Ragdoll system: It's a way of doing death animations. Ever play Halo: CE? Think they might have had it in Halo 2, to be honest...
Shaders: How textures react to light.
Pretty nifty stuff for an RTS.
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The creep thing sounds like it's just graphical. Creep isn't player-bound.
Well I hope they haven't changed that. It'd make things a little bit tricky from a design standpoint.
Though I imagine the 'destroys any non-zerg building' thing would work. Makes team games a LITTLE tricky, but with the way maps are designed it's not a huge, huge problem.
Not necessarily. The game I am sure is capable of tracking ownership without team colour. Just make sure creep has no team colour areas on its texture. Or, if they do go that route, do it tastefully. Perhaps make the veins team-coloured, but leave the rest purple-grey.
Yeah, but the player's not.Quote:
Not necessarily. The game I am sure is capable of tracking ownership without team colour.
It's just... unnecessary I think. Let it be an aspect of team games that you need to keep your protoss/terran and zerg buildings away from one another.
I'm pretty darn sure the creep covering buildings is purely graphical.
I'm going to have to respectfully disagree with you, Dsquid, on the hellion transformer. As you said yourself, units should have use both inside and outside the main army. Because of their lack of health/damage, their speed, and their unique splash radius, they were only really ever good in the main army when they were simultaneously overpowered in their harassment role. This change allows Blizzard to divide the 2 roles so that you get one unit that is versatile because it is effective in 2 different scenarios, while not being to strong in either role. kiting with bio-balls is still just as viable as it once was, and will still be perfectly fine in the mid-game. Late-game, it provides another option for Terran to transition to, possibly forcing the protoss to transition as well, and keeping the game from stagnating on zealot/archon vs. bioball. The hellion transformer will allow it to synergize with the rest of your army better than it could previously, and allow it to take on a role that it was only ever good at when it was overpowered. This, in addition to the addition of the warhound, could easily make mech viable in all matchups.
The warhound is interesting to me. I started out really, really liking this unit, and I still do, but I'm not as happy as I was. Giving the thor's anti-air role to a more mobile unit was a great idea. The thor was the result of trying to put too many roles in one unit. It was a tank unit that could take a ton of damage and push through siege lines and take on zerg swarms, it was a spellcaster that could lock down large enemy units, and it was an AoE mutalisk killer. Unfortunately, fulfilling the tank role needed a big, expensive, slow unit, while the anti-muta role needed a smaller and more nimble platform. The warhound, instead of taking on the tank role, takes an anti-mech role in addition to it's anti-muta abilities. I love the idea of adding different bonuses other than just armored and light. At first I thought this was an amazing idea, and that it, in addition to the battle hellion, would likely make mech play just as viable as bio. Unfortunately, I soon realized that there are still a lot of problems:
1. Marines with stim can kite battle-hellions, making the hellions much less effective vs marines
2. Armored bonus overlaps too much with mechanical. The only ground units that are light-mechanical are hellions, probes and sentries, and the only armored non-mechanical targets are roaches, ultralisks, marauders, and buildings. This makes it much worse against Zerg and bio than thors were, and barely more effective vs. Protoss than marauders. Unless the battle hellion can really pick up the slack, mech seems just as worthless as in WoL
3. Protoss still has way too many options for mech. Immortals and archons can still hard counter factory units. Without the thor's lockdown abilities, taking out these units seems near impossible without getting ghosts, and EMP is in line for a nerf. Without viking support, drops and air units will still be viable, assuming the warhound doesn't do more damage to non-light targets than the thor.
I really hope to see mech being used. Allowing Hellions to both harass and support an army, while sharing upgrades with mech, is super cool. A more mobile thor with anti-mechanical abilities is great in concept, but I'm not sure how well it will work in practice. One thing I haven't mentioned yet is the shredder, another factory unit that could help mech players lock down expansions with a less mobile army. I don't know if you guys have seen the gameplay Q&A, but apparently their damage, like psi-storm, doesn't stack, so you won't be able to set up a huge number of them and kill everything. While I don't think Terran really needs more zone control, seeing as they already have the best in the game, it should prove an interesting unit.
