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Thread: Unit removals possible for HOTS

  1. #141

    Default Re: Unit removals possible for HOTS

    This likely wouldn't happen, but how do you all think the Phoenix would play out if they gave him AtG attack?
    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...

  2. #142

    Default Re: Unit removals possible for HOTS

    Little late to the party but w/e (long read too BTW. Yeesh)

    Warp Prism: God this unit sucks. Feels like it was just put in because Toss needed a transport unit.
    I say give it another "mode": Warp-in mode and some kind of buff mode (shield boost mode mayhaps?). It'll give you a reason to actually bring one along in battle.

    Photon Cannon: I agree, it seems so lacking compaired to the other defencive buildings. I got nothing, but that chained strengthening attack idea sounded pretty cool. it'de be hard to balance out a cannon rush though.

    Pheonix: So much APM for such little return. I came up with an idea for it recently in another thread that would introduce an upgrade giving its graviton beam a small AOE (like 4 marines or 2 marauders worth in size) meaning that they might find use in those late game death ball fests.

    4-Gate Not a unit but man do I hate it. My fix would be to introduce a new upgrade into the Cybernetics Core that would compete with warp tech ( Kind of like how Stim and Shields compete with each other). I don't know what this upgrade would be, but it would have to be able to go head to head with the 4-gate. Any thoughts?

    I could get warp-in, or I could get <blank>...
    ...lol, tough call.

    Sentries: Actually I like the unit. I just don't like being so dependant on it. Forcefield either needs a nerf, or early Toss units need a buff.
    Actually maybe the proposed cyber core upgrade could some how change that? Making the decision in the early game that much more important.
    Also maybe a "come here" type spell would be nice. Offensively you could throw down a FF wall and pull units through. And defensively you could bring Immortals in closer so they could actually do some DPS as opposed to them twitching around behind your stalkers . Sentries are up front with your Zealots anyways so it works out nicely. You could also pull units out of battle too, like a makeshift blink for other Toss units.

    Mothership: Junk.
    I like littlesiren's idea of the Nexus "transforming" into a version of a mothership. That's pretty kick ass!

    Carrier: Scrap it

    Marauder: Remove its ability to stim. Problem solved

    Thor:
    Quote Originally Posted by RODTHEGOD View Post
    Terran
    - Personally I didn't really like how any of these units in regards to the terran feel. Like none of them made me think of an army holding the line and all that stuff. They didn't make me think of an army thats prepared for war but rather an bunch of raiders. You know, hit and run sort of stuff. I want that "HOLD THE LINE!" back.
    This^ + the concept is retarded

    Banshee: Rotors in space? Scrap it and bring in an epic space fighter if anything at all.

    Mule: Wait, so a player can MarineKing me and bounce back? How is this thing still in the game?
    You ever look at the resource gathering chart at the end of a match? Ya! Balance it or scrap it.

    Roach: I always pictured Zerg coming at you from different sides with different broods tearing everyone apart......Instead we get the Roach being massed up and A-clicked to your main. New Zerg unit please.

    Fungal Growth: I agree that HOTS needs some dispel type abilities. Fungal should not be removed, but something needs to change it from its game ending status it currently has.

    *Maybe a new unit that had that "come here" ability mentioned earlier could also have a dispel type ability as well?*

    Overseer: Junk. Or give it Zerg's version of a dispel.
    KCCO

  3. #143

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by Alar View Post
    This likely wouldn't happen, but how do you all think the Phoenix would play out if they gave him AtG attack?
    It would be pretty imbalanced, a lot stronger than Muta in every aspect... HP, damage, speed, attack speed etc. and its cost is only a bit higher.

    @Carsickness
    I just don't know what to say, I mean, we all have some changes for the game, but you basically want half of the game to be changed.
    "Living for the Swarm!"

  4. #144

    Default Re: Unit removals possible for HOTS

    Make the photon-chain an upgrade at say the twilight council.

  5. #145

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by Carsickness View Post
    Warp Prism: God this unit sucks. Feels like it was just put in because Toss needed a transport unit.
    I say give it another "mode": Warp-in mode and some kind of buff mode (shield boost mode mayhaps?). It'll give you a reason to actually bring one along in battle.
    This is your only point I disagree with. I really feel both the Warp-Prism and Nydus Network are simply underused due to their perceived complexity and not because they aren't well designed. Both are incredibly strong when used by professionals. They are quite literally game-changing units because of how fast they can bring forces to the front lines.

    Another point I'd like to address is the "get over here!" spell suggested. I think an ability on the High Templar or Sentry to swap the positions of two units nigh-instantly (either friendly or enemy) could have amazing uses. Swap a Zealot for a Baneling and BOOM, or plop a few Archons right in the middle of a pack of Hydralisks. If it proved too powerful for picking off units like Colossi, you could just make Massive units immune to it.
    Last edited by DemolitionSquid; 08-12-2011 at 02:49 PM.

  6. #146

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by DemolitionSquid View Post
    This is your only point I disagree with. I really feel both the Warp-Prism and Nydus Network are simply underused due to their perceived complexity and not because they aren't well designed. Both are incredibly strong when used by professionals. They are quite literally game-changing units because of how fast they can bring forces to the front lines.

