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Follow me on twitter for easier notification and FXOpen media: https://twitter.com/#!/fxo_fuz Please note: This article is very long, and it is based upon personal understanding and perspective. Please leave feedback. This article is written by Stian Paulsen (FuZ, from team FXOpen). This text includes quotations, and I would like to say in advance that each and every player mentioned or quoted in this text have either confirmed or approved the request. To show my appreciation towards these people, I decided to cite each quote, by giving a link to their twitter at the end. However, some of them doesn’t have twitter, and therefore I listed they’re team page instead. In addition to this I would like to state that all spells, cost and effectiveness are based upon updates and information given before the 22nd of March 2012.
When Blizzard first announced their newest expansion “The heart of the swarm”, it was no doubt that the crowd’s anticipation was directed towards the new units and it’s affection towards the balance of the game, especially the Meta stages of the game. It is important to mention that this type of anticipation was not bound to one race in particular. In this presentation we’re going to look at some of the changes in the HOTS to the protoss race, and as I mentioned, I’ve also decided to include some of the player’s perspective on this. However, I would like to start with a basic summary of the units that is being added in HOTS (Heart of the Swarm).
First of all, I would like to start with the harass unit, and I found both pros and cons for this unit. The unit is called “Oracle”, and looks like this:
The description above is correct, and yes, the unit counts as a harassing unit. In addition to this the unit can be used as a scouting tool, with the purpose of revealing the enemies structures/tech. Despite that it isn’t as effective as an Observer; the Oracle requires the same tech tier as the Observer. The Oracle doesn’t have the opportunity of cloaking. However, Blizzard decided to add several spells that would benefit the Protoss by using this unit. First of all, the Oracle can disable unit structures, such as Spore Crawlers/Spine crawlers, etc. So, to perfectly benefit from this unit, the Oracle would have to disable the static defense in order to use his second and third spell.
Before I go into the second and third spell, I would like to mention a potential spell that also will be added in the game. The spell is very good, and works like this: If the spell is successfully casted, the Protoss will be able to see the tech within a building. This includes what upgrades has been researched, what is being researched and what units that are being produced. However, this requires energy, and if this were to be used on an “Zerg” the Protoss would have to use this spell on the hatchery, but also the tech, to obtain the gather scout information.
The second and potential third spell is being used within range of the hatchery, regardless if it’s the main hatchery, or the second, third or fourth hatchery. The Oracle doesn’t have unlimited energy, and it is therefore important to take this into consideration when you use the first spell, which disables specific static defenses or buildings, so that it doesn’t lose health. Once this is done, you can finally use the spells that are dedicated to the actual harassment. I personally think this is the most important part of the unit, and I also consider this the core-part.
First of all, I’d like to start with the second spell, which basically limits/disrupts the opponent’s mineral and gas field. For this to happen, the Oracle needs to be in range of the mineral/gas field, while having enough energy to perform the spell itself.
As consequences goes, I don’t think there’s any huge consequences that indicates unbalance. I think the idea and the spell itself is very good, and it is definitely going to affect in all the stages of the game. However, the opponent has the opportunity of attacking the force fields that is being placed upon the mineral fields. This makes the spell itself less powerful, and it also makes the Stargate tech almost worthless, unless the player is producing air units in the first place.
Despite the negative things about this unit, there are several positive ones. The first I’d like to mention is that it is a great addition to the race. This unit can be a very good addition to an e void-ray phoenix army, with the intension of harassment. But, there is one thing that might limit the use of this unit in an air-based army, and that is the cost of this unit. I don’t know the exact cost of it, but if the cost is higher than a void-ray or phoenix, the effectiveness of it decreases instantly. This is because the unit itself can’t cause damage to units, it’s a friendly unit.
Another good thing about the unit is that it provides a lot of scouting information, despite not being invisible, like the observer. However, I think it requires way too much tech, especially for a Protoss-player who wants to create a ground-based death ball for the late game.
