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Heart of the Swarm Unit Stats - Page 37

Forum Index > SC2 General
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Prev 1 35 36 37 38 39 48 Next All
mburke005
Profile Joined May 2012
United States22 Posts
Last Edited: 2012-06-14 06:06:19
June 14 2012 06:05 GMT
#721
On June 14 2012 13:47 Sadistx wrote:
So far the best/most fun unit for terran still seems to be the spider mine. Even then, considering the 10 second delay, it's definitely not as good as other races' units. And it costs gas. It's a very very nerfed version of the spider mines.
I wish we could at least attach it to friendly units or something, to create a sacrificial terran baneling ...if not...boring unit that will be useless against pros. Kinda like the current carrier.
In fact the only highlight of the spider mine 2.0 is that it's not AS bad as raven's HSM.

Warhound is...good, although I'm not impressed by the lack of anti-air. It also makes ZERO sense that it costs less supply than the tank, despite having 60 more hit points and being much more powerful and mobile. Bascially its DPS is higher than the tank, it costs less supply, almost TWICE as little gas. If you can fit 4 of them in a medivac, that will be utterly retarded. I'm actually very surprised by the stats on this thing and wouldnt be surprised if P/Z whine nerf it into oblivion.

The fact that they are still keeping marine or/and thor as the main-anti air is very disappointing.

However, the units that take the retard cake are the Viper and the Oracle.

Oracle's abilities are simply WAY too good for what they do, and since the only tech building it requires is a stargate, you could gain a huge advantage on large maps by proxying and entombing someone's mineral line, at 6:30 into the game. Or you could have a 60 second cloak for your 6 gate attack slightly later. Equally as retarded. Only consolation, again, is that it's made of paper like the old warp prism. So it's likely to get whine buffed later into HotS.

Viper I don't even want to talk about, lest I incur the wrath of forum zergs (but I'll have to anyway). The unit is simply broken. It essentially has a darkswarm ability (and before you pedants tell me it's not the same, well, functionally yes, it is the same. It forces the other race to move out of the cloud), and a "pull this unit" into certain death instantly ability together. It's flying. And it has infinite energy from cheap-ass buildings like evo chambers. What you basically get is a unit with ~110 energy after 50 seconds.
So now Zerg will not only have the best positioning ability. They will also have an ability better than force field to NEGATE the enemy position.

It's ONLY downside is that bad players will need to be able to micro its Consume ability.
That being said, I fully expect the viper to be buffed in some way, probably making it faster or something, because it "can't keep up with zerglings on creep" or something.


lol this about sums up all of my thoughts.

add to that the fact that the warhound just...doesn't seem like it fits right with the way starcraft was designed. it feels way to command and conquery (along w/ the tempest, which just seems beyond lol retarded).

the fact that mines have to be burrowed before they can jump on shit makes them kinda shitty, because anybody with half a brain will obv just send a handful of lings w/ an overseer at hatch tech.

also the huge timer thing on the unit seems retardedly obnoxious and will get super frustrating for both players in large numbers.

also wtf at locust swarm and brood lings both not costing supply lol? like that end game w/ vipers is going to be absolutley unbeatable. period. and if you hypothetically managed to get a few lucky mines (which should NEVER happen w/ broodlord range), or a lucky archon toilet, you can pretty much be guaranteed to have a darkswarm on your head thanks to the unlimited energy (building regen + energy drain on buildings = lol). they need to make consume what it was in broodwar, so that at least zergs will be forced to use SOME of their larva to make lings or smth.

idk man, unless flash has some insane shit prepared, zergs should never lose to terran with the way hots is currently set up.

zvp looks just as bad, except the oracle seems like it can be potentially useful for 2base timings and preventing six hundred drones from being made in 10 mins. the tempest absolutley needs to go tho, just a totally retarded unit thats like a mockup of a v2 rocket or smth from C&C that has no place in SC.
LOL
cablesc
Profile Blog Joined August 2009
United States1540 Posts
June 14 2012 06:05 GMT
#722
On June 14 2012 14:34 nerak wrote:
Widow mines are going to suck against Brood Lords and Swarm Hosts. A single brood lord will destroy 2 widow mines with every shoot - one with damage, the other because the broodling will activate it. A small pack of Swarm hosts could decimate a whole line of mines with their expendable locusts.

Protoss could use Hallucinations. If the mines cause damage to allies, Terrans could use marines.


