Welcome to Gaia! ::

Official Starcraft 2 Guild

Back to Guilds

An active guild for SC2 competitions, tournaments, debates and more! 

Tags: Starcraft, Gaming, Tournaments, Friends, EXPLOSIONS 

Reply Command Center: The Starcraft 2 Super Duper Friends Main Chat
HOTS New Unit and Changes Discussion Goto Page: 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

C4D
Captain

Newbie Noob

PostPosted: Fri Oct 21, 2011 5:57 pm


Reddit Link here provided by Realmcutter

Watch the trailer here!

What are your thoughts on the new units and some of the changes planned for the first expansion and the next instalment of Starcraft 2: Heart of the Swarm?
PostPosted: Fri Oct 21, 2011 7:17 pm


The tempest: This unit will ultimately shut down mutalisks entirely for protoss, and will hopefully spark a more dominant protoss in the air, I've always felt that protoss needs to take to the skies more often, and feel like this is a great addition to the protoss arsenal, though once they come out, I'll probably be bitching about how I can't make air units anymore. lol

The Oracle: Oooooh s**t.....The anti-macro unit is going to be devastating, I you thought force fields at your ramp were a pain, try having your tech buildings under phase shift, with a big push coming, good luck trying to make units to defend. Not to mention shutting down your resource gathering, almost instantly.

The preordian I don't think will be too commonly used especially in pro scene when if a pro see's a unit being made at all, or an upgrade being researched, they should already know what it is, simply based on game sense.

I can definitely see these Oracles becoming a huge problem, especially for zerg and in some PvP match ups, but not terribly effective in terran, aside from perhaps using the Entomb ability to waste Terran's CC energy after throwing down multiple mules.


The Replicants I don't expect to see very often in PvZ, and only once in a while for PvP, but I can definitely see them becoming a pivotal unit for PvT by transforming into tanks and perhaps some of the new terran units under certain circumstances. I'll be really excited to see what creative ideas people come up with for use of this unit.

The New Abilities For Protoss:

Arc Shield: Oh good, Protoss gets their own mini PF, it's a good thing mutalisks will become obsolete in PvZ anyways, because I'm pretty sure this ability would shut down a lot of mutalisk harass.

Mass Recall on the Nexus: So protoss will be able to push out with their large forces, and once the odds are no longer in their favour, they can just warp back without the need for a massive investment with the mothership? Or they will instantly be able to defend any one of their outlying bases that is getting attacked, allowing them to spread out their armies across the map more freely, without worrying about leaving their bases undefended? This sounds to me like THE biggest deal for protoss more than any unit or upgrade or ability, I think this new mass recall has the potential to completely change every protoss match up!

However with the mothership and carriers down, I'll be most disappointed to see the mass cloak leave, even though let's face it, we all knew the mothership was not long for this world. It was just such a useless LOL unit that served little to no real purpose. The carrier on the other hand I am really sad to see, I think it just needed some tweaks to find it's usefulness in the game rather than removed entirely, it's just too bad no one found a way to use it effectively.

-----


The Terran Shredder:Oh good, more splash damage for terran, sounds like they'll be able to not only shut down movement paths with this unit entirely, but it'll help them with turtleing, I think this item is a result of the change made to Thor in order to restrict the mutalisks from becoming too overwhelming. Although it sounds scary for a zerg player, I think this will be a really cool unit that has a lot of potential to change up the game the most out of all the new terran features.

Warhound: Never mind worrying about the loss of your Thors terran, looks like you get some faster ones instead, I actually think this is more balanced than the original thor, it will mean, zerg we'll actually be able to kill these warhounds with zerglings, rather than burning away infinite units trying to put down the mass repaired thors. Though I think it's usefullness in TvP will be mostly ineffective.

The Super Thor: Sounds like a LOL unit too me, but hopefully with the new battlecruiser upgrade someone will find a way to incorporate it, also with terran's ability to mass repair, we could be seeing a potential invincible thor rush in some match ups that which could be devastating for anyone.

