Tempest is also a terrible unit, it's literally just a massive long range unit that you A move, wtf?? Yea like protoss doesn't have enough mobile long range assault units already.
HotS MLG Info Updates - Page 70
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bubblegumbo
Taiwan1296 Posts
Tempest is also a terrible unit, it's literally just a massive long range unit that you A move, wtf?? Yea like protoss doesn't have enough mobile long range assault units already. | ||
Evangelist
1246 Posts
Maybe I'm just too shit at terran to really understand but the terran in the TvZ had awful engagements and dozens of times when he should have switches his "battle" hellions to normal hellion mode and ripped those hydras to pieces. Vipers are going to be a royal pain in the arse, though but at least they're big and obvious and a nice heavy target for Snipe. Plus, using Widow mines is going to be fun as hell. | ||
sleepingdog
Austria6145 Posts
On June 09 2012 17:27 rift wrote: Just saw the Battle Report... and Entomb has to be the least exciting form of harassment conceivable. Yeah, it seems like it's some sort of "guaranteed" yet very minor damage that might or might not add up later on. Still, without air-units it seems like there's no way to prevent your mineral-line from getting "entomb-ed" which I agree is not how things should work. The fun thing about drop-harass is that it can do extremely much damage or it can fail - makes things exciting. Entomb will apparently always do "some" damage but never very much. Yet, as a P-player, I'm grateful for every multi-task-unit they give us....I mean, we were harassing with the void-ray for Hood's sake. | ||
Jimmy Raynor
902 Posts
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MeLo
Australia192 Posts
I imagine Stargate openings will be standard, and if you can get an Oracle out when getting 4gated, you can use the cloaking field to repel all attacks. | ||
See.Blue
United States2673 Posts
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eviltomahawk
United States11133 Posts
The Blizzard engineers bragged about their new physics engine last Blizzcon and its support for ragdoll physics. It looks like these ragdoll physics have been implemented into HotS with Siege Tanks knocking Hydras into the air and Ultralisk charge knocking Marines and Stalkers into the air. It looks like Terran's Comsat Scan has a tweaked graphic, with a yellow dotted line representing the edge of the scan, as opposed to what we have right now in WoL where the scan radius is much bigger than the scan graphic. Hydras seem surprisingly resilient against Tanks, though it's probably more due to their increased mobility allowing them to pull out of Tank range quickly. Currently in WoL, Hydras have 80 health against the 35 damage from a sieged Tank, which means it takes 3 shots for Tanks to kill a Hydra right now. If Hydra speed was the only stat changed in that ZvT, then it really shows the importance of the speed upgrade. And speaking of Hydra speed, it looks like the theme of the two Battle Reports shown so far was that speed Hydras are awesome, even in a ZvT surprising enough. Not a single Roach or Infestor or Brood Lord was shown in any of the Battle Reports. Also, I kinda don't like the darkness of the new Creep color. Brownish units like Hydras and Ultralisks are discernible on this new Creep, but I think dark-colored units like the new Queens and Roaches will be harder to spot. Widow Mines cost the same as BW Hydralisks. Hmmm... Btw, does anyone know if they changed the cost for the Hyrdalisk in HotS? The music in the trailer is really good and epic, especially the Zerg part. I hope this means that the soundtrack got a very nice upgrade. Protoss music makes me sleep, and Zerg only has a couple of good tracks at most. | ||
