Heart of the Swarm Update - Page 8
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Salteador Neo
Andorra5591 Posts
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Darksoldierr
Hungary2012 Posts
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Day-Walker
Germany12 Posts
On June 09 2012 07:27 firehand101 wrote: And those widow mines...are they deployed from a unit or do the walk around on their own? seams like they walk alone on their own... if not they are exactly like spidermins in bw -.- | ||
ErAsc2
Sweden256 Posts
On June 09 2012 07:12 Dyme wrote: Can anyone comprehend why Protoss needs the Mothership Core? I can kinda see a purpose for some defense advantage in PvP. But isn't Protoss already the most forgiving race? (Shields, strong units etc.) No, that would be Zerg. You can throw away endless amounts of roaches and still be completely fine with a slightly smaller bank. If you're Protoss and miss 1 force field, you lose a game no matter how much better you played previous to it. | ||
rufflesQueso
100 Posts
On June 09 2012 06:42 GuitarBizarre wrote: You're edgy. And totally cool. No, really. Honestly, I think you are misunderstanding me. It was a joke, buddy. I fucking LOVE SC2. There was no need for you to be a passive-aggressive twat. | ||
m0ck
4194 Posts
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Talin
Montenegro10532 Posts
I mean WoL had its problems, but at least it was still Starcraft, and it kind of looked, played and felt like Starcraft. This, on the other hand... almost all of the new stuff is borderline lunatic. | ||
MetalPanda
Canada1152 Posts
On June 09 2012 07:25 An2quamaraN wrote: "Mothership vortex affects only ground units" ......seriously? You see it's being used to deal with brood lords not ground units... Anyways, hoping for ZvP metagames to change anyway. Those units are very interesting and what's more important, add sooooooo much more micro to the game. Can't wait. Exactly, they're removing the archon toilet, and replacing it with the vortex ability, which is : remove from battle a big chunk of your enemy's army and put them back X seconds later. It's just used to remove DPS or help getting a good position in a battle. | ||
MrMotionPicture
United States4327 Posts
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tendron
Jamaica21 Posts
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Iron_
United States389 Posts
The warhound is the best part of this thing. It totally changes TvT and TvP. TvT has many more options now, and TvP maybe we can stand up to the toss army, at least a little bit now. TvZ.... I am not sure what we can do here. T is already losing at an incredible rate to Z, and these units actually make that worse. Z is getting an air unit to basically nullify vikings, and the ultra is getting better. Maybe the spider mine will be so good that we win before 10 minutes everygame. | ||
terran0330
New Zealand106 Posts
On June 09 2012 07:27 firehand101 wrote: I think its being replaced by the warhound. And those widow mines...are they deployed from a unit or do the walk around on their own? Deployed on their own from the factory straight up, also helped out by reactors. 75/25 I think they said? Plus: I would think it would be really cool if Archon received some sort of buff :3 Not they I'm saying they are bad or anything, they are great units, but I feel like they have some creativity to the design! Like for example, if a High Temp and High Temp merge, what about an overcharge ability like Beta? Or High and Dark gives a passive chain lighting attack, and a Dark and Dark grants them cool down invincibility or blink or some kind. All these extra spells can be activated from one 200/200 upgrade from the Templar building or something, or maybe even two separate upgrades! So then really it gives you different tech paths etc. Okay I've said too much but come on :3 Archon can be played around with so awesomely. | ||
Kanuck
Canada50 Posts
22 range??? so now protoss can destroy bases from their base. It exaggerate, but just a bit. It will give protoss the ability to totally decide when and where a battle takes place. The idea of trying to balance this thing is absurd. Battle hellions.... retarded excuse for more transformers..... no players are complaining about the regular hellions ability to face down zealots. We want more micro, not less. Give the players what they really want: Firebats, both for nastalgia, and to act as a buffer for bio armies. The ultralisk burrow.... why? just why? Its a fine ability, but ridiculous to look at. Why not just give them a ram/charge? Its already been done in custom games (i.e. hero attack) and is far better aesthetically. Ram + Frenzy >>> burrow attack The warhound looks like its model was cleaned up a bit from the last look, but its still not pretty. but other then that my rage is over. Its sad that the only unit i really like out of this is the Viper. EDIT: also, for the love of all that is good, keep the carrier. It not being used means it needs a buff, not to be removed (see immortal) | ||