Transformed Hellion, just as everyone predicted, do firebats really still have a roll in this game? I dunno, perhaps in some TvZ match ups, but I thought terran was already in good shape to deal with zerglings to begin with, so we'll have to see if people can find a way to use this unit effectively.

Also ghosts are pretty much on their way to becoming a hero unit with an upgrade to their cloak, now being able to regenerate energy while cloaked and being able to use them more effectively based upon specific timings, protoss you thought ghosts were hard to deal with before? They just got a whole lot more scary, I think zergs got a lot to worry about as well. Really expect to see ghosts become more utilized in all match ups, especially with the heavy mech focused additions to their arsenal, with the ghost mech play as strong as it is now, it's scary to think how much worse it's about to become.

Also battle cruiser got a speed upgrade....meh, gunna have to see how effective that speed upgrade really is before I have any kind of opinion on it.

And of course, my favourite part, all of my new zerg goodies, what we zergs have been waiting for, for so long!

The Viper: Or rather the flying defiler? Oh hell yes! With the addition of the swarm host, we'll once again be able to throw down the clouds and protect our units while they get into position to do the sick damages, also giving units like the infestor some cover to get into position for fungals, or for banelings to overrun siege tank lines. Also we have the abduct ability, so we can steal those collosus pulling them out from being protected by the protoss death ball and left vulnerable and easy to snipe. Also the ocular parasite, will make any unit of our choice able to detect? Brilliant, and whats more, it's rumoured to not be a spire unit, but rather made specifically from the lair. Ohohoho, I can hear the protoss and terrans shivering in fear already!

Swarm Host: It's essentially the love child of a lurker and a broodlord, what's not to love?!

The real tastiness though is in our new upgrades.

Baneling tunneling claws? I got three words for you: Mobile burrowed landmines. Ooooh yes, good luck ever moving a ground army without a detector against zerg now.

Hydralisk speed? Thank God! Finally zerg will be able to use those hydras more effectively, without needing to commit so much time and attention to creep spread, it's great to see an old BW upgrade coming back.

Ultralisk charge? Mmmm, I can see those marine balls melting before my eyes already, this is really going to help make the ultralisks less awkward and clumsy, and therefor way more effective at not only getting to the front of the army to soak up hits, but getting into the best possible positions to do exceptional splash damage hits.

And finally Siphon for the corruptors will give them a mid game use against terran while zerg waits for broodlords, but also make them a great unit in big air wars against protoss with an alternate use. I think this is the ability I am most excited to see in action.

C4D
Captain

Newbie Noob


Onos

PostPosted: Fri Oct 21, 2011 7:40 pm


Oh man. Just had a great game. Some awesome Terran tears in that fight. Had an obs just to the side of his army. Saw his entire army unsiege and I was waiting outside for him.... =)

Anyways, since I'm in a good mood for once after playing some SC2, I feel like writing my comments on the units.

Tempest - Honestly, this is what they needed. The only real things you can do vs mass muta is storm and hope he doesn't see (and aim just perfectly). Or spam Phoenix and micro to god with them. Otherwise, in a full frontal assault, toss just sucks in the air.

Oracle - It's like the arby from sc1, but changed a bit. Can freeze money. Mmmmm, can't wait to use it on a mass mule drop. The sight is kinda... eh. You can kinda already guess what is being made from buildings 99% of the time. And the last ability is pretty much the ice from the arby, pretty boss. (The vs zerg stuff would be massive. Blocking production of a unit)

Replicant - Could be massive. Could not. They are expensive, but idk how much that really is. I don't think I'll be making a lot of these unless I'm fighting Terran, so I can steal some medivacs for my gateway army =3

Nexus - Aw s**t. ******** awesome. +shields and armor, and adding a cannon attack vs light? Hell yeah! Screw hellion/rine drops. They also moved mass recall to the nexus. Pretty baller. Protoss are getting a Necron like feel. I'm not sure if it means the units are stunned before or after the recall.

The carrier could have been fixed. I think they should give it a normal attack, and have the interceptors be an ability that lasts for a while (costs mana). But I guess Blizz just gave up on it.

