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HotS MLG Info Updates - Page 125

Forum Index > SC2 General
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Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2012-06-11 09:46:14
June 11 2012 09:44 GMT
#2481
I think the Tempest DPS isn't really a huge deal. It's obviously not a DPS unit, but rather frontloaded burst, snipe type of a unit. 4 of them can snipe a tank instantly every 6 seconds, which is pretty strong

Another advantage this type of a unit has is that the upgrades are going to make it stronger in comparison to other units as the upgrade levels go higher, which makes it scale into lategame better.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
June 11 2012 09:48 GMT
#2482
I see the Tempest as a unit very similar in purpose to the Swarm Host. To force engagements. You can't really turtle up against a Tempest-using Protoss, as the massive range allows it to chip away at your defenses without risk of taking fire unless the opponent moves out and engages the full army.

A single Tempest will be awesome in breaking out of contains or forcing a contained opponent to stop turtling and engage.
Such flammable little insects!
Cirqueenflex
Profile Joined October 2010
499 Posts
June 11 2012 10:14 GMT
#2483
On June 11 2012 18:48 Rannasha wrote:
I see the Tempest as a unit very similar in purpose to the Swarm Host. To force engagements. You can't really turtle up against a Tempest-using Protoss, as the massive range allows it to chip away at your defenses without risk of taking fire unless the opponent moves out and engages the full army.

A single Tempest will be awesome in breaking out of contains or forcing a contained opponent to stop turtling and engage.

how exactly does the Swarm Host force engagements? If you either have a couple siege tanks or colossi they do no damage at all, as can be seen in the ZvT showmatch (and the zerg had like 6 swarm hosts vs ~3 siege tanks). Even planetary fortresses should be okay, and trying to force an engagement vs a protoss unit that has 22 range and chips away at your swarm hosts without them being ablt to do anything about it
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
papaz
Profile Joined December 2009
Sweden4149 Posts
June 11 2012 10:23 GMT
#2484
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.


Do you know what happens if the unit having the widow mine is killed before the mine explodes?

Does it explode anyway or do you save the rest of the pack by killing your own unit that has the mine attached to it?
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 11 2012 10:27 GMT
#2485
If the unit is killed, the widow mine doesn't do anything (atm). I presume that that will be changed, because that makes it relatively easy.
I love.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 11 2012 10:32 GMT
#2486
4 of them can snipe a tank instantly every 6 seconds, which is pretty strong

1200 minerals and 1200 gas, also it's a tier4 with Fleet Beacon, yes, thats strong for last game, but at this time enemy will have a lot counters to Tempests
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
June 11 2012 10:44 GMT
#2487
So will there be more battle reports? At least TvP would be nice to see.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
dabosaur
Profile Joined March 2011
Sweden95 Posts
June 11 2012 10:45 GMT
#2488
Hell ye, Zerg looks a little bit overpowered the last game there but daaaaamn i love the viper already :D
Garmer
Profile Joined October 2010
1286 Posts
June 11 2012 10:47 GMT
#2489
On June 11 2012 19:32 Existor wrote:
Show nested quote +
4 of them can snipe a tank instantly every 6 seconds, which is pretty strong

1200 minerals and 1200 gas, also it's a tier4 with Fleet Beacon, yes, thats strong for last game, but at this time enemy will have a lot counters to Tempests

how you counter them? they are always behind your death ball, they are basically impossible to kill( if you don't move them in a noob way, like the pvz battle report)
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
June 11 2012 10:47 GMT
#2490
On June 11 2012 19:44 Proseat wrote:
So will there be more battle reports? At least TvP would be nice to see.


Probably, can't imagine they'd only make 2. I suspect they are gonna showcase every matchup.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 11 2012 10:48 GMT
#2491
On June 11 2012 19:47 Garmer wrote:
Show nested quote +
On June 11 2012 19:32 Existor wrote:
4 of them can snipe a tank instantly every 6 seconds, which is pretty strong

1200 minerals and 1200 gas, also it's a tier4 with Fleet Beacon, yes, thats strong for last game, but at this time enemy will have a lot counters to Tempests

how you counter them? they are always behind your death ball, they are basically impossible to kill( if you don't move them in a noob way, like the pvz battle report)


