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HotS MLG Info Updates - Page 34

Forum Index > SC2 General
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FeyFey
Profile Joined September 2010
Germany10114 Posts
June 08 2012 22:42 GMT
#661
On June 09 2012 07:26 FT.aCt)Sony wrote:
Heard it first here.

When beta is released, Swarm hosts will have a hot fix on the first patch due to a glitch. The recast time is like what 12-15 seconds in between releasing locusts? Guarantee if you unburrow them after the release the locusts and reburrow it will auto attack again with no wait time.

Test it at the event and see if that works now.


you could actually see in the battle report that they recharge their attack while unborrowed. Like the tempest, they will recharge their shot while moving. Means you can burrow, shoot, unborrow and run away, while locust are regened in any state but not with the timer being reset.
In the Battle report you can see how the blue gel packs regrow after they unborrow after a shot.

Zerg looks better now, not to much more micro, but more different units at the same time increasing the army control effort. Also liked the extras for toss early game.

But in WoL siege tank counts go down to around 2 or 3 already. And now there is a caster unit that can reduce bio range and pick off siege tanks x3. And I am sure the targets will be reset for the siege tanks after abduct, so they will focus a wounded zergling and not banelings.
From the all the way ranged race, to the ranged race, with the opponent having greater range and the evil melee units and aoes. Will be interesting how Terran will evolve with HotS.

On a side note, the vision ability on enemy Buildings is OP x3.
Tppz!
Profile Joined October 2010
Germany1449 Posts
June 08 2012 22:42 GMT
#662
On June 09 2012 07:28 Sapphire.lux wrote:
Ahh i see.

So mech TvZ is sort of like in WOL thor, hellion, tank and TvP it's uglyhound, hellion, tank. Interesting.


Unnless you want to loose vs 1 voidray you need vikings.. so same problem like in WoL no real antiair.
Bashion
Profile Joined February 2011
Cook Islands2612 Posts
June 08 2012 22:42 GMT
#663
Abduct looks sooooooo broke
I've got moves like Jagger
Dauntless
Profile Joined May 2010
Norway548 Posts
Last Edited: 2012-06-08 22:44:45
June 08 2012 22:43 GMT
#664
On June 09 2012 07:26 FT.aCt)Sony wrote:
Heard it first here.

When beta is released, Swarm hosts will have a hot fix on the first patch due to a glitch. The recast time is like what 12-15 seconds in between releasing locusts? Guarantee if you unburrow them after the release the locusts and reburrow it will auto attack again with no wait time.

Test it at the event and see if that works now.

You're wrong. If you watch the Battle Report, you can see that the the pores on the back of the Swarm Hosts glow when the Locusts are ready.

Nice guarantee..

I'm so happy StarGate openings will be more viable now, in both PvT and PvP, because of the detection-on-buildings ability from the Oracle.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Prillan
Profile Joined August 2011
Sweden350 Posts
June 08 2012 22:43 GMT
#665
On June 09 2012 07:34 FT.aCt)Sony wrote:
Show nested quote +
On June 09 2012 07:28 Na_Dann_Ma_GoGo wrote:
On June 09 2012 07:26 FT.aCt)Sony wrote:
Heard it first here.

When beta is released, Swarm hosts will have a hot fix on the first patch due to a glitch. The recast time is like what 12-15 seconds in between releasing locusts? Guarantee if you unburrow them after the release the locusts and reburrow it will auto attack again with no wait time.

Test it at the event and see if that works now.


Do you think their programmers are amateurs or what? That's a "bug" that's a) unlikely to happen and b) those things have quite a long burrow time and are visible when unburrowed so...


Actually I do when you consider the past status of the game from beta to release to now and the length of time it has taken to make the game to a so-called balanced state.

As for the burrow time, it doesnt take 12-15 seconds to unburrow and reburrow which is what the relapse time is to restock up for locusts.


Did you actually look at the game?
The timer is independent of the state the Swarm Host (11m33s) is in. So the bug you're describing is not possible.
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
SC2ShoWTimE
Profile Joined April 2011
Germany722 Posts
June 08 2012 22:43 GMT
#666
i dont understand why people are always so pessimistic about everything. this isnt even beta and of course it isnt balanced right now. well, at least im excited for hots and enjoy the new stuff.
Progamer
Clefairy
Profile Joined September 2011
1570 Posts
June 08 2012 22:43 GMT
#667
I think Terran might need an EMP rollback for all these changes.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
June 08 2012 22:43 GMT
#668
I don't understand all this buzz about the Tempest. Sure it has 22 range which is hilarious and can snipe siege tanks but would you actually use it? It seems pretty terrible at harassing workers for how much it costs so it's only really useful in the classic deathball. I would gladly take four more colossus over a couple long range pewpew cannons.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
desarrisc
Profile Blog Joined April 2012
Canada226 Posts
June 08 2012 22:44 GMT
#669
Some thoughts on the changes:

Protoss vs Protoss

+ Show Spoiler +
Tempest looks like an interesting alternative to colossus, PvP might no longer be simply colossi vs colossi battle late game.
Due to the really slow firing rate/movespeed on these guys, I think mostly ground based army (colossi/stalkers) will be the more mobile attack force, whereas the tempest/some ground will try to pick off the colossi on their way to attack the opponent. After hitting a base/army, the colossi-toss can use recall to go back home if necessary.