They better change the warhound model, though. The amount the artists and designers seemed to like the design was unnerving.
First, I think its in our best interests to acknowledge the Battle Hellion is a Campaign Firebat. Now, I want you to consider this. You have the fastest unit in the game, with a very strong anti-light attack, that can then become a decent tanking unit that also deals very strong anti-light damage. Then try to accept that unit at a cost of 100/0 and available in pairs at a reactor.
Aside from that disturbing thought, Hellions are already viable in a Terran army situation. They are already used as cheap tanks and already fry light units like Zealots and Zerglings in formation. Hellions are not currently overpowered. Giving them this ability to become better in a slow army situation will make them so. The evidence is clear as day.
Blizzard has tools for balancing units. They can adjust the health, attack, movement speed and even cost of the unit. They can make things upgrades, adjust the upgrade cost, and move it around the tech tree. Because they are splitting the 2 roles of the hellion into what is essentially 2 units, it becomes even easier to balance, because they can balance the 2 roles of the hellion separately.
For a while, they saw heavy use in tournaments. Blue-Flame hellions were incredibly effective harassers, able to take out a mineral line in seconds. On top of that, they could even fill in as a decent army unit, with their massive damage to light units making them excellent at timing pushes vs. zerg, and their splash making them great at tearing apart marines. Zealots, on the other hand, were a little too hardy for hellions to stand up to. Zealots just had too much health to melt as quickly as marines or zerglings, and charge severely weakens any kiting ability. That's not even mentioning stalkers and colossi, which tear hellions apart. Still, they saw a lot of success, not as a main army component in TvP, but dropped in the back of mineral lines to try and take out workers.
It was the consensus that Hellions were too strong. They were really strong in early timing pushes, and just 2-3 could destroy your economy in seconds. So blue-flame damage was nerfed, and what happened? The upgrade dropped from the map. No one got enough hellions to justify getting blue-flame in any matchup. It takes the same number of blue-flame hellions to one-shot workers as red-flame. TvT shifted back to marine-tank overnight. And TvP? Back to scouting with factories.
Clearly, Hellions are not viable in armies anymore. The battle-hellion aims to fix that. Personally, I think that it needs to be made an upgrade, maybe even requiring an armory, so that people can't do reactored-batllehellion pushes the way they do reactored-hellion pushes nowadays. Maybe it will make marine/hellion pushes like we saw with blue-flame resurface. But those things don't make it a bad idea. The role gap does exist, and this change offers a potential unit to fill that void. Whether or not they can balance the battlehellion so it fills that role or not is up for grabs, but it'll certainly be easier than trying to fit a fast-moving line-AoE attacker into that role.
Frankly, I disagree wholly on your position. From everything I see, Hellions are still used consistently enough for me, even after the Infernal Preigniter nerf. I do not acknowledge this "role gap" you see, and I certainly do not think bringing back the Firebat is an acceptable solution.
Is the transformation outlined somewhere? Does it cost to do it per hellion? Is it permanent or can you revert? All of these would make a difference with balance.
Im excited about this. i remember being a huge advocate of a speedboost ability on the mothership back in the day...
i like using BC's as they are, and they're currently fine. But with Tempest, SPEED-hydras and vipers around, its a new ball game! BC is a top tier unit and should remain as viable as currently though this.
This might also add some additional layers to TvT: air domination through vikings is extremely important when BC's start entering the field, the BC's cant quite catch the vikings and yamoto used on a 75 gas unit isnt awesome. a speedbost makes it require more than a superior viking count to stop a big BC onslaught!
i agree wholeheartedly with MulletBen on this issueQuote:
Battle Hellion: I do not support this change. The Firebat was removed from multiplayer to be replaced by the more mobile Hellion. Now we're shoehorning it back in? Not cool. The unit seems to fill too many roles - tank, AoE, mobile - all for 100 Minerals. It deplaces the Marauder as the go-to front line support unit. Right now Marines kill Zealots/Zerglings and Marauders kill Stalkers/Roaches. I predict it will swap to Battle Hellion kills Zealots/Zerglings and Marines kill Stalkers/Roaches, leaving far more gas for Terran tech and upgrades to unbalance their progression. Hellions right now are too weak for this, with too direct a stream for such a play. Bringing in the Battle Hellion as essentially the hearty WoL campaign Firebat will regress HotS into SCBW. Also, with the creation of the anti-tank Warhound, I feel there's no niche for the Battle Hellion in that damage absorption aspect either.