Goliath0nline
Canada165 Posts
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nebffa
Australia776 Posts
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ZenithM
France15952 Posts
I don't feel that you should be able to modify someone else's positioning like that... I mean, we already have forcefields and fungal which limit movement, but not completely teleport your opponent's unit where you want. That seems kind of overdone. | ||
Snowbear
Korea (South)1925 Posts
On June 09 2012 17:33 bubblegumbo wrote: Terran is so fucked at this rate, the widow mine is just terrible, why the hell don't they just bring back the spidermine and its ability which is what they are trying so hard to imitate. Seriously stop being stubborn Blizzard. Widow mine is just a joke unless there is a massive battle going on where only the best players can split. Tempest is also a terrible unit, it's literally just a massive long range unit that you A move, wtf?? Yea like protoss doesn't have enough mobile long range assault units already. I am actually thinking that the widow mine is a good harass unit. Good luck defending a mech army pushing + 10 mines spreading to all your hatches, burrow, boem. | ||
sleepingdog
Austria6145 Posts
Or to put it another way: what's stopping zerg in HotS ZvPs to mass-roach all over again? It seems like most of the demonstrated zerg-units are funky but given that protoss doesn't really get a unit-combination that is supposed to counter this already prevalent style of hard macro and mass-roach: why should zerg care? Fast hydras look cool, but I can't think of why zerg should prefer them over the already fast roaches? And mass-tempest vs mass-roach is probably as useful as mass-carriers right now. | ||
Lukeeze[zR]
Switzerland6838 Posts
On June 09 2012 17:29 ZenithM wrote: Oh wow that's kinda good. They one shot swarm hosts later in the battle report. I'd say it's a good trade. Well, if they end up locked on a zergling, it won't be a good trade. Making mines cost efficient will be based on luck. I wonder if these temporary shits (infested terrans, broodlings and locusts) can activate them ? If so, it would be terrible. | ||
Garmer
1286 Posts
+ Show Spoiler + Zerg Swarm Host Costs: Minerals: 200 Vespene: 100 Supply: 3 Time: 40 Stats: Health: 120 Abilities: Spawn Locust Cooldown: 25 Spawns 2 Locusts. Locusts can attack ground and air with a short range, and have a 15-second timed life. Relevant Upgrades: Evolve Increased Locust Lifetime (Infestation Pit) Minerals: 200 Vespene: 200 Time: 120 Increases the lifetime of Locusts by 10 seconds. Viper Costs: Minerals: 100 Vespene: 200 Supply: 3 Time: 40 Stats: Health: ? Energy: ? Abilities: Consume Eat 200 health off an allied unit or building over ten seconds, turning it into 50 energy for the Viper. Abduct Energy: 75 Pulls in an enemy unit towards the Viper Blinding Cloud Energy: 75 A cloud that lasts for 10 seconds, it reduces the range of bio units in the cloud down to 1. Hydralisk Relevant Upgrades: Evolve Muscular Augments (Hydralisk Den) Minerals: 150 Vespene: 150 Time: 100 Hydralisks move 50% faster off creep Terran Reaper Relevant Upgrades: Research Combat Drugs (Barracks Tech Lab) Minerals: 50 Vespene: 50 Time: 80 Increases Reaper health regeneration out of battle. Changes: Lost D8 Charges Lost Nitro Pack upgrade Widow Mine Costs: Minerals: 75 Vespene: 25 Supply: 1 Time: 20 Stats: Health: 55 Damage: 200 Range: 5 Movement Speed: 2.81 Hellion Stats (Mech Form): Health: 135 Damage: 10, 14 vs. light Range: 2 Weapon Speed: 1.9 Movement Speed: 2.25 Warhound Costs: Minerals: 150 Vespene: 75 Supply: 2 Time: 45 Stats: Health: 