Go around with some viking/corruptors?
I love.
DeCoup
Profile Joined September 2006
Australia1933 Posts
June 11 2012 10:51 GMT
#2492
Mono battles is going to be so funny with some of these new units. Can't wait to see the first Day9 HotS monobatttle fun day monday.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-11 10:52:40
June 11 2012 10:52 GMT
#2493
Viking are too slow, they will die to stalker
Thor rotfl nuff said
Widow mine too fragile
the only solution are BC with the speed upgrade that double they basic speed, this plus yamato can work
DeCoup
Profile Joined September 2006
Australia1933 Posts
Last Edited: 2012-06-11 11:00:16
June 11 2012 10:57 GMT
#2494
On June 11 2012 19:52 Garmer wrote:
Viking are too slow, they will die to stalker
Thor rotfl nuff said
Widow mine too fragile
the only solution are BC with the speed upgrade that double they basic speed, this plus yamato can work

They will only die to stalker if the stalker sees them. The point of a flank is that it is an unanticipated attack from an odd angle. You need to fly your vikings around the death ball and come in from behind. A few Vikings should be able to kill off a couple of tempest relatively fast with their low health/speed.

Widow mine is also a viable option as long as it is used tactfully. If you move in and burrow while the tempest is mid siege it will not attack the mine. You could also drop the mine with a dropship.

And if They have their stalkers that far back that they are in position to defend the tempest then a full on engagement at the front might be better because they have split their army to defend the tempest and will not be as hard to break.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
June 11 2012 10:59 GMT
#2495
Jesus Christ man i woud give one of my kidney's to play this game right now...can't wait for this shit...
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-11 11:01:39
June 11 2012 11:01 GMT
#2496
low health? they have the same hp of the carrier, you need 16 shoots from viking to kill one
DeCoup
Profile Joined September 2006
Australia1933 Posts
June 11 2012 11:09 GMT
#2497
On June 11 2012 20:01 Garmer wrote:
low health? they have the same hp of the carrier, you need 16 shoots from viking to kill one

Oh wow they do too. Haha. I'm still not willing to call imba until we actually see a (non battle report) contain in action.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 11 2012 11:14 GMT
#2498
Protoss and Zerg changes look alright.
Mothership core looks fun and let's people re-explore openings which is good fun. Oracle looks ok though I don't like the low risk low reward setup off the unit, it seems hard to stop the harass but the harass will never do huge damage either which is not fun from a spectator point of view. Tempest I like most actually as just a siege unit to break open lines with pathetic dps. I guess you get just 1 or 2 to break open defenses in the lategame.
Viper looks awesome though the cloud ability seems too restricted working only on bio, it seems a mirror only ability right now as marines are too quick to stay under the cloud. The pull ability is awesome though and opens up some more tactical play, it seems very hard to balance though. Swarm host looks very lackluster, why couldn't they just add the lurker... Units creating temporary swarms is already in the game with infestors and broodlords.. Plus swarm hosts seem to do nothing against a siege or colossi defense anyway as the swarms die well before they do anything. Ultralisk change is fairly cool and overseer removal is great, that unit was doomed anyway being 0 pop.

Terran changes just look horrible though. Battehellion is just some random free upgrade to the hellion that makes it into a dull slow unit. Warhound is even worse as a design: it feels like they want to force mech to work in TvP and TvT without being too strong in TvZ. Thus they made a unit with an extra attack vs mechanical so it's only good in two matchups..
I just don't get why exactly they want to force mech for TvP, is it for historical reasons? It's looking to be extremely dull if it becomes some sort of warhound and immortal infested matchup. The widow mine is cool though.
The development of the hellion overall is just super ugly. They nerf it several times during WoL and then they add a free buff to it in Hots..


One thing that is sorely lacking I feel in this expansion (I guess they wait for it with the last expansion) is air to air AoE units. Something to liven up phoenix vs phoenix fights for example or a air unit for terran that could deal with flocks of muta's (mech still seems doomed against muta now..).
NeonFox
Profile Joined January 2011
2373 Posts
June 11 2012 11:24 GMT
#2499
On June 11 2012 19:45 dabosaur wrote:
Hell ye, Zerg looks a little bit overpowered the last game there but daaaaamn i love the viper already :D


Keep in mind the one playing zerg in both games was David Kim, who is probably the best at sc2 inside Blizzard.
Garmer
Profile Joined October 2010
1286 Posts
June 11 2012 11:26 GMT
#2500
actually in the pvz, david kim was the toss players..
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