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Unread Sat, 22nd-Oct-2011, 10:02 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 61
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Aean(:,

It's destructible.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
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Unread Sat, 22nd-Oct-2011, 10:05 PM BnetId: SC2: Delraich # 349  Race: Clan: ToR  Location: Perth, Australia  Total Posts Made: 314 # 62
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Originally Posted by Aean(: View Post
45 seconds.... -_-----------------------------------------------------------------------------------------------------------
thanks, fixed
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Unread Sun, 23rd-Oct-2011, 12:38 AM BnetId: PoisedYeTi.378  Race: Location: Perth  Total Posts Made: 6 # 63
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I really hoped they would add another mineral unit for protoss.

Everything besides probes, zealots and warp prisms costs a stupid amount of gas.

Where am i going to get all this gas from!?

other than that slight worry everything they are adding for the races looks super fun to use and i can forsee some exciting new strats come of it.


Edit: i will also have the most evil grin when i replicate a banshee to use against terran hahaha

Last edited by PoisedYeTi; Sun, 23rd-Oct-2011 at 12:41 AM.
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Unread Sun, 23rd-Oct-2011, 7:03 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 64
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Quote:
Originally Posted by joshboy View Post
I'm pretty sure abduct (hook) is just a targetted spell. Click on the target unit, and like with all other sc2 spells, if the unit is not in range he will try to move into range to cast the spell. Depending on the range of abduct when used against colossus and siege tanks, it will probably be difficult to do without getting your viper sniped, so it doesn't sound like it will be too unstoppable.
Except blizzard in their wisdom made it fly, so colossus and siege tanks can't hit it, which makes it infinitely better than neural parasite already.
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Unread Sun, 23rd-Oct-2011, 7:20 AM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 65
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Quote:
Originally Posted by |Erasmus| View Post
Except blizzard in their wisdom made it fly, so colossus and siege tanks can't hit it, which makes it infinitely better than neural parasite already.
It wouldn't be the collossus or tank that would be sniping it, it would be your supporting army of stalkers or w/e, the point being that you can use positioning micro to snipe vipers that perform the spell. Of course they're still gonna be able to pull the move off, otherwise what is the point of giving them the spell in the first place?
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Unread Sun, 23rd-Oct-2011, 8:56 AM BnetId: pyrox.385  Race: Clan: ToR  Location: India  Total Posts Made: 376 # 66
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White -Ra reaction to new protoss units:
Quote:
We're just a few hours into Blizzcon, and pros and amateurs alike are trying to wrap their heads around all of the changes, new units, and abilities that have just been revealed for Heart of the Swarm. MLG's Galen Andress has posted a roundup of what HotS has in store for Protoss. Here's what White-Ra, fan favorite and one of the top Protoss players in Europe, had to say about it all.

Tempest:

You know, sometimes I think it's very hard if you're fighting with air units. This is going to make a lot of change to our offense- not so much to defense. But why did they need to remove Carriers? [The new unit] costs too much. And Protoss could make all the Carriers they wanted.

Oracle:

Targeting an enemy structure for vision: You can see what they're upgrading anyway. You know what's there. This is stupid.

Entomb (stops a mineral patch from being mined): It's too expensive. With five or so you can block a whole expansion but you cannot afford to make five. And all [your enemy] has to do is make cannons or something and… [White-Ra makes a "pfffft" motion with his hands.]

Replicant: This is good, like if someone makes a Raven then you can right away have a DT. But it's so expensive.

White-Ra's general impressions

This is not enough. And it's all really expensive, high tech. We need upgrades [for existing units]. Like for the Tier 1, Tier 2 units you use all game, to make them work lategame. More HP for Zealots, better upgrades for Stalkers, cheaper Immortals with abilities.
______

It's safe to say that this Protoss pro didn't sound pleased, but these are, of course, initial impressions. Nobody has had the time to see how these new units and abilities will actually play out. We'll be getting more reactions from Protoss players to see if they all feel the same way.

