That's because you're not supposed to go collosi against vipers/air.
HT, go feedback those bitches with warp prism drops.
That's because you're not supposed to go collosi against vipers/air.
HT, go feedback those bitches with warp prism drops.
LOL SIGNATURES.
Entomb from the Oracle unit looks sooooo fucking annoying.
Confirming that protoss needed more versatile air units, zerg needed more ways to harass, and terran needed more space-controlling units that can't fucking move.
Skill training online: Daesis Wrack
Everything else: Cosmic Osmo
So I unfortunately had to redo my windows and everything. Since I'm on really slow net I just downloaded the whole installer in my uni so I wouldn't have to bother with patching.
Turns out the installer is version blizzard lets you download is 1.0.0.
You can bitch about CCP all you want, but at least they don't let you download the first version of EVE.
well yeah, but that solution stems partly from the practice common in BW where we switched versions back and forth, be it for ancient replays or (fun)maps.
i'd love such function(s) for EVE but... never going to happen -.-
Turns out if you just download the latest patch, it will install all older patches too. Was terribly afraid of having to download like 5GB, partly because of the older versions of replays etc.
Off to university it is. Here's hoping there's not yet another surprise waiting for me.
Alright, just watched the PvZ vid, thoughts:
First, both these players sucked really bad. 4k gas on zerg? Blowing a 2-3 base advantage cause you forgot to build units for 10 minutes? Losing 10 minutes of mining time to a single oracle? el-oh-el. This will naturally color the units because the players were just so bad with them. There were a number of times vipers grabbed a unit that escaped (or lived much longer than it should have) - in reality, a player worth his salt will abduct a unit and it will *instantly* die because its now in the middle of a Z army.
Vipers are going to be OP as shit when this game goes live, may be the new most-nerfed unit in the game sometime down the road (present victor: voidray). Abduct is going to just completely fuck any high-value unit, and blinding swarm fucks any mass-ranged unit strategy, meaning it is the go-to unit for EVERY conceivable protoss strategy, and probably most terran strats. The video didn't focus on it, but it also has consume, which noms building HP to restore energy. You are going to see these things eating creep tumors for clutch energy regains in the middle of a battle. Feedback is a potential response, but sense these are fast air units, the slow-ass, expensive, HT is going to be very difficult to be in position to do so. Even then, if it doesn't kill the unit, retreat + consume = full energy. HT are also going to suck vs. swarm hosts if you can't push out into the zerg army directly.
Oracles look much better than I had anticipated them to do so. Preordain is actually a very powerful intel ability, one that protoss desperately needs and relieves some pressure to go robotics. Cloaking field is ~eh~, its an arbitrator style cloak on a low-HP unit, which means it won't last long. Entomb may just replace DTs for gold-player tear generation, because (as far as I can tell) there is no alert that your drones just stopped working. This is the only reason (besides Z's terribad play) that the P eeked out a win in the PvZ video. Vs. a competent player, one cannon/PF/crawler in a mineral line = almost zero damage. Given that the orcale costs 200g off a 150g structure, that's a really good trade for the player building a single PD turret they'd probably want to have anyways just for base detection. I don't really see this spell being used at the pro level as its currently implemented.
Tempests are :trollface: protoss guardians, and they will be very very very good if you can safely tech to them and build sufficient numbers to matter. PvP is going to turn into tempest wars instead of colossus wars if the other P fails to kill you before you reach a critical tempest count (and given their range, that count might be like, 2 if they have the room to kite you for a bit). No more lololmuta splash damage though, so you're going to need phoenix to escort them. This unit is much better than a voidray unless they got some undisclosed love.
Mothership cores are brilliant love the addition to the game, and a much better idea that pylon-cannons. That said, the MS core was 2-shotting hydras in the video, which means its hitting in the 45-50 raw damage range probably - quite the punch. Early all-ins vs. protoss are going to be super sketch if they get a core up before you can hit the timing to kill them (of course they can back off and wait for the cannon to end, but then that's free time to equalize army values).
Hydra move speed predictable and probably full-retard OP when combined with vipers.
Ultralisk blink is retarded and removes the weakness that balanced the ultralisk to begin with. These are basically the perfect answer to pretty much any ground army not composed of 5 immortals unless their attacks got a nerf.
I'll post my thoughts to PvT once I finish watching it.
Seriously though, such bad play from both players omggggg
Oh god this commentary "why kill your army when I can kill your base!" /facepalm. Because you are 70 food ahead and losing your hive is a stupid loss compared to killing a few scvs and potentially risking an all-in base race that T would win? Ugh.
Play quality was a bit higher in the TvZ, but T was too enamored with the mines and battle-hellions to actually make good decisions.
