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Posted: Sat Jun 09, 2012 11:56 am
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Posted: Sat Jun 09, 2012 11:59 am
that protoss player was bad though, i have no idea how that zerg lost 3nodding
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Posted: Sat Jun 09, 2012 12:34 pm
realmcutter that protoss player was bad though, i have no idea how that zerg lost 3nodding How was he bad? I was kind of frustrated with the zerg for not being able to defend his expo the first round. Or using the vipers' dark swarm blinding cloud ability. Guess he didn't have it researched. But damn, those tempests! emotion_jawdrop Having that kind of range is insane.
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Posted: Sun Jun 10, 2012 9:06 pm
maybe not that bad, but i feel that they were dragging it on intentionally, and i guess they need that range as collosi and immortals are far more vulnerable to vipers ,as it will be harder for protoss to protect their support now
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Posted: Mon Jun 11, 2012 8:58 pm
I wouldn't doubt it if the whole match was planned beforehand so they could show off all the new units and abilities.
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Posted: Mon Jun 11, 2012 9:39 pm
Judging by the unit preview video, I'm excited for the new Zerg. o wo Though the range on that Tempest seems a bit extreme. I like the changes they made to the Oracle, too. Maybe make it a bit more useful and silence the crybabies that say it doesn't do any damage.
Not really liking that the Dark Swarm v2 only works on biological units. So basically, only Marines. Guess we'll see how useful that is.
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Posted: Mon Jun 11, 2012 10:10 pm
i dont really like snatch, not the ability itself, but just the concept that it can pull massive units. just imagine a wasplike creature (perhaps the size of a small whale or bus) pulling, lifting, and throwing a skyscraper sized collosi or warehouse sized thor that weighs thousands of tons 3nodding
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Posted: Tue Jun 12, 2012 9:20 am
lol The Viper's no small unit. But if you want to try applying human logic to Zerg then Hydralisks shouldn't be able to spit those spines hard enough to pierce armor. Just saying.
I feel if you remove the ability to pluck massive units, like the Colossus, that completely out range most Zerg units then you remove a lot of the novelty and utility. Then its only real use would be to grab Siege Tanks. Not saying it wouldn't be useful in other places but you'd run the risk of bastardizing it and giving Zerg another niche spell and gimping us some more.
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Posted: Wed Jul 04, 2012 11:28 am
New dark swarm is kind of lame that it only applies to marines and marauders essentially, whats the point if you can't cloud over siege tanks, stalkers and immortals?
I like the viper grab, though I do have to admit, it looks kind of silly in play.
I think out of all the races, terran actually looks like they're getting screwed, those widow mines are going to be useless, warhounds will be mostly TvT units. The combat drugs for reapers could be neat, but I heard the research time and cost on it is kind of ridiculous, and forces the player to pretty much coose between speed or regen, which is dumb.
I like the idea of using reapers for constant harassment from early to late game whenever possible, but it shouldn't be such a huge investment.
Combat helions seem pretty neat though.
I like the idea of all the protoss changes, but I have to agree with the range on tempest being way too strong, I'm not sure how anyone is suppose to engage that, unless they make the cost and build time of them so ridiculous that they simply are not an option for protoss until you reach certain points of the game, and if that's how they decide to "balance" it, then they should just scrap it all together and leave protoss with their carrier. I really don't understand what function this unit is suppose to bring that the carrier couldn't have done itself with the right balancing.
Oracle is going to be a pain, but I like it, protoss had a lot of trouble finding legit methods of harassment and I think the oracle to be a good answer to that, as well as having mass recall, being able to zip around the map with their nexus is going to bring out HUGE change in every match up.
I'm really excited for the zerg changes, the new zerg feels more like the way zerg was intended to be played, with the mobility they've needed for a long time. Between Ultralisk charge, Hydra speed and viper grab, zerg will be able to engage easier in late game situations and allow them to expand more freely.
I didn't see if there was any baneling burrow move during the battle reports, but I really hope it's still there, but I wouldn't be surprised if they scratched that idea. The swarm host seems kind of dumb though in my opinion, I'm not sure what if any purpose it will actually serve in real play.
Seems to me they're trying to give us lurkers without giving us actual lurkers, which is just dumb.
