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The issue is that nobody has any of the stats written down -_-.
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On October 24 2011 03:10 GinDo wrote: The issue is that nobody has any of the stats written down -_-.
Yeah. Srsly wtf people at blizzcon with accsess to beta there but wont write down stats.
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I'm actually sitting down this afternoon looking for this exact map. I'm pretty sure it's only a matter of time until someone puts a decent UMS map out with the units spoken about in play, although there are a couple of new abilities that seem difficult to mod in (the viper's unit grab being the first that comes to mind).
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You don't need exact stats I suppose since most of the skills people care about are skills rather than raw stats.
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i am surprised as well no one seems to really have shared too many stats ![](/mirror/smilies/frown.gif)
it would be great to see a map though, even if it's just roughly
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On October 24 2011 03:30 Antisocialmunky wrote: You don't need exact stats I suppose since most of the skills people care about are skills rather than raw stats.
Stats make a huge difference, though. Not enough is known about the Shredder's radius, the research for Battle Hellions, the range of the Warhound, or the duration of the Oracle's abilities. Without this, it can't be done.
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shredder radius is shown at the main video of it. Warhounds range is 7 and was put like that to give them a fighting chance against tanks. Oracles abilities are 45 sec. Do not know the hp of them though.
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On October 24 2011 03:21 Cheekio wrote:although there are a couple of new abilities that seem difficult to mod in (the viper's unit grab being the first that comes to mind).
The viper grab wouldn't be that hard to make. Worst-case scenario: do it in the trigger editor.
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Looks good to me. I calculated the Tempest's AA Damage from the video Blizz showed and those stats given on this site matches my calculations. It took the Tempests 6 shots to kill a Mutalisk, so they do 21 to 25 [Site says 22] Damage to them per shot (120 HP / 6 = 20 , but the Mutas regen 1HP [remember Infestors and Ghost snipes, the Infestor survives 2 of them with 1 HP], so it has to be 21, same with the max.DMG calc)
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The sooner something like this releases the better.
I don't believe it's possible for not one person who attended Blizzcon to have recorded the stats, so hopefully once those show up in detail and someone decides to put some work into this we can get a taste of HotS.
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Copied from r/Starcraft, most comprehensive list i've seen yet:' + Show Spoiler [HotS Changes] +Health: 60 hp/60 shields
Cost: 200/200 (4 supply)
No attack Seems to be some confusion here, so I'll just say, it is a GROUND unit by default, even though it appears as if it floats. Requires Robotics Facility Copies a non-massive targetted unit(yes, including workers), including abilities and upgrades, in your vision (possibly infinite range as long as you have vision of the unit you're copying?) All upgrades enabled, including ones that have not yet been researched by the opponent
Oracle:
Gameplay video
Health: 80 hp/20 shields
Energy: 200
Cost: 150/200
Entomb - Creates a bubble around a group of mineral patches (possible to cover all patches), making them inaccessable for 45 seconds or until destroyed (bubble, not Oracle) Preordain - Reveals what enemy buildings are producing (reported 2 minute duration and short range cast, not sure) Phase Shift - Temporarily "warps out" buildings for 45 seconds, Players not have access to tech for warped out buildings (still blocks pathing, offensive to disrupt production, defensive to stop attacks, seems to be general consensus that you can't use this on Capital buildings [CC, Nexus, Hatch])
Tempest:
Gameplay video
Health: 300 hp/150 shields
Cost: 300/300
Air attack: 22 damage (large splash) Ground attack: 35 damage (single target)
Terran:
Warhound:
Gameplay video
Health: 260 hp
Requires Factory Smaller, faster version of WoL Thor Anti-mechanical Air attack: 4 damage, +4 to light Ground attack: 10 damage, +10 to mechanical, 7 range
Battle Hellion:
Gameplay video
Health: 135 hp
Transforms between "battle" form and the form of the hellion we currently have "Battle form" slower than normal hellion form, short, cone style attack, similar to firebat from Singleplayer Attack does 8 damage, +11 to light "Battle form" has more health than normal Hellion form
Shredder:
Gameplay video
Health: 180 hp
Mobile AoE turret (both air and ground) 20 DPS Built from factory Will only attack if no friendly units are near
Zerg:
Viper:
Gameplay video
Health: 120 hp
Energy: 200