I was wrong, its widow mines that are going to be the largest new source of tears for gold players. Walk army down attack path, wait 10s, wait, where did my 50 units in hotkey 1 go? Godly direct damage + large splash = :trollface:, but the 10s delay is a real killer. I'm very curious to know if these can friendly splash, as a 10s timer gives a small zergling pack all manner of interesting things to do... The fact that these can be made from reactored factories is quite scary, but the gas cost will add up and a single detector will nullify out your investment. Its a lot like the terran DT. Wait those are called banshees, and they fly. Its good to see mines back in the game, and they'll result in all sorts of crazy moments, but I can see them not pulling their weight a lot of times as well.
Battle-hellions are going to be the #1 most misunderstood unit in the game. T walked his army all over the place in battle mode, constantly missing 20+ drone multikill opportunities and getting kited by hydras. In a direct slugfest, battlemode is going to make blue-flame hellions very fucking scary, but in literally every other instance, they'll prefer normal mode. Knowing when to transform in either direction is going to be a very necessary skill on these things.
Reapers lost their grenade and gained an upgradable auto-heal. Good micro with these is going to prove very annoying, but the inability for 5 or 6 of them to burn something valuable is a fucking huge nerf. Depending on how expensive the upgrade is, it could be a bad investment, esp. if you are sub-masters and not spot-on with your micro while macroing. Yay I saved a reaper, but my timings are 60s behind and I lose vs. midgame push~ Overall I think this is actually probably a nerf, those grenades were a huge part of the reaper's kit.
Warhounds we didn't see, so uh, who knows? Looks pretty good vs Protoss w/ zealots around, but then a few battle hellions also fulfill that role.
Vipers MVP every game, and we see consume this time. Just as I predicted, the ability to just keep casting and keeping the pressure up is just so fucking good. Abduct is everything the infestor wish it was. The caster your caster could cast like~~~
Don't overanalyze an unbalanced snapshot build, jesus. They gotta get the units right before they try the numbers. Yes, the players are terrible, devs aren't pro level players.
Good god man, you act as if this is what's going live. Remember the monumental amount of iteration SC2 Alpha units went through? Hell, even between Battle Reports, things changed immensely.
On another note, I am now bad enough for Gold! Woop.
LOL SIGNATURES.
Swarm hosts are going to make people with trypophobia very uneasy. New metagame move?
Hurf blurf present HOTS stats Here.
At least in the build the TL notes are from, reapers have an obscene range of 7. That really, really makes up for the loss of their explosive attack and makes them obscenely good harassment units. Their regen upgrade is only 50/50 and 80s build time so a no-brainer to grab if T adopts a reaper opening. Good micro that keeps them around could keep them around for a long time with that kind of range.
widow mine may look scary but they're little more than slightly better banelings; better in that they connect 'for sure' rather than get stutter-stepped to death
ofc, you can micro the affected unit out of the blob (havent heard if they deal friendly dmg as well, i hope they do -.-) - or you can kill your own unit and be done with it with fewer clicks.
but unless they hook up to a zergling, marine or worker (okok and zealot), they'll break even.
i remember the spider mines of old not triggering vs 'hovering' units such as high templar, archons, other vultures or workers but thus far i have not noticed such an attribute in the MPQs, so i fear that will no make a return 8[ - early armies (read: armies w/o detection) can therefore bring a handful of workers to soak up a few mines vOv
but yeah, hydras are scary (and im zerg....); with that speed, they'll be the new marines -.- ... which would be equally boring/trolling
not sure if reapers will actually play out; they have their anti-building attack to overcome defensive structures - what are they supposed to do when the opponent dumps a spine/cannon or two in their mineral line(s)...?
and no, creep tumors may be buildings, but they really dont have the HP to sustain the vipers' needs. i'd rather unburrow a spine crawler and bring it along (plus queens) -.-
also: fuck, no burrowed baneling movement =(
Last edited by RoemySchneider; June 13 2012 at 10:42:06 PM.
Burrowed baneling movement would be hilarious, I would imagine a lot of matches similar to this: http://www.youtube.com/watch?v=wdI3ct-4Vek&t=0m40s
Looks like zerg will get everything they ever dreamed off? Carrier seems to be gone regardless, I guess protoss guardians /w air attack are a more interresting unit. :shrug: Also it seems to me the widow mines might have some overlap with seeker missiles?
Wow, soo many blob assaulting abilities for zerg. Blinding cloud vs bio, abduct vs high value units, swarm lords/locusts to soak fire and still fungal growth ofcourse. With more spellcasters added I am guessing a more WC3 style play will evolve where just macroing will be less effective? I dunno, I'm just a bad.
As a terran player wasn't that impressed, but I guess we just had our time of glory in WoL.![]()
Last edited by Torashuu; June 16 2012 at 12:55:21 PM.
I think it is a good change. Long range and self heal means that they will be relevant for a longer period, so they payoff for making them is spread out over more time to make them worth it. The current ones were only really worth it early game, so all their payoff had to be in the short term and was therefore hell to balance.
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