiet easily, they can kite stalkers now in theory and roaches should not be a prob at all. Warhound looks like a boring unit,hellion i dont like at all. Not a fan of the transformer units. The mine i dont know, it can be good but i guess if opponent would micro perfectly (ie pull out the targeted unit or send 1-2 cheap units ahead to trigger the mines) i think its just bad and to static. What speed they move btw when not burrowed? dont see that mentioned annywhere, or do you hav to pull them to their location with other units lol. | ||
NeWeNiyaLord
Norway2474 Posts
June 11 2012 08:09 GMT
#2452
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lessQQmorePEWPEW
Jamaica921 Posts
June 11 2012 08:13 GMT
#2453
. | ||
SmileZerg
United States543 Posts
June 11 2012 08:14 GMT
#2454
On June 11 2012 17:08 Rassy wrote: Reaper looks good, only unit i am realy looking forward to. Bit sad they removed the bombs, spines and cannons will easily counter them now but everything else is great. 7! range, 60 hp (10 more then now) and the auto regenerate as an update, bit less damage to light. Maybe can go mass reaper at start against toss and zerg quiet easily, they can kite stalkers now in theory and roaches should not be a prob at all. Warhound looks like a boring unit,hellion i dont like at all. Not a fan of the transformer units. The mine i dont know, it can be good but i guess if opponent would micro perfectly (ie pull out the targeted unit or send 1-2 cheap units ahead to trigger the mines) i think its just bad and to static. What speed they move btw when not burrowed? dont see that mentioned annywhere, or do you hav to pull them to their location with other units lol. Reaper is only 5 range, sadly. The reports of 7 were mistaken. The Widow Mines actually move pretty fast above ground and are not bad by any stretch of the imagination. Even if they never splash anything they're still borderline broken - think of the splash damage as a rare bonus. The fact that they force the opponent to micro is already awesome. There are just so many uses and interesting dynamics with those things, I see them becoming a staple in every match-up. | ||
Garmer
1286 Posts
June 11 2012 08:17 GMT
#2455
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SmileZerg
United States543 Posts
June 11 2012 08:19 GMT
#2456
On June 11 2012 17:17 Garmer wrote: widow mine move at 2.81 That's the same speed as Warhounds correct? Pretty nice. | ||
Luppy1
Singapore177 Posts
June 11 2012 08:20 GMT
#2457
On June 11 2012 17:13 lessQQmorePEWPEW wrote: This really looks like its gonna ruin the balance. Terran seems to have got the short end of the stick for HotS. Pretty disappointed. . Personally, I think terran looks alright. All the 3 races look more complete now, instead of only 1 race being more complete. | ||
forsooth
United States3648 Posts
June 11 2012 08:21 GMT
#2458
-A single entomb from an Oracle can cover an entire mineral line. -Clairvoyance or whatever it's called is the most crazy OP scouting method of all time. -Tempests aren't as good against mutas as you might think. -They are, however, hilarious for harassing mineral lines from practically halfway across the map using an observer to spot. -The Viper's abduct ability is silly OP. Autowin against deathballs and siege lines that aren't exceptionally well prepared. -Swarm Host locusts have a ranged attack that hits ground and air. -Speed Hydras are scary as hell for Terran to deal with and may open up new ZvP possibilities. -Blinding Cloud is also autowin against siege lines. -Battle Hellions with blue flame are pretty good against chargelots. -Warhounds demolish stalkers and hold up well in general in TvP. -Mech in general seems to work better against Protoss right now. -Mines are really cool but it's easy to split off units and avoid taking splash damage. The main benefit is that it at least momentarily forces your opponent to deal with something besides attacking you. | ||
SmileZerg
United States543 Posts
June 11 2012 08:25 GMT
#2459
On June 11 2012 17:21 forsooth wrote: I played like a dozen games with the different races at MLG, mostly 1v1s with friends that we used to test interactions between units. Some impressions: -A single entomb from an Oracle can cover an entire mineral line. -Clairvoyance or whatever it's called is the most crazy OP scouting method of all time. -Tempests aren't as good against mutas as you might think. -They are, however, hilarious for harassing mineral lines from practically halfway across the map using an observer to spot. -The Viper's abduct ability is silly OP. Autowin against deathballs and siege lines that aren't exceptionally well prepared. -Swarm Host locusts have a ranged attack that hits ground and air. -Speed Hydras are scary as hell for Terran to deal with and may open up new ZvP possibilities. -Blinding Cloud is also autowin against siege lines. -Battle Hellions with blue flame are pretty good against chargelots. -Warhounds demolish stalkers and hold up well in general in TvP. -Mech in general seems to work better against Protoss right now. -Mines are really cool but it's easy to split off units and avoid taking splash damage. The main benefit is that it at least momentarily forces your opponent to deal with something besides attacking you. You do realize Tempests aren't even remotely designed to counter mutas anymore? They were completely redesigned from the original version. Also, when you say blinding cloud is good versus "siege lines".. I assume you mean marine/tank? Because the spell only affects bio. | ||
forsooth
United States3648 Posts
June 11 2012 08:30 GMT
#2460
On June 11 2012 17:25 SmileZerg wrote: You do realize Tempests aren't even remotely designed to counter mutas anymore? They were completely redesigned from the original version. Also, when you say blinding cloud is good versus "siege lines".. I assume you mean marine/tank? Because the spell only affects bio. I was unaware of the redesign. I haven't kept up with the new ideas at all. As for siege lines, yes, that is what I mean. It's super easy to force the marines back from the tanks with cloud and then kill the tanks practically for free. Mutas remain very valuable late into the game because of this ability. Getting a decent number of Vipers up isn't the easiest thing in the world but with their consume ability, you can defend your base pretty much all day from marine/tank. | ||
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