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new unit information & brood lord screenshot - Page 6

Forum Index > SC2 General
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Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
May 14 2009 13:48 GMT
#101
good counter-arguments up there ;]

[Q] Do the zealots still have leg enhacements or charge is its substitute?
does anyone knows how the charge mechanic work? u just a move and they boost?

AdunToridas
Profile Joined December 2008
Germany380 Posts
May 14 2009 13:53 GMT
#102
On May 09 2009 07:13 Drizzit wrote:
Nighthawk --> Raven
Apparently there's been another name change and it's now called "Raven"
*new Ability*
Defensive Drone: With this drone you are able to intercept enemy projectiles, e.g. rockets of the terran missile turrets. Therefore this special weapon is especially well suited for attacks on bases. Against small bore (like the spines of the Hydralisk), however, it is powerless.

Okay, one new ability. But have they removed the Hunter-Seeker Missles??
Would be great, 'cause I thought in BR2 that they were kinda imba...
« People say I'm strange, does it make me a stranger that my best friend was born in a manger? »
lordmordor
Profile Joined February 2009
United States209 Posts
May 14 2009 14:42 GMT
#103
hunter seekers are in no way imba...they aren't obscenely powerful, they can be dodged, and they move fairly slowly

What they are good at is forcing the opponent to either micro his units away to avoid the missle, or just stay there and take the damage. the zerg in the BR just wasn't good enough to avoid them and ended up losing his army. He let the terran build up like 3-4 of them and then allowed them to just bomb his uits
Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
May 14 2009 14:52 GMT
#104
everything is imba when ur opponent is a chobo
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
May 14 2009 15:46 GMT
#105
High Templar
*new Ability*
Plasma Surge: This ability is similar to the shield battery in sc1 as it allows the ht to recharge the damaged shields of all friendly protoss units in a selected area

yo that sounds pretty damn cool

good idea blizz!
ggyo...
DragoonPK
Profile Blog Joined July 2007
3259 Posts
May 14 2009 16:57 GMT
#106
With the ability to regenerate sheild in play, shouldn't the max energy for the Templars be increase somewhat?
ManWithCheese
Profile Joined July 2007
Canada246 Posts
May 14 2009 18:27 GMT
#107
On May 15 2009 01:57 DragoonPK wrote:
With the ability to regenerate sheild in play, shouldn't the max energy for the Templars be increase somewhat?


A templar shouldn't be able to do both, this creates a situation where judgment of a player has a major impact on how a battle plays out which is best for the game.
SoleSteeler
Profile Joined April 2003
Canada5448 Posts
May 14 2009 18:37 GMT
#108
On May 14 2009 22:48 Kim_Hyun_Han wrote:
good counter-arguments up there ;]

[Q] Do the zealots still have leg enhacements or charge is its substitute?
does anyone knows how the charge mechanic work? u just a move and they boost?



The upgrade gives Zealots the movement increase exactly like in SC1. However, it has the added effect of accelerating (charging) quickly when they close in on an enemy. It's automatic when you get the speed upgrade. It also has a short cooldown before it can happen again.
F[5]aLaMaT
Profile Joined May 2009
United States71 Posts
May 14 2009 18:51 GMT
#109
it looks like a mutated bat. haha
Legend
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