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HotS MLG Info Updates - Page 70

Forum Index > SC2 General
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bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
June 09 2012 08:33 GMT
#1381
Terran is so fucked at this rate, the widow mine is just terrible, why the hell don't they just bring back the spidermine and its ability which is what they are trying so hard to imitate. Seriously stop being stubborn Blizzard. Widow mine is just a joke unless there is a massive battle going on where only the best players can split.
Tempest is also a terrible unit, it's literally just a massive long range unit that you A move, wtf?? Yea like protoss doesn't have enough mobile long range assault units already.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
Evangelist
Profile Blog Joined June 2011
1246 Posts
June 09 2012 08:34 GMT
#1382
I can already think of a million uses for widow mines. They're pretty quick and mobile and they're 1 supply so you could use medivacs to mine retreat paths and unit spawn paths. Place one outside a protoss robo and that's a free high value unit kill at minimum.

Maybe I'm just too shit at terran to really understand but the terran in the TvZ had awful engagements and dozens of times when he should have switches his "battle" hellions to normal hellion mode and ripped those hydras to pieces. Vipers are going to be a royal pain in the arse, though but at least they're big and obvious and a nice heavy target for Snipe. Plus, using Widow mines is going to be fun as hell.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
June 09 2012 08:34 GMT
#1383
On June 09 2012 17:27 rift wrote:
Just saw the Battle Report... and Entomb has to be the least exciting form of harassment conceivable.


Yeah, it seems like it's some sort of "guaranteed" yet very minor damage that might or might not add up later on. Still, without air-units it seems like there's no way to prevent your mineral-line from getting "entomb-ed" which I agree is not how things should work. The fun thing about drop-harass is that it can do extremely much damage or it can fail - makes things exciting. Entomb will apparently always do "some" damage but never very much.

Yet, as a P-player, I'm grateful for every multi-task-unit they give us....I mean, we were harassing with the void-ray for Hood's sake.
"You see....YOU SEE..." © 2010 Sen
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
June 09 2012 08:35 GMT
#1384
Is there a battle report with terran?
MeLo
Profile Joined August 2010
Australia192 Posts
June 09 2012 08:35 GMT
#1385
Entomb will be great for PvP.

I imagine Stargate openings will be standard, and if you can get an Oracle out when getting 4gated, you can use the cloaking field to repel all attacks.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
June 09 2012 08:35 GMT
#1386
Where isthe TvZ battle report??
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2012-06-09 09:01:41
June 09 2012 08:35 GMT
#1387
Some random observations:

The Blizzard engineers bragged about their new physics engine last Blizzcon and its support for ragdoll physics. It looks like these ragdoll physics have been implemented into HotS with Siege Tanks knocking Hydras into the air and Ultralisk charge knocking Marines and Stalkers into the air.

It looks like Terran's Comsat Scan has a tweaked graphic, with a yellow dotted line representing the edge of the scan, as opposed to what we have right now in WoL where the scan radius is much bigger than the scan graphic.

Hydras seem surprisingly resilient against Tanks, though it's probably more due to their increased mobility allowing them to pull out of Tank range quickly. Currently in WoL, Hydras have 80 health against the 35 damage from a sieged Tank, which means it takes 3 shots for Tanks to kill a Hydra right now. If Hydra speed was the only stat changed in that ZvT, then it really shows the importance of the speed upgrade.

And speaking of Hydra speed, it looks like the theme of the two Battle Reports shown so far was that speed Hydras are awesome, even in a ZvT surprising enough. Not a single Roach or Infestor or Brood Lord was shown in any of the Battle Reports.

Also, I kinda don't like the darkness of the new Creep color. Brownish units like Hydras and Ultralisks are discernible on this new Creep, but I think dark-colored units like the new Queens and Roaches will be harder to spot.

