Starcraft 2 Armory

Heart of the Swarm Beta Update #2 (Carrier has arrived. Warhound OFFLINE)

24 posts ⋅ 5,496 views

Observer
926 posts
Sep 14th 2012, 15:33:04 Quote by VArsovskiSC
You know what ?? --> forget what I said/spammed so far by needing an Air-unit, bla-bla and so..

If I were in Blizzard I'd totally suggest for them to add this sucker in the factory arsenal..

I mean really - that one amazed me long ago and still like it as a perfectly unique unit.. Blizzard however doesn't want to copy things, yet alone those being from other games though.. But I'd deffinitely add that spider thing in the Factory for 175/100/3 cost and movement and range same as the Warhound (but about 175HP and being light with a fire-rate of 2.2 seconds and paralize of 6 seconds) and not even test the game at this point now..

Or at least give it a shot that is..

And @Todandict - I can see your point, but the problem with it is --> any sort of having a GtA anti-armored unit would scrap the Viking or at least nearly imply it's scrappage IMO..


I have a better idea, why don't they just buff viking ground mode?
or reduce viking gas cost
That's better!!

P.S. viking ground mode is about as strong as a stalker
DRG - Everytime people crazing about when protoss did good FF .good storm . good blink . make mothership ...Why theres nothing like those in zerg
Void Ray
3,524 posts
@XxXxX - not necessarily that it's a bad idea by itself, but it hardens the form of production --> it's really hard to have the need of both Factories and Starports to have a simple mech Army made.. So yah - the problem with Vikings having the main mech role while in ground mode is cause it's produced of the Starport instead of Factory..

Here's another news regarding the Carrier though:

--> Carriers can Attack a target and then move away without cancelling the attack back until they're too far away or the target dies.. Sounds familiar ?:)

Source
Thor
1,225 posts
They should add a flying version of the Hydrofoil XD.

Hydrofoil
Predator

Massive Anti Air damage
No Ground Damage
Jammer that can disable 1 units ability to fight

They could even use the Predator model they have slinking in the dust.
MUHAHAHAHAHAHA *Cough* hahah *Cough* ow dam Crackling
Roach
1,212 posts
I'd like to see something like the Siegetank for but Anti-Air. Slow-moving on the ground, but deploys.

I know you can build missile towers with SCVS, but I'm talking about something that will have a relatively high gas cost, and have pretty good range that is semi-mobile. Something you could deploy in your mineral line to offer protection while you're building Turrets at a new base, or stagger in your tank column to provide cover from Mutalisks.

I think giving it pretty good range with a slow rate of fire, but high damage and no splash.

And to make it more complicated, perhaps make it where it only covers a 180 degree arc, so you'd actually need to have two of them to cover a 360 degrees. This would mean you could make the unit stronger, but more specialized: would also require more player input and add to the "Chess"-ness of Mech.
Coach ⋅ Carrier
4,740 posts
Sep 15th 2012, 03:53:54 Quote by stormguy85
I'd like to see something like the Siegetank for but Anti-Air. Slow-moving on the ground, but deploys.

I know you can build missile towers with SCVS, but I'm talking about something that will have a relatively high gas cost, and have pretty good range that is semi-mobile. Something you could deploy in your mineral line to offer protection while you're building Turrets at a new base, or stagger in your tank column to provide cover from Mutalisks.

I think giving it pretty good range with a slow rate of fire, but high damage and no splash.

And to make it more complicated, perhaps make it where it only covers a 90% arc, so you'd actually need to have two of them to cover a 360. This would mean you could make the unit stronger, but more specialized: would also require more player input and add to the "Chess"-ness of Mech.


That actually sounds really interesting. Post it on TL or Reddit and get a larger group of opinions. Possibly get it noticed and liked by a pro, and they'll bring it up in their secret Pro only forums on Bnet for the beta.
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Point Defense Drone
3,360 posts
Sep 14th 2012, 14:41:14 Quote by Todandict


@ Destroyer: lol, I didn't even know the warhound had a melee attack in the first place.


The more you know.

A Forgotten Past Bestirs a Future Of Demise.
Observer
926 posts
Sep 15th 2012, 03:53:54 Quote by stormguy85
I'd like to see something like the Siegetank for but Anti-Air. Slow-moving on the ground, but deploys.

I know you can build missile towers with SCVS, but I'm talking about something that will have a relatively high gas cost, and have pretty good range that is semi-mobile. Something you could deploy in your mineral line to offer protection while you're building Turrets at a new base, or stagger in your tank column to provide cover from Mutalisks.

I think giving it pretty good range with a slow rate of fire, but high damage and no splash.

And to make it more complicated, perhaps make it where it only covers a 180 degree arc, so you'd actually need to have two of them to cover a 360 degrees. This would mean you could make the unit stronger, but more specialized: would also require more player input and add to the "Chess"-ness of Mech.


