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Heart of the Swarm Unit Stats - Page 23

Forum Index > StarCraft 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 All
 
 a176   Canada. June 10 2012 12:19. Posts 5385
Profile Blog # 
the more i think about the more i dont understand the warhound. armored, does plus damage to armored. its a maruader you build from a factory. what ever happened to no unit overlap?
starleague forever
Old Post

 
 Fig   United States. June 10 2012 12:21. Posts 1176
Profile # 

On June 10 2012 12:13 Velocirapture wrote:

Show nested quote +



I actually do think it will help with mutas. A huge part of dealing with mutas is reaction time. 20 sec is enough time to mobilize a defense force if you are caught off guard. Mutas also come way before most people have HT so unless energize makes rushing HT a standard I dont see your point in that regard.

Absolutely I believe energize is the star player of the mothership core, but I stand by the idea that if the cannon were to be used then muta play would be the most impacted (I think that if energize stays as it is they will rebalance the early game to force you to energize your nexus similar to how it is currently balanced to force chrono on the nexus if you want to stay in the game economically and this means no anti rush cannon without a build specifically for it).

Yeah good point, it's true that in a normal PvZ toss doesn't have storm that quick. I'm still waiting for a revolution with regards to how toss deals with muta, I don't think the mass blink stalker style is best. Phoenixes are still way too unexplored in regard to muta defense. But I think that will change when toss gets oracles, since I bet they'll always go stargate then.

Also, your name is awesome!
Cantaloupes are just antelope eggs that failed to hatch
Old Post

 
 Dark.EX   United States. June 10 2012 12:50. Posts 1504
Profile Blog # 

On June 10 2012 07:24 Doc Daneeka wrote:

Show nested quote +



this is a very encouraging post, and i hope it turns out the way you're describing it. i'm still kind of worried though, that abduct is going to discourage making small numbers of high value units like colossi, tanks etc... i suppose depending on the cost, making tons of vipers could become cost prohibitive and tie up food that could be fighting units. but like, say terran is just barely keeping away muta harrasment, but zerg makes one viper, abducts the critically positioned thor and kills it, then moves in... will that de-incentivize making a handful of key thors as a way to deal with mutas?

i dunno, just some thoughts.


I completely agree with the post you quoted.

To your post, you can snipe the Vipers with things like Feedback, Snipe, and the Tempest. I personally love love love the Protoss changes! :D Maybe Colossus can be re worked in LotV, if not now.
Old Post

 
 Trevo   June 10 2012 13:09. Posts 19
Profile # 

On June 10 2012 09:30 Solo Terran wrote:

Show nested quote +

I really like the Mine being a unit itself. PDD on Thor is kinda dumb. They just need to nerf HSM a bit and give it a decent range.

Also I wonder if PDD effects the Viper abduct ability. Probably not but has someone tested it yet?



well i dont like this mines because they seem very weak against progamers who know how send 1 zergling or zealot to know if has 1 widow mine and after bring all the army, in TvZ zerg have a better map control when you start make this widow mines they already have lings watching everything, you will stop making real army to bet in mines which can easily avoid by some 6 lings? this is my fear about widow mines right now.

about pdd: thor are really expansive unit and now Immortals has a better range and with this new siege called tempest they can total deny any turtle mech terran, if terran make Tanks, Thors and Widows protoss just need tempest and immortals if be a mix like MMM and PDD is just cast feedback with templars.
Old Post

 
 Reaper51   Canada. June 10 2012 13:41. Posts 63
Profile # 
Isn't combat drugs another thing stolen from Warhammer?
Old Post

 
 Fatam   June 10 2012 14:13. Posts 929
Profile # 
Warhounds sound so good, esp. considering their cheapness and haywire being autocastable. With the shorter build time, not needing armory, and being repairable, warhound+scv all-in may be the new thor+scv all-in.

I totally agree that while on paper the 22 range of upgraded tempests sounds amazing, you will rarely see them (except on specific maps where there's a lot of abusable flyspace, coupled with observers or preordain) because they will suck in direct engagements with that ridiculously long 6-second cast (you'll need a ton of support units to engage with them), and the upgrade is a 100 sec build time. Of course, we'll see
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 DelugeSC   United States. June 10 2012 14:47. Posts 96
Profile # 
No speed upgrade for reapers? That's a bit of a shock. I think a better upgrade for reaper would have been an upgrade to give them detection. Would be really useful in denying Zerg creep early game and would also be good for denying DT harass early or late game in TvP.
Old Post

 
 nocrA   Italy. June 10 2012 14:57. Posts 27
Profile # 

On June 10 2012 11:11 Roe wrote:
i wonder why they picked 22 as its range, seems random


I tryed editing the carrier in a test map to have tempest's weapon and I found out that 22 it's almost exactly a screen in lenght. More would have been difficult for spectating.

About the people saying that abduct is a good counter to tempest: 3 tempest(46*3=138) can oneshot a viper(120hp) from 22 range and abduct seems to have 9 range so if the tempest are positioned properly and retreat while the attack is charging(tempest and viper have same speed) abduct shouldn't be very effective.
(╯°□°)╯︵ ┻━┻
Old Post

 
 andrewlt   United States. June 10 2012 15:30. Posts 3112
Profile # 
Tempest seems really lackluster. It feels too vanilla for a capital unit. BCs and Carriers have way more micro potential.

I don't understand the warhound, either. People hated the marauder and they add a mech version of it. I thought the complaint was that SC2 vanilla had too many powerful fire and forget units. Why another one?