PS The Mothership has never exactly been what anyone would call a key unit, but it was certainly fun and led to some of the most exciting and unorthodox play in the game. We asked White-Ra how he felt about the complete removal of the Mothership, and he paused for a moment and said "ahh…well. It's not really needed. But…." And then he shrugged. Is he purely indifferent to its loss? Was this just a classic White-Ra'ian display of stoicism? Or was he so crushed that he was just incapable of giving voice to his emotions? To be honest, it's probably a combination of options 1 and 2. Your correspondent, for her part, will be sorry to see it go.

You should keep in mind that none of these changes are final. What we have here at BlizzCon is a work in progress.
http://www.majorleaguegaming.com/new...nd-not-enough/
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Unread Sun, 23rd-Oct-2011, 8:59 AM Total Posts Made: 82 # 67
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It looked like it had pretty sick range, I dunno about sniping it... the whole point is it drags a unit behind the front into the swarm from what I heard

It looks deadly as but I don't use colossi as much as I probably should anyway so mmm, another juicy feedback target... I hope it has more energy than hp

The replicator looks awesome, by the way he said it... clone any unit you have vision of...

Now I think being able to replicate ghosts is kind of useless... problem is, ghost is as good as high templar vs protoss gateway units as HT is against terran barracks units.... but HT much more expensive and takes longer to get

However... vision just anywhere? Imagine using your observer to quickly get some siege tanks in key positions when the enemy closes, treat em fairly carelessly since they eat up supply and hold the terran siege, nice!

Or drool, turning infestors back on lings of all kind and hydras... oh I cannot wait

It's most likely going to be ridiculously expensive tho at which all of the above may well be possible, but entirely cost ineffective... I hope not though
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Unread Sun, 23rd-Oct-2011, 9:08 AM Total Posts Made: 82 # 68
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and replicating medivacs... oh and I wonder if it comes out before banshee rush... that would be cool then terran would have to make sure they have detection before they attack with even no cloak banshee
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Unread Sun, 23rd-Oct-2011, 10:18 AM Who's Who:   BnetId: rLsEscapisT.129  Race: Clan: aLt  Location: SG  Total Posts Made: 114 # 69
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New Units In Action

Videos of new units in action for those who missed it!!
Not sure if its been posted yet though.

ZeratoR (the fun French caster some of you may already know) is at Blizzcon, and managed to take a few cam shots at the new multiplayer units revealed on stage.

He'll upload more asap, but in the meantime:

Terran
+ Show +
The shredder (Video) : http://www.gamecreds.com/video/sc2-h...-units-C/qgXxb

Battle Hellions (Video) : http://www.gamecreds.com/video/sc2-h...meplay-N/Z30sR

Zerg
+ Show +
The Viper (Video) : http://www.gamecreds.com/video/sc2-h...-units-b/nxWCF

Ultralisk Burrow Charge : http://www.gamecreds.com/video/sc2-h...charge-M/D1k9H

Protoss
+ Show +


The Replicant (Video) : http://www.gamecreds.com/video/sc2-h...k-peak-Q/nnD5f


+ [Source] +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=278103
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Unread Mon, 24th-Oct-2011, 9:53 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 70
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Currently sitting here wondering whether going for some kind of fast shredder contain into expansion will be a viable move in TvZ... Lings seem to be largely useless against 2 or more shredders holding a choke (can't even run by). So you're basically forcing them to turtle or go fast roaches (more effectively than hellions possibly) which T has plenty of good answers to.

I guess it depends on whether they are easy to outrange and pick off with spines (and I assume that you can... )

EDIT: also i guess with a factory expand on a map like antiga, with 3 shredders you can probably hold the entry to all 3 bases early game and just double expand into mass double armory mech or something kinda silly.

Last edited by |Erasmus|; Mon, 24th-Oct-2011 at 10:02 AM.
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Unread Mon, 24th-Oct-2011, 10:15 AM BnetId: ZCMazEi.455  Race: Clan: ZC  Location: Selangor, Malaysia  Total Posts Made: 517 # 71
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Basically going full mech now would be more viable. Well it has always been viable but you would usually get ripped apart by Zerg mobility the moment you try it. As for turtling goes, well not like you MUST attack the guy when he is turtling. As Zerg you can easily just expand some more and tech up to stuff like Broodlords then kill him later.
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Unread Mon, 24th-Oct-2011, 10:24 AM BnetId: pyrox.385  Race: Clan: ToR  Location: India  Total Posts Made: 376 # 72
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I'm a little confused about the role of the marauder. It fulfills the role of the anti tank quite well. But now you have the warhound, which has AA and anti tank, which gives it a certain degree of overlap.