On June 09 2012 17:27 Lukeeze[zR] wrote:
Show nested quote +
On June 09 2012 17:22 ZenithM wrote:
Does anyone know how much those "widow mines" things cost and how fast they build? Was is worth it to kill 2 queens with 2 mines?


75min/25gas

Widow Mines cost the same as BW Hydralisks. Hmmm...
Btw, does anyone know if they changed the cost for the Hyrdalisk in HotS?

The music in the trailer is really good and epic, especially the Zerg part. I hope this means that the soundtrack got a very nice upgrade. Protoss music makes me sleep, and Zerg only has a couple of good tracks at most.
ㅇㅅㅌㅅ
Goliath0nline
Profile Blog Joined October 2010
Canada165 Posts
June 09 2012 08:36 GMT
#1388
LOL zerg still doesn't have anti- air rofl
nebffa
Profile Blog Joined February 2009
Australia776 Posts
June 09 2012 08:37 GMT
#1389
22 range on a unit......... i cannot imagine it being spectator friendly
ZenithM
Profile Joined February 2011
France15952 Posts
June 09 2012 08:37 GMT
#1390
I must say, the only Zerg change that I don't like (regardless of balance and power) is Abduct from the Viper.
I don't feel that you should be able to modify someone else's positioning like that...
I mean, we already have forcefields and fungal which limit movement, but not completely teleport your opponent's unit where you want. That seems kind of overdone.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 09 2012 08:39 GMT
#1391
On June 09 2012 17:33 bubblegumbo wrote:
Terran is so fucked at this rate, the widow mine is just terrible, why the hell don't they just bring back the spidermine and its ability which is what they are trying so hard to imitate. Seriously stop being stubborn Blizzard. Widow mine is just a joke unless there is a massive battle going on where only the best players can split.
Tempest is also a terrible unit, it's literally just a massive long range unit that you A move, wtf?? Yea like protoss doesn't have enough mobile long range assault units already.


I am actually thinking that the widow mine is a good harass unit. Good luck defending a mech army pushing + 10 mines spreading to all your hatches, burrow, boem.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2012-06-09 08:41:57
June 09 2012 08:40 GMT
#1392
My biggest question after seeing the PvZ game right now would be: what of the new protoss-units is supposed to prevent endless swarms of roaches?
Or to put it another way: what's stopping zerg in HotS ZvPs to mass-roach all over again? It seems like most of the demonstrated zerg-units are funky but given that protoss doesn't really get a unit-combination that is supposed to counter this already prevalent style of hard macro and mass-roach: why should zerg care? Fast hydras look cool, but I can't think of why zerg should prefer them over the already fast roaches? And mass-tempest vs mass-roach is probably as useful as mass-carriers right now.
"You see....YOU SEE..." © 2010 Sen
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
June 09 2012 08:40 GMT
#1393
On June 09 2012 17:29 ZenithM wrote:
Show nested quote +
On June 09 2012 17:27 Lukeeze[zR] wrote:
On June 09 2012 17:22 ZenithM wrote:
Does anyone know how much those "widow mines" things cost and how fast they build? Was is worth it to kill 2 queens with 2 mines?


75min/25gas

Oh wow that's kinda good. They one shot swarm hosts later in the battle report. I'd say it's a good trade.


Well, if they end up locked on a zergling, it won't be a good trade. Making mines cost efficient will be based on luck.

I wonder if these temporary shits (infested terrans, broodlings and locusts) can activate them ? If so, it would be terrible.
Terran & Potato Salad.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-09 08:44:06
June 09 2012 08:41 GMT
#1394
units stats:
+ Show Spoiler +

Zerg

Swarm Host

Costs:
Minerals: 200
Vespene: 100
Supply: 3
Time: 40
Stats:
Health: 120
Abilities:
Spawn Locust
Cooldown: 25
Spawns 2 Locusts. Locusts can attack ground and air with a short range, and have a 15-second timed life.
Relevant Upgrades:
Evolve Increased Locust Lifetime (Infestation Pit)
Minerals: 200
Vespene: 200
Time: 120
Increases the lifetime of Locusts by 10 seconds.

