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HotS MLG Info Updates - Page 73

Forum Index > SC2 General
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Evangelist
Profile Blog Joined June 2011
1246 Posts
June 09 2012 09:30 GMT
#1441
On June 09 2012 18:18 Lukeeze[zR] wrote:
Show nested quote +
On June 09 2012 18:12 Yoshi Kirishima wrote:
On June 09 2012 17:55 Fragile51 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!


Or you can just build vikings, you know..like mech terrans who need anti air should :p


@Fragile

What do you mean again? Thors are fine in TvZ. And why would you want to get warhounds in TvZ? They're supposed to be anti-mechanical units.


Because there is no mech unit that can go toe-to-toe with the Ultralisk.


Ultras aren't immune to stun anymore, I heard. So the 250mm cannons will vapourise them if true.
Prillan
Profile Joined August 2011
Sweden350 Posts
June 09 2012 09:32 GMT
#1442
On June 09 2012 18:11 SolidMoose wrote:
Show nested quote +
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



2 minutes on preordain sounds like a really freaking long time.

Also I'm surprised no ones mentioned the fact that the energy recharge makes templar broken. 8 templar can throw down initial storms, and then have up to another SIXTEEN. And if they get emp'd before an engagement, they can recharge after the EMPs are wasted.



Special Ability – Energize (25 Energy):
At a range of ~8 the Mship Core recharges the energy of any unit/building at the rate of about 25 per second. If energy is spent during this recharge time the building/unit will still recharge to maximum energy (Basic Application: Mass Chronoboost).


It's still to early too say "X is broken". Are you at Anaheim? Have you tried it?
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 09 2012 09:34 GMT
#1443
On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D
I love.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 09 2012 09:35 GMT
#1444
And indeed; mass chronoboost (if possible) seems a bit very, very powerful.
I love.
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
Last Edited: 2012-06-09 09:35:55
June 09 2012 09:35 GMT
#1445
On June 09 2012 18:34 AdrianHealey wrote:
On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D


Except the moship can run out of energy.

^ and yes it can give energy to nexus.
Jaedong :3
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 09 2012 09:37 GMT
#1446
On the other hand, I see tons of potential for trolling in Bronze league with proxy Nexus+Mothership Core rushes :D

It's like a Protoss version of the Planetary Fortess rush :D
ㅇㅅㅌㅅ
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 09 2012 09:38 GMT
#1447
On June 09 2012 18:35 ReketSomething wrote:
Show nested quote +
On June 09 2012 18:34 AdrianHealey wrote:
On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D


Except the moship can run out of energy.

^ and yes it can give energy to nexus.


Then you read it different than me. I read it as it says that: when you cast it, it will keep on loading the energy of a specific unit untill it reaches max energy. (So one time energy cost on mothership thingy. And it will keep loading energy untill max is satisfied.)

However; if the other unit uses energy during that period, it will keep on charging it up.

That would imply infinity chronoboost/storm, if well done. No?
I love.
Garmer
Profile Joined October 2010
1286 Posts
June 09 2012 09:41 GMT
#1448
now we need TVP battle report!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 09 2012 09:42 GMT
#1449
Is there any other battle report other then the ZvP one?
Head Coach Park: "They should buff tanks!"
ZenithM
Profile Joined February 2011
France15952 Posts
June 09 2012 09:45 GMT
#1450
On June 09 2012 18:38 AdrianHealey wrote:
Show nested quote +
On June 09 2012 18:35 ReketSomething wrote:
On June 09 2012 18:34 AdrianHealey wrote:
On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D


Except the moship can run out of energy.

^ and yes it can give energy to nexus.


Then you read it different than me. I read it as it says that: when you cast it, it will keep on loading the energy of a specific unit untill it reaches max energy. (So one time energy cost on mothership thingy. And it will keep loading energy untill max is satisfied.)

However; if the other unit uses energy during that period, it will keep on charging it up.

That would imply infinity chronoboost/storm, if well done. No?

