On June 18 2012 09:13 malaan wrote: So about the swarm host....
I saw that Blizzard said they wanted a unit that could break siege lines from the ground and give zerg some 'map control' capabilities. Sounds good, but what happens when this unit is in it's 'siege' mode and terran decides to drop marauders on them with a scan? the DPS of marauders is insane compared to what I see in the DPS / unit release of the swarm host. I just have a vision in my head of 3-4 marauders derping 2-3 swarm hosts in 5 seconds flat.
this shouldnt happen if u have a bunch of lings/roaches/hydras defending and supporting the swarm host. it has the same effect as marauders vs tanks. if the tanks are unsupported then a few marauders will stim in and snipe them all, but u obviously wont run and try to snipe siege tanks that are supported by a bunch of marines now will u?
On June 15 2012 06:06 0neder wrote: .....does he know spider mines were free in brood war? try balancing them another way, or better yet make the hellion faster with moving shot and give it to that unit, or the reaper.
faster hellions with a moving shot wat??? as a zerg player i just had a heart attack here :B
On June 15 2012 06:06 0neder wrote: .....does he know spider mines were free in brood war? try balancing them another way, or better yet make the hellion faster with moving shot and give it to that unit, or the reaper.
faster hellions with a moving shot wat??? as a zerg player i just had a heart attack here :B
To be fair there was no splash on its base attack.
The Protoss race needs units that benefit from micro, because that is something that they really lack. And what do they get?! The oracle's entomb spell seems really dumb because you just basicly go in and entomb all the minerals and go away, no micro required and guaranteed damage. I haven't tested it but if it's as dumb as it sound...
And the Tempest seems cool in one way with the extraordinary range as a siege unit. But it also seems to be an a-click unit. I actually think that the tempest seems okay otherwise, and it will be good to break siege lines. But It doesn't seem like your gonna be able to micro it that much.
The mothership core i like, but it's not really a unit.
So it seems the protoss ''ball'' is basicly gonna look exacly the same in WoL as in HoTS. I know Blizzard didn't want to add anything to the already really strong deathball, but i still feel that they should have given protoss something they could micro more with.
Atleast make it so that you have to entomb every mineral patch individually or something.
On June 15 2012 06:06 0neder wrote: .....does he know spider mines were free in brood war? try balancing them another way, or better yet make the hellion faster with moving shot and give it to that unit, or the reaper.
There weren't free. You need to research them and build vultures to access them and you only get a limited amout per vulture.
I havent played the beta yet but from what ive seen and read.
The terran is going good way - making mech more viable even though units dont seem to be much fun. The mine is kinda silly (attack air AND cloak? .. okay) - I think some adjustments are inevitable.
Zerg is going good way but done poorly. Ultarisk burrow charge - this is essentialy good but its kinda stupid. Something like ram or charge would do same and be actually more fitting. Viper I like but it might be too strong late game (4-5 full energy vipers pulling half army into BL/Spine seems abit .. meh).
Protoss is basically no change and its completely design fail (yet again) added units actually encourage protoss to mass up deathball even more. In interviews they say units like oracle and tempest should lean away from deathball and i think its other way round. MS core provides - faster eco, easier defending, recall is actually good. Oracle is unit that basically buys you time to get the deathball - slow enemy eco, invis for me. Tempest - replacement for carrier - this alone is saying its not non-deathball unit. And yeah expensive T3 unit with slow attack and big range - nothing out of deathball mentality here.
Tbh I feel a bit sorry for protoss because apart from certain features (blink, forcefield, storm) its not fun to play at all in any matchup and it wont change much.
On June 18 2012 17:06 Veriol wrote: Viper I like but it might be too strong late game (4-5 full energy vipers pulling half army into BL/Spine seems abit .. meh).
2-3 Templar feedbacking said 4-5 Vipers with 2 more range than abduct, instant cast (and when enough energy on Viper, instant death) does not seem... meh to you? Not to mention, if you don't have any and see Vipers incoming you can warp in Templar and still be ready to Feedback? It is already way underused against BL/infestor, maybe Protoss will learn in the expansion how good that Spell really is
Protoss usually wins bio with his splash damage, because gateway units are so bad, but BHW (battle-helion, warhound) composition is basically the same, only they get repaired instead of healed.
So the BHW compossition is much more resistant to Toss AOE, even more, helions will now have AOE, which leaves P in the weird position. I can see a counter to mech as archon-immotal, but yet again, immortals do not do splash.
On June 18 2012 17:06 Veriol wrote: Viper I like but it might be too strong late game (4-5 full energy vipers pulling half army into BL/Spine seems abit .. meh).
2-3 Templar feedbacking said 4-5 Vipers with 2 more range than abduct, instant cast (and when enough energy on Viper, instant death) does not seem... meh to you? Not to mention, if you don't have any and see Vipers incoming you can warp in Templar and still be ready to Feedback? It is already way underused against BL/infestor, maybe Protoss will learn in the expansion how good that Spell really is
Yeah feedback is strong and warpgate is broken. Thats well known.
y, but they have splash only to the kind of a unity to which they are attached attached to air units, splash only to air attached to ground units, splash only to ground
"there is no way A.I can say micro like MKP" - I guess A.I. doesn't have enough APM or maybe it does. But for AI to be called AI, I think it should be able to engage fights with good positionings. - Just my wishful thinking...
I dont know why a other thread about huskies view on Hots was close, but i think he said 1 thing in which i highly agree and that was that protoss will be less fun to play. Pretty much all units stimulate to stay in base and build up a deathball army.
I think he was spot on with the oracle. It doesnt matter how your contol with the unit it is, you just forcefield the minerals and thats it. You the opponent cant deny it, and you cant be supper effective with it because you how control the unit doesnt really matter. Its not exciting to play with or to play against it.
On June 18 2012 18:07 bgx wrote: Does widow mine have friendly fire?
Yes it does. This is another problem in regards to the balancing of the unit. I can easily see a zergling runby where the mines attach to them, and the zerg just proceeds to go the the mineral line, lol.
On June 20 2012 22:31 Crisco wrote: I just realized a major "flaw"(?) to swarm host. They can't siege down or up cliffs at all. This is gonna be a problem lol
Well if they could then there would be no way to break a zerg ever, so i guess that's alright. They need to be vulnerable in some way.
On June 15 2012 06:03 KonohaFlash wrote: ...Obviously this will not be 1:1 as there is no way A.I can say micro like MKP...
That's where you are wrong sir, You should say that even MKP can't have a half of micro the AI can... Ever heard about blink hack? Or marine split bot?