As a whole I think that the unit is a decent unit, and that it will affect the opponent’s tech regardless the game timer. I think that many players will use this unit as a tool to scout the opponent’s tech, and then later disrupt the economy, based upon the cost of the tech or units that the opponent is making. For instance, if the protoss player scouts a gas-heavy tech, he/she can then disrupt the geysers, so that the gas-income of the player is reduced. However, I don’t think this is will result in major changes.
------------------------------------------------------------------------------------------------------------------------------ The second unit I would like to talk about is the “Tempest”, which looks like this:
The tempest is the new air unit for Protoss. As a result of adding this unit, the awesome and powerful Carrier is being removed. Many would argue that the Carrier would be better, but I have decided to welcome the unit with open arms. The unit is known as an “AOE” unit, which basically means that the unit will attack several units at the same time, causing equal damage to each harmed unit. According to Blizzard’s developers this unit will be one of the few dominating air-units in the skies of heart of the swarm, and will definitely be used in the later stages of the game by many protoss players. It causes damage to both ground and air units using a strong beam, and light enemy flyers are especially exposed. The unit can be produced several times, and there isn’t a limited amount unless you don’t have supply left.
Something that I really liked about this unit is that it’s mainly dedicated towards the later stages of the game, which I personally feel should be the primary focus of the HOTS units. Reason being is that two of the most effective units that protoss have late game is being removed (Motership and Carriers), which reduces the effectiveness of an air-based army. I still don’t think that this unit will replace these units in a beneficial way, but at least they replaced them with something that causes a lot of damage.
Being a powerful anti-air assault unit, it is important that the unit is both expensive and strong. Blizzard knows this, and made it so that the Tempest could only be produced after a Fleet bacon has been built. Being one of the tier 3 units, the unit can be produced several times. The unit itself doesn’t have any spells that I can think of, so the only damage it performs is through its beam. Blizzard might change this, and add/remove certain things about the unit, so I decided to not conclude my theories as to what will happen with it, within that regard.
As for cost goes, I know that the unit will cost a lot, and will probably cost the same as a carrier or Mothership, considering the fact that it is a replacement. I don’t know the exact cost as of yet, but I would appreciate your predictions on it. My prediction is 400minerals and 250gas.
One thing I liked about the unit as a whole is that it draws the protoss-players attention towards air-units, and this changes the way Protoss works today. Blizzard mentioned this during BlizzCon and said that one of their goals with the new protoss units are to change the compositions, so that players would move away from these common death-ball compositions that we have today. Not only would this make the late game different for the others, it would also make it more interesting and fun to both play and watch.
Another thing that I really liked about the unit is that it is a great addition to the late-game armies. I think that there’s way too little focus around anti-air compositions in general. I hope that many protoss-players decide to benefit themselves from this unit instead of the colossi, and chose an anti-air army instead. We’ve seen time and time that protoss-players just gets the Stargate and Fleet Bacon tech for the Mothership alone, and I think that Blizzard added this unit so that the players would use the air-tech more constantly and actively in HOTS.
As a whole I think that the unit is a very good and useful unit, despite the fact that the Mothership and carrier is being removed. The ZvP matchup today is very back and forward, and I feel like this unit will enrich new compositions in the future.
----------------------------------------------------------------------------------------------------------------------------- The last and most interesting unit is the “Replicant”, and I think that this is the unit everyone is excited for. It was the first unit to be implemented in the Heart of the Swarm. The Replicant looks like this:
I think that this unit is the most talked about unit, and it will without doubt make critical changes in every of the matchup that features a protoss-player.
Not only will this change all stages of the game, it will also make the protoss race a lot more terrifying, and powerful. However, there are some things that limit the effectiveness of this unit, and I think that these factors automatically categorize it as a late game unit, despite its tech requirements.
The unit itself costs a LOT, and also it doesn’t have a lot of health before fusing. I think this unit will be used to fuse heavy and late game units like, siege tanks, infestors, ultralisks and other expensive units, and so therefore the tech requirements worth it. However, the unit can’t fuse massive units like colossi, because it is massive. The unit retain all the abilities of the unit it copy, regardless the opponents upgrades. This makes the unit itself a very core unit in the late game composition for protoss, which makes it one of the most exposed and targeted units in the composition.