Terran vs Terran

+ Show Spoiler +
Marine-Tank, aggressive MMM, Bio-Warhound, Pure-Mech seem all viable options because of the mobility provided by the new units. Although I think Widow mines are countered by splitting, it'd be a decent way of controlling space by telling the meching player that a counterattack is en route via a certain path, while doing some damage. The widow mines/warhound presence will likely encourage raven usage in the matchup (pdd counters missiles, vision vs widow mines).


Zerg vs Zerg

+ Show Spoiler +
Early game roach/ling style will still dominate early game, but with recent queen buff and ovie speed, the midgame will likely consist of some viper/roach/hydra or infestor/roach. Infestor/roach can still crush roach/hydras, but vipers will have the interaction of blinding cloud vs roaches. Viper/roach/infestor seems a bit too gas heavy to be viable midgame.

I have no idea how the swarm hosts will play out in this matchup. Seems relatively fragile and immobile, making it difficult to fight vs more mobile armies such as roach-infestor. Probably some nydus worm into main, and seiging up the ramp kind of play or effective turtling on 3 base?

Mutas will have a remarkably difficult time in the matchup because zergs will just go infestor or hydra midgame. And a relatively small timing window to do quite a bit of damage.

Ultras will be the lategame of choice. Ridiculously overwhelming in the matchup, but i'm not sure if well-upgraded roach/hydras will behave like MM force vs ultras due to the hydra speed.


Protoss vs Zerg

+ Show Spoiler +
With swarm host/abduct, the colossi just became indirectly nerfed. They'll still be ridiculously good for midgame push off three base, but swarm hosts holding the line with hydras, and picking off colossi make the battles more even.

Stephano's 11 min roach timing will be viable, but delayed. Mothership core will make an earlier protoss agression around 7-9 min mark possible with some sentry/zealots/stalkers without it having to be all-in off two bases.
Tempest will see play, particularly to pick off infestors/vipers/swarm hosts from safe distance. But it seems risky if the zerg does roach push b/c of the tempest's really low dps. Probably more of a very lategame composition. Oracle seems to be a better harassment alternative in terms of air.

HT vs viper/infestor dynamic will be key to the battles. Whether viper can abduct key units from protoss before vipers are feedbacked. Neural parasite might see a huge resurgence with abduct.


Protoss vs Terran

+ Show Spoiler +
Terran will get an alternative to current bio-viking-ghosts. Battle hellion/warhounds +vikings/raven seem very mobile/good vs a generic protoss army without fear of being feedbacked. I think the bio-viking-ghost builds will still be the stronger type mid-game, but that's just my thought. (I don't know how effective battlehellion/warhounds will be vs immortal/zealot type of composition, since battle hellions are armored i think)

Reaper-openings will no longer be a joke, due to the regen. It'll force the protoss to split the army in main/natural, making an early attack by terran stronger.

Protoss air will see more action in the matchup vs mech style, but seems to be quite weak vs MMM except in late late game. Some tempest might be good for picking off vikings vs colossi. I have no clue how this matchup will change really.


Terran vs Zerg


+ Show Spoiler +
We'll probably see the resurgence of ghosts to counter the vipers/infestors, and ravens for swarm hosts. Roaches/Swarm host might become worth looking into in the matchup. With a few vipers picking off the early tanks/ blinding clouds over the bio, the range-zerg might be something new and worth looking into.

Zerg gets option of ultras or brood lords lategame. :D I think the terran will have a really difficult time in the matchup if HotS is released with these new units. The warhounds aren't good vs bio and tanks are heavily nerfed by anti-tank units midgame (viper/swarm hosts).


General

+ Show Spoiler +
-Colossi/Tank are heavily nerfed indirectly by new viable counterunits to them(warhound/viper/swarmhosts/even speedhydra/chargeultra)

-Protoss is allowed mobility with big clunky units with mothership core.

-Zerg got means of cost-effectively fighting with the swarm hosts/vipers/infestor/fast hydras. Brood lords seem a bit too immobile in this new zerg, but will still remain the strongest type of army.

-Terran really only got a method to go mech vs terran/protoss. Mines give vision/control space for minerals, but terran seems to got the short end of the stick vs zerg.

-Clever design changes on blizzard's part, making it more interesting than last preview. But I think the Terran arsenal to change again (how warhound deals with bio or the interaction with mines)
"Your opponent's doing anything out of the ordinary? Just go f**king kill him." -Day [9]
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
June 08 2012 22:45 GMT
#670
Could someone for the love of god translate this:
"Mothership Core - build mothership core from nexus, has to remain attached to nexus. Can tele to any nexus you have. Purify ability makes it into a powerful photon cannon. Can upgrade it to Mothership later. Can mass recall. This is early game unit."
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Heavenlee
Profile Joined April 2012
United States966 Posts
June 08 2012 22:46 GMT
#671
On June 09 2012 07:36 BeholdOblivion wrote:
Remember when they were going to add the tempest to deal with the mutalisk problem for protoss? Now the tempest has no splash damage because Protoss FIGURED OUT how to deal with it themselves. Honestly, Blizzard's approach to balance astounds me sometimes.