220 Armor: 1 Damage: 23 Range: 7 Weapon Speed: 1.3 Movement Speed: 2.81 Abilities: Haywire Missile Cooldown: 6, autocast Blasts target ground mechanical unit, dealing 30 damage Battlecruiser Changes: New ability: Redline Reactor Energy: 100 Doubles movement speed and increases acceleration of the Battlecruiser for 6 seconds Protoss Mothership Core Costs: Minerals: 150 Vespene: 50 Time: 30 Stats: Health: 350 Shield: 350 Energy: 200 Abilities: Teleport Energy: 25 Teleports the Mothership Core to another Nexus (Mothership Cores cannot move off of a Nexus) Energize Energy: 25 Recharges target’s energy to maximum Purify Energy: 75 Cooldown: 20 The Mothership Core gains a powerful attack for 20 seconds Mass Recall Energy: 150 Recalls all units in target area back to the Mothership Core Relevant Upgrades: Upgrade to Mothership (Mothership Core) Minerals: 300 Vespene: 350 Supply: 8 Time: 100 Requires Fleet Beacon Upgrades Mothership Core to a Mothership Oracle Costs: Minerals: 150 Vespene: 200 Supply: 3 Time: 60 Stats: Health: 20 Shield: 80 Energy: ? Movement Speed: 3.75 Abilities: Preordain Energy: 75 Reveals the area around a target structure for 2 minutes Entomb Energy: 75 Raises forcefields on all minerals in a target area, rendering them ungatherable for 45 seconds (unless the forcefields are destroyed) Cloak Field Energy: 100 Cloaks all nearby units, excluding Oracles, for 60 seconds Relevant Upgrades: Research Bosonic Core (Cybernetics Core) Minerals: 150 Vespene: 150 Time: 90 The Oracle starts with 25 more energy Tempest Costs: Minerals: 300 Vespene: 300 Suppply: 6 Time: 75 Stats: Health: 300 Shield: 150 Armor: 2 Damage: 45, 60 vs. Massive Range: 10 Weapon Speed: 6 Movement Speed: 2.25 Relevant Upgrades: Gravity Sling (Fleet Beacon) Minerals: 150 Vespene: 150 Time: 100 Increases Tempests’ range by 12, to a total of 22 range | ||
acker
United States2958 Posts
On June 09 2012 17:39 Snowbear wrote: I am actually thinking that the widow mine is a good harass unit. Good luck defending a mech army pushing + 10 mines spreading to all your hatches, burrow, boem. Maybe if they took three seconds to detonate instead of ten. Dropping marines into their lines would, under almost all circumstances, do more for less resources. Actually, just make it take one second to detonate and make it defusable by attacking the unit it attaches to once. | ||
ZenithM
France15952 Posts
On June 09 2012 17:40 Lukeeze[zR] wrote: Well, if they end up locked on a zergling, it won't be a good trade. Making mines cost efficient will be based on luck. I wonder if these temporary shits (infested terrans, broodlings and locusts) can activate them ? If so, it would be terrible. Hmm, I assumed you could somewhat control the mines when they are out. Is it completely automatic? Terran mech in HotS would be the most A-movish shit if so :D | ||
sleepingdog
Austria6145 Posts
On June 09 2012 17:41 Garmer wrote: units stats: + Show Spoiler + Zerg Swarm Host Costs: Minerals: 200 Vespene: 100 Supply: 3 Time: 40 Stats: Health: 120 Abilities: Spawn Locust Cooldown: 25 Spawns 2 Locusts. Locusts can attack ground and air with a short range, and have a 15-second timed life. Relevant Upgrades: Evolve Increased Locust Lifetime (Infestation Pit) Minerals: 200 Vespene: 200 Time: 120 Increases the lifetime of Locusts by 10 seconds. Viper Costs: Minerals: 100 Vespene: 200 Supply: 3 Time: 40 Stats: Health: ? Energy: ? Abilities: Consume Eat 200 health off an allied unit or building over ten seconds, turning it into 50 energy for the Viper. Abduct Energy: 75 Pulls in an enemy unit towards the Viper Blinding Cloud Energy: 75 A cloud that lasts for 10 seconds, it reduces the range of bio units in the cloud down to 