Do they want have a ant-light-anti-tank-AA type army to be producible from the factory aswell i.e hellion-warhound like marines and marauders, and go with their philosophy of mass rax and mass factory being equally viable?
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Unread Mon, 24th-Oct-2011, 10:42 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 73
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Quote:
Originally Posted by mazei View Post
Basically going full mech now would be more viable. Well it has always been viable but you would usually get ripped apart by Zerg mobility the moment you try it. As for turtling goes, well not like you MUST attack the guy when he is turtling. As Zerg you can easily just expand some more and tech up to stuff like Broodlords then kill him later.
I was just implying that it lets you be -far- greedier with it and at least keep up with zerg to 3 bases and get double armory upgrades rather than having to rush out a larger number of tanks/hellions/marines to keep safe while teching to to the mech ball.
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Unread Mon, 24th-Oct-2011, 10:42 AM BnetId: cruxSpoon.276  Race: Location: Brisbane, Australia  Total Posts Made: 166 # 74
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so my theory on countering abduct....im going to start building extra buildings (as terran) to fly above my army so you can't target my siege tanks you naughty naughty zergs!

Quick Comments
 |Erasmus|:  
Yeah! For some reason I feel like PDD should stop abduct too... Make ravens more useful.
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Unread Mon, 24th-Oct-2011, 11:17 AM BnetId: TcaTX. 933  Race: Location: TASSIE!  Total Posts Made: 46 # 75
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This will be interesting in ZvP... Abduct will draw massive units like collosi etc forward... So a toss has a sentry stalker zealot and collosi deathball (about 3-4 collosi we are talking), toss lays FF down and then zerg uses his vipers to cast the "dark swarm spell", followed by abduct to draw the collosi forward to break the forcefields? Theory of course... but this might somewhat help with forcefields =)
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Unread Mon, 24th-Oct-2011, 11:31 AM BnetId: SuperHero 816  Race: Location: Perth, Australia  Total Posts Made: 67 # 76
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Remember not to get too involved with the theorycrafting guys as these units will probably undergo lots of change before they actually come out.

we still have an entire beta to get through that hasnt even been released. sit tight and wait

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Good point! Cant wait till beta!
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Unread Mon, 24th-Oct-2011, 11:47 AM BnetId: neon.457  Race: Location: Australia  Total Posts Made: 146 # 77
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Quote:
Originally Posted by SuperHero View Post
Remember not to get too involved with the theorycrafting guys as these units will probably undergo lots of change before they actually come out.

we still have an entire beta to get through that hasnt even been released. sit tight and wait
But the theorycrafting is half the fun!

I can see your point however if people start to complain about balance and injustice before it's fully implemented, however some speculation is always entertaining.
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Unread Mon, 24th-Oct-2011, 9:37 PM BnetId: SuperHero 816  Race: Location: Perth, Australia  Total Posts Made: 67 # 78
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Quote:
Originally Posted by neon View Post
I can see your point however if people start to complain about balance and injustice before it's fully implemented, however some speculation is always entertaining.
people complain about balance regardless of anything that says otherwise. if all the blizz developers, pro gamers and all the data collected said that the 3 races are balanced in every matchup there would still be a bunch of keyboard warriors who whinge about balance cos they lost their last game to another race.

yes, the speculation is very entertaining. but lets wait for the beta before making incredibly outlandish statements about gameplay.
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Unread Tue, 25th-Oct-2011, 7:13 AM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 79
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I didn't notice this until now, but Pylons cannot be used to warp units to a higher plane in Heart of the Swarm. You can still warp down onto low ground, however. Because no power is provided to the high ground, this also kills any cannon rush or proxy gate strategies that depend on a low-ground Pylon.

Click the image to open in full size.
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Last edited by Dox; Tue, 25th-Oct-2011 at 7:18 AM.
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Unread Tue, 25th-Oct-2011, 7:25 AM BnetId: QEDDeNile.140  Race: Location: sydney australia  Total Posts Made: 317 # 80
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Wow that's a big change for alot of strategy cheese and otherwise. Less proxy pylons now
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