setzer
United States3284 Posts
On June 09 2012 07:31 Talin wrote: I... don't even know what to say. I mean WoL had its problems, but at least it was still Starcraft, and it kind of looked, played and felt like Starcraft. This, on the other hand... almost all of the new stuff is borderline lunatic. Hah reading some of these units and abilities I was thinking "finally a C&C game not published by EA!" | ||
whoopadeedoo
United States427 Posts
On June 09 2012 07:05 caradoc wrote: Range 22? Did I read that correctly? My new favourite base sniper. Completely safe from marines, recallable. Bonus vs. buildings. Hell, that's way out of building site range. Range 22 bonus vs. massive. Not worried about BLs. + Show Spoiler + no way this makes it into retail as is The effectiveness of vortex on BLs is that it takes out a big group of them at a time. If you're just chipping away the BL fleet one at a time, BLs are still going to be very devastating. But this all depends on the final stats on the Tempest. How low is its "low dps?" How fast does it move (can it kite corrupters)? How slow does it build (reactively building a fleet of tempest to deal with a fleet of BLs is a serious concern). etc. | ||
Linog[e]
59 Posts
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WArped
United Kingdom4845 Posts
On June 09 2012 07:21 phoenixfeather95 wrote: Haha yes, the tempest does sound to be a bit overkill. 22 is a lot, but it fires pretty slowly and has lost it's splash ability, can also be pulled by Vipers from a fair distance away into corrupters or super-fast hydras and they seem pretty weak to both those units. Who knows what can happen and how effective it is yet. What gets me is the mass recall and the auto-fire on the missiles for the Warhound, it just seems to reward bad play too much. Toss can get out-positioned horribly by a Zerg or Terran and they can just get out with EVERY unit instantly without taking losses, they should be punished for bad positioning or horrible force-fields etc. Auto-fire missiles? Mech play doesn't have too much micro compared to bio play, make Terran fire those missiles themselves, make them choose the targets, much like neuro-parasite for infestors. All the other stuff looks really good though, very impressed overall. | ||
Zhou
United States832 Posts
On June 09 2012 07:26 Bajsgrodan wrote: 22 range...Blizzard...seriously...comon...You can hit his natural from your own natural on small maps. How could that be a good mechanic? Since this isn't the 'end build' of SC2 HoTS, we can assume that there will be changes. But to defend the unit a little bit, it doesn't shoot super fast, and one of the problems blizzard wanted to solve was creating more variety past what Wings of Liberty had (bio all the time, never mech unless you are GoOdy.) This unit is also 300/300, and probably not a good idea to build in masses, since Protoss's core has always been gateway/warpgate units. In battles other than 1v1s, I imagine it might be a bit something else for blizzard to handle. Oracle, I am okay with. I didn't like at first, but it looks like a lot of it is micro in the background, as well as another orb support unit like the sentry. Mothership core, is 150 energy and I believe a 3 minute cooldown time on the recall, so its not THAT bad. The reason why Blizzard did this was because they wanted the Nexus to have another reason to spend energy, since Chronoboost slightly falls off late game. The goal with terran was to create a wider variety of builds outside of just building marines, marauders, medivacs, and siege tanks maybe the occasional other unit to do some harassing or defending the main army. If you guys look at all the units they have made for heart of the swarm, its clear that their goal was to create a bigger variety, and having less units become a part of the deathball that so many of us hate in SC2 in the first place. I really enjoy the work they've done so far, and hopefully they continue to make changes/balances and so on. Looking forward to seeing what the people who have had the chance to play it say. Wish I could be at Anaheim! Thanks a ton Liquid~ | ||
Banteng
United States147 Posts
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.Aar
Korea (South)2177 Posts
Spider mines as independent units, sick sick sick. Warhounds for breaking siege lines, sick sick sick. Mechanical transforming Firebats, sickkkkkkk. "Oh shit" button for Battlecruisers, sweeet. Reaper change is pretty damn cool too. Temporary aoe Optical Flare + Dark Swarm hybrid? Consume on buildings!? BURROW CHARGE? Offensive hydras.. Man. I swore to myself I'd ignore HotS as a gamer but now.. niceeeeeee. | ||
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