-------------

Shredder - makes me hate Terran more. I'm in position? LOL ******** YOU. I'm out of position? BM. <_<

Warhound - Uh.... Kinda confused. They like took the Thor missiles and put it on it. Vs mechanical. I don't remember if stalkers are just armored or also mechanical. I'm either meh, or ******** you terran.

Thor - Lolololol. Sounds like a mothership but good. At least they gave up the anti air for it.

Hellion transform = firebat. Eh.
Lololol vroom vroom battlecruisers. It's stupid that it doesn't require mana.

Reaper. Meh. People didn't use them that much anyways. I feel Desert Strike will change though. They were pretty homo to mass early on.

---------------------

Viper - Flying Defiler. Blinding cloud is a nerfed version of Dark Swarm. Ocular Parasite sounds... iffy. It sounds good, but also bad for the zerg. The pull is lulsy. Pull dem tanks n s**t.

Swarm Host - Lurker. No, not swarm host, lurker. Why the ******** did they never put the lurker in? Is it just because of this s**t? I'm glad they're finally putting it in... But they already had the lurker model ready any everything...

Corruptor - Siphon...... Uh... mmmm. I think I saw that in the very very very early stages of sc2. It worked differently though. If it gives them a lot of money, imma be pissed.

Ultra burrow charge... Hmmm. If it isn't able to be auto-cast, then it's giving us more micro, and less to Terran.

Baneling - WHAT THE FLYING ********? So you want me to place a damn cannons and a mini army at every mining base I have? ******** that s**t. I'm pissed at that unless they are slow as hell. Bunch of s**t. I understand vs armies, but that seems waaay op vs mining bases.

Hydra - Everyone has been complaining since beta about it. Took them ******** long enough. Jesus. I mean honestly, hydras in sc1 could get the upgrade. What happened? De-evolve?

lol overseer.

Again... ******** GHOSTS
PostPosted: Fri Oct 21, 2011 7:49 pm


I figured I'd post another post to add some stuff to your post instead of adding to my wall of text.

I can only imagine mass recall and the defense buff will cost energy, and we might not be able to use certain ones till we have tech buildings. So, it's not as bad as a PF, but will help with normal cannons a lot, since it's difficult to place cannons behind mineral lines and in front without many pylons.

I feel the Protoss only really got stuff to help vs zerg, and nothing vs terran. But Terran just got a global buff that made PvT even more in favor of Terran than it already is. I. Really. Hate. Ghosts. ********. Ghosts. ********. Ghosts. ********. Ghosts.

I'm guessing we're going to have to wait until the third expo for toss to be balanced vs terran. Sigh.

Onos


realmcutter

8,125 Points
  • Sausage Fest 200
  • Member 100
  • Dressed Up 200
PostPosted: Fri Oct 21, 2011 9:46 pm


im gonna miss carriers though, no one ever expects them, or just carefully sneaking a mothership behind someone's base and warpin in my army. though the new protoss units will have their use, if you can tech up to them in time that is.
PostPosted: Sun Oct 23, 2011 8:58 pm


Tempest - really cool unit, I bet it'll be a lot better than the carrier.

Oracle - I'm going to hate this thing so, so much. gonk

Replicant - ehh...they seem to cost more than they're worth. I could only see them being cost-effective if they were made into spellcasting units like the ghost or the infestor. Imagine PvP with one side able to cast fungal growth and the other EMP; that'd be pretty cool. cool

I don't like the nexus upgrades. Makes muta harass harder, especially with tempests floating around.

Shredder - How much more static defense does terran need?? I'm going to hate these things too.

Warhound - being a zerg player, I don't think I'll have much trouble dealing with this unit, lol.

New thor - dunno how I feel about this one. I'm glad it doesn't have anti-air though.

I like the new hellion transformation, it'll make them more useful. I just hope they compensate by making the hellion more expensive or making the transformation an upgrade. I don't wanna be dealing with super firebats 7 minutes into the game. gonk
Dunno why they even bothered messing with the reaper. Nobody ever uses them.
I'm kind of jealous that terran's getting all of this new, op s**t. Zerg's only got 2 new units and 4 upgrades to existing ones. Woohoo.

