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HotS MLG Info Updates - Page 71

Forum Index > SC2 General
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ZenithM
Profile Joined February 2011
France15952 Posts
June 09 2012 08:50 GMT
#1401
Kinda disappointed also that Terran didn't get a way to dump gas effectively. These new units all have a high ratio minerals/gas. Maybe the Raven will be better with the new mech play.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-06-09 08:52:33
June 09 2012 08:50 GMT
#1402
The Tempest looks like an anti-Broodlord weapon. With a weapon speed that low you're going to want to target fire it. It's also not going to stand a chance against vikings.

Widow Mine is really fast building. Looking forward to using those for space control. I hope they don't add friendly splash - I'm sick of terran abilities being used against my own units.

Tempests aren't as good as they look, btw. Even against massive, they only have 10 DPS. Put it into perspective, a battlecruiser has what, 35 DPS?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 09 2012 08:53 GMT
#1403
On June 09 2012 17:50 ZenithM wrote:
Kinda disappointed also that Terran didn't get a way to dump gas effectively. These new units all have a high ratio minerals/gas. Maybe the Raven will be better with the new mech play.

Apparently, PDD blocks Tempest projectiles :O
ㅇㅅㅌㅅ
Joner
Profile Joined June 2011
51 Posts
June 09 2012 08:53 GMT
#1404
I like the new protoss changes, especially the tempest. Say what you will but the 22 range is atleast interesting.
About the early game base defenses and overall new abilities protoss has been given i think can be tweaked to fit the balance given some time.

Love the battlehellion. Love the Hydra speed. Kind of like the Widow mine.


Now for the stuff i dont like:
The warhound is not cool, at all. I saw someone ranging in bold in an earlier post over the design and i couldnt agree more. It's ugly and as a terran player i dont wanna be forced to build something that looks like that just because it might be good. Not to mention it looks really a-move'ish and uninteresting in terms of what it would bring into gameplay.

The SH - Again, the graphical design of units are really important and I think the creatures that they spawn could look less like barrels shooting thorns and more like something that actually swarms. Ugly and I don't like it.

I also agree on what alot of people said about the tanks looking weak. They are already too weak in my opinion and some of the changes in HotS look like they might be rendered near useless.


Regarding the Viper, I couldn't help but to compare it to the Raven when I heard the gas cost is *currently* the same, seeing how crippled the Raven is compared to the Viper (Actually, not just the Viper, crippled in general).
The pulling ability of the Viper essentially kills a unit of choice and it can regerate its mana similar to the way the defiler worked, giving it the ability to rinse and repeat in a stalemate situation.

TL;DR:
Interesting changes, for better or worse. The Warhound looks horrible (I beg you Blizzard, for sake of all Terrans, please re-design it).
The SH could use some more loving. The Viper definately needs to be looked over.
Hydra speed, widow mine, Battlehellion are good changes.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
June 09 2012 08:55 GMT
#1405
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


Or you can just build vikings, you know..like mech terrans who need anti air should :p
TheBrow
Profile Joined June 2012
Germany47 Posts
June 09 2012 08:55 GMT
#1406
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


I heared Marines are pretty good -_-
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
June 09 2012 08:56 GMT
#1407
On June 09 2012 17:55 TheBrow wrote:
Show nested quote +
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


I heared Marines are pretty good -_-


Playing today, TvP especially, widow mines are extremely good. Terran mech is super OP and the only anti air you need is mines + marines for cleanup.
Jaedong :3
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-06-09 08:59:40
June 09 2012 08:58 GMT
#1408
On June 09 2012 17:55 TheBrow wrote:
Show nested quote +
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


I heared Marines are pretty good -_-


Marines in a mech composition? You know that you would need:
- stim
- combat shield
- upgrades for bio

Vikings obviously do not counter mutalisks. Atm magic boxed mutalisks do pretty well vs thors.
...
Garmer
Profile Joined October 2010
1286 Posts
June 09 2012 09:00 GMT
#1409
thor is still in, so don't worry, anyway mines hit air too, just build them plus some thor/tank
Evangelist
Profile Blog Joined June 2011
1246 Posts
June 09 2012 09:01 GMT
#1410
On June 09 2012 17:58 Snowbear wrote:
Show nested quote +
On June 09 2012 17:55 TheBrow wrote:
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


I heared Marines are pretty good -_-


Marines in a mech composition? You know that you would need:
- stim
- combat shield
- upgrades for bio

Vikings obviously do not counter mutalisks. Atm magic boxed mutalisks do pretty well vs thors.
...


