Last week we had a lot of info on the Protoss, now the Terrans have taken center stage. The Viking is back at the Factory, the Thor no longer has its STA attack, and the Firebat's replacement, the "Marauder", has been described.
Of these changes, which ones do you approve of, and which ones do you not?
It's been a big week over on Battle.net, two Q&A batches, a controversial new revelation over the Zealot, a name - "Marauder" - to place to the Firebat replacement Karune alluded to some time ago, and a new Protoss unit ripping through the enemy.
The Protoss Nullifier thus far is equipped with the Force Field, which costs 30 energy, and Null Void, which costs 50 - the Nullifier has 100 energy max. Force Field has been passed around between the High Templar and both the air and ground versions of the Star Relic/Stasis Orb. Null Void however, is a new power. We've been told the Nullifier has the Stasis Orb's sprite, although some have speculated it has been redone with a "dark" color scheme like the Stalker and Tempest.
Force Field casts a field of energy that prevents any ground units from entering it, although units caught inside can move out and the Colossus can walk over it. This has been proven crucial for choke point defense and cutting attacking forces in half. Although we don't know the cooldown, it's not at all hard to conceive a skilled player with only a few Nullifiers throwing down two or three forcefields amidst a rush of enemies and forcing the back to go around them while the front ones get slaughtered.
Null Void creates a field on the map that lasts for 15 seconds, during which time any unit entering the field cannot use energy-based abilities. Although we don't know the radius of this power, it is apparently highly effective against M&Ms early game, stopping the Medic's healing powers and forcing the opponent to micro them out of the field while their Marines are helpless. Note that this only stops energy-based powers - Marines can still Stim, Stalkers still Blink, etc.
As for the Nullifier itself, it has a potent base attack like the Marine's, costs 50 minerals, 100 gas, is built from the Gateway with a Cybernetics Core prerequisite, and is Tier 1.5. It's apparently extremely helpful supporting Zealots early game, and one look at its spells is enough to explain why. Karune has confirmed that against Zerg especially, teching to a Core and mining for gas is effective against the Zerg as Zealots consume minerals and Nullifiers consume gas.
So, with an entirely new unit emerging from the mists of rumor in a single week, it's time for you to be heard. What do you think of the newest addition to the Protoss arsenal?
The Nomad's powers have changed since Blizzcon. You may remember that the Nomad of Blizzcon was armed with Defensive Matrix and Nano-Repair: the former created a field on the map that protected units beneath it, the latter restored 200 HP to a mechanical unit.
Now the Nomad is armed with energy-powered Auto Turrets, and the fate of Nano-Repair and Defensive Matrix is currently unknown. This is in addition to a plethora of other powers like Irradiate, EMP and Lockdown that may or may not remain from the Ghost/Science Vessel of SC1. And there may be new abilities being tested with the Nomad.
So, what powers should it have? Please pick no more than 3 powers. Also note that the Nomad has continuously been a Detector, and thus it is assumed it will remain as such.
When SC2's demo was first seen more than half a year ago at WWI, its appearance was met with some rather controversial feedback. From its fragile turret, X-treads when transforming, and its red-rimmed barrel, the Siege Tank would get a drastic redesign quickly.
The new Crucio Siege Tank is intended to replace the beloved Arclite of old, but is it tough enough for the job? give us your thoughts.
"The Nomad's powers have changed since Blizzcon. You may remember that the Nomad of Blizzcon was armed with Defensive Matrix and Nano-Repair: the former created a field on the map that protected units beneath it, the latter restored 200 HP to a mechanical unit.
Now the Nomad is armed with energy-powered Auto Turrets, and the fate of Nano-Repair and Defensive Matrix is currently unknown. This is in addition to a plethora of other powers like Irradiate, EMP and Lockdown that may or may not remain from the Ghost/Science Vessel of SC1. And there may be new abilities being tested with the Nomad.
So, what powers should it have? Please pick no more than 3 powers. Also note that the Nomad has continuously been a Detector, and thus it is assumed it will remain as such."
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