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Forum Index > SC2 General
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SarcasmMonster
Profile Joined October 2011
3136 Posts
June 08 2012 23:46 GMT
#801
On June 09 2012 08:42 0neder wrote:
ANOTHER anti-tank unit! YEAH!
Just give widow mines to hellions and give hellions their speed upgrade back.
And please don't make battle hellions walk.

Where are the IMBA units? Battle hellions should have melted those zealots in 2 hits, it took 4-5.


You want Terrans to be able to destroy Zealot lines in 2 seconds...
MMA: The true King of Wings
guruPanda
Profile Joined July 2011
Germany32 Posts
Last Edited: 2012-06-08 23:47:24
June 08 2012 23:46 GMT
#802
On June 09 2012 08:40 Solo Terran wrote:
Show nested quote +
On June 09 2012 08:33 NDDseer wrote:
Best update of the whole lot to me is the mothership core, rewards players who manage use of their energy well and beefs up the defenders bonus in PvP.

Also, are we now going to see sudden requirements to micro around your units when a couple of them pick up widow mines, so that only the ones actually attached to the thing take any damage? If so, that's a really cool change too.
The recall ability is retarded and will be taken out since it cannot be balanced. Wait until 150 energy-> warp in proxy units-> do damage and then when the enemy comes to defend you just recall out.

Blink into main-> do damage -> recall back into base. Blizzard wtf are you thinking.


The most important aspect of the new recall, a lot of people seem to be missing that, is that it recalls ALL of the Protosses units. You cannot select a small amount of harassing units. So using the recall will basically destroy all your positioning and leave you very vulknerable to counter harassment, runby's and so on.
The bad thing about that is of yourse that it pushes Toss into a deathball-direction even more, since the recall becomes unusable as soon as you fight at more than one front.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 08 2012 23:46 GMT
#803
On June 09 2012 08:38 Dingobloo wrote:
Show nested quote +
On June 09 2012 08:33 Falling wrote:
On June 09 2012 07:48 Splynn wrote:
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.

New queen looks pretty good I think. And I definitely think roach design could use an overhaul. I was just enjoying the unit mix in that battle report and thinking how much better hydra look aesthetically as the core unit rather than the roach. Beachball with spikes it is. But hydra, swarmlord, defiler thingy looked pretty cool.


Yeah, staying active with that unit is just can be so valuable. I mean, every time you are able to land the shields onto those minerals- that’s guaranteed harassment. It doesn’t matter whether or not they’re fast on the reaction. It’s still a small amount of mining time they won’t be able to access.

Rob Simpson from the battle report. Although an interesting idea, this is precisely why I think the oracle harass is not very good similar to FF's. I'm sure it will get balanced. But it will never be the unit interaction like BW storms, reaver shots that were big hits or misses depending on who was faster. Or good map awareness with DTs that didn't trigger an alarm when atttacking workers.

But this will always be did I get close enough with out being sniped? If yes, then freeze minerals for x amount of time (x amount being tweaked for balance). If no, then no damage. But it requires very little interaction between units/ players reaction time. Sure taking down minerals requires a reaction, but it's not the same as:

Did I get close enough without my shuttle getting sniped? If yes, then quickly unload high templar, unleash 1-2 storms before the opposing player races all his workers away for little to no damage. If the opposing player doesn't react, the entire line of workers get's wiped out. But it's all about who is faster, not just on entry, but also on the attack execution.

"that’s guaranteed harassment. It doesn’t matter whether or not they’re fast on the reaction."
I don't particularly like this idea for a harassment unit.


I agree, but this also isn't as effective as normal harassment, without killing the workers you're not preventing the snowball nature of economic development, you're merely removing income temporarily, I don't think it will be a replacement for effective late game harassment.