This unit is the hardest to discuss of the ones previously mentioned, because it’s either going to be really good, or really bad. Something that it really depends on is in which situation you use it in, and what you fuse it too. Also, I think it’s hard to predict how it is going to be used, because there are so many play-styles out there. The composition that the opponent has decides how effective the Replicant will be, due to the fact that the unit itself might cost more or less than the unit it fuses to.
As a whole I think that the unit is very good, and one of the coolest unit out there. I think that it will bring some changes to the late game and that we will see new and more improved compositions. Also I think that this unit brings out the importance of micro, and that the engagements in HOTS definitely will include more micro. In addition to this I think HOTS in general really is going to show the importance of positioning. As balance goes, I think it will bring some unbalance in the game, but since it’s not completely finished yet, I’m going to hope for changes!
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Since Blizzard decided to remove the Mothership in Heart of the Swarm, they added a recall spell to the nexus, and this is similar to the recall that the Mothership had. I am not sure as to how many units can get recalled, but the fact that they decided to keep some spells from the Wings of Liberty is really cool in my opinion, despite removing the Mothership.
Another change that was set to the nexus, is that it now has the opportunity of fusing/transforming any building into a static defense (photon cannon), so that any harassment in the main base of the protoss is somewhat fought against, for a limited time. This can be effective, but usually when protoss gets harassed, the quantity of the harassing units are too high for cannons alone to defend it, so it probably won’t bring huge changes to the harassment aspect of the game. Despite not being certain about when and how you can use this spell, it is safe to say that this spell will be very effective against small harassments and early harassments in general. In addition to this it also reduces the damage of the harassment, so I guess it is worthwhile having after all.
Not only is this spell a defensive spell, but it can also be used in offensive situations. I am not sure how it will work, how much it costs, and what buildings it can be placed on, but if we assume that the photon cannon can be used early game and on assimilators, Protoss are going to be very strong in the early game. Imagine a Protoss versus Zerg match, where the Protoss does a fast expand, which is pretty regular nowadays. After placing down the pylon at his ramp, he goes to scout and sees that the Zerg player is doing gasless fast expand as well. What the Protoss could do is cancel his Nexus at his natural, try to cannon cheese the 2nd hatchery, gas steal the first two assimilators in his main, and then place cannons on them.
But, this isn’t quite effective when you think things through. One thing that could reduce the effectiveness of this spell is the energy cost of the spell and the Nexus energy regenerating time in the early game. Also, you would have to cut chrono boosts, which will reduce the mineral income, which again will reduce the amounts of cannons and pylons at his natural. Another thing is that this will become an all-in, and the cannons at the assimilators in the main aren’t permanent, they have a time-limit. Please note that I’m not sure as to how this will be in HOTS and how this spell actually works or costs. It’s a pure idea.
The last changes I would like to mention are the two hugest ones in my opinion. Yes, it is indeed the removal of the Mothership and the Carrier. Many would argue that this is an extremely bad change, despite having the recall option in the Heart of the Swarm. I would like to outline my opinion about this, and then move on to the last part of the article, which features the player’s thoughts on this. ------------------------------------------------------------------------------------------------------------------------------
Aleksey (WhiteRA):
“I think the units will make a change. However, I only see this change being minimal and not big like someone was hoping for. I also think that the expenses of this unit will be very high, and this is something I don’t like.
Michael (Biohazard):
“Well, I haven’t tried the actual expansion, however, I’ve tried the custom maps that features the new units and I’m not impressed, to be honest. Not yet, at least. I feel like the units are undefined and unfinished, in a way. If you’re asking for harass opportunities directly, it is no doubt that this will bring better and more harass opportunities in comparison to today. But, honestly, I think this is nothing compared to marine drop, hellion drop, baneling drop or burrowed infestors, so I think there are still changes that need to be made for Protoss to be as cost effective as the other races when it comes to harassment.
BiGS:
“Well, of course it will affect the game, new units seems pretty cool especially the one which can harass mineral line. I can’t say much about it yet since we only saw what’s their abilities, but in my opinion all those changes will allow protoss to play a lot of different play styles.
