06-08-2012, 06:51 PM
#11
06-08-2012, 07:40 PM
#12
I'm just gonna go through these things one by one, as always.
Zerg - 3/3
Overview: Best racial improvements by far. There's not much else to say because these superb changes speak for themselves.
Swarm Host: Fantastic. Love it. It's as "Zergy" as you can get and gives Zerg real staying power.
Viper: Its a flying Defiler, and I'm OK with that. Zerg just wasn't cutting it with only Fungal Growth for crowd control.
Ultralisk Charge: Kind of a cop out, becoming Zealots, but its simple and functional. Ultralisks needed a buff badly.
Protoss - 2/3
Overview: Clearly improved in significant ways but too early to call on some aspects. Frankly, the Tempest is the sole reason Protoss don't score higher.
Mothership Core: I think this is an acceptable direction to take, especially if it makes expanding in PvP viable. All its current abilities appear useful, and Recall on the Nexus is an idea I've pushed for a long time. Retaining the option to become a full Mothership is an interesting twist, and overall I see a lot of possibility in this unit right now.
Oracle: While originally I was angry they put this on the Starport instead of the Robotics Facility (because the Starport already had a harassing unit in the Phoenix), I can accept its tech placement because it will help make Stargate play more viable as a whole. This is because the Oracle appears to be very effective with its abilities, all of which (except the redundant Preordain) are clearly useful.
Tempest: This is the black sheep of the new Protoss lineup. It's a 22 range Brood Lord. Chew on that without gagging, I dare you. I cannot believe anyone acctually thinks this unit is a good idea. There has to be a better solution.
Terran - 1/3
Overview: Terrible. Uncreative and minimally effective changes.
Battle Hellion: Seriously? Its a fucking Firebat, and ultimately a cheap shoehorn of a unit thats been a joke for a decade. I feel like Blizzard is trolling me. Its bullshit like this that is the reason I don't play Terran.
Warhound: I'm failing this unit right now simply because I don't know enough about it. Does it replace the Thor completely, or is the Thor still in the Factory too? Is its "missile" attack an extra attack it uses only against Mech units in intervals, is it part of its standard attack, or is it an ability? Does it shoot flying units and solve the "Mutaball" problem, or s that still relegated to the Thor? These are important questions I need answers to before I can say this unit is a good addition to the Terran arsenal.
Widow Mine: The only good change, and arguably the most important. Their ability to protect against Mutalisk harassment is what will make or break these, which will certainly require a shorter timer.
06-08-2012, 07:46 PM
#13
The Warhound uses the missile attack independently of its regular attack, according to a TeamLiquid Q&A.
06-08-2012, 07:51 PM
#14
I can just see Terrans dropping the mines on the mineral lines and laughing their asses off. Then Protoss cloaks in and rapes everything.
06-08-2012, 08:14 PM
#15
Ahhhhhh, so they're starting to balance, eh? Good news.Terran Overview: Terrible. Uncreative and minimally effective changes.
Rest In Peace, Old Friend.
06-08-2012, 08:23 PM
#16
Giving my opinion for what it's worth, as per the new trailer:
-Mothership Core: Um...what? What genius protoss scientist decided that it would be a good idea to take out a mothership core and put it on a nexus? From a gameplay standard it works fine, but just give the nexus the same abilities. But from a lore one, it seems like an absurd decision.
-Oracle: The cloaking field seems a bit IMBA IMO, but I like the unit as a whole.
-Tempest: Bit similar to the brood lord, but I can appreciate that the difference between attacks and spawned broodlings is indeed different. Like the unit overall.
-Battle Hellion: Personally, I'd rather have a firebat. Yes, that would probably be unit overlap, but it's still preferable to having a transforming buggy. And Hellions have a distinct place in multiplayer matches as hit and run units, even if I found them rather useless. Again, I'd prefer a firebat.
-Warhound: Don't like the new animation, but I like the unit itself.
-Widow mine: Mixed. On one hand, I like that spider mines are back in some form. On the other, why are the mines attatching themselves to ground units instead of just detonating? Balance reasons I guess, but again, I can't think of an in-universe explanation.
-Missile launcher: Guess it's been canceled due to its absence. Meh. Kind of a redundant unit IMO.
-Locust: I'd prefer a visual redesign.
-Swarm host: No complaints.
-Viper: Aerial defiler FTW.
-Ultralisk charge: Like the idea, but why underground? It seems a bit strange in-universe as to how moving underground is faster than travelling above it. On the other hand, love the animation behind the technique.
06-08-2012, 08:33 PM
#17
06-08-2012, 08:39 PM
#18
As far as I know, Thor is still in the game, and Warhound have normal attack, and missile attack, that works only against mechanical units, and it seems that it shoots them randomly.Overview: Terrible. Uncreative and minimally effective changes.
Battle Hellion: Seriously? Its a fucking Firebat, and ultimately a cheap shoehorn of a unit thats been a joke for a decade. I feel like Blizzard is trolling me. Its bullshit like this that is the reason I don't play Terran.
Warhound: I'm failing this unit right now simply because I don't know enough about it. Does it replace the Thor completely, or is the Thor still in the Factory too? Is its "missile" attack an extra attack it uses only against Mech units in intervals, is it part of its standard attack, or is it an ability? Does it shoot flying units and solve the "Mutaball" problem, or s that still relegated to the Thor? These are important questions I need answers to before I can say this unit is a good addition to the Terran arsenal.
Widow Mine: The only good change, and arguably the most important. Their ability to protect against Mutalisk harassment is what will make or break these, which will certainly require a shorter timer.
And I think it is pretty logical to make an upgrade for shorter timer on Widow Mines.
Even though Terran has arguably "the worst" changes, I like them a lot, because it will be possible for Terran to play something else except bio.
"Living for the Swarm!"
06-08-2012, 08:45 PM
#19
Widow mine: Mixed. On one hand, I like that spider mines are back in some form. On the other, why are the mines attatching themselves to ground units instead of just detonating? Balance reasons I guess, but again, I can't think of an in-universe explanation.
Dont forget mines hit air - cant wait fer them smartass zerg to fly into my base with a couple of mines near the cc - then take the mines with them. - HA!
"Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"
RIP - Leslie Nielsen
06-08-2012, 11:31 PM
#20
I am incredibly sad at the decision to remove the Carrier from multiplayer.
Beyond the fact that it's simply an iconic unit, I've been seeing more and more of its use in multiplayer and several pro matches.
The new units and mechanics, however, are wonderful. The only thing I am sure can be questioned is entomb: I feel like the expense of one Oracle to keep an entire mineral line from operating for those few seconds is a little too cost effective. Maybe implement a cooldown and smaller radius?