Viper

Costs:
Minerals: 100
Vespene: 200
Supply: 3
Time: 40
Stats:
Health: ?
Energy: ?
Abilities:
Consume
Eat 200 health off an allied unit or building over ten seconds, turning it into 50 energy for the Viper.
Abduct
Energy: 75
Pulls in an enemy unit towards the Viper
Blinding Cloud
Energy: 75
A cloud that lasts for 10 seconds, it reduces the range of bio units in the cloud down to 1.

Hydralisk

Relevant Upgrades:
Evolve Muscular Augments (Hydralisk Den)
Minerals: 150
Vespene: 150
Time: 100
Hydralisks move 50% faster off creep


Terran

Reaper

Relevant Upgrades:
Research Combat Drugs (Barracks Tech Lab)
Minerals: 50
Vespene: 50
Time: 80
Increases Reaper health regeneration out of battle.
Changes:
Lost D8 Charges
Lost Nitro Pack upgrade

Widow Mine

Costs:
Minerals: 75
Vespene: 25
Supply: 1
Time: 20
Stats:
Health: 55
Damage: 200
Range: 5
Movement Speed: 2.81

Hellion

Stats (Mech Form):
Health: 135
Damage: 10, 14 vs. light
Range: 2
Weapon Speed: 1.9
Movement Speed: 2.25

Warhound

Costs:
Minerals: 150
Vespene: 75
Supply: 2
Time: 45
Stats:
Health: 220
Armor: 1
Damage: 23
Range: 7
Weapon Speed: 1.3
Movement Speed: 2.81
Abilities:
Haywire Missile
Cooldown: 6, autocast
Blasts target ground mechanical unit, dealing 30 damage

Battlecruiser

Changes:
New ability: Redline Reactor
Energy: 100
Doubles movement speed and increases acceleration of the Battlecruiser for 6 seconds


Protoss

Mothership Core

Costs:
Minerals: 150
Vespene: 50
Time: 30
Stats:
Health: 350
Shield: 350
Energy: 200
Abilities:
Teleport
Energy: 25
Teleports the Mothership Core to another Nexus (Mothership Cores cannot move off of a Nexus)
Energize
Energy: 25
Recharges target’s energy to maximum
Purify
Energy: 75
Cooldown: 20
The Mothership Core gains a powerful attack for 20 seconds
Mass Recall
Energy: 150
Recalls all units in target area back to the Mothership Core
Relevant Upgrades:
Upgrade to Mothership (Mothership Core)
Minerals: 300
Vespene: 350
Supply: 8
Time: 100
Requires Fleet Beacon
Upgrades Mothership Core to a Mothership

Oracle
Costs:
Minerals: 150
Vespene: 200
Supply: 3
Time: 60
Stats:
Health: 20
Shield: 80
Energy: ?
Movement Speed: 3.75
Abilities:
Preordain
Energy: 75
Reveals the area around a target structure for 2 minutes
Entomb
Energy: 75
Raises forcefields on all minerals in a target area, rendering them ungatherable for 45 seconds (unless the forcefields are destroyed)
Cloak Field
Energy: 100
Cloaks all nearby units, excluding Oracles, for 60 seconds
Relevant Upgrades:
Research Bosonic Core (Cybernetics Core)
Minerals: 150
Vespene: 150
Time: 90
The Oracle starts with 25 more energy

Tempest

Costs:
Minerals: 300
Vespene: 300
Suppply: 6
Time: 75
Stats:
Health: 300
Shield: 150
Armor: 2
Damage: 45, 60 vs. Massive
Range: 10
Weapon Speed: 6
Movement Speed: 2.25
Relevant Upgrades:
Gravity Sling (Fleet Beacon)
Minerals: 150
Vespene: 150
Time: 100
Increases Tempests’ range by 12, to a total of 22 range

acker
Profile Joined September 2010
United States2958 Posts
Last Edited: 2012-06-09 08:46:51
June 09 2012 08:43 GMT
#1395
On June 09 2012 17:39 Snowbear wrote:
I am actually thinking that the widow mine is a good harass unit. Good luck defending a mech army pushing + 10 mines spreading to all your hatches, burrow, boem.


