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Thread: Unit removals possible for HOTS

  1. #121

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by RODTHEGOD View Post
    Come on guys. Surely you can come up with something better then these ideas for the photon cannon. I mean you're just reusing the same idea. How about making the photon cannon like the prism towers from cnc red alert 2? Where photon cannons not in range can send their blasts along a network of photon cannons to make the photon cannons on the front line that much more powerful.
    That really isn't a horrible idea. I could see it working with a maximum range and/or number of stacks.

  2. #122
    Junior Member
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    Default Re: Unit removals possible for HOTS

    I just hate the Phoenix. It has no reason to exist because the Corsair already existed. The "can't hit buildings" thing bothers me because it actually goes against Blizzard's design goals.........they didn't want the Corruptor to be useless once all the enemy air was dead.
    I love Corsair look but it's Aoe attack was meant to due with unit stack which Blizz would rather prevent it other than have a unit against it (viking flower nerf) So I think you fond of it's Web right? I think Phoenix have that potential, as spell caster more than a anti-air (when enemy have no air)

    Blizzard leave them due to their potential of Harass. The problem is they can't do much in that tech level and rest of the game. As Voidray upgrade is out, they should give upgrade to Phorenix to fit in disabler role.

    Either as an upgrade or build-in buff, they can do:
    1) Instead of channel, phoenix is slowed and pacified so can retreat after disable
    2) If channel is required, increase Phoenix armor while channel like Faerie Dragon in WC3 so it could stay of the field longer with low HP
    3)Reduce the cost of gravity lift, better as upgrade instead, so more frequent lift without making phoenix rush to horrible.


    For Zealot, I agree that it's plain after the mid game, as they are auto attack unit, unlike marine have stim, or the maneuver capability of zergling.

    The point is they are already quite good for cost, so maybe a skill like stim, call it fanatic for now, that sacrifice sth for sth like dmg/speed for resilience or vice verse (too like stim though)? Zealot are mainly used soak damage/fast warp defense anyway in the later game.

    Mothership is useless
    Mothership is useless. However so do Nexus after a mineral field is dead. They are just hot keyed for chrono-boost at that point. So how about combine them? Allow a mothership to be summon much faster with lower mineral cost and faster build time (compensated the cost of nexus and chrono) but destroy the nexus to defense your own tech in main base. It don't really need to be as fast as warp-in, but fast enough as reaction when you scout a large army pressing when you out of army. Still cost AND provide supply like normal nexus+mothership (or not since it is unique anyway)

    But Mothership still need to get a bit faster if not with cloak field size/HP nerf.
    Last edited by LittleSiren; 07-05-2011 at 04:54 PM. Reason: Mothership edit/add

  3. #123

    Default Re: Unit removals possible for HOTS

    I tried a mothership rush of 2 bases, I didn't do anything wrong. He wasn't prepared for it (PvZ) he had no anti air and he could not really see invis. (except he had some static defense) Still I lost way to big then I should of a successful mothership rush.

    Later I tried the almost same strategy but instead of a mothership I hid carriers instead until I had 2 and the third one almost finishing. Now that was a much better "rush" for the same techpath it took quite a while because of their heavy buildtime but with a fast expansion, good building placements some sentries and then focus on getting the map control and stall him by poking a little to prevent creepspread.

  4. #124

    Default Re: Unit removals possible for HOTS

    In my opinion these units need to be revamped:

    Toss:
    Carrier - remodel, change the way this unit plays
    Phoenix - remodel, make it less annoying and more useful against other units
    Mothership - make it actually part of the game
    Colossus - make this unit less generic, give it some draw back

    Terran:
    Raven - Remake some of its spells
    Thor - delete this unit, or remake it into something better
    Hellion - add a spell for the hellion

    Zerg:
    Overseer - remake this into something more interesting
    Hydralisk - give it speed upgrade
    Ultralisk - reduce the size and increase attack speed / decrease damage, give it siesmic slam spell or something
    Corruptor - please give this unit a redo, it's the most boring unit in the game

  5. #125

    Default Re: Unit removals possible for HOTS

    The drawback for the Colossus is that anti-air can easily take it out, especially air-based anti-air. Unless you have anti-air to fight their air-based anti-air, or something to stop their ground-based anti-air, you're going to lose those Colossi pretty quickly.

    I agree the Carrier and Phoenix could use some work, and it'd be nice if the Mothership was more viable.

    I like the Raven, but I think it'd be neat if it only had one drone/turret that could do either/or, and perhaps one other ability. Maybe some form of vehicle repair? Not a constant cast like the Medivac, but something like a small AoE heal. Nanite Burst?

    I dunno about the Thor, he's got ups and downs. His anti-air is pretty good when you get multiples of him, but his ground damage role feels a lot like a mobile siege tank, which I dislike.

    I don't like the idea of a spell for the Hellion. What could you do for it, anyway? Temporarily increased damage? It would end up feeling like stim, only for a vehicle.

    I agree with you on the Overseer. Pretty useless at the moment.

    I thought Hydralisks already had a speed upgrade?

    Ultralisks already have a passive ability that makes them pretty powerful. I don't like the idea of giving all the beefy Tier 3 units castable spells. It would add way too much micro.

    Corruptors are... decent anti-air, but other than that? I think they're only in the game to give Brood Lords and to help counter armored air.
    I've fought for the Terran revolution, I've seen the promise of the Protoss, and now I'm ready to join the might of the Swarm...

  6. #126

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by Alar View Post

    I thought Hydralisks already had a speed upgrade?
    Pls tell me you're joking lol
    Find Humanity ... Assimilate ... Learn ... Evolve.

  7. #127

    Default Re: Unit removals possible for HOTS

    I thought Hydralisks already had a speed upgrade?
    Yes, in SC BW they do. lol
    "Living for the Swarm!"

  8. #128

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by RamiZ View Post
    Yes, in SC BW they do. lol
    I could have sworn that upgrade carried over into StarCraft 2... no, I'll admit right now Zerg is my weakest race out of all of them. I was probably just remembering Hydralisks on creep. My bad.
    I've fought for the Terran revolution, I've seen the promise of the Protoss, and now I'm ready to join the might of the Swarm...

  9. #129

    Default Re: Unit removals possible for HOTS

    Hydras get a RANGE upgrade, not speed. Easy mistake to make when your education system is still teaching Imperial measuring.

    *cough*

  10. #130

    Default Re: Unit removals possible for HOTS

    give the phoenix like a "corsair beam upgrade" where after upgraded (from fleet beacon) they have AOE damage like the corsair did.. This way, you'll actually be able to stop mass muta from zerg in an effective way. Still will get owned by infestors easy though.

    Protoss needs some kind of air AOE though. Thats also why carriers are so crappy; they are too slow to take out viking/corruptor armies, so its not cost effective at all unless its a surprise attack after building up 6+ carriers secretly.

    another AOE to deal with mass ling/infestor is needed too imo, or something.

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