If you're sitting around with a bunch of tanks in a static position then mutas aren't going to be a problem if you sprinkle a few widow mines around.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
June 09 2012 09:01 GMT
#1411
On June 09 2012 17:43 ZenithM wrote:
Show nested quote +
On June 09 2012 17:40 Lukeeze[zR] wrote:
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


You place them manually but they seem to be "auto-target" once a unit step in its zone. In the TvZ battlereport, there were like 4-5 hydras being caught by mines in like 1 sec, so I assume it wasn't done manually. Maybe there is a auto/manual option like banelings.
Terran & Potato Salad.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
June 09 2012 09:01 GMT
#1412
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.

Come on, widow mine must be one of the better ideas, it's blizzards answer to deathballs. I think there should be a lower timer like 4-5 seconds, then we'd really see who can micro well in big battles.
You must gather your party before venturing forth.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 09 2012 09:03 GMT
#1413
On June 09 2012 18:01 Evangelist wrote:
Show nested quote +
On June 09 2012 17:58 Snowbear wrote:
On June 09 2012 17:55 TheBrow wrote:
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


I heared Marines are pretty good -_-


Marines in a mech composition? You know that you would need:
- stim
- combat shield
- upgrades for bio

Vikings obviously do not counter mutalisks. Atm magic boxed mutalisks do pretty well vs thors.
...


If you're sitting around with a bunch of tanks in a static position then mutas aren't going to be a problem if you sprinkle a few widow mines around.


a few widow mines do not kill 30 mutas, when the mutas are well microed
sleepingdog
Profile Joined August 2008
Austria6145 Posts
June 09 2012 09:03 GMT
#1414
Even as a P-player I love the widow mines. If T turns out to be OP then Blizz will buff some P-answers eventuall so I don't worry.

At this state of the game people should mainly be worried about DESIGN and not balance. And design-wise every unit that leads away from deathball-styles for PvT should be highly appreciated by everyone.
"You see....YOU SEE..." © 2010 Sen
AxionSteel
Profile Joined January 2011
United States7754 Posts
June 09 2012 09:07 GMT
#1415
On June 09 2012 18:03 Snowbear wrote:
Show nested quote +
On June 09 2012 18:01 Evangelist wrote:
On June 09 2012 17:58 Snowbear wrote:
On June 09 2012 17:55 TheBrow wrote:
On June 09 2012 17:29 Snowbear wrote:
What worries me about TvZ mech is anti-air. You will have to go thor heavy again...

The warhound really needs an air attack imo!


I heared Marines are pretty good -_-


Marines in a mech composition? You know that you would need:
- stim
- combat shield
- upgrades for bio

Vikings obviously do not counter mutalisks. Atm magic boxed mutalisks do pretty well vs thors.
...


If you're sitting around with a bunch of tanks in a static position then mutas aren't going to be a problem if you sprinkle a few widow mines around.


a few widow mines do not kill 30 mutas, when the mutas are well microed


I don't know why a Terran player would be worried about mutas. Mutas are not good whatsoever against Mech anyway.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
June 09 2012 09:07 GMT
#1416
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



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

Not sure if buff or nerf -_-

does it mean they move at full speed or does it mean they'll be slow as in wol AND on top of that you can't research speed upgrade ?
Terran & Potato Salad.
Mandalor
Profile Blog Joined February 2003
Germany2362 Posts
June 09 2012 09:08 GMT
#1417
A little sad about the new protoss units/abilities
Again, an a-move unit (tempest) and a gimmicky harass unit that might be useful, but it won't help in combat.
Why does blizzard refuse to give me a unit that benefits greatly from micro (e.g. the reaver)
ZenithM
Profile Joined February 2011
France15952 Posts
June 09 2012 09:08 GMT
#1418
2.81 speed for Warhounds? That's fast, I like it :D
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
June 09 2012 09:10 GMT
#1419
With its slow spawning rate, it looks like the Swarm Host is about the lowest dps unit in the game. Even then, it's not damage but units that can be destroyed. Like an infestor with only infested terrans, but not as bursty. Not very useful for cracking fortified positions, and even worse for holding a position. I think a straight-up damage unit like a long-range Lurker would make more sense. I love the Viper though, both abduct and the blinding cloud are very useful.

The terran units are just lame. Battle Hellion makes sense for making mech more viable I guess, but there's just nothing that makes you go "wow, that's an interesting idea, I wonder how that'll play out".

I don't quite see the point of the mothership core. It doesn't fix any glaring weaknesses protoss had, does it? I'm undecided on whether or not I like the Oracle. Entomb will certainly be hard to balance. A 22 range air unit is just plain silly.
Decendos
Profile Joined August 2011
Germany1341 Posts
June 09 2012 09:10 GMT
#1420
do you need one spidermine to kill one unit or is it able to kill infinite units that walk/fly over it? e.g. one spidermine in T main: Z flys mutas over it. all mutas die? if so mutas are even more out of the game as they are right now.
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