Maybe if they took three seconds to detonate instead of ten. Dropping marines into their lines would, under almost all circumstances, do more for less resources.

Actually, just make it take one second to detonate and make it defusable by attacking the unit it attaches to once.
ZenithM
Profile Joined February 2011
France15952 Posts
June 09 2012 08:43 GMT
#1396
On June 09 2012 17:40 Lukeeze[zR] wrote:
Show nested quote +
On June 09 2012 17:29 ZenithM wrote:
On June 09 2012 17:27 Lukeeze[zR] wrote:
On June 09 2012 17:22 ZenithM wrote:
Does anyone know how much those "widow mines" things cost and how fast they build? Was is worth it to kill 2 queens with 2 mines?


75min/25gas

Oh wow that's kinda good. They one shot swarm hosts later in the battle report. I'd say it's a good trade.


Well, if they end up locked on a zergling, it won't be a good trade. Making mines cost efficient will be based on luck.

I wonder if these temporary shits (infested terrans, broodlings and locusts) can activate them ? If so, it would be terrible.

Hmm, I assumed you could somewhat control the mines when they are out. Is it completely automatic?
Terran mech in HotS would be the most A-movish shit if so :D
sleepingdog
Profile Joined August 2008
Austria6145 Posts
June 09 2012 08:46 GMT
#1397
On June 09 2012 17:41 Garmer wrote:
units stats:
+ Show Spoiler +

Zerg

Swarm Host

Costs:
Minerals: 200
Vespene: 100
Supply: 3
Time: 40
Stats:
Health: 120
Abilities:
Spawn Locust
Cooldown: 25
Spawns 2 Locusts. Locusts can attack ground and air with a short range, and have a 15-second timed life.
Relevant Upgrades:
Evolve Increased Locust Lifetime (Infestation Pit)
Minerals: 200
Vespene: 200
Time: 120
Increases the lifetime of Locusts by 10 seconds.

Viper

Costs:
Minerals: 100
Vespene: 200
Supply: 3
Time: 40
Stats:
Health: ?
Energy: ?
Abilities:
Consume
Eat 200 health off an allied unit or building over ten seconds, turning it into 50 energy for the Viper.
Abduct
Energy: 75
Pulls in an enemy unit towards the Viper
Blinding Cloud
Energy: 75
A cloud that lasts for 10 seconds, it reduces the range of bio units in the cloud down to 1.

Hydralisk

Relevant Upgrades:
Evolve Muscular Augments (Hydralisk Den)
Minerals: 150
Vespene: 150
Time: 100
Hydralisks move 50% faster off creep


Terran

Reaper

Relevant Upgrades:
Research Combat Drugs (Barracks Tech Lab)
Minerals: 50
Vespene: 50
Time: 80
Increases Reaper health regeneration out of battle.
Changes:
Lost D8 Charges
Lost Nitro Pack upgrade

Widow Mine

Costs:
Minerals: 75
Vespene: 25
Supply: 1
Time: 20
Stats:
Health: 55
Damage: 200
Range: 5
Movement Speed: 2.81

Hellion

Stats (Mech Form):
Health: 135
Damage: 10, 14 vs. light
Range: 2
Weapon Speed: 1.9
Movement Speed: 2.25

Warhound

Costs:
Minerals: 150
Vespene: 75
Supply: 2
Time: 45
Stats:
Health: 220
Armor: 1
Damage: 23
Range: 7
Weapon Speed: 1.3
Movement Speed: 2.81
Abilities:
Haywire Missile
Cooldown: 6, autocast
Blasts target ground mechanical unit, dealing 30 damage