The main weakness of Storm is the cooldown, you can rarely cast 2 storms with a fully charged high templar. Either because the high templar dies to random shots, or because there are no more units to storm because they're all dead.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
June 09 2012 09:47 GMT
#1451
LOL i just noticed, now that battle hellions have more HP, do damage in a cone not in a line, and do 10 instead of 8 damage vs non-light units, they will do even better vs stalkers. Of course, they won't be able to retreat/chase at will in battle mode, but in a straight up fight they will be even better I think. Maybe I'm wrong about the splash though. Of course the stalkers can just kite and run away, but battle hellions tanking/supporting siege tanks seems to be much much stronger now:D. They could also take down immortal shields faster.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
June 09 2012 09:49 GMT
#1452
^ Won't happen. Battle hellions are no faster than immortals. Stalker 6 range will 1 shot every hellion.
Die tomorrow - Live today
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-09 09:58:55
June 09 2012 09:57 GMT
#1453
the cool thing about battle-hellion is that, they cost still the same

abduct is basically like Spawn Broodling that cost 75 energy with consume lol....overpowered
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
Last Edited: 2012-06-09 10:02:46
June 09 2012 10:00 GMT
#1454
On June 09 2012 18:49 DarKcS wrote:
^ Won't happen. Battle hellions are no faster than immortals. Stalker 6 range will 1 shot every hellion.


But tanks outrange the immortals/stalkers. So it's not like the immortals/stalkers can just kite all the hellions, and even so it would take forever to kill them all. And it would take forever for stalkers to kill hellions too. Sure they could engage and back off again, but ideally they don't want to have to do that because of the tanks.


On June 09 2012 18:57 Garmer wrote:
the cool thing about battle-hellion is that, they cost still the same

abduct is basically like Spawn Broodling that cost 75 energy with consume lol....overpowered


Yea, 135 hp is a pretty good tank, especially since stalker/immortal don't do extra damage, and gives them some more lategame power instead of being the food-inefficient hellions they are now (in battles i mean, of course they're still useful for harassing and such).


75 energy only? o.o i feel like it should be like 100 or 125. And yeah I don't like consuming buildings too much, even if it makes your extractor/defense/hatch/tech easier to snipe/kill. I think it was more interesting consuming units like in BW.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Appendix
Profile Joined July 2009
Sweden979 Posts
June 09 2012 10:02 GMT
#1455
The tempest seems to be good if you have already won the game, and maybe against colossus where with +1 upgrade will 3-shot one.
BrassMonkey27
Profile Joined May 2011
Canada616 Posts
June 09 2012 10:03 GMT
#1456
Oh god.. people aren't just gonna cannon me anymore, they're gonna Nexus rush me with this recharge and uber orbital gun thing.. I'm scurred.
HoneyBadger.784 Diamond KR "A great deal of intelligence can be invested in ignorance when the need for illusion is deep."
WhurreOdu
Profile Joined January 2011
Austria1739 Posts
June 09 2012 10:04 GMT
#1457
On June 09 2012 18:17 Bommes wrote:
The Warhound is really boring from a design perspective. It also has misplaced visuals and looks more like something from a japanese cartoon and less like something what would be part of the Starcraft universe. Please replace it. I know you have worked a lot on this, but I think very few people like it.


I think this is one of the few points most people agree on. The Warhound looks more than ugly.
Fut am Bam
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
June 09 2012 10:06 GMT
#1458
So the new mines are supposed to be like spider mines, but one of them costs more than an entire vulture which came with 3 mines for free. Are people really going to make these?
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
June 09 2012 10:09 GMT
#1459
On June 09 2012 18:38 AdrianHealey wrote:
Show nested quote +
On June 09 2012 18:35 ReketSomething wrote:
On June 09 2012 18:34 AdrianHealey wrote:
On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D


Except the moship can run out of energy.

^ and yes it can give energy to nexus.


Then you read it different than me. I read it as it says that: when you cast it, it will keep on loading the energy of a specific unit untill it reaches max energy. (So one time energy cost on mothership thingy. And it will keep loading energy untill max is satisfied.)

However; if the other unit uses energy during that period, it will keep on charging it up.

That would imply infinity chronoboost/storm, if well done. No?


Interesting...what happens if you use a unit that can cast many many things at once.

I have a feeling that this wont work but if it does it will probably be patched anyways. (to give the units full mana amount only)

Will test
Jaedong :3
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 09 2012 10:10 GMT
#1460
Infinte forcefields + hallucination, if your micro is very good. :p
I love.
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