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On June 09 2012 14:16 TechNoTrance wrote: Looks amazing, but still kinda wish the new terran units were less a-movey. There really isn't anything interesting about the warhound if you ask me.
Warhound is purely a Mech-busting unit, which is incredibly sad to me since it was originally meant to replace the Thor, which is a good all-around unit overall, just too slow and expensive.
I really hope the Warhound missles are enabled to hit non-mechanical units. Otherwise it's just a really boring Marauder.
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On June 09 2012 14:18 s3rp wrote:Show nested quote +On June 09 2012 14:15 Solo Terran wrote:On June 09 2012 14:10 s3rp wrote:On June 09 2012 14:08 Solo Terran wrote: Overall the game looks amazing. The Viper abduct ability, Burrow Charge and Tempest range will all get nerfed probably even before beta, Blizzard said they design new units to be on the overpowered side and then nerf them. The Terran units are a little disappointing in comparison to zerg and protoss but with so much balance still needed I'm sure it will be fine. Just wish the warhound wasn't an a move unit and had an anti air attack.
Also not sure what I think about the recall ability, and the fact that reaper speed doesn't require factory/ it can heal itself. I guess 14 gas 14 pool against terran will be standard in HoTS to get early lings and speed to deal with reapers. I'm excited that at least Terran gets an exciting microable unit even if it's not technically new. Queens will still deal with Reapers with 6 range. Thats why they have regen. The point isn't to kill the zerg, Queens should deal with Reapers reasonably. With reapers you just want to sniper a few drones and get out before losing a reaper, not clear the whole mineral line. And with speed before factory and regen that will be very viable. But it won't force Pool first builds . There's no way to deal damage that big to make the Zerg reconsider hatching first. Neither of us know for sure, but gas and rax on 11 would make multiple reapers with speed available around the time the pool from a 15-15 hatch is just finishing up, probably before a queen could be built, which would be GG.
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Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP.
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On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP.
Sky Terran
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On June 09 2012 14:23 Solo Terran wrote:Show nested quote +On June 09 2012 14:18 s3rp wrote:On June 09 2012 14:15 Solo Terran wrote:On June 09 2012 14:10 s3rp wrote:On June 09 2012 14:08 Solo Terran wrote: Overall the game looks amazing. The Viper abduct ability, Burrow Charge and Tempest range will all get nerfed probably even before beta, Blizzard said they design new units to be on the overpowered side and then nerf them. The Terran units are a little disappointing in comparison to zerg and protoss but with so much balance still needed I'm sure it will be fine. Just wish the warhound wasn't an a move unit and had an anti air attack.
Also not sure what I think about the recall ability, and the fact that reaper speed doesn't require factory/ it can heal itself. I guess 14 gas 14 pool against terran will be standard in HoTS to get early lings and speed to deal with reapers. I'm excited that at least Terran gets an exciting microable unit even if it's not technically new. Queens will still deal with Reapers with 6 range. Thats why they have regen. The point isn't to kill the zerg, Queens should deal with Reapers reasonably. With reapers you just want to sniper a few drones and get out before losing a reaper, not clear the whole mineral line. And with speed before factory and regen that will be very viable. But it won't force Pool first builds . There's no way to deal damage that big to make the Zerg reconsider hatching first. Neither of us know for sure, but gas and rax on 11 would make multiple reapers with speed available around the time the pool from a 15-15 hatch is just finishing up, probably before a queen could be built, which would be GG.
Very Very Map dependent.
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On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP.
Battle Helions will do nothing to Marines because they're basically melee range and slow as fuck. You think anyone is going to let his stimmed Marines get even close to those clunky walkers ? Just Stim kite back and win.
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On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP.
Banshee and Viking.
To be honest though, I don't really see Warhound making it out to launch with this kind of ability it has.
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On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP. I'd say you're actually better off just using BFH against Marines due to stim, and we still don't know the numbers on Warhound yet to make it a definite answer vs Marine/Tank. Also, add Marauders into the mix and those Hellions don't look scary at all.
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honestly swarm hosts look so lame warhound model is pretty much bad as well
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On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP.
I don't really think Warhound can break siege line that easily. It's not like you can a move warhounds into huge siege line with other units protecting it.
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Even as a zerg player i have to say im happy baneling movement likely isnt going to make it in, the disaster potential for this race mechanic was far too high for my liking.
