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On June 09 2012 23:04 Seiniyta wrote:Show nested quote +On June 09 2012 22:56 ohampatu wrote:On June 09 2012 22:51 drbrown wrote: The only thing i wonder is how they intended for zerg to counter the tempest.
The only unit composition in WoL that is reliable in ZvP is infestor/brood lord, anything else will fall to a lategame protoss army. If they can take pot shots at the brood lords/infestors all day long with range 22 Tempests how exactly are we supposed to respond?
Abduct has 7 range, Neural Parasite 7, Corruptors 6, Fungal Growth roughly 7.
This problem gets amplified by the fact that protoss will be a lot more mobile than zerg in the lategame with mothership core, cant put flying units in a nydus. You can't take WoL 'Metagame' and add in a single unit. Currently in WoL infestor/brood is the go to strat because its so fucking strong. But stephano style play works as well. Infestor/brood isn't the only style, just the best 'lategame comp'. Your adding protoss Tempest in while forgetting all the good zerg stuff added. Deathballs shouldn't kill zerg anymore, at least not Protoss deathballs, they have alot of options to split the opponent up/tear him apart. As long as the maps are good the MU will be great. Collosus wont be an issue anymore, and to be honest with you im thinking Tempest is going to be good for Defense, or for Containment. It wont be a unit that makes or breaks a composition, its too slow/etc. I can see for example the zerg army attacking at the protoss army and the tempest being a bit further back to snipe key units like Infestors and broodlords/vipers. The Tempest is pretty expensive but I think much more useful then the carrier.
As far as I know the tempest will be a long range siege unit to break contains/defensive positions. Its super super slow. Yes it hits really hard, but its slow attack that isn't AOE. The tempest will not help deathball styles at all. Heres some examples of how it can be used.
Contain a terran on 2 base, tech to tempest. Use a observer to spot the terran army. Snipe Tanks from long range. I mean, i think its a really fucking strong unit. But not op, and it wont help deathball styles at all. It will purely be used to break defensive positions/snipe big units in offensive positions...or be used defensively to break contains. It really wont go past that, its just too slow and non aoe
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Does anyone know if Hydralisks are still Light or just Biological?
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so the Viper doesnt require a specific building ? Thats a lil bit not right for such a vital unit.
And I dont know what Blizz intends for the tempest to do. A super costly, highest tech unit is supposed to be the core unit in the composition but the tempest is more of a gimmick, harassment kind of unit. You wont see any "tempest build" which see protoss killing scrubs with a dozen of tempests.
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On June 09 2012 18:38 Yoshi Kirishima wrote: Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy?
How is a unit that endlessly spawns minions not swarmy? If you watch the battle report they definitely make zerg feel like a swarm imo. to each their own i guess.
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On June 09 2012 23:17 Arceus wrote: so the Viper doesnt require a specific building ? Thats a lil bit not right for such a vital unit.
And I dont know what Blizz intends for the tempest to do. A super costly, highest tech unit is supposed to be the core unit in the composition but the tempest is more of a gimmick, harassment kind of unit. You wont see any "tempest build" which see protoss killing scrubs with a dozen of tempests.
I dont think it has a 'building requirement'. But it requires your hatch to be morphed to its second stage. So lair tech i think..I confuse lair/hive tech and which one is t2 or t3. But it requires a T2 Hatch im almost certain
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the viper require the Hive, so is a t3 unit
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On June 09 2012 19:36 FrogOfWar wrote: Thanks! One error: Afaik the Mothership doesn't cloak units anymore. (OP says it is the same.)
About the tempest: I remember it was first introduced as an anti air splash damage dealer to counter mass muta. Is this anti air splash attack completely gone? Does anyone know?
Blizzard stated that they removed the tempest AOE because they put in the phoenix upgrade to deal with mutas instead. Personally I'd like them to just remove the phoenix upgrade and give the AOE back as it seems our air is going to still be kind of useless from how its looking right now. (not counting the oracle as its just a sick harass unit)
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On June 09 2012 18:22 Sea_Food wrote: Wow tempest is so terrible cost 300/300, has as much DPS as a roach. Less than a zealot. To compensate for its whopping 22 range I guess. I think the PvZ battle report mentioned that it was intentional so that the 22 range won't be OP. It's a very niche sort of siege vehicle.
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On June 09 2012 22:51 drbrown wrote: The only thing i wonder is how they intended for zerg to counter the tempest.
The only unit composition in WoL that is reliable in ZvP is infestor/brood lord, anything else will fall to a lategame protoss army. If they can take pot shots at the brood lords/infestors all day long with range 22 Tempests how exactly are we supposed to respond?
Abduct has 7 range, Neural Parasite 7, Corruptors 6, Fungal Growth roughly 7.
This problem gets amplified by the fact that protoss will be a lot more mobile than zerg in the lategame with mothership core, cant put flying units in a nydus.
Start using them vipers to pull them in and have corruptors rip them apart. Or just do as was in the battle report hydra/swarm host while mixing in infestor/corruptor and possibly broodlords.
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Screw the tempest, just bring back carriers with some buffs.
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Why the hell does everybody repeat that the Tempest is so costly? It's cheaper than Battlecruiser, fffs! Granted, BCs are piece of shit (aside for late game TvT), but Tempest seems so much more useful. Even one or two can work as an adition to your main army, forcing your opponent to make a move or being slowly pot-shotted to death.
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On June 09 2012 20:51 Chaosvuistje wrote: Does anybody know if the corruptor still has that building chewing ability? Can anybody at MLG check that?
It's actually the Viper not the corruptor as its used to regen energy. Check out the battler reports blizzard is posting to see for yourself
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Maybe I'm wrong but i thought the tempest speed was ok in the battle report. There was a section where they were stacked over some colossus and they seemed to move at about the same speed.
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Zerg gonna get raped in HotS, which is supposed to be their exp pack.
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so i take control of a widow mine and i attach it to another widow mine, then i take control of that mine, and i attach it to another mine, then i control the other mine, LOL..
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On June 09 2012 23:49 StorkHwaiting wrote: Zerg gonna get raped in HotS, which is supposed to be their exp pack. You have no idea what you're talking about.
Zerg is by far the strongest race in the current build.
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On June 09 2012 23:56 Bagi wrote:Show nested quote +On June 09 2012 23:49 StorkHwaiting wrote: Zerg gonna get raped in HotS, which is supposed to be their exp pack. You have no idea what you're talking about. Protoss is by far the strongest race in the current build.
FYP, but will be patched a lot anyway so no balance discussion there. hydra/viper alone like in de video gets superraped by HT so no, zerg still will have to go BL/infestor or if the ultracharge is really good perhaps some ultras mixed in. dont know how to fight range 22 units that hover above some archons + cannons or HT. lets see if range 22 stays.
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without the 22 range, swarm host are unbeatable, because they have freaking 14 range!
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WHY DID THEY REMOVE THE WARHOUNDS ANTI AIR ATTACK??
Blizzard knows that the Thor sucks absolute balls at being an anti air unit because of their low numbers cause them to be easily magic boxed by mutas, we saw this time and time again in WoL. Make the Warhounds cost more money and give them an anti air attack.
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Can't believe they didn't give warhound a ground to air. I would gladly trade some of it's strength on the ground for aa. Now 3 of the 4 mech units are ground only, what do we need that for? Siege tanks + battle hellions + mines should be fine to hold the ground, what mech really needs to work is some AA that isn't slow with mediocre range. Warhound -> Goliath please.
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