The rest of the units seem pretty good, though. It's a huge change from the last time we heard news about HOTS and from the initial reveal. It makes me wonder how far away we really are.
Old Post

 
 rezoacken   Canada. June 10 2012 15:32. Posts 1445
Profile # 

On June 10 2012 14:57 nocrA wrote:

Show nested quote +



I tryed editing the carrier in a test map to have tempest's weapon and I found out that 22 it's almost exactly a screen in lenght. More would have been difficult for spectating.

About the people saying that abduct is a good counter to tempest: 3 tempest(46*3=138) can oneshot a viper(120hp) from 22 range and abduct seems to have 9 range so if the tempest are positioned properly and retreat while the attack is charging(tempest and viper have same speed) abduct shouldn't be very effective.


Not mentioning viper can get killed by stalkers being placed between tempest and vipers... Tempest are supposed to be a flying siege unit, I think it does it fine and should never be used alone or in the front.

Overall we'll see how things plays out, it will create its load of imbalances that will get slowly fixed with patches anyway, like WoL.

I really really like the mothership core mechanics though, changes the whole game for Protoss all by itself.
Last edit: 2012-06-10 15:34:39
Carl Drogo fan club member
Old Post

 
 TheWorldToCome   United States. June 10 2012 15:40. Posts 363
Profile # 
Is the hydra speed upgrade hive tech?
Starcraft 2 was designed to have a best race. You play the worst one.
Old Post

 
 Existor   Russian Federation. June 10 2012 16:20. Posts 3122
Profile # 

On June 10 2012 15:40 TheWorldToCome wrote:
Is the hydra speed upgrade hive tech?

Yes
Old Post

 
 Fatam   June 10 2012 17:11. Posts 929
Profile # 
I think hydra speed needs to be lair tech instead of hive, so you can do harass with 3.38 hydras on 3rds and such in the midgame. That kind of harass will be harder to pull off/less relevant later in the game. Unless they're going to increase hydras' hp then they are better as a hit-and-run harass unit than in any actual engagements. Then again I could eat my words on that if protoss starts going air-heavy a lot.

edit - just looking at the viper, I'm trying to think of when you wouldn't build it vs. T or P. Against mech abduct will be amazing, and against bio Blinding Cloud will be great. Gonna be a very popular unit.
Last edit: 2012-06-10 17:25:36
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

  Sea_Food   Finland. June 10 2012 17:13. Posts 1612Profile Blog # 
How much cargo space is one warhound?

Probes and SCV are mechanical, I want to see warhound drops vs protoss and terran.
 
Old Post

 
 Yoshi Kirishima   United States. June 10 2012 17:46. Posts 9002
Profile Blog # 

On June 10 2012 17:13 Sea_Food wrote:
How much cargo space is one warhound?

Probes and SCV are mechanical, I want to see warhound drops vs protoss and terran.


Wow, that would be interesting! I'm guessing warhound takes 4 spaces out of 8 though. 2 would seem weird for a unit that size.

Hm so they could 2 shot SCVs! I wonder if that's part of the reason why they do 23 damage, it's perfectly 46 damage, and getting +1 armor doesn't change that from 2 shots to 3.

For mechanical missiles... lol that would be epic. Maybe it doesn't target workers though ;O
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Old Post

 
 DaveVAH   Canada. June 10 2012 19:02. Posts 159
Profile Blog # 
Updates from today? there was alot asked.
Old Post

 
 Ktk   Korea (South). June 10 2012 19:17. Posts 708
Profile Blog # 

On June 10 2012 17:46 Yoshi Kirishima wrote:

Show nested quote +



Wow, that would be interesting! I'm guessing warhound takes 4 spaces out of 8 though. 2 would seem weird for a unit that size.

Hm so they could 2 shot SCVs! I wonder if that's part of the reason why they do 23 damage, it's perfectly 46 damage, and getting +1 armor doesn't change that from 2 shots to 3.

For mechanical missiles... lol that would be epic. Maybe it doesn't target workers though ;O


Isn't size irrelevant?

1 supply = 8 fit in a medivac (marines, reapers, scvs, mines!)
2 supply = 4 fit in a medivac (ghosts, hellions, vikings, marauders, warhounds)
3 supply = 2 fit in a medivac (tanks)
6 supply = 1 fits in a medivac (thor)

4 warhounds fit in a medivac I'll state with some degree of confidence
Last edit: 2012-06-10 19:17:40
Old Post

 
 pdd   Australia. June 10 2012 19:44. Posts 8242
Profile Blog # 

On June 10 2012 12:19 a176 wrote:
the more i think about the more i dont understand the warhound. armored, does plus damage to armored. its a maruader you build from a factory. what ever happened to no unit overlap?

It's upgrade by vehicle upgrades instead of Bio. Basically they just want Mech to be viable in TvP (and possibly TvT also). Plus it shoots missiles every 6 seconds.

Also it's anti-mech, not anti-armored, which means it's pretty much useless in TvZ.

Btw, does anyone know if the Warhounds missiles can target air Mech units?
Last edit: 2012-06-10 19:53:13
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Old Post

 
 Cirqueenflex   June 10 2012 20:09. Posts 399
Profile # 
because they weren't in the videos:
a) is the roach still in the game?
b) have they abandoned the idea of burrow movement for banelings? (Since if it was a new feature in HotS, i would have imagined seeing it at least once in the show games)
Old Post

 
 Jackbo   Korea (South). June 10 2012 20:12. Posts 102
Profile # 

On June 09 2012 18:44 Bair wrote:

Show nested quote +



2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).

If you know the location of a mine field, you can hallucinate probes to take it out. It would be very efficient, seeing as you get 4 probes per hallucination, and each one could take a widow mine, which would make it 300/100 worth of minerals and gas destroyed for the cost of 100 energy.
Old Post

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