DK had said that terran has enough anti-air.........
So, they are not going to add anymore anti-air for terran. However, they will make widow mine more practical to serve that role.

We don't think Terran anti air is lacking, but we are focusing on improving the Widow Mine which should help in this area as well.

For Terran in general, these are our latest thoughts:

1. Warhound is not working out at all
2. Seeing Reapers again early game is cool + we'd like to try pushing it more
3. Widow Mine improvements to bring them more into the Terran army

Source: http://us.battle.net/sc2/en/forum/topic/6521342508?page=3#52
DRG - Everytime people crazing about when protoss did good FF .good storm . good blink . make mothership ...Why theres nothing like those in zerg
Archon
1,404 posts
Sep 15th 2012, 03:53:54 Quote by stormguy85

Carrier
This unit has returned to the game.

Warhound
This unit has been removed from the game.


Party at Zeratul's house!
Note: To all humans that will be attending please bring your own food and drinks as Protoss don't have mouths they won't be preparing any.

Zerg
They are going in the right direction with the locust. Now how about reducing its attack damage as well. I don't mind if they have high HP now.

Terran
IMHO Hellions (vehicle mode) should still be produced in the factory normally like in WoL. Then just have an upgrade research to transform them into Battle mode. Hellions in WoL are harassment units at early mid game (and they still should be). Battle mode is needed in late mid game and so on for that extra HP.

About the Warhound. Didn't expect the scrapping this early, thought it would just be constantly nerfed and polished until it fits into a suitable role. Curios as what Blizzard will be replacing it with.

I will agree about giving the Viking Walker mode some attention. Usually players get vikings for its fighter mode and not its walker mode. But it shouldn't take the role of a factory unit.

Reaper.
"Combat awareness"? Really? First "combat drugs" and now this. LOL Blizzard really wants the reaper to see a lot of combat. Unless they make reapers psychic like ghost lore wise this doesn't make any sense IMHO.

I humbly propose the following for the reaper;
1. change the combat drugs mechanic into a some sort of reverse stim pack. The reaper heals 10/20 HP instantly, even in combat, but this ability will have a long cool down of lets say 10 secs? This way reapers can last longer in an engagement.

The current mechanic for combat drugs doesn't make sense to me. It can only be used out of combat? The reaper depends on the element of surprise to be effective, it needs to stay as long as it can to deal maximum damage on its first strike. If it heals somewhere and then return of course your opponent will already be expecting it and have done the necessary precautions to deal with it.

2. Combat awareness if its a passive ability will not encourage players to use reapers in mass. How about make it a cool down ability as well. Like the reaper can throw a flash grenade over cliffs or deploy a small flying scout drone to gain vision over cliffs over a short period of time. Now this make sense, yes?

Protoss
Its all good news for the Protoss. Finally the oracle has a support role as well. and I no longer have any problems with Abduct anymore

Tempest and Carriers! Protoss air power is as it should be. Thank you Blizzard!
"There is no shame in defeat so long as the spirit is unconquered"
Praetor Fenix

"The two most common element's in the universe are Hydrogen and Stupidity."
Mohandar

SCV
83 posts
HELLLLLLLLLLLLLLLLLLLLLLL YAH! THE CARRIER IS BACK! lurking all the time and praise Allah that the carrier is back.

also surprised warhound is removed, im guessing that their passive makes stalkers ghey and yeah. kinda stuck on zealot archon from what i saw through youtube.

the oracle stille looks like aids

theorcraft here since i dont play lately but it seems that the widow mine seems to take up important build time/ factory usage for more core units. i wish they can add it to a unit. like spider mines. perhaps. delete it and give a raven a faster heatseeker. i dunno. me no no

reapsers are HOT combat awareness. they know thats up.

also no one seems to have tried but during my experience with marine reapers builds vs zerg. the reapers were a great counter to broodlords. broolings would pop so fast that the marine ai would still focus the broodlords whiel the reapers phased out the broodlings. ofcourse your gonna needa critial mass ( start off using the reaper build) make sure they dont die and have mass med marine with a couple marauder.

but my point is that now that the swarm host is locusts range is 2 and the reapers can feel more friendly early game , the reaper build will be great to stop locust pushes no problem. locusts will melt just about as fast.


carrier!

edit: @ buttercup's terran anti-air post. wtf?!?!? lol u have thor and turrets. i never seem to see a problem with securing bases with terran. lift off
Blizzard shot themselves in the foot because Diablo isn't Starcraft - Timmay
Point Defense Drone
3,360 posts
@Wizard: I'm banking that blizzard will just wait to see how the Terrans fare before reintroducing a modified version of the Warhound. As it was it was it just killed innovation while stepping on other units/outshining other units roles.

The last thing I would want is a carbon copy of a Goliath. We have Thors and Vikings so there's little to no room for a ground to air anti armor unit.

A Forgotten Past Bestirs a Future Of Demise.