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Posted: Wed Jul 04, 2012 1:01 pm
C4D New dark swarm is kind of lame that it only applies to marines and marauders essentially, whats the point if you can't cloud over siege tanks, stalkers and immortals? I like the idea of all the protoss changes, but I have to agree with the range on tempest being way too strong, I'm not sure how anyone is suppose to engage that, unless they make the cost and build time of them so ridiculous that they simply are not an option for protoss until you reach certain points of the game, and if that's how they decide to "balance" it, then they should just scrap it all together and leave protoss with their carrier. I really don't understand what function this unit is suppose to bring that the carrier couldn't have done itself with the right balancing. Oracle is going to be a pain, but I like it, protoss had a lot of trouble finding legit methods of harassment and I think the oracle to be a good answer to that, as well as having mass recall, being able to zip around the map with their nexus is going to bring out HUGE change in every match up. Seems to me they're trying to give us lurkers without giving us actual lurkers, which is just dumb. Wow. Nice insight C4D. I was reading for a while before I realized you were captain. You and Immortal nobody both mentioned you think the new Dark Swarm is useless. Just wait till the pros get their hands on it. It was in SC1 and was terrifying from defilers. You gotta whole regiment of rines and firebats that disappear and you don't know why because the defiler is burrowed. Also, reduces all units to melee range so zerglings can get in there.
Agree with you about carrier >_< should have left it in.
Also, lurkers were the best. But I'm not sorry they watered them down.
Hope the oracle does provide protoss with harassment opportunities. I've been using warp prisms and it's not super effective.
I play toss what do you guys play?
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Posted: Wed Jul 04, 2012 1:08 pm
Naioka Wow. Nice insight C4D. I was reading for a while before I realized you were captain. You and Immortal nobody both mentioned you think the new Dark Swarm is useless. Just wait till the pros get their hands on it. It was in SC1 and was terrifying from defilers. You gotta whole regiment of rines and firebats that disappear and you don't know why because the defiler is burrowed. Also, reduces all units to melee range so zerglings can get in there.
Agree with you about carrier >_< should have left it in.
Also, lurkers were the best. But I'm not sorry they watered them down.
Hope the oracle does provide protoss with harassment opportunities. I've been using warp prisms and it's not super effective.
I play toss what do you guys play? I'mma zergy, and I understand that darkswarm will have it's uses similar to how it did in BW, but the mechanics for it in BW were a bit better, as they were used in conjunction with lurkers to defend your units from siege tank fire while the got into position and burrowed, I could see how the new cloud would work with the use of swarm hosts, but not when you can't cloud over siege tanks. Essentially it's main purpose will be to surround marine units, but it seems to me, that speed banelings are equally more effective, but who knows, maybe some pros will find adequate uses for them. I could see perhaps it having a use in the ZvZ metagame, as I predict a lot of zergs will be going very hydra with speed heavy, and so well placed clouds and optimal hydra vs hydra positioning could create some interesting engagements, perhaps with roaches as well.
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Posted: Wed Jul 04, 2012 7:56 pm
the temepsts will be very vulnerable to flanking, as to be at maximum effectiveness they will be either behind your army or directly on top (which will slow down your army considerably). But with snatch on the field now as well as swarm hosts and widow mines, it gives protoss one dependable siege unit. And from what i've seen they are just like carriers, in that they only have true effectiveness once you reach a certain number of them.
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Posted: Thu Jul 05, 2012 5:39 pm
realmcutter the temepsts will be very vulnerable to flanking, as to be at maximum effectiveness they will be either behind your army or directly on top (which will slow down your army considerably). But with snatch on the field now as well as swarm hosts and widow mines, it gives protoss one dependable siege unit. And from what i've seen they are just like carriers, in that they only have true effectiveness once you reach a certain number of them. Which all seems fine, but still that sounds like the same purpose of a carrier, so why not just keep the carrier?
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Posted: Thu Jul 05, 2012 7:50 pm
I'm looking forward to playing HoTs, the new units will be so fun to play with. But I hate change because everything that I've learnt on builds will be thrown out the window.
Oh, and hey guys. I'm baaaacccckkk xD!
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Posted: Fri Jul 06, 2012 8:57 am
C4D realmcutter the temepsts will be very vulnerable to flanking, as to be at maximum effectiveness they will be either behind your army or directly on top (which will slow down your army considerably). But with snatch on the field now as well as swarm hosts and widow mines, it gives protoss one dependable siege unit. And from what i've seen they are just like carriers, in that they only have true effectiveness once you reach a certain number of them. Which all seems fine, but still that sounds like the same purpose of a carrier, so why not just keep the carrier? i'm guessing cause of splash damage
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