------------------------------------------------------------------------------------------------------------------------------ Stay tuned for next entry, Zerg in HOTS. Please leave feedback and comments; - I’ll make sure to take them in consideration for next entry. This is my first attempt on something like this, so please give constructive feedback.
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I was hoping most of the units at blizz con had gotten revamped or replaced
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People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer.
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On March 23 2012 01:28 lastshadow wrote: People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer.
Well, the answer lies within the future itself. I would probably agree if the Oracle turns out to be a unit with decent HP and speed, but as displayed today, I don't like it.
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Screw the tempest! Long live the carrier!
I agree with lastshadow, it will be sick good. The pros will always find crazy ways to use these units.
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Are the little forcefields that the oracle throws down on minerals easily killable by workers?
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I don't know about the Oracle and the Replicant, but I don't like the Tempest because it is just another deathball style unit for protoss which doesn't make for fun playing the game or watching it.
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In general, I don't like the new protoss units. The only one I'm remotely excited about is the Oracle, which I think will probably need some tweaking to be good.
My biggest disappointment is the lack of a "zone control" type unit that both the other races have/are getting. Terran already has the siege tank and is getting the shredder. Zerg is getting the swarm host, and creep at least gives a lot of map vision. Protoss has nothing and is getting nothing. The mass recall on the nexus might help a bit, but its still not really "zone control." Zone control is about having immobile units that are cost effective at holding spots on the map. Protoss still isn't getting that, and I think that needs to be fixed.
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Good blog. I have to say that I disagree with your feelings about the Tempest. InControl mentioned this in a SOTG and I agree: It seems like there is very little micro potential for this unit. If it is indeed a big slow-moving capital ship (which I think that it is) then the only thing that you can do is pretty much a-move it. It takes out need for micro/multi-task that say, the Oracle has.
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The Oracle could probably be used to supplement timing attacks as well. Being able to shut down static defenses is pretty good, especially if it works on Bunkers.
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On March 23 2012 01:44 HardlyNever wrote: In general, I don't like the new protoss units. The only one I'm remotely excited about is the Oracle, which I think will probably need some tweaking to be good.
My biggest disappointment is the lack of a "zone control" type unit that both the other races have/are getting. Terran already has the siege tank and is getting the shredder. Zerg is getting the swarm host, and creep at least gives a lot of map vision. Protoss has nothing and is getting nothing. The mass recall on the nexus might help a bit, but its still not really "zone control." Zone control is about having immobile units that are cost effective at holding spots on the map. Protoss still isn't getting that, and I think that needs to be fixed.
One could argue that High Templar and Dark Templar are both a form of zone control, albeit not in the same way as a Siege Tank.
High Templar in mineral lines is all it takes to invalidate drops or Mutalisks (especially when backed up with 1-2 Cannons) and when they're out on the map (with support, obviously) they are fantastic at zone control. They just require active use rather than passive use like a Siege Tank, Shredder, or Lurker (RIP).
Dark Templar similarly give zone control at any point on the map where your opponent lacks detection. Great for patrolling between potential expansion points (assuming you already have the tech, not worth it for this alone), leaving them in your opponent's attack path prior to him having mobile detection (best against Terran), etc..
But no, Protoss has no static, zone control unit. And quite frankly I don't think we need one.
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On March 23 2012 01:30 FXO.Fuz wrote:Show nested quote +On March 23 2012 01:28 lastshadow wrote: People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer. Well, the answer lies within the future itself. I would probably agree if the Oracle turns out to be a unit with decent HP and speed, but as displayed today, I don't like it.
? Freeze 7 of the 8 mineral patches, worker AI instantly shifts to the 8th one -> Storm or colossus volleys. = every single worker dead.
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I was so disappointed when they revealed the HotS Protoss units. I still don't know what to think. T.T
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I honestly cant wait.At first I was hesitant but now I look forward because.. hey what the hell. We'll see what new things the pro scene can come up with these new units
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Lol, the tempest. As if the protoss need more 'massive' AOE damage for their deathballs.
I don't like any of these units, the Oracle seems like it will be pretty broken at first in the hands of progamers. And the replicant, these units right now seem way to good, lol.
