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On June 09 2012 18:18 Lukeeze[zR] wrote:Show nested quote +On June 09 2012 18:12 Yoshi Kirishima wrote:On June 09 2012 17:55 Fragile51 wrote:On June 09 2012 17:29 Snowbear wrote: What worries me about TvZ mech is anti-air. You will have to go thor heavy again...
The warhound really needs an air attack imo! Or you can just build vikings, you know..like mech terrans who need anti air should :p @Fragile What do you mean again? Thors are fine in TvZ. And why would you want to get warhounds in TvZ? They're supposed to be anti-mechanical units. Because there is no mech unit that can go toe-to-toe with the Ultralisk.
Ultras aren't immune to stun anymore, I heard. So the 250mm cannons will vapourise them if true.
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On June 09 2012 18:11 SolidMoose wrote:Show nested quote +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
2 minutes on preordain sounds like a really freaking long time. Also I'm surprised no ones mentioned the fact that the energy recharge makes templar broken. 8 templar can throw down initial storms, and then have up to another SIXTEEN. And if they get emp'd before an engagement, they can recharge after the EMPs are wasted.
Special Ability – Energize (25 Energy): At a range of ~8 the Mship Core recharges the energy of any unit/building at the rate of about 25 per second. If energy is spent during this recharge time the building/unit will still recharge to maximum energy (Basic Application: Mass Chronoboost).
It's still to early too say "X is broken". Are you at Anaheim? Have you tried it?
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On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D
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And indeed; mass chronoboost (if possible) seems a bit very, very powerful.
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On June 09 2012 18:34 AdrianHealey wrote: On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D
Except the moship can run out of energy.
^ and yes it can give energy to nexus.
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On the other hand, I see tons of potential for trolling in Bronze league with proxy Nexus+Mothership Core rushes :D
It's like a Protoss version of the Planetary Fortess rush :D
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On June 09 2012 18:35 ReketSomething wrote:Show nested quote +On June 09 2012 18:34 AdrianHealey wrote: On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D Except the moship can run out of energy. ^ and yes it can give energy to nexus.
Then you read it different than me. I read it as it says that: when you cast it, it will keep on loading the energy of a specific unit untill it reaches max energy. (So one time energy cost on mothership thingy. And it will keep loading energy untill max is satisfied.)
However; if the other unit uses energy during that period, it will keep on charging it up.
That would imply infinity chronoboost/storm, if well done. No?
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now we need TVP battle report!
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Is there any other battle report other then the ZvP one?
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On June 09 2012 18:38 AdrianHealey wrote:Show nested quote +On June 09 2012 18:35 ReketSomething wrote:On June 09 2012 18:34 AdrianHealey wrote: On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D Except the moship can run out of energy. ^ and yes it can give energy to nexus. Then you read it different than me. I read it as it says that: when you cast it, it will keep on loading the energy of a specific unit untill it reaches max energy. (So one time energy cost on mothership thingy. And it will keep loading energy untill max is satisfied.) However; if the other unit uses energy during that period, it will keep on charging it up. That would imply infinity chronoboost/storm, if well done. No? The main weakness of Storm is the cooldown, you can rarely cast 2 storms with a fully charged high templar. Either because the high templar dies to random shots, or because there are no more units to storm because they're all dead.
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LOL i just noticed, now that battle hellions have more HP, do damage in a cone not in a line, and do 10 instead of 8 damage vs non-light units, they will do even better vs stalkers. Of course, they won't be able to retreat/chase at will in battle mode, but in a straight up fight they will be even better I think. Maybe I'm wrong about the splash though. Of course the stalkers can just kite and run away, but battle hellions tanking/supporting siege tanks seems to be much much stronger now:D. They could also take down immortal shields faster.
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^ Won't happen. Battle hellions are no faster than immortals. Stalker 6 range will 1 shot every hellion.
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the cool thing about battle-hellion is that, they cost still the same
abduct is basically like Spawn Broodling that cost 75 energy with consume lol....overpowered
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On June 09 2012 18:49 DarKcS wrote: ^ Won't happen. Battle hellions are no faster than immortals. Stalker 6 range will 1 shot every hellion.
But tanks outrange the immortals/stalkers. So it's not like the immortals/stalkers can just kite all the hellions, and even so it would take forever to kill them all. And it would take forever for stalkers to kill hellions too. Sure they could engage and back off again, but ideally they don't want to have to do that because of the tanks.
On June 09 2012 18:57 Garmer wrote: the cool thing about battle-hellion is that, they cost still the same
abduct is basically like Spawn Broodling that cost 75 energy with consume lol....overpowered
Yea, 135 hp is a pretty good tank, especially since stalker/immortal don't do extra damage, and gives them some more lategame power instead of being the food-inefficient hellions they are now (in battles i mean, of course they're still useful for harassing and such).
75 energy only? o.o i feel like it should be like 100 or 125. And yeah I don't like consuming buildings too much, even if it makes your extractor/defense/hatch/tech easier to snipe/kill. I think it was more interesting consuming units like in BW.
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The tempest seems to be good if you have already won the game, and maybe against colossus where with +1 upgrade will 3-shot one.
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Oh god.. people aren't just gonna cannon me anymore, they're gonna Nexus rush me with this recharge and uber orbital gun thing.. I'm scurred.
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On June 09 2012 18:17 Bommes wrote: The Warhound is really boring from a design perspective. It also has misplaced visuals and looks more like something from a japanese cartoon and less like something what would be part of the Starcraft universe. Please replace it. I know you have worked a lot on this, but I think very few people like it.
I think this is one of the few points most people agree on. The Warhound looks more than ugly.
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So the new mines are supposed to be like spider mines, but one of them costs more than an entire vulture which came with 3 mines for free. Are people really going to make these?
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On June 09 2012 18:38 AdrianHealey wrote:Show nested quote +On June 09 2012 18:35 ReketSomething wrote:On June 09 2012 18:34 AdrianHealey wrote: On the other hand, that quote basically means that within 8 range, with very good micro, a high templar can do infinity storm. :D Except the moship can run out of energy. ^ and yes it can give energy to nexus. Then you read it different than me. I read it as it says that: when you cast it, it will keep on loading the energy of a specific unit untill it reaches max energy. (So one time energy cost on mothership thingy. And it will keep loading energy untill max is satisfied.) However; if the other unit uses energy during that period, it will keep on charging it up. That would imply infinity chronoboost/storm, if well done. No?
Interesting...what happens if you use a unit that can cast many many things at once.
I have a feeling that this wont work but if it does it will probably be patched anyways. (to give the units full mana amount only)
Will test
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Infinte forcefields + hallucination, if your micro is very good. :p
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