Viper - pretty much zerg's answer to giant death-balls. Blind everything with Blinding Cloud while picking off important units like colossi, medivacs, and spellcasters with Abduct. Ocular Parasite is just like the BW Queen's Parasite ability, except with limitations. Kind of hope infected units aren't completely obvious.

Swarm Host - the stuff on this thing's back really grosses me out. Reminds me of all the disturbing photos that the LD got spammed with that one time. Otherwise, I really like this unit. I hope he's tier 2.

Glad they finally made corruptors useful. Wonder how much money can be made off of this new ability. 1/1 for every point of damage would be nice. =D

Banelings can now move underground??? ******** YES!! So many new opportunities and strategies have been provided with just one upgrade. whee

<3 for Hydra speed upgrade.

The Viper is 100x better than the overseer so I don't really care that it's being cut.

I'm glad that the burrow upgrade is a little more important now. Maybe even mandatory if Swarm Hosts need it to burrow.

Evataph


Onos

PostPosted: Mon Oct 24, 2011 5:53 am


Evataph
I'm glad that the burrow upgrade is a little more important now. Maybe even mandatory if Swarm Hosts need it to burrow.
Lurkers could burrow if you didn't have it researched in brood war. They came with their own burrow I guess.
PostPosted: Mon Oct 24, 2011 2:59 pm


Onos
Evataph
I'm glad that the burrow upgrade is a little more important now. Maybe even mandatory if Swarm Hosts need it to burrow.
Lurkers could burrow if you didn't have it researched in brood war. They came with their own burrow I guess.


Yeah, it'd be a pain in the a** to have to research burrow before being able to use them. But still, mobile burrowed banelings and ultralisk charge are huge incentives for the upgrade.

Evataph


Onos

PostPosted: Mon Oct 24, 2011 6:09 pm


Evataph
Onos
Evataph
I'm glad that the burrow upgrade is a little more important now. Maybe even mandatory if Swarm Hosts need it to burrow.
Lurkers could burrow if you didn't have it researched in brood war. They came with their own burrow I guess.


Yeah, it'd be a pain in the a** to have to research burrow before being able to use them. But still, mobile burrowed banelings and ultralisk charge are huge incentives for the upgrade.
I can only imagine the upgrade for banelings will be t2, just like tunneling for roaches. I'm not sure if they would have the ultralisk have it to start, or have to be researched at well. I'm not sure since ultras are pretty high up there in the tech.
PostPosted: Wed Oct 26, 2011 10:50 pm


"Swarm Host - the stuff on this thing's back really grosses me out. Reminds me of all the disturbing photos that the LD got spammed with that one time. Otherwise, I really like this unit. I hope he's tier 2. "

There was a thread on TL about this, apparently some people (25% in the poll) get REALLY disgusted from that and might have typtophobia or something. I know what images you're talking about and that s**t is sooo gross, but Swarm Hosts I don't find as bad.

ecstasy frost
Crew

Victory


TheElvanGod

PostPosted: Thu Oct 27, 2011 7:18 pm


For the most part i am happy with the changes! The replicant however costs too much imo. for 200 minerals and 200 gas, theres not much you can copy that will be cost effective. Maybe if they lowered it to 100/200, then it wouldn't be so bad. I'm also sad that i can no longer do my mothership trolling (I play toss) But that new ability where you can put a cannon on any building, i see where their going at, but think about it, go to your enemy's base, build an assimilator, and put a cannon on it. That could potentially be gg (since it does 20 damage to light)

The only unit I'm not a fan of is the Viper. Pulling units massive units down? No thank you. Also the new baneling moving mines, again, no thank you. Thank plus the new spell that the Viper has, making your attack range melee, It all seems a bit too OP.