Agreed and people will adapt to the harassment quickly. If you watch the report. the bubbles only have 75 HP and can be focused down quickly. Also the Oracle only has 20 shields and 80 HP. It will die if something looks at it sideways.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
June 08 2012 23:47 GMT
#804
Holy Off-Creep Hydra Speed, Batman!
aka Wardo
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
June 08 2012 23:49 GMT
#805
So in PvZ you go FFE into Stargate preventing the Zerg from a high mineral income which will lead to Zerg expanding and teching instead of doing a big push (lack of minerals for units), while P techs to Templar to combat Infestors/Vipers. BW all over again I guess
aullinar
Profile Joined April 2010
Australia4 Posts
June 08 2012 23:49 GMT
#806
Can anyone confirm that the Blinding Cloud only works on Bio units? I keep seeing people say its too strong but if it doesn't work on most protoss units or mech then it seems a little underwhelming if marines just run out of it
ReadySetFire
Profile Joined October 2011
Kuwait545 Posts
June 08 2012 23:50 GMT
#807
I swear the HoTS battle report was more fun to watch than any SC2 match. I seriously cannot wait
Naphal
Profile Joined December 2010
Germany2099 Posts
June 08 2012 23:50 GMT
#808
i like how they chose to mainly trash terran fortifications with the new protoss and zerg units -.-

terran units underwhelming in comparison... i mean the mine takes how long to explode? even i could micro units away with the time displayed in the video, better yet, i could even micro these units into the enemy... pick up mines with stalkers and blink them into the bio.
yeint
Profile Joined May 2011
Estonia2329 Posts
Last Edited: 2012-06-08 23:52:13
June 08 2012 23:50 GMT
#809
On June 09 2012 08:16 MrCash wrote:
No different from WoL, you will see a ton of patches once this game is played at a pro level.
10 second timer on mines might seem acceptable on casual player level micro, but makes it less than useless on pro level.


You say that as if it's always viable to move any unit in any direction you want.

Your units have collision. In a large army engagement, anything significantly less than 10 in-game seconds would make it a complete crapshoot if you're going to get the targeted units away from your army.

Imagine you have a pack of roaches on the frontline and suddenly three of them turn into time bombs. They can't run through the other roaches, so you'll have to quickly rearrange all your units, then grab the individual units with mines on them, and run them out.

10 in-game seconds is perfectly reasonable for pro level play.

EDIT: plus it adds a lot of tension for spectators. "He has to get those out of there, Tasteless!"
Not supporting teams who take robber baron money.
Ev0lution
Profile Joined October 2011
United States16 Posts
June 08 2012 23:50 GMT
#810
Add me to the list of dissappointed/not impressed. What is the point of practising to become good at SC2 when they totally change the game every 3 years? I was hoping SC2 would become a timeless game like chess only for future generations. But with the pieces changing (not even for the better, herp derp caster units WC3 derp) alas we see that it is just another money hungry company trying to squeeze every dollar out of your wallet.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 08 2012 23:51 GMT
#811
On June 09 2012 08:46 SarcasmMonster wrote:
Show nested quote +
On June 09 2012 08:42 0neder wrote:
ANOTHER anti-tank unit! YEAH!
Just give widow mines to hellions and give hellions their speed upgrade back.
And please don't make battle hellions walk.

Where are the IMBA units? Battle hellions should have melted those zealots in 2 hits, it took 4-5.


You want Terrans to be able to destroy Zealot lines in 2 seconds...


Wouldn't that be like 80 damage a shot 0-o??? Clearly a 100 minerals unit should be able to do 80 damage to light units, that make sense. Forget two shoting mineral lines, just one hit and EVERYTHING DIES!
I have the Honor to be your Obedient Servant, P.6
TL+ Member
urashimakt
Profile Joined October 2009
United States1591 Posts
June 08 2012 23:51 GMT
#812
Whether or not Heart of the Swarm is a good (or even playable) game yet, I'm super excited seeing all these new caster units in action.
Who dat ninja?
takingbackoj
Profile Joined December 2010
United States684 Posts
June 08 2012 23:53 GMT
#813
On June 09 2012 08:49 aullinar wrote:
Can anyone confirm that the Blinding Cloud only works on Bio units? I keep seeing people say its too strong but if it doesn't work on most protoss units or mech then it seems a little underwhelming if marines just run out of it

Rob simpson says it in the battle report video on battle.net
Get the hell outta here Der Beek, your'e ruining my moment.
kef
Profile Joined September 2010
283 Posts
June 08 2012 23:53 GMT
#814
I see it was a mistake switching to Terran
There are two kinds of people in this world: people who say there are two kinds of people in the world and people who know the first group of people are full of shit.
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2012-06-09 00:00:33
June 08 2012 23:55 GMT
#815
+ Show Spoiler +
[image loading]


Tempest range as an example. Cannons and stalkers range 7 and 6, got the idea that you could get a tempest or two and throw up cannons in front of an enemy base to siege it, forcing him to engage into the cannons if he wanted to save the base.

