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On June 15 2012 03:38 Bagi wrote:Show nested quote +On June 15 2012 03:31 GinDo wrote:On June 15 2012 03:23 blade55555 wrote:On June 13 2012 08:48 eNtitY~ wrote: Not sure if this has been said yet but the Evo chamber was all the needed tech for overseers. Oh no shit? You don't need lair? If so that's badass and hope this stays in hots. On June 13 2012 16:00 Amlitzer wrote:On June 13 2012 08:48 eNtitY~ wrote: Not sure if this has been said yet but the Evo chamber was all the needed tech for overseers. Hopefully this means the overlord speed buff isn't present in HotS then. I have a feeling overseers are available from evo chambers because of the widow mines not for scouting. Which makes since as it would be ridiculous if zerg can't detect mines until they get lair tech which means when terrans rush for widow mines they have complete map control for a long time. That was one of my concerns about the widow mine but if you can get overseers after making an evo chamber that concern is gone for me. Why don't the just give Ovies detection? Because detection is supposed to be an investment and giving one race free detection limits strategic options against that race. "But BW did it!" I know I know, but BW wasn't perfect either. Shocking.
If you played BW at all you would realize that just because zerg had overlords with detection, it didn't mean that zerg was immune to all units that had cloak. The bisu build comes in mind instantly, followed by 2 port wraith
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On June 16 2012 09:08 Monochromatic wrote: I just realized something; if the mechanics are the same as in WoL, then the Warhounds "Haywire" ability can go through immortals shields. your right, technically speaking its a spell, and as a spell the damage is not reduced by anything, including guardian shield and hardened shield.
it would be interesting if we started seeing tank usage in tvp utilising haywire and/or emp to remove the immo shields
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On June 13 2012 07:34 Ghostcom wrote:Show nested quote +On June 13 2012 07:22 GinDo wrote:On June 13 2012 07:17 SarcasmMonster wrote:On June 13 2012 07:07 Ghostcom wrote: There is a reason why allied mines were outlawed in BW - it is simply too retarded... That's because Spider Mines are borderline OP even when you can't control their detonation. They were only OP to people in D league. Bunches of them could be mine dragged by zeals and Lings, and they could also be picked off by dragoons, tanks and hydras. Yes, GGamoe probably agrees with you ![](/mirror/smilies/smile.gif) A unit being OP is actually a good thing, but allied mines is bordering the stupid. The problem with widow mines is that if first it activates you have lost that unit - i.e. you can't minesweep like you could with 3 dragoons in BW. EDIT: I think EdSlyb is correct, at least that was how I understood it as well...
LOL ! I'll never forget this game x'D
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Thus far Blizzard has only mentioned, "Experimenting with creep spreading - not in this build." with respect to the HotS beta. Below is an excerpt from an interview David Kim did with rtsguru:
RTS Guru: Where do you see the game changing the most? Late game, mid game...etc. It seems to me a lot more late game with all the new units having to tech up to get to.
David Kim: For example on the Zerg side, the only change we have on the early game is the Overlord creep. That ability got moved from Lair to Evolution Chamber.
Edit: http://www.rtsguru.com/game/406/article/3262/In-Heart-of-the-Swarm-Battle.net-Gets-Revamped-David-Kim-Interview.html
I'm really curious if this means you need to buy an upgrade...or just build an evolution chamber.
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Overlord Creep at Evo are you kidding me ? Unless they change how fast creep goes away after you kill the ovie thats should not be touched.
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On June 16 2012 11:25 Dhinanta wrote:Thus far Blizzard has only mentioned, "Experimenting with creep spreading - not in this build." with respect to the HotS beta. Below is an excerpt from an interview David Kim did with rtsguru: Show nested quote +RTS Guru: Where do you see the game changing the most? Late game, mid game...etc. It seems to me a lot more late game with all the new units having to tech up to get to.
David Kim: For example on the Zerg side, the only change we have on the early game is the Overlord creep. That ability got moved from Lair to Evolution Chamber. Edit: http://www.rtsguru.com/game/406/article/3262/In-Heart-of-the-Swarm-Battle.net-Gets-Revamped-David-Kim-Interview.htmlI'm really curious if this means you need to buy an upgrade...or just build an evolution chamber.