It astounds you that they decided to change the strong hardcounter unit when they found out what it was made to counter wasn't imbalanced? Really? That seems like a completely logical way to balance to me.
Topin
Profile Blog Joined December 2010
Peru10093 Posts
June 08 2012 22:46 GMT
#672
warhound looks awful
i would define my style between a mix of ByuN, Maru and MKP
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
June 08 2012 22:46 GMT
#673
The tempest is such a depressing unit. Watching it fire makes me feel like im watching a game in slow motion. At one point I literally felt compelled to look at my clock.

That said, the oracle looks very good. The ability to harass without guaranteed losses (like mutas and banshees) is something I have always missed as a Protoss player. Warp prisms are great for exploiting an advantage but its nice to have a harass option to help come back from a deficit.
jmbthirteen
Profile Blog Joined February 2011
United States10734 Posts
June 08 2012 22:46 GMT
#674
Not gonna lie, that was pretty damn cool to watch. Pretty excited about the new units.
www.superbeerbrothers.com
Bashion
Profile Joined February 2011
Cook Islands2612 Posts
June 08 2012 22:47 GMT
#675
On June 09 2012 07:45 Clarity_nl wrote:
Could someone for the love of god translate this:
"Mothership Core - build mothership core from nexus, has to remain attached to nexus. Can tele to any nexus you have. Purify ability makes it into a powerful photon cannon. Can upgrade it to Mothership later. Can mass recall. This is early game unit."


What you didnt understand?
I've got moves like Jagger
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
Last Edited: 2012-06-08 22:50:45
June 08 2012 22:47 GMT
#676
You know something is wrong with 22 range when the caster can't even see the unit on the target area screen.

Not sure what to think about the Viper ability Abduct. It makes fights look really weird. And how can such a lithe and lissom air unit (the little fluttery wings look a bit dumb to be honest) pull such massive and heavy units over such distances? I mean, it doesn't even show any effort in the animation.

The Warhound also still looks really crappy. It doesn't fit with the looks of the other Terran units.

But I guess the look of things is something that will still hopefully be worked on, as was evident with the Widow Mine. Suffice to say, it all could look so much cooler. To balance all those new gimmicks will be the real challenge, though.

The collapsable rock towers must surely have been an idea by Dustin Browder. But I like the basic idea to seal certain access points to hard to defend bases.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Heavenlee
Profile Joined April 2012
United States966 Posts
June 08 2012 22:47 GMT
#677
On June 09 2012 07:45 Clarity_nl wrote:
Could someone for the love of god translate this:
"Mothership Core - build mothership core from nexus, has to remain attached to nexus. Can tele to any nexus you have. Purify ability makes it into a powerful photon cannon. Can upgrade it to Mothership later. Can mass recall. This is early game unit."


...? The nexus builds it, it has to remain attached to the nexus, can teleport to any nexus, has an ability that makes it into a powerful photon cannon, can later be upgraded into a mothership, has mass recall, and is available in the early game.

???? I don't know how it can get much simpler than it already is.
Frex
Profile Joined March 2012
Finland888 Posts
June 08 2012 22:48 GMT
#678
I like that Tempest. A high tech unit, expensive one which flies and can shoot air and ground. Sounds familiar..

I think that..

Was it?...

Oh yes, Battlecruiser, I had almost forgotten because it's so useless.
Splynn
Profile Joined September 2011
United States225 Posts
Last Edited: 2012-06-08 22:50:51
June 08 2012 22:48 GMT
#679
I think I'm in the vast minority on this... but with the new queen look (I didn't like the way the old queen look), I'm really hoping they tweak the roach a little bit, too. To me it just looks too round and with no real features, I really don't like the way roaches look in general. The new queen is awesome, though. Just wish that the roach could look less like a beachball with spikes.

That minor complaint out of the way, I'm pretty excited about HotS. But, then, I was pretty excited when they revealed everything at Blizzcon. This is better; they've done most of the stuff that we all wanted (replicator gone! :D); the only thing I really wanted and still don't see is a new model for the warhound.

Nice going, Blizzard. It's also nice to see a bunch of people who stopped playing SC2 getting a bit hyped up about HotS, and planning on coming back for it. We all knew it would happen; here's hoping more of them stick around this time.
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
June 08 2012 22:48 GMT
#680
So in terms of TvP:
-Zealots get owned hard by battle hellions
-Stalkers now have two units that obliterate them instead of one (say hello to the hellhound!)
-Immortals still die hard to marines
-Battle hellions and hellhounds probably won't die to Psi Storm or Colossi as quickly as marines do.
(-Oracles will be a pain in the ass until you get a viking out)
-vikings will still rule the skies uncontested

I somehow predict TvP to be heavily in favour of Terran.
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