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MaroonApple

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PostPosted: Tue Jan 24, 2012 1:57 pm


This is just a thread to express opinions, rants, and maybe theorycrafting about what is to come/new styles to emerge with HOTS or just in the near future.
Have fun and be nice mrgreen
PostPosted: Tue Jan 24, 2012 8:16 pm


I'm excited for HotS, but developing new strategies and adapting to them is going to be a pain in the a**.

Evataph


MaroonApple

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PostPosted: Tue Jan 24, 2012 8:29 pm


Evataph
I'm excited for HotS, but developing new strategies and adapting to them is going to be a pain in the a**.

yeah agreed. I'm probably just gunna wait to see what the pros are coming up with then try that stuff out. I'm not nearly skilled enough to figure out builds on my own. >.<
PostPosted: Mon Jan 30, 2012 5:14 pm


i am extremely excited for all the new gameplay smile

e- like sooo excited. swarm hosts look fuuuuuuun

ecstasy frost
Crew

Victory


Onos

PostPosted: Wed Feb 01, 2012 1:03 am


I've posted and explained my views on HotS on many forums, and to many people.

If you really want my entire rant on it, I'll find it and copy paste, or hell I might just re-type it all if you really want.

But tl;dr of my views, protoss feels like their being given the short end of the stick in this expansion, and a good majority of toss players (myself included) do not want the replicant.
PostPosted: Wed Feb 01, 2012 8:10 pm


I cannot wait for my tempest! I hate mass muta, especially on hills maps like Arid or Shakuras, where blink just isn't enough. It will certainly strengthen 3 gate starport in pvz.

But i do have some rants, like the new gimmick units for toss, The Replicant? really? it cost 200/200 to build, so swapping it with something is not cost effective at all. The oracle? yeah, it could be annoying to stop mining, but i mean, i'd rather kill the workers.

The viper is just ridiculous. It can pull any unit towards it? really? Even massive units? BS. The swarm host is bearable. The locus do have a lot of HP though, which I think is gonna be patched.

I don;t see the shedder being used much. maybe in TvZ to stop run bys, but besides that is has no real use. Battle Hellions is interesting, and Warhouds is the obvious replacement to Thors, weaker, but more cost effective imo.

TheElvanGod


Immortal Nobody
Crew

PostPosted: Wed Feb 01, 2012 8:48 pm


I don't think it's BS at all. Take the Colossus. The heat gets on and all it has to do is walk backwards since it has no allied unit collision, or up a cliff depending on the terrain. Boom, it's instantly safe from enemy fire and, with its insanely long range, can still participate in the fight. You wanna say our counter to that is Corrupters? Fine. But that means we have to fly them over your Stalker ball or any other AA that may be around (depends on the situation, could be cannons or Storm, etc.). Most of them are toast before they even get the Colossus into their pitiful range, and even if not they still have to weather that AA fire while they focus it down. Corrupters are a good answer to Colossus but you almost have to sacrifice them to get a kill and they aren't cheap. With the Viper's pull that gives us another answer to deal with them and will hopefully make the Protoss think twice before suiciding/a-moving their deathball into the Zerg's army. It could also be argued that Zerg need this ability since most of our army is melee range or very short range and a lot of our units die before they do any damage.

As for the Swarm Host, I hope it doesn't get patched. Yeah, the things it spits out have really high HP. But think about it. It can only attack while burrowed. From what we know, it can't move while burrowed. It can't attack air (that we know of). The things it spits out are pretty slow moving. What kind of message would it send if they nerfed the HP down that enough Siege Tank fire (or anything really) could completely nullify the Swarm Host's attack? It's one thing for you to be able to kill off Zerglings/Banelings before they can reach their target. They're cheap. I imagine the Swarm Host will be a bit pricey and at least tier 2.5. Imagine if an opposing player could make it so your Siege Tanks never hit their targets. You'd be pretty pissed. And that's an instant-fire unit (meaning there's no projectile). It's even more frustrating when you actually have ammo and they're not even reaching their targets. Nerfing the HP in any meaningful way would make it so a few hundred minerals worth of Marines could kill them before they did damage, rendering the Swarm Host completely useless. And you forget, the Swarm Host is categorized as a siege unit, meaning it needs to be on par with at least the Siege Tank. It needs to do terrible terrible damage and if enough fire could nullify its ability to do that without ever firing on the unit itself then something is seriously wrong.
PostPosted: Thu Feb 02, 2012 1:43 pm