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On March 23 2012 02:06 lastshadow wrote:Show nested quote +On March 23 2012 01:30 FXO.Fuz wrote:On March 23 2012 01:28 lastshadow wrote: People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer. Well, the answer lies within the future itself. I would probably agree if the Oracle turns out to be a unit with decent HP and speed, but as displayed today, I don't like it. ? Freeze 7 of the 8 mineral patches, worker AI instantly shifts to the 8th one -> Storm or colossus volleys. = every single worker dead.
I agree that it is a great addition with other harassing units. However, being used as the only harassing unit in the entire game, it is not as effective as other harassments. Agree?
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I love the Oracle. Don't like the Tempest. Scared by the Replicant. Hopefully, the Tempest has gotten more interesting or been replaced by the Carrier again.
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Am I the only one not looking foward to Starcraft 2 expansions?
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Good writeup, looking forward to the zerg one!
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Lots of writing, not much analysis.
1. Oracle will be especially good against Z. Provides an efficient way to harass and deal damage that was missing from the game. Now Z no longer has a free window to drone up to 50, because they will either need units to kill the mineral fields, or they will suffer loss of saturation. Does not impact T as hard because of MULE/saturation mechanics and timing.
2. Replicant is primarily geared for tech switches and dealing with 111. 111 will be completely nonviable against this unit, because it gives cloak banshee / sieged tank without T even researching the upgrades. Vs Z, opens up a ton of flexibility - there will be threat of 2 stargate, without P having to put down two stargates. P can either replicant->VR or bait a response and tech switch.
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Thing I'm most interested by is the mass recall on nexi. This could be game breaking. Base trade? NOPE, I'll just recall home. Broodlord infestor, no problem, I'll just never engage and run around the map with Blink Stalkers and recall home. Sneaky expansions will be hard to shut down since protoss can just mass recall to the distant nexus and defend it.
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To be honest the Replicant will be broken i am a protoss player but doesn't anybody else find it ridiculous that a single unit can copy ANY unit in the game even if the value is higher, lower or equal. Maybe thats just me.
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On March 23 2012 01:30 FXO.Fuz wrote:Show nested quote +On March 23 2012 01:28 lastshadow wrote: People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer. Well, the answer lies within the future itself. I would probably agree if the Oracle turns out to be a unit with decent HP and speed, but as displayed today, I don't like it.
Am I mis-reading or was there some HOTS announcement today or something? Or do you mean from blizzcon when they showed it? If you are still going by blizzcon it's possible protoss has completely different units, or all the races could. I do wish blizzard would announce some HOTS info though.
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On March 23 2012 02:33 matiK23 wrote: Am I the only one not looking foward to Starcraft 2 expansions?
You're looking at the units as they were shown at Blizzcon and think that they'll make it into the game like that. It won't happen with a beta to test them. We'll see massive changes and they won't seem so unpolished or gimmicky. Most people who are excited for HotS are ignoring the issues with the units until we can test out the real versions of them and pick them apart. Blizzard will have to address any issues and the game will be better for having more options. If that's not something to look forward to then maybe you are the only one .
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On March 23 2012 02:06 lastshadow wrote:Show nested quote +On March 23 2012 01:30 FXO.Fuz wrote:On March 23 2012 01:28 lastshadow wrote: People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer. Well, the answer lies within the future itself. I would probably agree if the Oracle turns out to be a unit with decent HP and speed, but as displayed today, I don't like it. ? Freeze 7 of the 8 mineral patches, worker AI instantly shifts to the 8th one -> Storm or colossus volleys. = every single worker dead. definitely using this strategy :D
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Replicant sounds bland and uncreative. I want a new unit with an interesting design and concept. Instead we are gonig to get a unit that can be other units. I can just picture the design team at blizzard taking literally 5 seconds to think this one up. Give me something new and original please!