im not one o nitpick about asthetics, but i must say i dont like the look of this unit.Quote:
Warhound: I have always felt the Thor never reached its potential. It was very Terran as a giant mech, but was nerfed and shoehorned into a ranged tank AA. The Warhound appears to fix all my issues with the Thor - cheaper, smaller, more mobile, more producible. Its anti-siege tank ability is also pleasing to me. Its basically Thor Jr. and I'm content with that.
otehr than that, im very sceptical about its anti-mechanical ground attack, here's an elaboration of that i typed up earlier in the general discussion thread 'my thoughts on the warhound' :
This will be a powerful ability. powerful as fuck; P players will be able to do tactical moves that were previously considered merely creative ways to commit suicide, especially using warpprisms and all sorts of counterattack tactics; if you are able/allowed to get in past yuor enem army, you'll be able to deal a significant amount of damage to an economy or production line and recall out again - at low low risk. I think this is potentially overpowered.Quote:
Nexus Recall: Kiwikaki should be happy about this, and I am too. This is what the Mothership did with Mass Recall, brining units back to base. Cutting out the Mothership middle-man is a clear improvement, letting the ability be used more often.
Arc shield will be plenty useful later on, especially as there is so much more energy to go around and so much less time to go around fo continually chornoboosting all your production; whenever someone pokes at you, you WILL have some nexus energy available, esp if you have 3+ nexii. Adding free damage at the click of a button is actually always good, and ontop of that, it adds armor (even to shields?) ..... the ability will remain highly useful to deter harassment with. Im not sure i actually like it though. maybe its a bit lame.Quote:
Nexus Arc Shield: I believe all units and abilities should be useful all game long. Arc Shield does not seem to support this ideology. It may be useful early game, making Pylons and Gateways into 20 second Photon Cannons. But Cannons lose their power late game, and this spell will too. I have no doubt Chrono Boost and Recall will be the better defensive abilities through macro.
I agree, im not sure the unit has enough character. Maybe if something interesting was done with its air to ground attack?Quote:
Tempest: I feel this unit will be a much better captial ship than the Carrier, but I'm not sold on it. A strong AA presence was needed. No variability in power as Interceptors are created and lost is a blessing. Its a more straight-up unit than the Carrier... but I'm not sure thats a good thing. It feels too much like a Battle Cruiser to me, and I'll have to try it before I can assess if I like that for Protoss.
This IDEA is that if the corruper swarm wins the battle for air dominance, while teh zerg player lacks the tech or money to make broodlords, it ujst becomes an embaracing paperweight. At that point, this new siphon ability is arguably better than corruption.Quote:
Corruptor Ability Change: The Corruptor has always been troubled. It used to turn enemies into turrets. Now its just a nerfed Devourer and a stepping stone to Brood Lords. I have no idea how Blizzard thought its new "Mineral Siphon" ability was a good idea. Leaving your Corruptors in the enemy base to suck minerals from him is just ridiculous. I give this change an F-.
.. my initial reaction was as yours: this sucks. but im not sure now. maybe its OK, especially if all the corrupters can siphon from the same building. ON the otehr hand, without an active combat ability, the corrupter is tactically the lamest peace of meat in the game: NOTHNG can be done with it in a battle other than focus fiering the right stuff (typically the massive stuff)
... Corruption sucked and the unit needed an out-of-battle ability like siphon, but i think it still needs a combat ability!
Overseer Removal: Its a sad state that the Overseer was never a strong caster, it had real potential. Changeling was a horribly implemented Parasite substitute. But at least contaminate lives on in the Protoss Oracle, and the Viper appears to be a solid substitute.
