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Heart of the Swarm Unit Stats - Page 23

Forum Index > SC2 General
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a176
Profile Blog Joined August 2009
Canada6688 Posts
June 10 2012 03:19 GMT
#441
the more i think about the more i dont understand the warhound. armored, does plus damage to armored. its a maruader you build from a factory. what ever happened to no unit overlap?
starleague forever
Fig
Profile Joined March 2010
United States1324 Posts
June 10 2012 03:21 GMT
#442
On June 10 2012 12:13 Velocirapture wrote:
Show nested quote +
On June 10 2012 11:47 Fig wrote:
I think people are overlooking the fact that the attack ability for the mothership core is temporary. It costs a huge 75 energy and only lasts 20 seconds. Energy regens at 0.5625 per second, so it takes 133 seconds to build up that much energy. And do you really think it will help against mutas? They will just fly away after taking 1 hit and then return after 20 seconds are up. That ability won't be used nearly as much as the Energize one. I mean 25 energy to bring any nearby unit/structure up to full energy? Just doing that on one HT would hold off a drop or mutas better than the energy cannon. I can't see the cannon ability ever being used in pro play, since they should always have a high templar near the nexus in the late game, and a sentry near it in the early game.


I actually do think it will help with mutas. A huge part of dealing with mutas is reaction time. 20 sec is enough time to mobilize a defense force if you are caught off guard. Mutas also come way before most people have HT so unless energize makes rushing HT a standard I dont see your point in that regard.

Absolutely I believe energize is the star player of the mothership core, but I stand by the idea that if the cannon were to be used then muta play would be the most impacted (I think that if energize stays as it is they will rebalance the early game to force you to energize your nexus similar to how it is currently balanced to force chrono on the nexus if you want to stay in the game economically and this means no anti rush cannon without a build specifically for it).

Yeah good point, it's true that in a normal PvZ toss doesn't have storm that quick. I'm still waiting for a revolution with regards to how toss deals with muta, I don't think the mass blink stalker style is best. Phoenixes are still way too unexplored in regard to muta defense. But I think that will change when toss gets oracles, since I bet they'll always go stargate then.

Also, your name is awesome!
Can't elope with my cantaloupe
Fencar
Profile Blog Joined August 2011
United States2694 Posts
June 10 2012 03:50 GMT
#443
On June 10 2012 07:24 Doc Daneeka wrote:
Show nested quote +
On June 10 2012 06:35 CakeSauc3 wrote:
You have to be kidding me.

Protoss got shafted? I think Protoss got the biggest buff of the 3 races! So much so, that I'm going to switch from Terran to Protoss as soon as HOTS comes out (though this obviously depends on the changes that happen between now and release.)

Sure, I can maybe see why you don't like the Tempest. It's going to be a very micro intensive, situation specific unit. However, it's certainly going to be more useful than the carrier, which was never worth the money for building it at all.

Other than the Tempest though, everything else Protoss just got is amazing. The mothership core is going to make FE in PvP 100% viable - try 4gating when I have a nexus that does 60 damage a shot! Or when I can just FF your units away almost unlimitlessly with sentries that keep on being recharged!

PvZ just got a huge buff... you mean I can move out against a Zerg player with an immortal/sentry push and, if it doesn't work, I can just recall before a million lings kill off my units for free? That's amazing!

In every matchup, the oracle is going to play a huge key part. Sure, it can harass with entomb, which is absolutely going to do damage. Think about recharging your oracle with mana from mothership core, then rushing across the map to completely shut down mining on both the nat and the main? And then return to your base, recharge, and cloak your 2 base timing push as you move out? Tell me that's not strong.

The one thing that many Protoss players will complain about now is that colos can be abducted, that zealots can be killed by battle hellions, that the death ball is going to be broken up. But if you realize what HOTS is doing here, you'll notice that Protoss can now be flexible and DOESN'T DEPEND ON the deathball anymore.

HOTS will change the game to be very very similar to BW - battles will be long and drawn out (as spellcasters/positional units/more defenders advantage have been added to every race, especially so to protoss), there will be many more micro intensive units (toss gets oracle+tempest here, which both are very effective but depend on micro) and as a result the deathball vs. deathball style play is going to fall out of style rapidly.

Due to this fact, the colossus will play a different role in this game. Don't stress too much about the colossus - you'll now have many more options for punishing your opponent than simply abusing the traditional a-move noob unit.

The only race that's going to get shafted here is Terran - and that's because the other two races were shafted in WoL. Mark my words, you're going to enjoy playing Protoss and Zerg a lot more in HOTS - so much in fact that I'm inclined to switch races in order to get the most out of the new game. I can't wait to play Toss in a few months :D


this is a very encouraging post, and i hope it turns out the way you're describing it. i'm still kind of worried though, that abduct is going to discourage making small numbers of high value units like colossi, tanks etc... i suppose depending on the cost, making tons of vipers could become cost prohibitive and tie up food that could be fighting units. but like, say terran is just barely keeping away muta harrasment, but zerg makes one viper, abducts the critically positioned thor and kills it, then moves in... will that de-incentivize making a handful of key thors as a way to deal with mutas?

i dunno, just some thoughts.

I completely agree with the post you quoted.

To your post, you can snipe the Vipers with things like Feedback, Snipe, and the Tempest. I personally love love love the Protoss changes! :D Maybe Colossus can be re worked in LotV, if not now.
This is my signature. There are many like it, but this one is mine.
Trevo
Profile Joined April 2012
41 Posts
June 10 2012 04:09 GMT
#444
On June 10 2012 09:30 Solo Terran wrote:
Show nested quote +
On June 10 2012 06:32 Trevo wrote:
Seems my idea is being accepted here so i made a topic in blizzard forum:

http://us.battle.net/sc2/en/forum/topic/5753735539#1

- Raven
Seeker missile removed from the game.
new skill Widow mine they can target air and ground units and burrowed into the ground.
Why this change? widow mine will be the new seeker missile but with map control when burrow the mine. only will be invisible when burrowed and will be detonate more quick than is now.
Why this will not be Overpower? well look seeker missile right now but give them the option to burrow like spider mines.

-Thor

PDD is now a thor skill with a new animation for the thors.
Why this change? now they can counter better magic box mutalisks.
Why this will not be strong? Thor are now countered by Vipers late game and now they can be infested easily.

I really like the Mine being a unit itself. PDD on Thor is kinda dumb. They just need to nerf HSM a bit and give it a decent range.

Also I wonder if PDD effects the Viper abduct ability. Probably not but has someone tested it yet?


well i dont like this mines because they seem very weak against progamers who know how send 1 zergling or zealot to know if has 1 widow mine and after bring all the army, in TvZ zerg have a better map control when you start make this widow mines they already have lings watching everything, you will stop making real army to bet in mines which can easily avoid by some 6 lings? this is my fear about widow mines right now.

about pdd: thor are really expansive unit and now Immortals has a better range and with this new siege called tempest they can total deny any turtle mech terran, if terran make Tanks, Thors and Widows protoss just need tempest and immortals if be a mix like MMM and PDD is just cast feedback with templars.
Reaper51
Profile Joined January 2011
Canada64 Posts
June 10 2012 04:41 GMT
#445
Isn't combat drugs another thing stolen from Warhammer?
Fatam
Profile Joined June 2012
1986 Posts
June 10 2012 05:13 GMT
#446
Warhounds sound so good, esp. considering their cheapness and haywire being autocastable. With the shorter build time, not needing armory, and being repairable, warhound+scv all-in may be the new thor+scv all-in.

I totally agree that while on paper the 22 range of upgraded tempests sounds amazing, you will rarely see them (except on specific maps where there's a lot of abusable flyspace, coupled with observers or preordain) because they will suck in direct engagements with that ridiculously long 6-second cast (you'll need a ton of support units to engage with them), and the upgrade is a 100 sec build time. Of course, we'll see
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
DelugeSC
Profile Joined December 2011
United States96 Posts
June 10 2012 05:47 GMT
#447
No speed upgrade for reapers? That's a bit of a shock. I think a better upgrade for reaper would have been an upgrade to give them detection. Would be really useful in denying Zerg creep early game and would also be good for denying DT harass early or late game in TvP.
nocrA
Profile Joined August 2011
Italy27 Posts
June 10 2012 05:57 GMT
#448
On June 10 2012 11:11 Roe wrote:
i wonder why they picked 22 as its range, seems random


I tryed editing the carrier in a test map to have tempest's weapon and I found out that 22 it's almost exactly a screen in lenght. More would have been difficult for spectating.

About the people saying that abduct is a good counter to tempest: 3 tempest(46*3=138) can oneshot a viper(120hp) from 22 range and abduct seems to have 9 range so if the tempest are positioned properly and retreat while the attack is charging(tempest and viper have same speed) abduct shouldn't be very effective.
(╯°□°)╯︵ ┻━┻
andrewlt
Profile Joined August 2009
United States7702 Posts
June 10 2012 06:30 GMT
#449
Tempest seems really lackluster. It feels too vanilla for a capital unit. BCs and Carriers have way more micro potential.

I don't understand the warhound, either. People hated the marauder and they add a mech version of it. I thought the complaint was that SC2 vanilla had too many powerful fire and forget units. Why another one?

The rest of the units seem pretty good, though. It's a huge change from the last time we heard news about HOTS and from the initial reveal. It makes me wonder how far away we really are.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2012-06-10 06:34:39
June 10 2012 06:32 GMT
#450
On June 10 2012 14:57 nocrA wrote:
Show nested quote +
On June 10 2012 11:11 Roe wrote:
i wonder why they picked 22 as its range, seems random


I tryed editing the carrier in a test map to have tempest's weapon and I found out that 22 it's almost exactly a screen in lenght. More would have been difficult for spectating.

About the people saying that abduct is a good counter to tempest: 3 tempest(46*3=138) can oneshot a viper(120hp) from 22 range and abduct seems to have 9 range so if the tempest are positioned properly and retreat while the attack is charging(tempest and viper have same speed) abduct shouldn't be very effective.