Few toughts i had watching the report plus day9/rob's game cast:
-It seems entomb also messes up worker ai, even if you have spines (or whatever) to kill the bubbles, your workers look like theyre going to require you to send them back to mining. This is going to be an absolute nightmare for the lower leagues but introduces an interesting macro mechanic for players to have to get used to (obviously wont be an issue for people that actual hit injects, but im talk.ing noobs here) -pre ordain giving you sight of the building and surroundings is a great spell, but i worry it being a 2 minute duration is way too much. Protoss already have observers, this spell makes scouting insanely easy and cheap (since youre going to be building them anyways). If it were 30 seconds i think it would be perfect, 2 minutes just seems overkill -adding in the new mothership mechanic is absolutely awesome, love basically everything about it. My only worry is im unclear aout the energy regen spell. When you highligt the spell it says it regens the energy of any targeted unit or building to max. I love the possibilities this gives for defending bases with templars and such, but does this mean you can charge a nexus back to full chrono? That seems like it can be absued like crazy for cheese...proxy gates are going to be a disaster if you can chrono both gates then recharge the nexus and chrono again. -terran pushes have been a nightmare to stop for many protoss players, only recently have things been figured out to a degree. With the new anti mechanical mech those stalkers and immortals/colossus are in for it. Perhaps this will entice players more down the templar tech, storm and use nexus to recharge temp back to full and storm again. Cloak spell is also going to be interesting for this. -new build, the stephano 11 minute hydra max -with the abduct and blinding cloud spells, how the hell are terrans going to stop zerg pushes exactly? Bunker and seige lines seem kinda pointless now
And most importantly:
-god damn was that show match day9 and rob casted ever entertaining! Cant wait for this expansion
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On June 09 2012 14:28 s3rp wrote:Show nested quote +On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP. Battle Helions will do nothing to Marines because they're basically melee range and slow as fuck. You think anyone is going to let his stimmed Marines get even close to those clunky walkers ? Just Stim kite back and win. I imagine most players will learn that having a 50/50 mix of hellions in battle mode/ regular mode will be ideal at almost all situations against Terran bio and Zerg.
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I must be the only person who likes the Warhound model since it looks so much like something out of MechWarrior, though I will agree that it looks way too much like an SCV with legs.
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On June 09 2012 14:32 NoobCrunch wrote: honestly swarm hosts look so lame warhound model is pretty much bad as well I can see the swarm host being pretty viable in some fights in TvZ, but I think it'll shine in PvZ.
Also, is its ability automatic or do you need press a hotkey to get those broodlings out?
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I wish they had just given the Lurker Siege Range, made it attack more slowly, and maybe increased the size of the attack. That would be a pretty cool unit that would fit the siege role. Or, better yet, just add the Lurker back in with the Swarm Host modified (more Locusts with higher health but lower damage). Burrow Zerg would be awesome.
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On June 09 2012 14:34 PhobosSC wrote: -new build, the stephano 11 minute hydra max
Bwhhahah. Even with speed, hydra won't survive against a single colossus. The speed upgrade is hive tech, and roaches usually begin production way before lair is done with these early3h builds. There is no way to max hydra @ 11m, and especially not with the future speed upgrade.
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fuuckkkk yeahhhhhhhh spider mines
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On June 09 2012 14:35 Solo Terran wrote:Show nested quote +On June 09 2012 14:28 s3rp wrote:On June 09 2012 14:26 Solo Terran wrote: Is anyone else worried about what Battle Hellions will do to TvT? Obviously battle hellions will rape marines and then warhounds rape tanks. So now instead of interesting positional marine tank battles it could devolve into retarded a move and see who has more shit like PvP. Battle Helions will do nothing to Marines because they're basically melee range and slow as fuck. You think anyone is going to let his stimmed Marines get even close to those clunky walkers ? Just Stim kite back and win. I imagine most players will learn that having a 50/50 mix of hellions in battle mode/ regular mode will be ideal at almost all situations against Terran bio and Zerg.
BF Helions are not as strong as people think though unless you clump up like crazy . A Bio army with Stim and Medivacs cleans house against anything not involving enough tanks. Hell if Reapers become viable Helions might suck even more.
Quick question is +45 HP the only thing Battle helions gain in walker form ? Because that wouldn't make them all that great.
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It looks awesome, great job casting Day.
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Battle hellion model looks great.
Warhound still looks stupid (but slightly slightly better). Seriously why does it look so bad? Blizz has so many artists, but it looks so bad? I saw some people linking some cool mech designs earlier. There's many kinds of mech designs they could use. Please improve it ;;
I really like that the thor is still in. No odin thingy, but whatever. The new warhound has its own niche and is different than thor. Seems like mech TvZ will be mostly the same then, with spider mines helping (mech isn't "standard" so it seems pros think marine/tank is better), while vipers blinding cloud only affects bio so it won't change too much there. I wonder then, will warhound be useless in TvZ? Meh. Well anyways, thors will still have their own niche away from warhounds in TvP. So yay!
As like others I'm still very worried about TvT. I hope it turns out well.
Also the spider mine is sorta like a HSM haha.
It's weird that you build the spider mines though... I would prefer it be built in some other way =/. Why not let hellions drop it or something? Though I'm sure they considered it so I will trust them on that. I guess it was a bit weird that vultures only had limited spider mines as well though, so maybe it won't be too bad. It will give more incentive to make reactors for mech and not just tech labs.
Tempest DPS seems pretty low, so that's awesome. Fires slower than a tank but seems to do roughly 50 damage. Like I said before seems sorta like a zoning unit actually, though it's so slow so idk if it'll actually be able to function like that. At least not like burrowing lurkers around. It will certainly help control space around the protoss deathball though.
I can't wait to try out the beta haha...
still sort of annoyed at swarm host art/design after seeing that thread about that "phobia" haha
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