    ...
    I agree completely with this. I'm no professional, nor do I play protoss frequently, but when I do I understand the usefulness of the warp prism. Keeping a couple with your army to warp in reinforcements right on to the frontline? Yes please.

  7. #147

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by RamiZ View Post
    I just don't know what to say, I mean, we all have some changes for the game, but you basically want half of the game to be changed.
    I'm just Theorycrafting the shit out of this thread. Plus there are many other people with 10+ changes.

    Quote Originally Posted by DemolitionSquid View Post
    Another point I'd like to address is the "get over here!" spell suggested. I think an ability on the High Templar or Sentry to swap the positions of two units nigh-instantly (either friendly or enemy) could have amazing uses. Swap a Zealot for a Baneling and BOOM, or plop a few Archons right in the middle of a pack of Hydralisks. If it proved too powerful for picking off units like Colossi, you could just make Massive units immune to it.
    Ya probably swapping Colossi would be a little OP :P. Why would you want to swap a baneling though? Wouldn't bringing a baneling in close be a bad thing?
    Distance and cooldown would have the be heavily balanced but I think it'de work quite nicely. Imagine a pro getting their hands on this and watching Blinks + switches going on during an intense battle. No one would know what's going on anymore lol.

    Quote Originally Posted by DemolitionSquid View Post
    This is your only point I disagree with. I really feel both the Warp-Prism and Nydus Network are simply underused due to their perceived complexity and not because they aren't well designed. Both are incredibly strong when used by professionals. They are quite literally game-changing units because of how fast they can bring forces to the front lines.
    Quote Originally Posted by Muspelli View Post
    I agree completely with this. I'm no professional, nor do I play protoss frequently, but when I do I understand the usefulness of the warp prism. Keeping a couple with your army to warp in reinforcements right on to the frontline? Yes please.
    Warp prism is useless in the front lines. Any decent player seeing a warp in progress would snipe the warp prism instantly. Having a pylon near by is alot more usefull and cost effective.
    It's slow, made of paper, and its effectivness is only as good as how many warp gates you have.
    I agree that its potential hasn't been reached yet. but that potential is quite limited in its current state.
    Terran's transport unit can heal, be double pumped, and is used so much that its sheer numbers can often transport their entire army. I'de like to see the Warp Prism be as usefull.
    I just want a reason to build more then 1. that's why I think a shield battery style ability would be very usefull.
    KCCO

  8. #148

    Default Re: Unit removals possible for HOTS

    I usually play for fun. I'm sure that has some effect on it. Either way, I can see how well they can be used, even if it doesn't translate that well into pro gaming.

    As for the protoss needing a raider, reavers? Blizzard says they're a siege unit, but I don't think they were ever really used that way. They were certainly used as raiders.

  9. #149

    Default Re: Unit removals possible for HOTS

    Quote Originally Posted by Carsickness View Post
    Ya probably swapping Colossi would be a little OP :P. Why would you want to swap a baneling though? Wouldn't bringing a baneling in close be a bad thing?
    Distance and cooldown would have the be heavily balanced but I think it'de work quite nicely. Imagine a pro getting their hands on this and watching Blinks + switches going on during an intense battle. No one would know what's going on anymore lol.
    Run 1 Zealot into a group of Banelings = enemy micros and they run away.
    Instantly place 1 Zealot into as group of Banelings before the enemy can react = BOOM. Wasted Banelings.

    Quote Originally Posted by Carsickness View Post
    Warp prism is useless in the front lines. Any decent player seeing a warp in progress would snipe the warp prism instantly. Having a pylon near by is alot more usefull and cost effective.
    It's slow, made of paper, and its effectivness is only as good as how many warp gates you have.
    I agree that its potential hasn't been reached yet. but that potential is quite limited in its current state.
    Terran's transport unit can heal, be double pumped, and is used so much that its sheer numbers can often transport their entire army. I'd like to see the Warp Prism be as usefull.
    I just want a reason to build more then 1. that's why I think a shield battery style ability would be very useful.
    Pylons have more HP, and don't take supply. But you have to get a Probe over there with your first wave, and wait for the Pylon to morph in without it being attacked. Warp Prisms can fly with first wave (or even carry it) and set up for warp-in instantly. Both methods have their value. Ultimately it is their mobility that gives them power. Also, instantly powering up deactivated buildings and cannons while a Pylon warps in lets you keep your production constant.

    Quote Originally Posted by Muspelli View Post
    As for the protoss needing a raider, reavers? Blizzard says they're a siege unit, but I don't think they were ever really used that way. They were certainly used as raiders.
    Reavers were nigh useless without a Shuttle. You rarely saw a Reaver without a Shuttle because the Shuttle completely changed how Reavers operated. The two units were symbiotic. Blizzard decided to combine the two units into one - the Colossus. The range and burst power of the Reaver, with the (near) mobility of the Shuttle. Unfortunately, its the "near" part that destroyed the Colossus drop. You need a Warp-Prism to achieve the same mobility as the Shuttle because the Colossus can't cross air gaps. And the Colossus' burst damage is lower than the Reaver's was because its a single unit, and you don't have to pay for each shot (unlike with Scarabs). If the Colossus was cheaper, they'd be just as drop-able as Reavers were. This is why its more common to see Immortal drops instead.
    Last edited by DemolitionSquid; 08-12-2011 at 06:17 PM.

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