Heart of the Swarm Unit Stats - Page 34
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YyapSsap
New Zealand1511 Posts
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Charon1979
Austria317 Posts
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Existor
Russian Federation4295 Posts
Is the tempest still AoE? It didn't look like it in the battle reports and I didnt see it anywhere else in the thread. I am just curious No, it's a long range sniper now Watch the TvZ battle report. The zerg was able to easily move his affect hosts away from the group as to not cause a massive chain reaction to obliterate all of others. That's a fairly good indicator that yes, the players can see them but I wasn't there so I didn't get to see it first hand. But you lose that unit 100%. Terran losing 25 gas, you can lose a lot more resources. It's a lot more dangerous, than banelings. Question: What is the current attachment range of the mine? Some people say 5, some people say 6. It's 5, similar to queen range. Question: Does blinding cloud still prevent units from casting inside the cloud? If so, this spell will find some use in ZvP and we can probably see some micro war between casters in all of the vZ (viper infestor vs viper infestor seems very fun) match ups. Also what is the range of Abduct? Is it 9 or 7? In early builds from blizzcon Blind Cloud prevented from using abilities. Also Abduct radius is same as fungal Question: Do the locusts benefit from missile upgrade or melee upgrade? If it benefits from missile upgrade, it seems to work very well with the new speed hydra. If they have some range (like 2 or 3), why they should benefit from melee? | ||
Roth
Germany165 Posts
If I am wright it costs 125 energy and only effects biological units?! So it would be effective on Marines and Marauders and these can easily escape from it with Stim. So why use this ability? | ||
Iyerbeth
England2410 Posts
Did anyone test picking up a unit in to a transport once a mine was attached? | ||
Cruncher93
Germany28 Posts
On June 13 2012 17:32 Roth wrote: What about the new Blinding Cloud? If I am wright it costs 125 energy and only effects biological units?! So it would be effective on Marines and Marauders and these can easily escape from it with Stim. So why use this ability? Someone who attended Anaheim couldn't use the Ghost's snipe - Blinding Cloud prevents Ghost, HT, Infestor, Viper from using their abilities. Maybe it prevents Blink, Stim and the other stuff too. | ||
Sackings
Canada457 Posts
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Decendos
Germany1338 Posts
On June 13 2012 20:18 Cruncher93 wrote: Someone who attended Anaheim couldn't use the Ghost's snipe - Blinding Cloud prevents Ghost, HT, Infestor, Viper from using their abilities. Maybe it prevents Blink, Stim and the other stuff too. if blinding cloud would prevent EVERYTHING bio (HT, ghosts, infestors) to be blinded, including spells, it would be SO awesome. zerg really needs an anti-spellcaster unit. if they do it they could buff snipe back to the past stats since zerg would have an answer to mass ghost play but 5-8 ghosts would still be attractive for T lategame. | ||
Tuxedo
United States134 Posts
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Recognizable
Netherlands1552 Posts
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Treehead
999 Posts
On June 14 2012 00:29 Sackings wrote: Can the oracle cast Preordain on your own buildings (and thus provide detection for Toss without a robo)? That would be awesome, but.... the description of the ability does say "an enemy building". So I'd assume no. | ||
Cereb
Denmark3388 Posts
On June 09 2012 17:59 graNite wrote: Maybe the guy with the HOTS custom map should implement this, so we can play the new units before the start of the beta On June 09 2012 17:59 graNite wrote: Maybe the guy with the HOTS custom map should implement this, so we can play the new units before the start of the beta On June 09 2012 17:59 graNite wrote: Maybe the guy with the HOTS custom map should implement this, so we can play the new units before the start of the beta On June 09 2012 17:59 graNite wrote: Maybe the guy with the HOTS custom map should implement this, so we can play the new units before the start of the beta THIS! I want this sooo badly ! ;D HotS just looks soo amazing already! | ||
Cruncher93
Germany28 Posts
On June 14 2012 00:55 Treehead wrote: That would be awesome, but.... the description of the ability does say "an enemy building". So I'd assume no. Cast it on an enemy building: You gain vision. Cast it on a friendly building: You gain detection. Stargate openers vs Terran, here they come | ||
[UoN]Sentinel
United States11320 Posts
Hang on... Locusts have 2 range, are they affected by guardian shield? If so I'm thinking PvZ is going to reflect a lot more of Brood War gameplay but with Sentries instead of HTs. PvP is going to be more annoying for me than it already is. | ||
jdsowa
405 Posts
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Shiori
3815 Posts
On June 14 2012 01:12 [UoN]Sentinel wrote: I like the Widow Mine personally, 10 seconds is a lot of time to find the unit and get him away from the rest of the deathball. I'm actually thinking what if you just shoot the unit with the mine on it, that gets rid of the mine too, right? Hang on... Locusts have 2 range, are they affected by guardian shield? If so I'm thinking PvZ is going to reflect a lot more of Brood War gameplay but with Sentries instead of HTs. PvP is going to be more annoying for me than it already is. Wouldn't count on it. The counter to Swarm Hosts is going to be Colossi, because they're the only reliable way we have of cleaning up things like Broodlings (and lets be honest: locusts are a variation on that theme). | ||
SHOOG
United States1639 Posts
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[UoN]Sentinel
United States11320 Posts
On June 14 2012 01:14 Shiori wrote: Wouldn't count on it. The counter to Swarm Hosts is going to be Colossi, because they're the only reliable way we have of cleaning up things like Broodlings (and lets be honest: locusts are a variation on that theme). Zealots could still work to some extent, they can tank that 16 damage like a champ, so you'd need vipers or something to get to the colossi. Same way they're used to tank roaches. | ||
[UoN]Sentinel
United States11320 Posts
On June 14 2012 01:24 SHOOG wrote: More non-cost efficient protoss units. Protoss isn't meant to be cost efficient. It's meant to be supply efficient. And with the core it's like free spellcasters on the field. So supply efficiency w/ Oracle and Core is maintained. | ||
NadaSound
United States227 Posts
Also, I was explaining the whole collapsible rock tower thing to a friend and he asked if it would do damage to units who were on the ramp when the rocks were knocked down. I had no answer, but we talked about how it could work and it seems like it would be an awesome addition to include to make maps more interactive. Though the chances of anyone falling for the trap would be slim, it would still be an awesome treat for those who could pull it off. | ||
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