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HotS MLG Info Updates - Page 7

Forum Index > SC2 General
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Prev 1 5 6 7 8 9 141 Next
imMUTAble787
Profile Joined November 2011
United States680 Posts
Last Edited: 2012-06-08 20:37:53
June 08 2012 20:37 GMT
#121
looking forward to hearing more info

looks like a lot has changed o_0
*eternalenvy fanboy*
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
June 08 2012 20:37 GMT
#122
On June 09 2012 05:35 Snoodles wrote:
More skirmishy/map control, less deathball please.

Question about the protoss recall ability: Terrans and zerg take risks while moving out, and while they CAN run away in medivacs or through sheer speed, it's sometimes possible to catch some kills while they're routing. Does the recall thing sound TOO safe? I'm all for protoss being able to move out more in the early game, but I don't understand how this mechanic factors into it, they already have warpgates and instant reinforcement via proxy pylons.


I'd be glad if the recall was more of a rift that also allowed enemy units to travel with it, while the recall on the mothership would only allow your own units to recall. Gives it less of a 'pressure for free' feeling.
ssg
Profile Joined July 2011
United States1777 Posts
June 08 2012 20:37 GMT
#123
On June 09 2012 05:35 Denda Reloaded wrote:
Show nested quote +
On June 09 2012 05:35 Archerofaiur wrote:
FIRST HOTS BATTLE REPORT IN 2 HOURS!

Too good :D


srsly some kind of footage or jk?

The NDA comes off when doors open, so should be soon.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 08 2012 20:37 GMT
#124
So we basically get Lurkers, Firebats, Spider Mines, Arbitersssssssss, Goliaths, and Defilers?

Heck yeah, I'm fine with this.
ㅇㅅㅌㅅ
YouMake
Profile Blog Joined February 2010
United States262 Posts
June 08 2012 20:38 GMT
#125
I think they should add an upgrade to make queens able to mine for 24 minerals every time it goes and comes back. Kinda like a mule
It's time to kick ass and chew bubble gum, but all out of bubble gum! - Duke Nukem!
shockaslim
Profile Joined December 2010
United States1105 Posts
June 08 2012 20:38 GMT
#126
I didn't see this anywhere in the thread, but Blizzard did put this HotS updated video out just a bit ago.

http://us.battle.net/sc2/en/blog/6306259/Heart_of_the_Swarm_Update_-_New_Video-6_8_2012#blog

I'm at work so I can't watch it, but someone please go over whats in the vid.
Dirty Deeds...DONE DIRT CHEAP!!!
Achaia
Profile Joined July 2010
United States643 Posts
June 08 2012 20:38 GMT
#127
22 range Tempest? Awesome. So they just want to smash Mutalisks into oblivion so we never see them used again? It seems like there have been a lot of "anti-muta" patch changes and a new unit designed to hard counter a Muta with that much range will pretty much make them useless. At least with a Thor if you have quick reaction time with your Muta control you can limit your damage but with 22 range you will still be a screen and a half outside of seeing the Tempest and get blasted by it.
http://www.youtube.com/SCBattleGrounds
ACrow
Profile Joined October 2011
Germany6583 Posts
June 08 2012 20:38 GMT
#128
On June 09 2012 05:28 Zooper31 wrote:
Show nested quote +
On June 09 2012 05:26 Dodgin wrote:
On June 09 2012 05:24 Kaw wrote:
Does the tempest's big anti-air AOE shot have 22 yard range? gg no re mutalisks.


I believe they changed the Tempest to single target damage.


Show nested quote +
Tempest - long range expensive range of 10 upgrade to 22


That doesn't say single target to me, says aoe like a seige tank imo <.<

'cause they already announced the change in the update like a few months ago.
Get off my lawn, young punks
Shodaa
Profile Joined March 2010
Canada404 Posts
June 08 2012 20:39 GMT
#129
On June 09 2012 05:33 Fluid wrote:
"Dustin expects that most pros will never get hit by widow mine splash."

Okay...what's the point of adding a unit that no one will use?



That's not the point really, it might never explode but it's not necessarily useless. For example, it could be used to force an army split or to force the opponent to focus on it while doing other stuff (dropping etc) And also to control an area by buying more time.