Immortal Nobody
I don't think it's BS at all. Take the Colossus. The heat gets on and all it has to do is walk backwards since it has no allied unit collision, or up a cliff depending on the terrain. Boom, it's instantly safe from enemy fire and, with its insanely long range, can still participate in the fight. You wanna say our counter to that is Corrupters? Fine. But that means we have to fly them over your Stalker ball or any other AA that may be around (depends on the situation, could be cannons or Storm, etc.). Most of them are toast before they even get the Colossus into their pitiful range, and even if not they still have to weather that AA fire while they focus it down. Corrupters are a good answer to Colossus but you almost have to sacrifice them to get a kill and they aren't cheap. With the Viper's pull that gives us another answer to deal with them and will hopefully make the Protoss think twice before suiciding/a-moving their deathball into the Zerg's army. It could also be argued that Zerg need this ability since most of our army is melee range or very short range and a lot of our units die before they do any damage.
My personal main beef with it, is how easy it would be to just kill off protoss with it. It's a hard thing to balance. The colossus isn't cheap either, and in the early mid game where you only have one or two, that can be gg right there as protoss units are expensive and important.

The main reason why I feel like toss is getting shafted is because the other two races seem to be getting things to help them counter toss easier and better, while toss is just getting gimmicky units and things we don't want.

Sure tempest will be good... if he ever runs his muta ball into it. It will just be an expensive cannon for you to place at your nexus to prevent harassment, but that's kind of a waste, since it's a huge tech investment, and you guarantee absolutely zero damage. Where if they went blink stalker, into temlpar, they know they can use archons well, or storm.

Replicant, nobody wants. There. It's a stupid idea, and it's either stupid underpowered, or stupid overpowered. That and the idea is stupid. No real toss actually wants it.

Oracle is... ok. But it need to be reworked. It's not terrible like the replicant, and toss really needs a good fast moving harassment type unit. Sure, phoniex, but that's a large investment to maybe do damage, and then they are kinda useless outside of it.

On the shredder... Shredder drops in mineral lines, yo. What probes? They all died.

Onos


Evataph

PostPosted: Thu Feb 02, 2012 2:34 pm


TheElvanGod
I don't see the shredder being used much. maybe in TvZ to stop run bys, but besides that is has no real use.

Really? I think they'd be pretty effective vs. muta/ling/bling. Shredders would melt speedlings and banelings like butter, and terran could use them to block off choke points and corner lings. And like Onos said, sneaking shredders into mineral lines would annihilate workers.
But yeah, I don't really see them being effective vs. the other races, since all of their units are ranged (except for zealot, dark templar...and I think archon.)
PostPosted: Thu Feb 02, 2012 2:39 pm


archons have 3 range, and thats basically what i said, to stop run bys from lings, but besides that their dead weights

TheElvanGod


ecstasy frost
Crew

Victory

PostPosted: Thu Feb 02, 2012 4:20 pm


TheElvanGod
archons have 3 range, and thats basically what i said, to stop run bys from lings, but besides that their dead weights

they have a range of 4 and are extremely effective once you get to them.. they're just not easy to get to if you have poor macro/scouting.
PostPosted: Thu Feb 02, 2012 4:48 pm


Evataph
TheElvanGod
I don't see the shredder being used much. maybe in TvZ to stop run bys, but besides that is has no real use.

Really? I think they'd be pretty effective vs. muta/ling/bling. Shredders would melt speedlings and banelings like butter, and terran could use them to block off choke points and corner lings. And like Onos said, sneaking shredders into mineral lines would annihilate workers.
But yeah, I don't really see them being effective vs. the other races, since all of their units are ranged (except for zealot, dark templar...and I think archon.)
Yeah, that's all Terran needs. Another way to counter Zerg. :/<********, they only use three units! If you want to add to their arsenal and make them use it then the Marine needs to be reworked. This is not me saying it's OP, just that it is too good and there's little reason to build any other army units.