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On March 23 2012 04:45 docvoc wrote:Show nested quote +On March 23 2012 02:06 lastshadow wrote:On March 23 2012 01:30 FXO.Fuz wrote:On March 23 2012 01:28 lastshadow wrote: People fail to realize the oracle will be the best harass unit in the game, and actually game-breaking in the hands of a progamer. Well, the answer lies within the future itself. I would probably agree if the Oracle turns out to be a unit with decent HP and speed, but as displayed today, I don't like it. ? Freeze 7 of the 8 mineral patches, worker AI instantly shifts to the 8th one -> Storm or colossus volleys. = every single worker dead. definitely using this strategy :D
Storm + FF do this just as effectively no?
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Oracle will not be of any help I think, I think it will cost alot. The point of harass is not to prevent mining, but to kill workers. The replicator is useless because units are only good in huge amounts. Imagine one siege tank, it will not do anything. And the replicator will probably cost more then the unit replicating, so it is not cost effective.
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On March 23 2012 05:39 topschutter wrote: Oracle will not be of any help I think, I think it will cost alot. The point of harass is not to prevent mining, but to kill workers. The replicator is useless because units are only good in huge amounts. Imagine one siege tank, it will not do anything. And the replicator will probably cost more then the unit replicating, so it is not cost effective.
Actually i would argue that if you can keep someone from mining for at least a minuet i think you are doing serious damage already. As a protoss there have been multiple times where just 2-3 lings would sneak into my main, and since i was FFE i wouldn't be able to get any units out for quite some time. So for about two mins there are zerglings running around my base picking off a worker or two. When he attacks with zerglings i have to pull workers, even if he doesn't kill any of my probes if he continues just scaring me and drawing my probes off of mining i am essentially only mining off of one base. It doesn't seem like a bad investment does it? 100 minerals worth of zerglings and i have lost probably more than that in lost mining time and workers that get sniped.
I use to think the oracle would be terrible as well, but if you can keep the oracle somewhere in the corner of the map(like how Zerg keeps mutalisk to keep us scared, or a terran has a dropship we know is alive) or in a good cliff spot, every once in a while you can just zoom in freeze the minerals then go back to doing your usual. On top of slowing mining you can also get a good scout. As long as the Zerg isn't going fast mutalisk or the terran doesn't go 1-1-1 think protoss will be able to use it decently.
But all this is sadly theory crafting and we have no idea how these units will be useful.
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I like the idea behind recall. Protoss lacks offensive capabilities that are not all-in, it's possible but quite risky. If recall is available you can always salvage a bit of your army when attacking, so you can be more aggressive.
The problem comes later in the game where the protoss can simply teleport around the map with his entire army, being everywhere at once. That's why I thought they should add a shared cooldown to recall, so you can only teleport your army once every two minutes or so. This adds ways for their opponent to reliably take recall into account.
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On March 23 2012 03:56 DreamChaser wrote: To be honest the Replicant will be broken i am a protoss player but doesn't anybody else find it ridiculous that a single unit can copy ANY unit in the game even if the value is higher, lower or equal. Maybe thats just me.
Replicant can only clone NON-massive units currently.
That means, the best thing you can clone... is a siege tank or a caster unit. Replicant will cost more than any unit it is able to copy.
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Can the replicant copy workers?
Edit: I'd rather copy a worker than a siege tank. Because I worker can make me a shit ton of siege tanks.
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Ultralisks are massive so they can't be replicated, just to point that out.
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Can a replicant change more than once to a different unit? Is the idea that you can just counter every unit you see with the perfect unit?
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On March 23 2012 02:16 FXO.Fuz wrote: I agree that it is a great addition with other harassing units. However, being used as the only harassing unit in the entire game, it is not as effective as other harassments. Agree?