Anyways, Tempest will be able to stand directly on top of the middle cannon and hit the furthest pylon, stalkers have to get that close (and inside of cannon range) to engage it. On some resolutions, you are incapable of viewing the target of the shot at maximum range on the same screen view, even at the widest point of the screen
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Solo Terran
Profile Joined November 2011
367 Posts
June 08 2012 23:55 GMT
#816
On June 09 2012 08:53 kef wrote:
I see it was a mistake switching to Terran

Why would anyone switch to Terran? O_o
guruPanda
Profile Joined July 2011
Germany32 Posts
June 08 2012 23:56 GMT
#817
On June 09 2012 08:50 Naphal wrote:
i like how they chose to mainly trash terran fortifications with the new protoss and zerg units -.-

terran units underwhelming in comparison... i mean the mine takes how long to explode? even i could micro units away with the time displayed in the video, better yet, i could even micro these units into the enemy... pick up mines with stalkers and blink them into the bio.


Very interesting aspect, but we don't know if the mines have friendly splash yet.
yeint
Profile Joined May 2011
Estonia2329 Posts
June 08 2012 23:56 GMT
#818
On June 09 2012 08:50 Ev0lution wrote:
Add me to the list of dissappointed/not impressed. What is the point of practising to become good at SC2 when they totally change the game every 3 years? I was hoping SC2 would become a timeless game like chess only for future generations. But with the pieces changing (not even for the better, herp derp caster units WC3 derp) alas we see that it is just another money hungry company trying to squeeze every dollar out of your wallet.


You've known there would be two expansions since 2007, and now suddenly you're shocked?

I've seen a lot of dumb things said in this thread, and your post is certainly up there.
Not supporting teams who take robber baron money.
o)_Saurus
Profile Joined January 2011
Germany260 Posts
June 08 2012 23:56 GMT
#819
On June 09 2012 08:46 guruPanda wrote:
Show nested quote +
On June 09 2012 08:40 Solo Terran wrote:
On June 09 2012 08:33 NDDseer wrote:
Best update of the whole lot to me is the mothership core, rewards players who manage use of their energy well and beefs up the defenders bonus in PvP.

Also, are we now going to see sudden requirements to micro around your units when a couple of them pick up widow mines, so that only the ones actually attached to the thing take any damage? If so, that's a really cool change too.
The recall ability is retarded and will be taken out since it cannot be balanced. Wait until 150 energy-> warp in proxy units-> do damage and then when the enemy comes to defend you just recall out.

Blink into main-> do damage -> recall back into base. Blizzard wtf are you thinking.


The most important aspect of the new recall, a lot of people seem to be missing that, is that it recalls ALL of the Protosses units. You cannot select a small amount of harassing units. So using the recall will basically destroy all your positioning and leave you very vulknerable to counter harassment, runby's and so on.
The bad thing about that is of yourse that it pushes Toss into a deathball-direction even more, since the recall becomes unusable as soon as you fight at more than one front.


If your opponent lets you sit on 2 bases and build up your deathball, yeah.
Otherwise the way this recall thing works leads completly to the other direction, making harrass more viable way earlier but still limits it to ne nexus energy and therefore does not make it too powerful.

Current state now is protoss going more or less allin on 2 bases and only into macrogame if zerg holds the first attack. Now you might (and have to!) attack with less gateways but probably can rescure your gateway army. On the other hand Zerg can defend your pushes more easily with getting 1-3 fast swarm hosts.

This works out so brilliant... don't know why ppl are complaining about that -_-
Yes you can clump up and save your deathball but on the other hand zerg has the viper to pull your units out of the ball. And tbh - who as a zerg would not like to trade an infestationpit against 2 or 3 colossus when protoss retreats?


damn i really wanted to stay out of here...
Batch
Profile Joined May 2010
Sweden692 Posts
June 08 2012 23:57 GMT
#820
I think they should have kept the Carriers and increased their range to 22 instead of adding the Tempest.
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