Terran units seem Ok. The warhound seems more of a TvT unit. The only unit i think is worthless is the battle helion. The health stays teh same, just the attack and armor getting buffed. however, in HD's video, it showed him starting out with 7 helions, and he fleed to siege tank support. It almost completely died to 10 zealots and 2 archons. I don't see that unit being used very much
PostPosted: Thu Oct 27, 2011 7:50 pm


TheElvanGod
For the most part i am happy with the changes! The replicant however costs too much imo. for 200 minerals and 200 gas, theres not much you can copy that will be cost effective. Maybe if they lowered it to 100/200, then it wouldn't be so bad. I'm also sad that i can no longer do my mothership trolling (I play toss) But that new ability where you can put a cannon on any building, i see where their going at, but think about it, go to your enemy's base, build an assimilator, and put a cannon on it. That could potentially be gg (since it does 20 damage to light)

The only unit I'm not a fan of is the Viper. Pulling units massive units down? No thank you. Also the new baneling moving mines, again, no thank you. Thank plus the new spell that the Viper has, making your attack range melee, It all seems a bit too OP.

Terran units seem Ok. The warhound seems more of a TvT unit. The only unit i think is worthless is the battle helion. The health stays teh same, just the attack and armor getting buffed. however, in HD's video, it showed him starting out with 7 helions, and he fleed to siege tank support. It almost completely died to 10 zealots and 2 archons. I don't see that unit being used very much
The replicant feels like a joke to toss. They couldn't think of something, so they just gave us something to copy something else. The unit itself, seems very game changing, but I wanted another protoss unit to help counter things. Not a unit that copies terran/zerg units to counter.

The cannons, iirc, is only on your nexus. As in, you activate it on your nexus, and it works from there. Not place on building any building and activate it since they said it gives the nexus extra shield and armor. If it works how you are saying so, I can only imagine it requires a tech structure to work, not just out of the box start the game and you can use it.

Viper is Defiler+, swarm host is lurker+. Zerg lost overseer, but got two new units (overseer isn't exactly an icon for the zerg anyways). Terran had a redone thor, buffs to units, and two new units.

Toss loses TWO units (one of which is a icon for toss. The carrier), replaced with one that will be used probably just as much as the mothership/carrier (tempest), oracle seems like harassment light, but I can see it's uses if it is tweaked a bit and balanced correctly. Replicant is a lame idea, and would much rather have a true protoss unit. Not a protoss unit that turns into something else.

The spell the viper has will probably need to be balanced, but the reducing range to melee doesn't seem op. That ability was in brood war with the defiler. The no casting seems a bit much though.

Last I heard, baneling tunneling claws is hive tech. I have little complaints now.

No comment on battle hellion yet, other than don't roast all me zealots.

Onos


TheElvanGod

PostPosted: Thu Oct 27, 2011 8:20 pm


Onos
TheElvanGod
For the most part i am happy with the changes! The replicant however costs too much imo. for 200 minerals and 200 gas, theres not much you can copy that will be cost effective. Maybe if they lowered it to 100/200, then it wouldn't be so bad. I'm also sad that i can no longer do my mothership trolling (I play toss) But that new ability where you can put a cannon on any building, i see where their going at, but think about it, go to your enemy's base, build an assimilator, and put a cannon on it. That could potentially be gg (since it does 20 damage to light)

The only unit I'm not a fan of is the Viper. Pulling units massive units down? No thank you. Also the new baneling moving mines, again, no thank you. Thank plus the new spell that the Viper has, making your attack range melee, It all seems a bit too OP.

Terran units seem Ok. The warhound seems more of a TvT unit. The only unit i think is worthless is the battle helion. The health stays teh same, just the attack and armor getting buffed. however, in HD's video, it showed him starting out with 7 helions, and he fleed to siege tank support. It almost completely died to 10 zealots and 2 archons. I don't see that unit being used very much
The replicant feels like a joke to toss. They couldn't think of something, so they just gave us something to copy something else. The unit itself, seems very game changing, but I wanted another protoss unit to help counter things. Not a unit that copies terran/zerg units to counter.

The cannons, iirc, is only on your nexus. As in, you activate it on your nexus, and it works from there. Not place on building any building and activate it since they said it gives the nexus extra shield and armor. If it works how you are saying so, I can only imagine it requires a tech structure to work, not just out of the box start the game and you can use it.

Viper is Defiler+, swarm host is lurker+. Zerg lost overseer, but got two new units (overseer isn't exactly an icon for the zerg anyways). Terran had a redone thor, buffs to units, and two new units.