Immortal Nobody
Crew


Evataph

PostPosted: Thu Feb 02, 2012 5:20 pm


Immortal Nobody
Evataph
TheElvanGod
I don't see the shredder being used much. maybe in TvZ to stop run bys, but besides that is has no real use.

Really? I think they'd be pretty effective vs. muta/ling/bling. Shredders would melt speedlings and banelings like butter, and terran could use them to block off choke points and corner lings. And like Onos said, sneaking shredders into mineral lines would annihilate workers.
But yeah, I don't really see them being effective vs. the other races, since all of their units are ranged (except for zealot, dark templar...and I think archon.)
Yeah, that's all Terran needs. Another way to counter Zerg. :/<********, they only use three units! If you want to add to their arsenal and make them use it then the Marine needs to be reworked. This is not me saying it's OP, just that it is too good and there's little reason to build any other army units.

Maybe mobile baneling mines will change that and force them to get ravens (or spam turrets around the perimeter of their expos).
PostPosted: Thu Feb 02, 2012 7:14 pm


Evataph
Immortal Nobody
Evataph
TheElvanGod
I don't see the shredder being used much. maybe in TvZ to stop run bys, but besides that is has no real use.

Really? I think they'd be pretty effective vs. muta/ling/bling. Shredders would melt speedlings and banelings like butter, and terran could use them to block off choke points and corner lings. And like Onos said, sneaking shredders into mineral lines would annihilate workers.
But yeah, I don't really see them being effective vs. the other races, since all of their units are ranged (except for zealot, dark templar...and I think archon.)
Yeah, that's all Terran needs. Another way to counter Zerg. :/<********, they only use three units! If you want to add to their arsenal and make them use it then the Marine needs to be reworked. This is not me saying it's OP, just that it is too good and there's little reason to build any other army units.

Maybe mobile baneling mines will change that and force them to get ravens (or spam turrets around the perimeter of their expos).
Hopefully. But the Marine still needs to be reworked. Right now Terran is designed around it, that's why not many go mech (unless it's cheese). It is indispensable well into the late-game and this cripples the rest of their units, offering no incentive to use them. I have seen games where the Terran builds nothing but Marines and still manages to drag it out for 30 to 40 minutes. It's disgusting.
Oh, and don't forget, burrowed Baneling movement is a Hive upgrade.

Immortal Nobody
Crew


Onos

PostPosted: Fri Feb 03, 2012 12:48 pm


Immortal Nobody
Evataph
Immortal Nobody
Evataph
TheElvanGod
I don't see the shredder being used much. maybe in TvZ to stop run bys, but besides that is has no real use.

Really? I think they'd be pretty effective vs. muta/ling/bling. Shredders would melt speedlings and banelings like butter, and terran could use them to block off choke points and corner lings. And like Onos said, sneaking shredders into mineral lines would annihilate workers.
But yeah, I don't really see them being effective vs. the other races, since all of their units are ranged (except for zealot, dark templar...and I think archon.)
Yeah, that's all Terran needs. Another way to counter Zerg. :/<********, they only use three units! If you want to add to their arsenal and make them use it then the Marine needs to be reworked. This is not me saying it's OP, just that it is too good and there's little reason to build any other army units.

Maybe mobile baneling mines will change that and force them to get ravens (or spam turrets around the perimeter of their expos).
Hopefully. But the Marine still needs to be reworked. Right now Terran is designed around it, that's why not many go mech (unless it's cheese). It is indispensable well into the late-game and this cripples the rest of their units, offering no incentive to use them. I have seen games where the Terran builds nothing but Marines and still manages to drag it out for 30 to 40 minutes. It's disgusting.
Oh, and don't forget, burrowed Baneling movement is a Hive upgrade.
The problem with this, is if they rework the marine, they pretty much need a race overhaul. Terran is pretty much made to mass bio, and then build things to compliment it. Marine + tank, bio + ghost/viking. Their really isn't too much Terran can do right now to deviate from bio+compliment based on what enemy is doing.

To fix this, the entire Terran race would need a rework. But that's kinda what HotS is trying to do, with firebats and goliaths 2.0
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