Swarm Host: This easily gets my vote as the best new unit. I love this thing - its simple and eligant, and it screams Zerg. Endless waves of Locust (Broodlings)? Yes please. My only concern is it may replace Zerglings as cannon fodder late game, because I want all units to be useful the whole game.[/QUOTE]
a) Zerg need not fear a naked bio ball. fungal with ultra/ling or baneling or jstu more fungal deals with it very cost effectively.
b) as Drake clawfang said, it should end up being an autocast ability; you shuold be able to tell it to 'hold spawning' like you can tell a cloaked ghost to 'hold fire'
c) Z has ample AoE but it has to be in their own way; melee range / semi suicide or energy-based. i dont view lack f AoE in the swarmhost to be a problem. - i dont want to sidetrack the discussion, but i think, if zrg had a more or less stirahgtforward ranged splash unit, it would e dificult to balance while keeping the zerg approach unique. also, I've never liked the lurker and dont like the idea of adding more old units anyway.
... now, to elaborate on the tactical implications of this unit: it can help cut your costs for continual swarm-forward attacks; with enough of these guys you can force your enemy to brake formation to either back up to a more defensible position (gj you pushed em back! own the map!), or come get you (unseige etc; much easier for you to engage with the swarm)
@Todie
Arc Shield will only find use early game. It puts on a cannon that does 20 damage to light units but only 5 damage to non-light units.
Mass Recall is finally something competing for energy on the Nexus. Has more applications mid-game. Makes it more forgiving when moving out with an army for pressure.
... ive seen so many high end P's neglect using chronoboost, and though recall will be very strong, its situational; tehre will be energy leftover and 20 damage is good vs ling/hydra/marine/reaper/helion harass/coutnerattacks. can it target air? regardless, i read somewhere that it boosts armor, in that case it can make walls much more durable, espeically vs arine/zergling, especialyl combined with shield upgrades / guardian shield / defensive warpout (oracle ability)
Ya it boosts shields. Not sure by how much though but they are reported to boost shields. It should be able to attack air. They are considering tweaking it to only be castable on gateways and nexus. Problems with gas steal and pylons being a new cheaper "cannon rush" that doesn't require as much investment.
Technically the stockpiling of chronoboost would happen the earliest at mid-game. Not sure if it's a good tradeoff to miss 3 chronoboosts to get 1 recall mid-game. Upgrading, teching and economy seem better use for it at that time. Late game definitely for sure because there's so much less to chronoboost. Probably makes defensive Protoss better. Purposely leaving the farthest away expo and your main/nat with stockpiled energy to recall units for defense.
The other thing with Arc Shield is that you're liable to use it not just to fight off raiders, but the extra shields could make the difference between a critical pylon or building staying up or not.
Warhound model looks ugly. I hope they replace it with a cool and badass looking mech not retarded looking like the giant scv.
Ironically, you might be right about bringing the "firebat" back as making SC2 more like Brood War, but for all the wrong reasons. Unless I am mistaken, firebats were used in TvP exactly never. TvP was centered around mech. And buffing the hellion in a way that doesn't interfere with its harass role, in addition to adding an anti-mechanical support unit, might just be the way to do it.
See, I don't want to see marines used in every game. I don't think that a reactored hellion opening followed by a transition to marine-tank is seeing enough use out of the hellion. I don't think that having PvT stagnate on MMM/Ghost/Viking is interesting, since Terran has nothing to transition to in that matchup. I think these are issues with the game, and I think that the battle-hellion is an excellent solution.
I disagree. You get 5 of these guys together near the entrance to enemy base, and just let them do their thing, and they can get pretty devastating. Especially if your opponent allows you to mass them up. I wouldn't worry about them replacing zerglings, because their lifespan is really short. This prevents you from sending locusts out from halfway across the map. You do have to be relatively close for them to do some damage before dying of old age (assuming they last that long). I believe the spawn time is related to the life cycle of the locust, where the next batch hatches after the previous set is due to die.
Agree on the Warhound. I'd be happy with it being the next generation Goliath than the skinny mech it currently is.
Tempest is a good unit. In a one-on-one battle, it will lose against a battlecruiser. But if it were a numbers battle, I see the Tempests winning due to their splash damage, although it's more specifically advantageous against light flying units.