Could be also good to defend vs. multi pronged attack.
http://us.battle.net/sc2/en/profile/401120/1/Shodaa/
Cyanocyst
Profile Joined October 2010
2222 Posts
June 08 2012 20:39 GMT
#130
On June 09 2012 05:35 Archerofaiur wrote:
FIRST HOTS BATTLE REPORT IN 2 HOURS!

Too good :D


What Really??? haha i really hope Dustin and Rob commentate just for nostalgia.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Fluid
Profile Joined September 2010
Canada136 Posts
June 08 2012 20:39 GMT
#131
On June 09 2012 05:34 Adreme wrote:
Show nested quote +
On June 09 2012 05:33 Fluid wrote:
"Dustin expects that most pros will never get hit by widow mine splash."

Okay...what's the point of adding a unit that no one will use?


Simple, there are people who arent pro's who play this game.


Fine, but that has nothing to do with game design. You first make a game with the intent that all pieces should be used by the players, and then you see that pros use some pieces more than others. But the way he's doing it, from the quote he said, is backwards: he's making pieces taylored to different players.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
June 08 2012 20:39 GMT
#132
I dont care if the tempest literally does only 1 damage per attack; 22 range is absolutely absurd
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
June 08 2012 20:39 GMT
#133
On June 09 2012 05:37 eviltomahawk wrote:
So we basically get Lurkers, Firebats, Spider Mines, Arbitersssssssss, Goliaths, and Defilers?

Heck yeah, I'm fine with this.


Warhound is not so similar to Goliath. SH doesn't really work the same as Lurker too.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 08 2012 20:39 GMT
#134
On June 09 2012 05:38 Achaia wrote:
22 range Tempest? Awesome. So they just want to smash Mutalisks into oblivion so we never see them used again? It seems like there have been a lot of "anti-muta" patch changes and a new unit designed to hard counter a Muta with that much range will pretty much make them useless. At least with a Thor if you have quick reaction time with your Muta control you can limit your damage but with 22 range you will still be a screen and a half outside of seeing the Tempest and get blasted by it.


Execpt Blizzard said months ago they had removed the AOE.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Clefairy
Profile Joined September 2011
1570 Posts
June 08 2012 20:39 GMT
#135
A lot of these changes sound like they might make tanks useless. It would be terrible if they removed another iconic unit in Legacy of the Void.
Snoodles
Profile Joined March 2012
401 Posts
June 08 2012 20:39 GMT
#136
I'm super stoked about the BW pros and SC2 pros will be on equal mechanics, with a completely new game now.
zezamer
Profile Joined March 2011
Finland5701 Posts
Last Edited: 2012-06-08 20:41:17
June 08 2012 20:40 GMT
#137
On June 09 2012 05:30 raga4ka wrote:
It doesn't do AOE damage though . Browder being the CnC specialist clearly had this in mind . Terran mech looks like a combination of Red Alert units , which isn't so bad thought , because Red Alert and generals are awesome as well .


Isn't barracks reactor kinda similiar to soviet cloning vat(?). Or something like that
nocrA
Profile Joined August 2011
Italy27 Posts
June 08 2012 20:40 GMT
#138
Oracle - raid unit. Preordain ability, cast on nme building and get vision. Can cast on friendly building and turn it into a detector.AoE cloaking field taken from mothership.


Solved detection problem for stargate tech: YEAH!

22 range tempest is rad
(╯°□°)╯︵ ┻━┻
TrippSC2
Profile Blog Joined November 2010
United States209 Posts
June 08 2012 20:41 GMT
#139
On June 09 2012 05:35 Snoodles wrote:
More skirmishy/map control, less deathball please.

Question about the protoss recall ability: Terrans and zerg take risks while moving out, and while they CAN run away in medivacs or through sheer speed, it's sometimes possible to catch some kills while they're routing. Does the recall thing sound TOO safe? I'm all for protoss being able to move out more in the early game, but I don't understand how this mechanic factors into it, they already have warpgates and instant reinforcement via proxy pylons.

It would need to be balanced around energy regen rate and/or cooldown.
If there is only one available per game, it means that there is a definite flow to the vP matchups of when aggression can safely hit and when you should start to prepare, based on when an MR should be available. I personally really like this idea.
holy_war
Profile Blog Joined July 2007
United States3590 Posts
June 08 2012 20:41 GMT
#140
Wow, that was fast. Blizz uploaded the videos already.
Prev 1 5 6 7 8 9 141 Next
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