1. Hydralisk Relevant Upgrades: Evolve Muscular Augments (Hydralisk Den) Minerals: 150 Vespene: 150 Time: 100 Hydralisks move 50% faster off creep Terran Reaper Relevant Upgrades: Research Combat Drugs (Barracks Tech Lab) Minerals: 50 Vespene: 50 Time: 80 Increases Reaper health regeneration out of battle. Changes: Lost D8 Charges Lost Nitro Pack upgrade Widow Mine Costs: Minerals: 75 Vespene: 25 Supply: 1 Time: 20 Stats: Health: 55 Damage: 200 Range: 5 Movement Speed: 2.81 Hellion Stats (Mech Form): Health: 135 Damage: 10, 14 vs. light Range: 2 Weapon Speed: 1.9 Movement Speed: 2.25 Warhound Costs: Minerals: 150 Vespene: 75 Supply: 2 Time: 45 Stats: Health: 220 Armor: 1 Damage: 23 Range: 7 Weapon Speed: 1.3 Movement Speed: 2.81 Abilities: Haywire Missile Cooldown: 6, autocast Blasts target ground mechanical unit, dealing 30 damage Battlecruiser Changes: New ability: Redline Reactor Energy: 100 Doubles movement speed and increases acceleration of the Battlecruiser for 6 seconds Protoss Mothership Core Costs: Minerals: 150 Vespene: 50 Time: 30 Stats: Health: 350 Shield: 350 Energy: 200 Abilities: Teleport Energy: 25 Teleports the Mothership Core to another Nexus (Mothership Cores cannot move off of a Nexus) Energize Energy: 25 Recharges target’s energy to maximum Purify Energy: 75 Cooldown: 20 The Mothership Core gains a powerful attack for 20 seconds Mass Recall Energy: 150 Recalls all units in target area back to the Mothership Core Relevant Upgrades: Upgrade to Mothership (Mothership Core) Minerals: 300 Vespene: 350 Supply: 8 Time: 100 Requires Fleet Beacon Upgrades Mothership Core to a Mothership Oracle Costs: Minerals: 150 Vespene: 200 Supply: 3 Time: 60 Stats: Health: 20 Shield: 80 Energy: ? Movement Speed: 3.75 Abilities: Preordain Energy: 75 Reveals the area around a target structure for 2 minutes Entomb Energy: 75 Raises forcefields on all minerals in a target area, rendering them ungatherable for 45 seconds (unless the forcefields are destroyed) Cloak Field Energy: 100 Cloaks all nearby units, excluding Oracles, for 60 seconds Relevant Upgrades: Research Bosonic Core (Cybernetics Core) Minerals: 150 Vespene: 150 Time: 90 The Oracle starts with 25 more energy Tempest Costs: Minerals: 300 Vespene: 300 Suppply: 6 Time: 75 Stats: Health: 300 Shield: 150 Armor: 2 Damage: 45, 60 vs. Massive Range: 10 Weapon Speed: 6 Movement Speed: 2.25 Relevant Upgrades: Gravity Sling (Fleet Beacon) Minerals: 150 Vespene: 150 Time: 100 Increases Tempests’ range by 12, to a total of 22 range Wow that's cool - message the OP or a mod to have this added to the first post! | ||
HellionDrop
281 Posts
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TheBrow
Germany47 Posts
TvZ... casted by Day9 and Rob Simpson... | ||
See.Blue
United States2673 Posts
On June 09 2012 17:40 sleepingdog wrote: My biggest question after seeing the PvZ game right now would be: what of the new protoss-units is supposed to prevent endless swarms of roaches? Or to put it another way: what's stopping zerg in HotS ZvPs to mass-roach all over again? It seems like most of the demonstrated zerg-units are funky but given that protoss doesn't really get a unit-combination that is supposed to counter this already prevalent style of hard macro and mass-roach: why should zerg care? Fast hydras look cool, but I can't think of why zerg should prefer them over the already fast roaches? And mass-tempest vs mass-roach is probably as useful as mass-carriers right now. Mothership core can replenish sentry energy which ought to be a huge plus. Also oracle cloak is viable by then and mothership core teleport/recall/cannon should be useful for defending the 3rd. | ||
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