The swarm host locust mechanic needs tweaking. Definitely DSquid's suggestion might be a good improvement for it if it's too weak. If you look here.....
http://www.teamliquid.net/forum/view...277868#changes
Really depends how it plays out in the hands of real players. On the one hand with blinding cloud from the viper it greatly supports the swarm host. On the other hand with the long cooldown it presents a time of weakness to attack. Kill off the initial locust spawn then rush in to attack. For a few seconds the swarm hosts will just be sitting there using up supply but not doing anything.Quote:
By themselves, they aren't too strong as they have a long cool down on spawning locusts (right now its ~24 seconds. the locusts last 15).
But theoretically zerg could use lots of vipers and infestors to keep casting blinding cloud and fungal to protect the units. But PvZ in particular could easily imagine constantly pushing to force zerg to expend energy and using mass recall if the army gets surrounded. Once the vipers and infestors run out of energy then would be an easy clean up.
The way the locusts are made it seems more like something to counter siege tanks due to the splash. Against a standard Protoss army the locusts do nothing on their own as they are now. Just too few in number. Could use them in conjuction with an attack but then the money might be better spent on more units or tech. Doesn't seem that great to have a swarm host timing attack.
Might be good mid-late game but truthfully right now ling-viper seems to be on paper better than ling-swarm host. Imagine a 2 base timing and instead of ling-infestor it's ling-viper. Then blinding cloud and suddenly all units are basically melee. Lings would be amazing then. If the blinding cloud works on buildings too then even arc shield and photon cannons won't be able to do anything. Have to see what Blizzard decides I guess but ling-viper sounds ridiculously scary right now compared to anything swarm host related.
The zerg siege unit sounds like an effective way to throw meat at the enemy, and preserve lings or main army to bust any attempt to counter the swarm hosts.
People don't seem impressed by the video, but don't you see the ton of tanks deployed? A normal zerg army would not survived the barrages for very long either.
Uh, I don't see Ling/Viper being even 50% as effective as Ling/Infestor, since Vipers cost 200 gas, and Blinding Cloud makes your units melee, which still means Lings will have to do damage, and they just die too fast to anything that has more than 40 supply.Quote:
Might be good mid-late game but truthfully right now ling-viper seems to be on paper better than ling-swarm host. Imagine a 2 base timing and instead of ling-infestor it's ling-viper. Then blinding cloud and suddenly all units are basically melee. Lings would be amazing then. If the blinding cloud works on buildings too then even arc shield and photon cannons won't be able to do anything. Have to see what Blizzard decides I guess but ling-viper sounds ridiculously scary right now compared to anything swarm host related.
In Ling/Infestor, Lings are doing good job, but the best damage dealers are Infested Terrans combined with Fungals, I don't see that happening with Ling/Viper, especially because you can just leave the Blinding Cloud and keep killing Lings.
But on the other hand, Ling/Baneling/Viper is a lot more effective, since you can't kill the Banelings, and you can't even use Force Fields. Few well placed Blinding Clouds, and units won't manage to get away from it before they got killed by mass Banelings.
Swarm Host is different kind of unit, it will probably be used for wearing down the Siege lines with Shredders. As you said, it is not unit for timing attack, but in larger numbers, I am pretty sure that it will be deadly, and I imagine using it with Roaches is great. Those little devils will tank for Roaches to do damage, and after they die, Roaches can tank some damage themselves while waiting for next wave of Locusts to be spawned, even if they get on red, they can also burrow and regenerate at fast rate. I think they will tweak it enough to be good and balanced for the final release.
Yeah but i still imagine turning the units under the cloud into melee has great benefits. All those stalkers and sentries won't be able to do damage. And if using it on aggression right at the natural of Protoss there's little space to get out of the cloud. If the units move out just completely surround them. The viper would keep the lings alive much longer since they won't be able to be shot at. Have to see how things work out when HotS beta comes out.
Viper would also have benefit dealing with aggressive blink stalkers. Casting blinding cloud to shut down certain attack paths.
As far as I know, Blinding Cloud only disables spells and abilities that require mana. Fungal is actually a lot better for Blink Stalkers, since it shut them down perfectly.Quote:
Viper would also have benefit dealing with aggressive blink stalkers. Casting blinding cloud to shut down certain attack paths.