That's an amazing change, I really hope they keep it, spinecrawler rushing and hidden tech just explode open with that.
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well, with a quick evo/pool you might actually be able to do spine rushes, I guess it's ok since terran has bunker rushes and toss has cannon rush as well. Dunno how that will turn out tho.
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What about creep on the third/natural?
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I was wondering: Does the Mothership Core use the energy of the nexus it is on, or does it have a separate energy bank?
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If that overlord creep is true can you imagine hatch firsting could be viable zvp. Just make an evo after hatch or right before then hatch and spread creep so he can't cannon rush. rofl that would be amazing. That depending if it was actually somewhat smart or if it would just be better pool firsting .
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Any hots map with new mlg stuff on eu?
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Once again blizzard brings out totally unnecessary buffs. I do not understand anymore
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I'd rather earlier overlord creep spread but keep old queen range.
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On June 16 2012 17:02 blade55555 wrote:If that overlord creep is true can you imagine hatch firsting could be viable zvp. Just make an evo after hatch or right before then hatch and spread creep so he can't cannon rush. rofl that would be amazing. That depending if it was actually somewhat smart or if it would just be better pool firsting ![](/mirror/smilies/puh2.gif) .
or on smaller maps go standard pool hatch into evo and block walloff at his natural with creep to all in with ling, bling or roaches.
sounds like lot of fun incoming :D
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On June 16 2012 09:18 optical630 wrote:Show nested quote +On June 15 2012 05:45 danakaz wrote: I have decided that I really don't like the abduct ability, it just seems to negate careful army placement. if anything it makes it even more crucial so that your main units can attack the vipers before they can use grab and hell, the ranged could be reduced in beta, that battle report is nothing to go by I disagree, I see it having the same result as when toss was still trying to figure out how to deal with brood lords, where they would blink stalkers underneath them at the start of the battle, only to have them all killed by lings, roaches. As for range, I think it'll be similar to NP, where if it gets reduced, it'll be useless. I think it's the binary nature of the ability I dislike, the most. It seems to me to be more fitting in a warcraft game, than a starcraft one.
I may very well be wrong, but I don't like it, and the only good thing I see it doing for the game, is that the toss units (hopefully) will be balanced so they are not so reliant on the colossus. Which would be friggin awesome, but it wouldn't make Abduct a good addition.
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On June 16 2012 15:57 esaul17 wrote: I was wondering: Does the Mothership Core use the energy of the nexus it is on, or does it have a separate energy bank?
It has a separate energy abnk from the Nexus it attached to. That's why they said you can re-energize your Nexus.
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it would be great if abduct was changed to the same grab ability in HoN, where you choose a direction to grab and basically it comes down to the players execution for getting the important units. Also with this, you could target your own units so there would be some gameplay opened up with the viper by being able to grab your own units to safety or maybe to grab them to the front lines or something. Also, this would encourage better army formations, so terrans would surround their tanks with smaller units to fend off any grab attempts. Maybe they could reduce the energy cost or increase the range of abduct to compensate for making it a harder skill to pull off.
I think this would promote a lot more skill in the game. Zerg already has 1-a broodlords and now the ultras will be even easier to use, so it might not be a bad thing.
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Im really really disappointed, i play Terran and in think you cant play HotS for 1-2 months after realese because it will be totaly imbalanced.
On June 09 2012 05:05 CtrlShiftAltGrrrrrrr wrote: what the fuck monotony of TvT. Havent seen how the Warhound works vs siege tank but TvT is the best matchup in the game in a lot of ways, mostly the positional play and incentives to multitask it provides. are they gonna remove that to make it an A move challenge or what. and mrine tank is gonna be useless vs zerg ? weird ideas... Im totally right with him.
TvP and TvZ will be very hard to execute as Terran. Demuslim said yesterday after he lost a TvZ "I have to play perfectly, he can do mistakes, crucial mistakes. But i have to play perfectly." It seems like it will be way harder with the Add-On.
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Please keep the Carrier. @_@
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I just realized something interesting regarding the tempest's range, not sure if it's been brought up before. 22 might seem like an arbitrary number, but that is the sight radius of an activated xel'naga watchtower - probably blizzard intended for them to be able to be used effectively in conjunction.
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