I can't check but someone in this thread or the other HOTS thread said that the widow mine doesn't get activated by "free" units (Broodlings, Infested Terrans, Hallucinations etc.)
Slayers Forever! Rip. :( - Not the eSports organizer, that's CableStarcraft.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
June 14 2012 06:13 GMT
#723
Hold position mines could get really ugly especially against foes that cheap out on detection for suiciding low cost units as mine clearance..
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-06-14 06:20:33
June 14 2012 06:18 GMT
#724
On June 14 2012 15:13 YyapSsap wrote:
Hold position mines could get really ugly especially against foes that cheap out on detection for suiciding low cost units as mine clearance..

Hold position banelings detonate also, the widow mine will too I think.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
June 14 2012 06:19 GMT
#725
I'm glad they kept thors in. They're very necessary against mutas.
The best Flash meme ever: http://imgur.com/zquoK
D4V3Z02
Profile Joined April 2011
Germany693 Posts
June 14 2012 06:22 GMT
#726
On June 14 2012 15:19 slytown wrote:
I'm glad they kept thors in. They're very necessary against mutas.

Will thors still have energy?
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
Bagi
Profile Joined August 2010
Germany6799 Posts
June 14 2012 06:58 GMT
#727
On June 14 2012 15:22 D4V3Z02 wrote:
Show nested quote +
On June 14 2012 15:19 slytown wrote:
I'm glad they kept thors in. They're very necessary against mutas.

Will thors still have energy?

In the build that was shown at MLG thors didn't have strike cannons any more. Which is good because that ability is just completely awful design.

So unless they get a new ability in place of strike cannons, thors won't have energy bars in HOTS.
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-06-14 07:31:17
June 14 2012 07:30 GMT
#728
everybody crying about abduct being imba. its hive tech and has range 7. ghosts and HT RAPE them with range 9/10 feedback/EMP/snipe. it will require more micro on both sides which is nice. if blinding cloud is for spellcaster it will be even better since zerg would have finally a unit to counter other spellcasters.
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
June 14 2012 08:50 GMT
#729
On June 14 2012 15:58 Bagi wrote:
Show nested quote +
On June 14 2012 15:22 D4V3Z02 wrote:
On June 14 2012 15:19 slytown wrote:
I'm glad they kept thors in. They're very necessary against mutas.

Will thors still have energy?

In the build that was shown at MLG thors didn't have strike cannons any more. Which is good because that ability is just completely awful design.

So unless they get a new ability in place of strike cannons, thors won't have energy bars in HOTS.


Did you play at MLG? everyone else that has says thors remain the same with energy..
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 14 2012 08:53 GMT
#730
On June 14 2012 17:50 DaveVAH wrote:
Show nested quote +
On June 14 2012 15:58 Bagi wrote:
On June 14 2012 15:22 D4V3Z02 wrote:
On June 14 2012 15:19 slytown wrote:
I'm glad they kept thors in. They're very necessary against mutas.

Will thors still have energy?

In the build that was shown at MLG thors didn't have strike cannons any more. Which is good because that ability is just completely awful design.

So unless they get a new ability in place of strike cannons, thors won't have energy bars in HOTS.


Did you play at MLG? everyone else that has says thors remain the same with energy..


I just checked the TvZ Battle Report and he's right! They mouse over the Thor several times and no energy bar.

This is actually a pretty big deal in TvP.
MMA: The true King of Wings
Bagi
Profile Joined August 2010
Germany6799 Posts
June 14 2012 08:55 GMT
#731
On June 14 2012 17:50 DaveVAH wrote:
Show nested quote +
On June 14 2012 15:58 Bagi wrote:
On June 14 2012 15:22 D4V3Z02 wrote:
On June 14 2012 15:19 slytown wrote:
I'm glad they kept thors in. They're very necessary against mutas.

Will thors still have energy?

In the build that was shown at MLG thors didn't have strike cannons any more. Which is good because that ability is just completely awful design.

So unless they get a new ability in place of strike cannons, thors won't have energy bars in HOTS.


Did you play at MLG? everyone else that has says thors remain the same with energy..

Nope I wasn't at MLG but there were people saying that strike cannons were no longer in the game.

Now I'm not sure any more though.
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
June 14 2012 08:59 GMT
#732
On June 14 2012 17:53 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 17:50 DaveVAH wrote:
On June 14 2012 15:58 Bagi wrote:
On June 14 2012 15:22 D4V3Z02 wrote:
On June 14 2012 15:19 slytown wrote:
I'm glad they kept thors in. They're very necessary against mutas.

Will thors still have energy?