Cost: 100/200 (3 supply)
Requires Lair tech (Not Spire) Ocular Parasite - Grants permanent detection to a non-massive ally(seems to be energy based, some sources say it's only one cast per viper) Abduct - Pulls a unit (friend or enemy) to it's location(100 energy, unit has 200 max) Blinding Cloud - Reduces range of all units in the cloud to melee range, units in cloud unable to use energy-based abilities
Swarm Host:
Gameplay video
Health: 120 hp
Cost: 200/100 (3 supply)
Requires Infestation Pit Does not require burrow upgrade to burrow Spawns 2 Locusts(110 hp, 14 melee attack, last 15 seconds) about every 24 game-seconds(~17 real-time seconds, judging by gameplay video) while burrowed
Other:
"Collapsible rocks", can be broken down to close a path, rather than opening it up, like Destructible rocks. New Maps: Image1 Image2 Image3
Changes to Existing Units:
Protoss:
Carrier removed Mothership removed New Nexus ability "Arc Shield" grants buildings a 20 damage vs light attack as well as additional shields and armor(25 energy, 20 sec, for early game defense, requires Gateway to prevent cannon rush abuse) Nexus has mothership's old Mass recall ability(75 energy, radius reduced, units unable to move for a short time after) Low ground pylons no longer power high-ground areas, even if they are within the power radius (this prevents some cannon/warp-in cheese)
Terran:
Battlecruiser sprint type ability, called "Redline Reactor" Reaper loses building attack Reaper gains HP recovery skill (passive) Ghost cloak is now time based, costs a set amount of energy Thor costs 600 minerals, require fusion core Thor loses air attack, gets "Bombardment" (150 energy?), which requires a 1-2 second delay before actually firing to "Set up" Thor attack/HP increased Can only have 1 thor out at a time
Zerg:
Overseer removed Hydra speed increased by 50% off creep (So speed is equal on and off creep. Hive tech upgrade, cost 150/150) Burrowed banelings can move (hive tech upgrade, cost 150/150) Ultras have a burrow-chargelike ability, called "Burrow Assault", no required research (including burrow), 30 second CD [Gameplay video] Corrupters no longer have the ability "Corruption" Corrupters now have a channeled ability "Siphon" against buildings that does 1 dps and converts damage done to minerals
Sources & Links:
New HotS Units/Abilities in Blizzcon(Team Liquid) My brother just sent me a picture of the new Zerg units from Blizzcon! (Also includes Protoss, Terran) Carrier and Mothership gone! New Blizzcon Maps Official list of unit changes in Starcraft II’s Heart of the Swarm expansion Blizzard's Heart of the Swarm FAQ! Lots of the questions for Dustin Browder already answered! Screenshots from the New Units Trailer [Imgur Album] Just got all the new Zerg units stats: Armor, HP, Speed, Attacks, etc. StarcraftIGN's Youtube channel Creep now grows on enemy buildings (and some other visual effects) Blizzcon 2011: Starcraft 2 Heart of the Swarm – New Multiplayer Unit Stats and Abilities HotS: low-ground pylons DO NOT grant power to high ground
I posted a short version of this early on in the weekend and updated it over time, but it got lost under all the single update threads, so most of the updates weren't seen. Figured I'd post again so people can see all of the updates in one place.
EDIT: Anyone know any costs for the Terran units? I haven't been able to find anything.
Source
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Oh wow, now we just need a map maker to convert the unused units to the new units!
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On October 24 2011 05:39 Siretu wrote:Show nested quote +On October 24 2011 03:21 Cheekio wrote:although there are a couple of new abilities that seem difficult to mod in (the viper's unit grab being the first that comes to mind). The viper grab wouldn't be that hard to make. Worst-case scenario: do it in the trigger editor.
How else would you do it?
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After trying to remake abilities I came to conclusion that it's not as easy as it would seem at first glance. In fact Abduct/Replicate/PhaseShift/Entomb and Preodrain seem to be pretty hard in current editor. GL to whoever will try to recreate them.
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sorry for not knowing much about sc2 editor. if this is completely impossible im sorry
to emulate the viper, could you have a flying unit with a neural parasite, and once you cast neural, it would trigger a blink on the victim unit towards the viper?
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Go for it! I'll cheer you on! *cheer* M to the O to the D to the COMMUNITY!
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It would not be very hard but I don't have the time :/
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Already thought about it (Since i do stuff like this for every patch) You just have to look for abilities from the campain. There's a lot of stuff that works in a kind of same way.
I'll give it a shot, once i'm back from work.
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