But tbh, I can see that Viper changes its building, currently, you need Infestation pit for him, which means you can get Vipers and Infestors at the same time, you don't have to mass them, just get few of each. 1-2 Vipers and 2-4 Infestors, and mass Lings since you will have ton of minerals and that composition is just too strong with Fungla Growth plus Blinding Cloud plus Infested Terrans.
Well. I'm kinda doubting the Infestor will stay in it's current state with the Viper in the game.
Almost definitely an IT nerf, and a Fungal nerf I'm imagining. Or at least an adjustment.
One thing I noticed was that they changed the way the ability works. They buffed it's damage HUGELY. Not even the outright damage boost, but the fact that it used to last 8 sec instead of 4.
As it doesn't stack, that means it's DPS went way, way up. Putting the emphasis of the ability more on the damage dealt and less on the root effect. So even if they just bumped it back up to last 8 sec, that'd be a pretty significant damage nerf.
yeah but an 8 second fungal would probably be preferable with blinding cloud around.
Fungal never should be about massive damage. It is supposed to be support spell, that is why I said that I am hoping for corruption effect, because I just hate how Zerg plays currently with mass Infestors and Lings/Roaches in the middle game, destroying whole armies with just Fungals, re-casting it over and over again.
A question I'm not sure has been asked or answered - will the Oracle's mineral-force field thing trigger an alert?
I think not, because that thing can be destroyed(mineral-force field), so there is really no point in spell if it triggers an alert...
That also doesn't work, because Workers aren't idle, but they try to mine and they just keep switching from patch to patch, they don't completely stop. Or maybe they do stop if you actually trap all of the minerals, but you can always leave just one, so they don't stop. ^^Quote:
Well...there's this idle worker button above the minimap
I really like this spell, if you see it coming it can be countered easy, with few units standing near the mineral line, on the other hand, if you don't see it, your mining on that base will be shut down for 45 sec, which is huge.
That's my concern too, we saw two Oracles slip into their base, disable their turrets and mineral field and then just run. I'm worried this may be too strong, especially late game when you may have several bases and your attention is divided, an Oracle could just disable an entire base and you could just not notice.
The one thing I think could work, if not an alert going out, is making it a channeled spell - the Oracle has to stay nearby while the shield is up and it goes down when it leaves. The player is more likely to notice the Oracle that way, as opposed to "get in, cast spell, get out"
It is strong but pretty easy to counter though, all you have to do is leave ~4 lings/Marines/Zealots or Stalkers, and they will remove the shield easily because It doesn't have that much hit points as I heard.
We will see, it is definitely going to be easier than defending from two Shredders being dropped in your mining base via Medivac.
I just feel that this is going to be great expansion.
So I've been thinking about ways to effectively use the 200/200, single transform cost of the Replicant. Here's my general opinions.
Cannot Copy/Massive
Battle Cruiser
Thor
Colossus
Archon
Tempest
Ultralisk
Brood Lord
Not Cost Effective
Marine
Marauder
Reaper
Probe
Zealot
Stalker
Replicant
Zergling
Roach
Hydralisk
Baneling
Mutalisk
Borderline
Battle Hellion
Warhound
Viking
Observer
Phoenix
Corruptor
Viable
SCV
Ghost
Siege Tank
Shredder
Medevac
Banshee
Raven
Sentry
Immortal
Warp Prism
Void Ray
High Templar
Dark Templar
Drone
Queen
Overlord
Swarm Host
Viper
Infestor
I needed a Borderline category because these units are generally too weak to justify the Replicant's price tag, but could have extremely situational use, in anti-air and AoE situations.
Anyone disagree with my assessments? Questions about my choices?
I would disagree just with Observer, since Replicant comes from Robotic Facility, it is much easier to just make one Observer instead, it is much cheaper, it would be in really rare situations, where your Observer is dying, and you see enemy Observer, and quick you Replicant to copy it. So I would put Observer in Borderline.
And we still don't know if Warhounds are considered as massive, my assumption is that it is massive unit, since Terran needs something to crush Force Fields, and that thing is still pretty big, at least bigger than Archon that is also massive.
http://www.youtube.com/watch?v=H3Bh6UBQ1Y8 In game look if you hadn't seen it already.