Toss loses TWO units (one of which is a icon for toss. The carrier), replaced with one that will be used probably just as much as the mothership/carrier (tempest), oracle seems like harassment light, but I can see it's uses if it is tweaked a bit and balanced correctly. Replicant is a lame idea, and would much rather have a true protoss unit. Not a protoss unit that turns into something else.

The spell the viper has will probably need to be balanced, but the reducing range to melee doesn't seem op. That ability was in brood war with the defiler. The no casting seems a bit much though.

Last I heard, baneling tunneling claws is hive tech. I have little complaints now.

No comment on battle hellion yet, other than don't roast all me zealots.


for the most part i agree.... kinda.....

I was just expecting a new gateway unit or something
PostPosted: Thu Oct 27, 2011 8:42 pm


TheElvanGod
Onos
TheElvanGod
For the most part i am happy with the changes! The replicant however costs too much imo. for 200 minerals and 200 gas, theres not much you can copy that will be cost effective. Maybe if they lowered it to 100/200, then it wouldn't be so bad. I'm also sad that i can no longer do my mothership trolling (I play toss) But that new ability where you can put a cannon on any building, i see where their going at, but think about it, go to your enemy's base, build an assimilator, and put a cannon on it. That could potentially be gg (since it does 20 damage to light)

The only unit I'm not a fan of is the Viper. Pulling units massive units down? No thank you. Also the new baneling moving mines, again, no thank you. Thank plus the new spell that the Viper has, making your attack range melee, It all seems a bit too OP.

Terran units seem Ok. The warhound seems more of a TvT unit. The only unit i think is worthless is the battle helion. The health stays teh same, just the attack and armor getting buffed. however, in HD's video, it showed him starting out with 7 helions, and he fleed to siege tank support. It almost completely died to 10 zealots and 2 archons. I don't see that unit being used very much
The replicant feels like a joke to toss. They couldn't think of something, so they just gave us something to copy something else. The unit itself, seems very game changing, but I wanted another protoss unit to help counter things. Not a unit that copies terran/zerg units to counter.

The cannons, iirc, is only on your nexus. As in, you activate it on your nexus, and it works from there. Not place on building any building and activate it since they said it gives the nexus extra shield and armor. If it works how you are saying so, I can only imagine it requires a tech structure to work, not just out of the box start the game and you can use it.

Viper is Defiler+, swarm host is lurker+. Zerg lost overseer, but got two new units (overseer isn't exactly an icon for the zerg anyways). Terran had a redone thor, buffs to units, and two new units.

Toss loses TWO units (one of which is a icon for toss. The carrier), replaced with one that will be used probably just as much as the mothership/carrier (tempest), oracle seems like harassment light, but I can see it's uses if it is tweaked a bit and balanced correctly. Replicant is a lame idea, and would much rather have a true protoss unit. Not a protoss unit that turns into something else.

The spell the viper has will probably need to be balanced, but the reducing range to melee doesn't seem op. That ability was in brood war with the defiler. The no casting seems a bit much though.

Last I heard, baneling tunneling claws is hive tech. I have little complaints now.

No comment on battle hellion yet, other than don't roast all me zealots.


for the most part i agree.... kinda.....

I was just expecting a new gateway unit or something
Yeah. But if so, it would make the gateway make the majority of our units. Air needs to be explored and balanced I agree, but it just feels like we're back at phase one with the tempest. It's going to be just like the carrier. I honestly don't know why they didn't even try to balance the carrier.

Onos


C4D
Captain

Newbie Noob

PostPosted: Thu Oct 27, 2011 8:51 pm


The insta-cannon ability for the nexus as it sits right now, does affect any target building of yours, and will HAVE to get a nerf.

As it stands right now, protoss can go into their opponents base, drop an assimilator at 6 on their opponent's gas and instantly win which is not how blizzard wants the ability to be used, they want it to be a defensive ability to help toss deal with harassment.

I would guess they will likely make it require a forge first, and then have it only targetable to buildings other than cannons, pylons and assimilators.
Reply
Command Center: The Starcraft 2 Super Duper Friends Main Chat

Goto Page: 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum