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Heart of the Swarm Unit Stats - Page 3

Forum Index > SC2 General
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Prev 1 2 3 4 5 46 47 48 Next All
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 10:05 GMT
#41
On June 09 2012 19:02 Bair wrote:
Show nested quote +
On June 09 2012 19:00 Miotonir wrote:
On June 09 2012 18:57 Yoshi Kirishima wrote:
On June 09 2012 18:52 Miotonir wrote:
On June 09 2012 18:51 Yoshi Kirishima wrote:
On June 09 2012 18:44 Bair wrote:
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).


Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.

Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.

Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.


Still more halucinations less forcefields I guess its a good trade.


Hm I didn't think of it like that. And it would actually take precision and quick speed to effectively hallucinate 1 phoenix and run it all over to check the map for mines (aka slow him down again :D).


A briliant point I think the mine will be very interesting in TvP PvT early game you can put down halucination of lets say immortals or zelots and lead attack with them, Very curious to see how mech will do in hots TvP.


For that matter regular immortals could soak the mine with their shields. Still have to worry about the splash damage though.


Im not a protoss and dont know how protoss really works, but do you always lead your attack with immortals?;p
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 09 2012 10:06 GMT
#42
On June 09 2012 19:04 Sated wrote:
Show nested quote +
On June 09 2012 18:33 Evangelist wrote:
On June 09 2012 18:28 Sea_Food wrote:
On June 09 2012 18:24 Miotonir wrote:
When I saw widdow mines(cost 75 25)
take out all swarm hosts in the demo (cost 200 100)
I was like ... switching to terran ... building only widdow mines... GG.
Very cool unit They will prolly make me cry when i try roach bust ling xD
This is so exciting


Overseer which is 50/50 and all widdow mines are useless.


Yeah but the point is you build these things with reactors so basically open reactor hellion, build 6 hellions for early map control and then the moment you see roaches/lings/baneling, put down a few widow mines and build ONE viking to deal with said overseer and the zerg just can't bust you without losing their entire army

Pretty awesome tbh.

You can see which units have mines attached, right? Split them out from your main army and you'll only lose a single unit.

Or just attack anyway, kill the Terran base, make yourself some coffee, go for a jog, drink the coffee, and then lose a few of the leftover units
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
FeyFey
Profile Joined September 2010
Germany10114 Posts
June 09 2012 10:09 GMT
#43
reapers range 7 ? back to kiting roaches and queens it seems i like it. Missing speed upgrade sucks though. But i guess with range 7 speedlings aren't to much of a problem to reapers. And they could kite stalkers with speed lol.

About the widow mine, poor noobs, people will probably run these things into mineral lines and then boom without a warning unless you checked the minimap. Other then what was said about it never doing splash to a pro, it will probably hit hard when it comes unexpected. Like baneling bombs on the eco.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-06-09 10:10:55
June 09 2012 10:09 GMT
#44
I just tought, what happens when a unit with a widow mine in it dies? Does the mine explode or not?

If not then its pretty useless as 40 zerglings could just run by a mine field, then the ones in the front get the mine attached, and as they are front they get killed first.

Well actually if there are 10 widow mines, you can just run 10 zerglings in their range, and you just killed 750/250 worth of units for 250/0 worth of units. Widow mines are like more expensive banelings, exept they auto explode always, but they do more damage.
Warheart
Profile Joined June 2012
Italy25 Posts
June 09 2012 10:10 GMT
#45
On June 09 2012 17:52 SpecFire wrote:
Thank you! very helpful

also, wtf, Warhound only 150/75? seems cheap.



very cheap,and the auto-cast attack vs mechanical units at range 7 seems a bit too much to me...and i play terran
war is in my heart,death is by my side!
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 10:10 GMT
#46
On June 09 2012 19:04 Sated wrote:
Show nested quote +
On June 09 2012 18:33 Evangelist wrote:
On June 09 2012 18:28 Sea_Food wrote:
On June 09 2012 18:24 Miotonir wrote:
When I saw widdow mines(cost 75 25)
take out all swarm hosts in the demo (cost 200 100)
I was like ... switching to terran ... building only widdow mines... GG.
Very cool unit They will prolly make me cry when i try roach bust ling xD
This is so exciting


Overseer which is 50/50 and all widdow mines are useless.


Yeah but the point is you build these things with reactors so basically open reactor hellion, build 6 hellions for early map control and then the moment you see roaches/lings/baneling, put down a few widow mines and build ONE viking to deal with said overseer and the zerg just can't bust you without losing their entire army

Pretty awesome tbh.

You can see which units have mines attached, right? Split them out from your main army and you'll only lose a single unit.


Roach costs 75 25 so it would be equal trade if they get attached to roaches with a chance to do some splash.
Then again ling is 25 minerals xD I want to see that individual ling micro xD that'll be awsome xD more micro thats a good thing
Quotidian
Profile Joined August 2010
Norway1937 Posts
June 09 2012 10:12 GMT
#47
I think that if they add friendly splash to the mines, they should reduce the detonation time by 2-3 seconds. 10 seconds is a lot of time to move your sacrificial unit into the enemy army, or into the scv line if the terran has defensive mines close to an expo. But I actually really want them to add friendly splash, because it'd probably make for a lot of fun situations for spectators - like mine drags in BW

I wonder if mines will attach to observers if the observers are detected.. I guess that's extremely situational though
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 10:15 GMT
#48
On June 09 2012 19:12 Quotidian wrote:
I think that if they add friendly splash to the mines, they should reduce the detonation time by 2-3 seconds. 10 seconds is a lot of time to move your sacrificial unit into the enemy army, or into the scv line if the terran has defensive mines close to an expo. But I actually really want them to add friendly splash, because it'd probably make for a lot of fun situations for spectators - like mine drags in BW

I wonder if mines will attach to observers if the observers are detected.. I guess that's extremely situational though


Im not sure if I read correctly but they attach to cloacked and flying?
Bair
Profile Joined May 2010
United States698 Posts
June 09 2012 10:16 GMT
#49
On June 09 2012 19:12 Quotidian wrote:
I wonder if mines will attach to observers if the observers are detected.. I guess that's extremely situational though


The mines will attach to any cloaked unit in range, even if the player does not have vision. I discovered this specifically by a protoss running an observer over one of my mines
In Roaches I Rust.
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 10:17 GMT
#50
The mine xD soo interesting xD I hate it already and love it at the same time xD
redDuke
Profile Joined March 2011
Australia207 Posts
June 09 2012 10:18 GMT
#51
Awesome thanks! Man that warhound look so much like a dreadnaught from WH40K
vile | FXO | Liquid | EG | coL
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 09 2012 10:20 GMT
#52
I wonder if they would attach to non-transformed changelings.

Thàt will be pretty funny.
I love.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 09 2012 10:21 GMT
#53
Kinda funny. A while back, I was just randomly brainstorming random unit ideas, and the exact idea for the Widow Mine popped into my head. A mine that attaches itself to a unit, then explodes after a given time, which allows for some micro to minimize damage. I didn't think much of it, but it's pretty funny to see it fully realized.
ㅇㅅㅌㅅ
Miotonir
Profile Joined March 2011
Poland66 Posts
Last Edited: 2012-06-09 10:25:51
June 09 2012 10:21 GMT
#54
On June 09 2012 19:20 AdrianHealey wrote:
I wonder if they would attach to non-transformed changelings.

Thàt will be pretty funny.


Lol xD Overseer can toss changgelings now.... throw changelings at the mines xD???????LOOOL
Bagi
Profile Joined August 2010
Germany6799 Posts
June 09 2012 10:23 GMT
#55
Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.

That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.

How the hell am I supposed to deal with 7 range reapers in a TvT?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 09 2012 10:26 GMT
#56
On June 09 2012 19:23 Bagi wrote:
Wow, really didn't look in the battle report that reapers had 7 range. Must have been an older build they played there.

That's a pretty big change, and could very well turn them into the best early game harass option. They already kill lings like nothing, now they greatly outrange queens/roaches and can quickly heal any hits caused by slight mismicro.

How the hell am I supposed to deal with 7 range reapers in a TvT?

Tanks and Marauders and Bunkers? Without the D8 charge, static defenses become much better against HotS Reapers.
ㅇㅅㅌㅅ
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
June 09 2012 10:26 GMT
#57
Still no TvP battle report?
SiroKO
Profile Joined February 2012
France721 Posts
Last Edited: 2012-06-09 10:38:21
June 09 2012 10:27 GMT
#58
Widow mine: 75 minerals 25 gaz.
There is a 10 second delay between attachment and detonation.


Even taking aside progamer, is there a single chance any master league terran player will invest into such a terrible mineral sink ?
10 seconds ? Are you kidding me ?
Dustin browder expects progamer to separate the unit targeted, but with a 10 second delay, I expect any master league player to do it and even the diamond player on the Korean server.


Locushost looks promising considering it doesn't require that many gaz.

Viper abduct combines horrible balance (killing high tier unit for free) with horrible game-design (negating any form of defensive positionning), hope this will get out.


Tempest ridiculous dps and cost (300 gaz) means we will never see it.

Oracle costs too many gaz as well.
Protoss would be better with new gaz-free units rather than gaz-intensive unit which quite frankly aren't better than the current Phoenix/HT/Colossi gaz sink.

I hope Blizzard will buff new units accordingly rather than nerf the old ones.
Our envy always last longer than the happiness of those we envy
Quotidian
Profile Joined August 2010
Norway1937 Posts
Last Edited: 2012-06-09 10:29:06
June 09 2012 10:28 GMT
#59
On June 09 2012 19:16 Bair wrote:
Show nested quote +
On June 09 2012 19:12 Quotidian wrote:
I wonder if mines will attach to observers if the observers are detected.. I guess that's extremely situational though


The mines will attach to any cloaked unit in range, even if the player does not have vision. I discovered this specifically by a protoss running an observer over one of my mines


holy crap

guess that means you can kind of go for a pure mech opening without ebay in tvt and be relatively safe vs banshees.. or it might just be a bug/oversight
ETisME
Profile Blog Joined April 2011
12763 Posts
June 09 2012 10:28 GMT
#60
Oracle looks insanely fun to play with and could be really powerful.
the 2 mins vision is crazy good, only problem I have with it is that the cost is quite high since you have to go stargate then go oracle. but it looks extremely good, super scary when you use it to help your deathball out too
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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