Battlecruiser

Changes:
New ability: Redline Reactor
Energy: 100
Doubles movement speed and increases acceleration of the Battlecruiser for 6 seconds


Protoss

Mothership Core

Costs:
Minerals: 150
Vespene: 50
Time: 30
Stats:
Health: 350
Shield: 350
Energy: 200
Abilities:
Teleport
Energy: 25
Teleports the Mothership Core to another Nexus (Mothership Cores cannot move off of a Nexus)
Energize
Energy: 25
Recharges target’s energy to maximum
Purify
Energy: 75
Cooldown: 20
The Mothership Core gains a powerful attack for 20 seconds
Mass Recall
Energy: 150
Recalls all units in target area back to the Mothership Core
Relevant Upgrades:
Upgrade to Mothership (Mothership Core)
Minerals: 300
Vespene: 350
Supply: 8
Time: 100
Requires Fleet Beacon
Upgrades Mothership Core to a Mothership

Oracle
Costs:
Minerals: 150
Vespene: 200
Supply: 3
Time: 60
Stats:
Health: 20
Shield: 80
Energy: ?
Movement Speed: 3.75
Abilities:
Preordain
Energy: 75
Reveals the area around a target structure for 2 minutes
Entomb
Energy: 75
Raises forcefields on all minerals in a target area, rendering them ungatherable for 45 seconds (unless the forcefields are destroyed)
Cloak Field
Energy: 100
Cloaks all nearby units, excluding Oracles, for 60 seconds
Relevant Upgrades:
Research Bosonic Core (Cybernetics Core)
Minerals: 150
Vespene: 150
Time: 90
The Oracle starts with 25 more energy

Tempest

Costs:
Minerals: 300
Vespene: 300
Suppply: 6
Time: 75
Stats:
Health: 300
Shield: 150
Armor: 2
Damage: 45, 60 vs. Massive
Range: 10
Weapon Speed: 6
Movement Speed: 2.25
Relevant Upgrades:
Gravity Sling (Fleet Beacon)
Minerals: 150
Vespene: 150
Time: 100
Increases Tempests’ range by 12, to a total of 22 range



Wow that's cool - message the OP or a mod to have this added to the first post!
"You see....YOU SEE..." © 2010 Sen
HellionDrop
Profile Blog Joined June 2011
281 Posts
June 09 2012 08:48 GMT
#1398
tempest have range of 22 , are you kidding me :O their dps probably aren't that high , but they feel like toss version of broodlords.
TheBrow
Profile Joined June 2012
Germany47 Posts
June 09 2012 08:48 GMT
#1399
On June 09 2012 17:14 ReadySetFire wrote:
Show nested quote +
On June 09 2012 17:10 TheBrow wrote:
On June 09 2012 17:08 ReadySetFire wrote:
WHERE CAN I FIND THE PVT BATTLEREPORT


Where can I find any Battlereports? I only saw the TvZ part..

You mean PvZ?


TvZ... casted by Day9 and Rob Simpson...
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2012-06-09 08:49:18
June 09 2012 08:49 GMT
#1400
On June 09 2012 17:40 sleepingdog wrote:
My biggest question after seeing the PvZ game right now would be: what of the new protoss-units is supposed to prevent endless swarms of roaches?
Or to put it another way: what's stopping zerg in HotS ZvPs to mass-roach all over again? It seems like most of the demonstrated zerg-units are funky but given that protoss doesn't really get a unit-combination that is supposed to counter this already prevalent style of hard macro and mass-roach: why should zerg care? Fast hydras look cool, but I can't think of why zerg should prefer them over the already fast roaches? And mass-tempest vs mass-roach is probably as useful as mass-carriers right now.


Mothership core can replenish sentry energy which ought to be a huge plus. Also oracle cloak is viable by then and mothership core teleport/recall/cannon should be useful for defending the 3rd.
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