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Heart of the Swarm Unit Stats - Page 34

Forum Index > SC2 General
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Prev 1 32 33 34 35 36 48 Next All
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
June 13 2012 05:56 GMT
#661
Wait a minute..is it me or widow mines dont have hitpoints??

Charon1979
Profile Joined October 2010
Austria317 Posts
June 13 2012 06:59 GMT
#662
55 HP
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 13 2012 07:13 GMT
#663
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
Profile Joined March 2012
Germany165 Posts
June 13 2012 08:32 GMT
#664
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?
Day[9] - "That stupid ice cream truck representing happiness!"
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
June 13 2012 11:06 GMT
#665
Do we know if one unit can have multiple widow mines? Can I send a Ling on to the field to collect as many as possible?

Did anyone test picking up a unit in to a transport once a mine was attached?
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Cruncher93
Profile Joined September 2010
Germany28 Posts
Last Edited: 2012-06-13 11:18:41
June 13 2012 11:18 GMT
#666
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
Profile Joined April 2011
Canada457 Posts
June 13 2012 15:29 GMT
#667
Can the oracle cast Preordain on your own buildings (and thus provide detection for Toss without a robo)?
naniwa fighting!!!
Decendos
Profile Joined August 2011
Germany1341 Posts
June 13 2012 15:37 GMT
#668
On June 13 2012 20:18 Cruncher93 wrote:
Show nested quote +
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.


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
Profile Joined October 2010
United States134 Posts
June 13 2012 15:50 GMT
#669
I tested.. the oracle gets 1 shot by the widow mine. This would effectivly make trying to use the oracle to harass terran impossible. I think a better balance would be made by making the mines a little easier to avoid, and removing the gas cost of the mine.
Dat Ax! I bleed Infinity Seven Black
Recognizable
Profile Blog Joined December 2011
Netherlands1552 Posts
Last Edited: 2012-06-13 15:52:01
June 13 2012 15:51 GMT
#670
Could anyone fill me in on how the Widow Mine works exactly?
Treehead
Profile Blog Joined November 2010
999 Posts
June 13 2012 15:55 GMT
#671
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
Profile Joined November 2011
Denmark3388 Posts
Last Edited: 2012-06-13 15:57:13
June 13 2012 15:56 GMT
#672
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!
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
Cruncher93
Profile Joined September 2010
Germany28 Posts
June 13 2012 16:00 GMT
#673
On June 14 2012 00:55 Treehead wrote:
Show nested quote +
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.

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
Profile Blog Joined November 2009
United States11320 Posts
June 13 2012 16:12 GMT
#674
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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
jdsowa
Profile Joined March 2011
405 Posts
Last Edited: 2012-06-13 16:14:48
June 13 2012 16:12 GMT
#675
Would've liked to see a greater variety of upgrade options for T1 and T2 units (along the lines of adrenal glands). In ZvP or ZvT, if my opponent is on 3 bases, I pretty much have to have 2 out of these 3: ultra/broodlord/infestor. Roaches/lings/hydras melt away to mech and P deathball. Banes are a joke because you throw away gas to kill light T1 mineral units. Bad exchange. Hydra speed is a start, but it still doesn't make the unit viable outside of maybe light harassment or as a hypothetical support unit in a hypothetical choke. Not to mention they are too gas heavy. Once you can afford that gas, you probably ought to be on your way to T3 instead. What a shame.
Shiori
Profile Blog Joined July 2011
3815 Posts
June 13 2012 16:14 GMT
#676
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
Profile Blog Joined December 2011
United States1639 Posts
June 13 2012 16:24 GMT
#677
More non-cost efficient protoss units.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
June 13 2012 16:25 GMT
#678
On June 14 2012 01:14 Shiori wrote:
Show nested quote +
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).


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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
June 13 2012 16:27 GMT
#679
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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
NadaSound
Profile Joined March 2010
United States227 Posts
June 13 2012 16:56 GMT
#680
I was wondering about how people feel about the range of abduct. I believe that a spell that directly takes a unit out of a players control should be a very risky maneuver. I hate seeing colossus and tanks being thrown half way around the screen. I think the pull distance should be a bit shorter.

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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