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Unread Thu, 12th-Apr-2012, 11:47 AM BnetId: TABottles.446  BattleTag: 6589  Race: Clan: TA  Location: Tasmania, Australia  Total Posts Made: 430 # 21
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Are they serious about the long range missile? Why is this needed? TvT siege lines are very breakable already. It's like they need to make everything easier - seige lines aren't ment to be broken! gahhhhhh Also whats wrong with dropping a nuke?

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Unread Thu, 12th-Apr-2012, 11:53 AM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 22
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Quote:
an extremely long-ranged terran missile launcher that can be used to break siege tank lines
Sounds like LOCKDOWN needs to be reintroduced.
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Unread Thu, 12th-Apr-2012, 11:59 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 23
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Isn't the carrier already a very long range air unit that attacks air and ground.... why replace it when you could just do something to fix the unit in that role, since it's not something remarkably different with splash now.
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Unread Thu, 12th-Apr-2012, 12:00 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 24
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Quote:
Originally Posted by Dox View Post
You mean like a mothership?
Yeah but not a mothership :P

Also it wont be around in HOTS anymore !! D: so yes i'd like a mothership
i want to see more shit like this
You Tube
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and multiple arbiter recalls and stuff

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Originally Posted by Dox View Post
Sounds like LOCKDOWN needs to be reintroduced.
Lockdown + Marauders = D:

Hehe

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Unread Thu, 12th-Apr-2012, 12:13 PM BnetId: Rhuubarb 120 (SEA) 634 (NA)  Race: Clan: VB  Location: Melbourne, Australia  Total Posts Made: 168 # 25
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As long as they keep battle hellions, I"ll be reasonably happy. I like most of the changes, but personally don't really see the tank problem in TvT as needing 'a long range missile launcher', I think air transitions are good enough and I think the positioning battle of tanks is a good part of the game.
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Unread Thu, 12th-Apr-2012, 12:31 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 26
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I want reavers cmon blizzard do it!!!!!!!!
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Unread Thu, 12th-Apr-2012, 12:39 PM BnetId: EveVendetta  Race: Clan: Eve  Location: Singapore  Total Posts Made: 78 # 27
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Quote:
Originally Posted by SQL.inFeZa View Post
Yeah but not a mothership :P

Also it wont be around in HOTS anymore !!
Blizzard don't take away the mommaship!
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Unread Thu, 12th-Apr-2012, 1:00 PM BnetId: TASlowHands.335  Race: Location: Melbourne  Total Posts Made: 239 # 28
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''One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.''

LOL

Ok so the idea behind this is now you can just move out at random as **** times and hope for a free win, if you dont get said free win just teleport back.

Why would recall be available since the start of the game, its always been high tech for a reason

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Maybe have it require a fleet beacon?
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Unread Thu, 12th-Apr-2012, 1:21 PM Race: Clan: QED  Location: Mount Isa, Australia  Total Posts Made: 232 # 29
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Quote:
Originally Posted by Revenant View Post
Anyone imagined a marine trying to attack with 1range yet? Stabbing lings with a gun?
No different for High Templars in Z v P either. lol, kinda makes storm redundant......

Although I think so much will still change between now and release.... currently I think it's a complete joke in regards to half the crap with HoTS...

- Long ranged missile? Don't we already have nukes?
- AA Spider Mines? What? Didn't realise Mutas were still a problem.... or maybe it's meant to kinda sub in for the oracle in regards to denying mining time?

All I can say, is I'd sure love to have vultures...... they make so many Terrans happy if they gave us vultures... As a matter of fact, I'd pay $50 for the expansion just so I'd get to use the unit. LOL!

P.S - Mass Recall? Are they on drugs?
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Unread Thu, 12th-Apr-2012, 1:29 PM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 30
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Quote:
Originally Posted by Volition View Post
Why the hell arent Bliz looking at the Battlecruiser in HoTS? It is massively underpowered and underused
Did you make this thread?
http://www.teamliquid.net/forum/view...opic_id=327866

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Unread Thu, 12th-Apr-2012, 1:30 PM BnetId: Paroxysm.938  Race: Clan: ToR  Location: Townsville, Australia  Total Posts Made: 626 # 31
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I'd hate to say it, but the majority of these changes sound like shit..
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Unread Thu, 12th-Apr-2012, 1:36 PM BnetId: elain  Race: Location: Houston, Texas  Total Posts Made: 347 # 32
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thank god overseer is staying (hopefully)
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Unread Thu, 12th-Apr-2012, 1:38 PM BnetId: wTlzq.495  Race: Clan: wT  Location: Singapore  Total Posts Made: 207 # 33
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just cant wait for viper ahhhh, sounds so cool
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Unread Thu, 12th-Apr-2012, 3:14 PM BnetId: Volition.893  Race: Location: Toowoomba  Total Posts Made: 209 # 34
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Quote:
Originally Posted by Dox View Post
Did you make this thread?
http://www.teamliquid.net/forum/view...opic_id=327866
Not I. But I am noticing a lot of people in this thread mentioning that the tempest without splash would be completely useless and not used in any matchups. A tempest without splash is a battlecruiser. How much was the Tempest gonna be? Pretty sure it wasnt 400/300.

I have only just realised how much i hate the battlecruiser. you see all the cut scenes from the campaign, in the mission where the battlecruiser flies in to pick up raynor, pwning 102839823 zerg units, or the other cut scene with the ship fighting mutas everywhere. If only the real thing was half (or even 1/3) as good as that. Unfortunately, it shoots 1 bolt. slowly. and takes forever to build.

So as for terran, we have removal of warhound, nothing said about the battle hellion (which is cool), shredder gone, which is a good thing. exploitative terrans. Could have just been changed to be "does not harm scv's probes or drones" and then make it able to be repaired.... now that would make it interesting, and firce it to be used for board control.
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Unread Thu, 12th-Apr-2012, 3:44 PM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,130 # 35
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BC's work in TvT when the tank lines are unbreakable. Nukes suck at this role because 100/100 is a very expensive way to lose a ghost.

They're also a kind of fun unit to get when you're at 18 bases vs Protoss and your ball just keeps bouncing off them again and again. 3/3 BC's require protoss to shift his composition entirely and can get wins where more marines will not.

Godawful vs Zerg though.
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Unread Thu, 12th-Apr-2012, 6:19 PM BnetId: AsGScience.941  Race: Clan: AsG.  Location: Perth  Total Posts Made: 73 # 36
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Quote:
Originally Posted by SQL.inFeZa View Post
Is it me, or does it feel like Fungal + Blind + Baneling seems so broken it's not funny?
I don't think it will really apply in ZvP, as the blind effect only works on biological units. Most Protoss units used these days are mechanical, no?

I imagine they'll balance the blind ability so it costs an obscene amount of gas, has cooldown, or a small aoe effect.
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Unread Thu, 12th-Apr-2012, 6:31 PM BnetId: TADivinity.650  Race: Clan: TA  Location: Sydney, Australia  Total Posts Made: 332 # 37
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"This gives the protoss army some real reach to force an engagement on their terms in the end-game."

How is Protoss not yet able to enter late-game engagements on "Their terms" ......
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