The corruptor is basically inferior to the Viking for its most common and best purpose, sniping colossi, costs more and is expensive dead weight for the rest of the game if they don't die, with the exceptions of being able to snipe medivacs and, more importantly and commonly, turn into brood lords. They can't burst through ground walls, they can't hit most units and they're expensive, but they can serve a purpose before turning into something better. The point I mean to make is that we sometimes think of units like roaches or hellions as not so strong for their supply in the long run, protosses say the same for phoenixes, but if you have corruptors left after a battle, not much ground force and don't have the resources to morph many Brood Lords, they're even worse, while Oracles seems like they'll be pretty useful for numerous situations, always good to have one, if not for the harass, then for defensive purposes. The Oracle will not be able to attack units but will be able to set up yet more situations that force a defender to multi-task more intensely than the attacker needs to to execute the abilities, provide valuable information (though I don't see that being the most used ability) and doesn't that Phase Shift mean that you could have one Oracle defending 2-3 bases from having the Nexus sniped by lings or big assault forces for a good while (45 seconds) and on some maps at least, you'll be able to protect it before it falls, giving you 45 seconds to defend it? If your army is out of position and a zerg or terran army of fair size moves to attack one base, you can protect the nexus for 45 seconds, allowing you more time than you need to get back with your main force with its splash support of colossi/archons/storm. Terran could drop at the side of your main to snipe a Robotics Facility that is getting out a colossus and while your army may mostly be down at the natural, although you should be trying to prevent drops with a small group of stalkers, you can't always protect every part of every side, so the ability for a flyer to skip over the terrain and protect not only your production facilities but also the colossus being constructed (which, until out, is simply an investment) could be a game-saver. Toss often hold out for their splash before feeling more comfortable, nice to have more to help you protect your investments. Having said that, it's supposedly going to cost (last I read) 150 minerals and 200 gas, so while you may only want one if just getting it for protection, you may well prefer not to invest in it at all. Having said that, 200 gas is the same as 2 corruptors or phoenixes, both of which are approximately useless in such numbers, while one Oracle could be of key use. To top it off, it's another supply efficient protoss unit, so your armies can still become about as large (although all standard spellcasters take 2, so this is normal). It should be pretty fantastic, even if you're only likely to get a small amount. They're going to be as early as Robo tech (no Support Bay needed), right?
AH! Nearly forgot. This relates to more niche situations though. Overseers, I hate that Blizzard wants to cut them right after they fixed them in my opinion, but a comparison of similar abilities: Contaminate: Duration 30 seconds, pauses research progress, disables production of production buildings, not by tech buildings like a Spire or Cybernetics Core. Phase Shift: Duration is 45 seconds, pauses research progress, halts all production based on units/tech granted by the building but *also works on normal production facilities (* I haven't found this confirmed actually, but it would make sense), also works as single target disruption web on static defence. 75 energy, like Contaminate originally was, but either way it does thankfully require a much more gas expensive unit. Don't terrans sometimes go for heavy marine pressure with stim in the mid game? It would probably only work if they only have one tech lab, but you could potentially Phase Shift the tech lab on one Barracks while the others all have reactors against this playstyle. The terran relies on stim and then is caught off guard while an oracle phases out the key tech lab. It would probably be considered a bit gimmicky though as protosses would generally try to get to colossi faster rather than spend 200 gas on an oracle, but it could still be worked into specific timing pushes (probably more affordable with upgraded, heavy gateway play, with chargelots, I imagine).
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I can't wait for the Oracle the most, can you imagine cutting off mineral patches from zerg? could put them behind alot, but personal I think Protoss need to be fixed in a way to where they can macro more mid/late game so they can keep up with Zergs, because Stephano has completely made Protoss look like the worst race in the game.
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On March 23 2012 07:53 Smoot wrote:Show nested quote +On March 23 2012 03:56 DreamChaser wrote: To be honest the Replicant will be broken i am a protoss player but doesn't anybody else find it ridiculous that a single unit can copy ANY unit in the game even if the value is higher, lower or equal. Maybe thats just me. Replicant can only clone NON-massive units currently. That means, the best thing you can clone... is a siege tank or a caster unit. Replicant will cost more than any unit it is able to copy.
Ohhh i didn't know that thanks for informing me
On March 23 2012 13:09 Sc2Corpse wrote: I can't wait for the Oracle the most, can you imagine cutting off mineral patches from zerg? could put them behind alot, but personal I think Protoss need to be fixed in a way to where they can macro more mid/late game so they can keep up with Zergs, because Stephano has completely made Protoss look like the worst race in the game.
Dont forget sleep haha
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I think i will go back to Terran. Or at least try them a lot. The Terran units sounds so fun. Protoss only gets ONE true combat unit.
Can`t wait for progames to be all about looking at some forcefield timings in the mineral field......
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