Not mentioning viper can get killed by stalkers being placed between tempest and vipers... Tempest are supposed to be a flying siege unit, I think it does it fine and should never be used alone or in the front.

Overall we'll see how things plays out, it will create its load of imbalances that will get slowly fixed with patches anyway, like WoL.

I really really like the mothership core mechanics though, changes the whole game for Protoss all by itself.
Either we are alone in the Universe or we are not. Both are equally terrifying.
TheWorldToCome
Profile Joined January 2012
United States452 Posts
June 10 2012 06:40 GMT
#451
Is the hydra speed upgrade hive tech?
Starcraft 2 was designed to have a best race. You play the worst one.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 10 2012 07:20 GMT
#452
On June 10 2012 15:40 TheWorldToCome wrote:
Is the hydra speed upgrade hive tech?

Yes
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-06-10 08:25:36
June 10 2012 08:11 GMT
#453
I think hydra speed needs to be lair tech instead of hive, so you can do harass with 3.38 hydras on 3rds and such in the midgame. That kind of harass will be harder to pull off/less relevant later in the game. Unless they're going to increase hydras' hp then they are better as a hit-and-run harass unit than in any actual engagements. Then again I could eat my words on that if protoss starts going air-heavy a lot.

edit - just looking at the viper, I'm trying to think of when you wouldn't build it vs. T or P. Against mech abduct will be amazing, and against bio Blinding Cloud will be great. Gonna be a very popular unit.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
June 10 2012 08:13 GMT
#454
How much cargo space is one warhound?

Probes and SCV are mechanical, I want to see warhound drops vs protoss and terran.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10345 Posts
June 10 2012 08:46 GMT
#455
On June 10 2012 17:13 Sea_Food wrote:
How much cargo space is one warhound?

Probes and SCV are mechanical, I want to see warhound drops vs protoss and terran.


Wow, that would be interesting! I'm guessing warhound takes 4 spaces out of 8 though. 2 would seem weird for a unit that size.

Hm so they could 2 shot SCVs! I wonder if that's part of the reason why they do 23 damage, it's perfectly 46 damage, and getting +1 armor doesn't change that from 2 shots to 3.

For mechanical missiles... lol that would be epic. Maybe it doesn't target workers though ;O
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
June 10 2012 10:02 GMT
#456
Updates from today? there was alot asked.
Ktk
Profile Blog Joined May 2010
Korea (South)753 Posts
Last Edited: 2012-06-10 10:17:40
June 10 2012 10:17 GMT
#457
On June 10 2012 17:46 Yoshi Kirishima wrote:
Show nested quote +
On June 10 2012 17:13 Sea_Food wrote:
How much cargo space is one warhound?

Probes and SCV are mechanical, I want to see warhound drops vs protoss and terran.


Wow, that would be interesting! I'm guessing warhound takes 4 spaces out of 8 though. 2 would seem weird for a unit that size.

Hm so they could 2 shot SCVs! I wonder if that's part of the reason why they do 23 damage, it's perfectly 46 damage, and getting +1 armor doesn't change that from 2 shots to 3.

For mechanical missiles... lol that would be epic. Maybe it doesn't target workers though ;O


Isn't size irrelevant?

1 supply = 8 fit in a medivac (marines, reapers, scvs, mines!)
2 supply = 4 fit in a medivac (ghosts, hellions, vikings, marauders, warhounds)
3 supply = 2 fit in a medivac (tanks)
6 supply = 1 fits in a medivac (thor)

4 warhounds fit in a medivac I'll state with some degree of confidence
pdd
Profile Blog Joined November 2010
Australia9933 Posts
Last Edited: 2012-06-10 10:53:13
June 10 2012 10:44 GMT
#458
On June 10 2012 12:19 a176 wrote:
the more i think about the more i dont understand the warhound. armored, does plus damage to armored. its a maruader you build from a factory. what ever happened to no unit overlap?

It's upgrade by vehicle upgrades instead of Bio. Basically they just want Mech to be viable in TvP (and possibly TvT also). Plus it shoots missiles every 6 seconds.

Also it's anti-mech, not anti-armored, which means it's pretty much useless in TvZ.

Btw, does anyone know if the Warhounds missiles can target air Mech units?
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
Cirqueenflex
Profile Joined October 2010
499 Posts
June 10 2012 11:09 GMT
#459
because they weren't in the videos:
a) is the roach still in the game?
b) have they abandoned the idea of burrow movement for banelings? (Since if it was a new feature in HotS, i would have imagined seeing it at least once in the show games)
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Jackbo
Profile Joined December 2010
Korea (South)102 Posts
June 10 2012 11:12 GMT
#460
On June 09 2012 18:44 Bair wrote:
Show nested quote +
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? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).

If you know the location of a mine field, you can hallucinate probes to take it out. It would be very efficient, seeing as you get 4 probes per hallucination, and each one could take a widow mine, which would make it 300/100 worth of minerals and gas destroyed for the cost of 100 energy.
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