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Nighthawk --> Raven Apparently there's been another name change and it's now called "Raven" *new Ability* Defensive Drone: With this drone you are able to intercept enemy projectiles, e.g. rockets of the terran missile turrets. Therefore this special weapon is especially well suited for attacks on bases. Against small bore (like the spines of the Hydralisk), however, it is powerless.
Brood Lord *new Model*
High Templar *new Ability* Plasma Surge: This ability is similar to the shield battery in sc1 as it allows the ht to recharge the damaged shields of all friendly protoss units in a selected area
source: http://www.gamestar.de/specials/spiele/1955954/starcraft_2_alle_einheiten.html
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At least it looks kinda cool. Though its as if they tried to one up the SC Guardian:
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On May 09 2009 07:19 Chuiu wrote:At least it looks kinda cool. Though its as if they tried to one up the SC Guardian:
I liked the old look, but the new one isn't bad. I guess time will tell all, whether it is good or bad, or a complete failure. I have faith in Blizzard that the latter won't happen.
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Flying moustache with mustard
Defensive drone sounds cool
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Defensive Drone sounds... imba? Stop static defenses and missile your peons into oblivion? Ok, too early to say.
High Templar ability is somewhat of a surprse - after all, it seems Protoss *are* getting a healing ability - but I think it will play well anyways. I like it.
I don't like the Brood Lord's new look. Looks too much like Guardians, I just hope it looks huge in-game. I always tought Zerg needed a big-ass flying unit to match Carriers and BC's for some reason.
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I like the defensive drone, it makes it harder to turtle.
SC2 is definitely going to be fast paced with all of the new mass-unit transport abilities, and some of the anti-camp measures like the defensive drones. Suh-weet.
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Sweden33719 Posts
I'm happy toss is getting back a shield recharge ability - but on the high templar? Not saying it's bad, it just seems like an odd chance - it's always struck me as a fragile, offensive spell caster I guess.
A shield battery would make more sense - in my mind - on the mothership or the Nullifier. Something more mechanical/supportive I guess.
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HT's might move faster now that Psi Storm has been toned down (so they can run with your army), making the shield battery support spell worthwhile, imo.
Edit: Hey, now we can close that gay thread about giving Protoss healing!
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I like the Raven's drone ability!
This will certainly reward a small amount of micro at least
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The old swarm guardian looked a lot better then the new guardian thing, old model was a huge behemoth like creature that looked menacing.
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I bet that unit would be really good at giving hugs.
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In a way i dont see how the defensive drone is better than disruption web wich also stops static defenses as well as units... not that it has to be better, its kinda cool i guess..
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if defensive drone doesn't stop units i think its a pretty good spell..turns the Raven into a viable Harass unit and not just support. Fly in with two, have one send out a drone and the other lauch seekers into the mineral line...and since the missles can apparently be avoided we should get some nice reaver-scarab-esque 'will it get many kills or not' moments'
should be exciting for the crowd.
I agree that the high temp really doesn't need the shield battery ability. Either bring back the building or put it on the mothership (with a buff of course) Imagine a mothership holding over a protoss army or base and giving their shields roach-level regeneration
as for the Brood-Lord...i sort of like the new look. The old Swarm-guardian was a bit to big and clunky looking, i like this smaller design. Zerg were never about big capital ships...They have the Ultralisk, they don't need another unit the size of building
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And i thought that Blizzard had made sc2 fail hard enough. Guess i was wrong.
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what does every fucking unit need a special ability in sc2? it's all worthless fluff.
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you do realize those 2 are their races main spellcasters right?
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On May 09 2009 09:34 lordmordor wrote: I agree that the high temp really doesn't need the shield battery ability. Either bring back the building or put it on the mothership (with a buff of course) Imagine a mothership holding over a protoss army or base and giving their shields roach-level regeneration
I agree that the High Templar was an interesting choice for this ability, I was kind of hoping the Templar would still be slow. And having a slow unit with a heal is just annoying, which is why I don't know if it fits the mothership either.
Perhaps it would be better on the Archon? They are flooded with excess power anyway, and are harder to mass (which would limit the heals use a little more, which personally I don't think is a bad thing considering that its got mobility at all... it was a little harder to use shield battery offensively).
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On May 09 2009 07:46 FrozenArbiter wrote: I'm happy toss is getting back a shield recharge ability - but on the high templar? Not saying it's bad, it just seems like an odd chance - it's always struck me as a fragile, offensive spell caster I guess.
A shield battery would make more sense - in my mind - on the mothership or the Nullifier. Something more mechanical/supportive I guess.
The HT never was a pure offensive spellcaster, he always had Hallucination - which no one bothered to use. Kinda also what happend with the Shield battery.
They are also are nice opposites of each other, where you use the charge is exactly where you DON´T want to use Lightning.
If it´s on the Mothership it´s basically the same as the shield battery expect worse since you only get one. If it´s on the Desruptor no one will use Hallucination... again.
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On May 09 2009 10:26 IdrA wrote: you do realize those 2 are their races main spellcasters right?
Logic has no place on the TL Starcraft 2 subforum sir.
Any change Blizzard makes to SC2 is automatically a bad thing that has ruined gaming for all eternity.
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Sounds like they want you to do less cannibalistic psi storm casting... so instead of killing your zealots just to kill the zerglings quicker, you now can consider choosing to heal "safely". I think they just made the High Temp easier to "calculate", which in a way I don't like... but then again I guess with weaker storm it makes sense. What I mean is now if army A has 2 templar, they have mana to do X amount of damage or Y amount of healing. You never get caught with your pants down, I suppose.
So the question is (haven't checked the link yet), does it cost the same amount of mana to heal 1 guy vs 20?
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