In the build that was shown at MLG thors didn't have strike cannons any more. Which is good because that ability is just completely awful design.

So unless they get a new ability in place of strike cannons, thors won't have energy bars in HOTS.


Did you play at MLG? everyone else that has says thors remain the same with energy..


I just checked the TvZ Battle Report and he's right! They mouse over the Thor several times and no energy bar.

This is actually a pretty big deal in TvP.



Ye I saw that too but several people attending the event said it they were sure to check & it still had energy. so I am thinking the battle report might be out of date build...
KayoDot
Profile Joined October 2011
33 Posts
June 14 2012 11:57 GMT
#733
Has anyone noticed the Warhound's haywire ability? It looks like it should add some potentially interesting micro to a unit that I thought was just going to be very A-movy. In small/medium sized engagements you can use it to quickly pick off enemy units with low health to minimize overkill damage, or use multiple haywires on one target to focus it down quickly.
An airplane, a puppet, an orange, a spoon, a window, and outside Stars and the moon.
Garmer
Profile Joined October 2010
1286 Posts
June 14 2012 11:59 GMT
#734
with that missile it's possible to kite enemy units, because the missile have 9 range
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
June 14 2012 12:16 GMT
#735
On June 14 2012 14:26 YyapSsap wrote:
Wish they made tank 2 supply

Considering how weak they are, they might as well do that.
Quotidian
Profile Joined August 2010
Norway1937 Posts
June 14 2012 12:18 GMT
#736
On June 14 2012 15:18 D4V3Z02 wrote:
Show nested quote +
On June 14 2012 15:13 YyapSsap wrote:
Hold position mines could get really ugly especially against foes that cheap out on detection for suiciding low cost units as mine clearance..

Hold position banelings detonate also, the widow mine will too I think.


burrowed banelings would be the correct comparison...
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-14 12:24:13
June 14 2012 12:23 GMT
#737
On June 14 2012 21:16 maartendq wrote:
Show nested quote +
On June 14 2012 14:26 YyapSsap wrote:
Wish they made tank 2 supply

Considering how weak they are, they might as well do that.

they should lower some other ground units as well, like colossi, thor and ultra to 4, to make the scale bigger
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-06-14 12:43:49
June 14 2012 12:27 GMT
#738
On June 14 2012 21:18 Quotidian wrote:
Show nested quote +
On June 14 2012 15:18 D4V3Z02 wrote:
On June 14 2012 15:13 YyapSsap wrote:
Hold position mines could get really ugly especially against foes that cheap out on detection for suiciding low cost units as mine clearance..

Hold position banelings detonate also, the widow mine will too I think.


burrowed banelings would be the correct comparison...


But hold position doesnt affect their behaviour so that's nonsense?
So terrans will have to apply spider mines? Would suck if u need apm/map awareness for it. Its wierd because everyone said they are like spider mines.

I just found that:

After burrowing and a brief arming time the mine will launch up and latch itself to a unit.


I guess that proofs that they autodetonate and will behave like unburrowed banelings. They will be terribly annoying cuz terrans will deny loads of expansions with them.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-06-14 12:28:41
June 14 2012 12:28 GMT
#739
--nuked--
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
aklambda
Profile Joined October 2010
Austria48 Posts
June 14 2012 12:45 GMT
#740
On June 14 2012 21:27 D4V3Z02 wrote:
Show nested quote +
On June 14 2012 21:18 Quotidian wrote:
On June 14 2012 15:18 D4V3Z02 wrote:
On June 14 2012 15:13 YyapSsap wrote:
Hold position mines could get really ugly especially against foes that cheap !@#$%^&* on detection for suiciding low cost units as mine clearance..

Hold position banelings detonate also, the widow mine will too I think.


burrowed banelings would be the correct comparison...


But hold position doesnt affect their behaviour so that's nonsense?
So terrans will have to apply spider mines? Would suck if u need apm/map awareness for it. Its wierd because everyone said they are like spider mines.

I just found that:

Show nested quote +
After burrowing and a brief arming time the mine will launch up and latch itself to a unit.


I guess that proofs that they autodetonate and will behave like unburrowed banelings.


From what I have gathered (TvZ battle report and discussions on forums), the Widow Mines have an auto-attack (it shows the animitation of auto-cast over the attack command once burried) and attach itself to the nearest target once they are burrowed. But I guess it can be switched off (like you can switch of the auto-charge of Zealots) by right clicking on it and choose targets individually, this adds some micro to the Terran side while the other player has to micro to minimize splash damage.
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