After seeing all the HotS from MLG Anaheim, all I can think about is playing with the new stuff. I'm going to post my idea of what I would want to try out, based on what we have seen from HOTS.
Please do the same for yourself. However I don't really want this to turn into a massive theory craft debate (you can theory craft, but don't argue/debate with other) as it may derail the topic.
My ideas:
Protoss v Terran (as )
Most of the additions for protoss have been stargate focused, so I'd want to try out some stargate build. I was thinking off some sort of 1 gate expand (vs gasless), or maybe gate->stargate->nexus into 3/4 gate / stargate, with the stargate acting as the robo does in current openers, you would use an early oracle to scout, rather than an observer.
I saw a few pheonix openers a couple of months ago, but they seemed pretty vulnerable to a lot of stuff, mainly early marine pressure, or the first stim push with a couple of medivacs over the army (not dropping). I think the addition of the mothership core and it's purify ability (the one that gives it a 13 range, 60 damage, 1.25 attack speed, attack for 20 seconds) in conjuction with good forcefields will make it a lot harder for the terran to bust down your front. Having Pheonix will help against them using the medivacs to elevate stuff to avoid the mothership core. All this is to be able to open up with an oracle in order to harass, then being able to get some number of pheonix if/when needed (to prevent medivacs dropping stuff).
Obviously it's not a complete plan, and probably has some holes, but it's something that I would want to try.
Terran vs Protoss (as )
I want to mech, that's pretty much it :P
Well to be honest, I already mech atm anyway (note that mech - for me- is anything non-bio, except ghosts, not factory only), but in WoL, meching vs Protoss seems like I'm juggling a bunch of grenades with loose pins, just cause I feel like it. It's a massive juggling act just to not die from Protoss doing normal stuff while trying to get to a position where you aren't so far behind economically.
This is mainly cause pure factory units get owned by most protoss stuff unless you get the most perfect engagement ever (the protoss fucked up). Therefore you have to rely of other stuff (banshees) to try and coax the protoss out of going scary stuff (early-mid game zealots/immortal) and somehow transition to ghosts when you are already spending a tonne of gas on your army so you don't autolose to warp gates. If you can get to late game AND have a decent ghost count, it becomes a shit tonne easier as long as you don't lose your ghosts because when you win a battle convincingly and they remax with 20+ gateways, it doesn't matter cause gateway units suck late game vs ghost/mech.
Anyway, after that long spiel, I'll get to my point. Battle Hellion / Warhound seem good enough to battle normal protoss early / mid game armies. Which hopefully it means you don't' have to do backflips just to survive and if the protoss is greedy you might actually have a chance of punishing them with the stuff you have made.
Note: I didn't mention the mines yet, I'm not sure what I feel about them, mainly cause I'm unsure how they work (Friendly Fire or no Friendly Fire is the main concern). I do like the idea of a relatively gas light, reactor-able factory unit, for when you don't want any more hellion though.
I still think that Banshees should be used, but they won't be necessary, just optional. I would like to try out using banshees to force stalkers then having warhounds come in and ravage them :P
Conclusion
That's it for now, I hope there are some sweet ideas.
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[VB] Rhuubarb.120(SEA) / [VBSEA] Rhuubarb.634(NA) | | My Stream
I really want to experiment with the widow mines, the fact that they can hit air makes them viable even as anti-muta defensive units. I think Starcraft II is suffering from some staleness with everyone sticking to cookie-cutter type strategies or what would now be considered quite conventional cheeses. I think it will bring back more 1-base or 2-base timings at least initially. People will no doubt struggle to adapt the new units into their play styles which will cause some embarassing losses even at the top end of town - but really that's part of the fun. I like the change also to reapers in particular as they are purely a harass/scout unit which suffer too many weaknesses in WoL to be viable at all.
It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle.
Sun Tzu 孫子
"If storm finishes I survive, otherwise terran is op" xGKingDelete 2012
TvT metagame will probably switch to Mech if the changes does go live, Marauders will just die to the overlapping splash of Battle Hellions and Siege Tanks.
TvP. Mech. Finally going to be viable maybe.
TvZ will probably stay with bio or marine tank, but maybe people will add in battle hellions a bit more.
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Formerly known as neozxa
Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
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