Bloodcount
Starcraft II Moderator
- Reaction score
- 297
Interesting...
Terran:
I like the changes to terran. Thors really were far too bulky and landmines are always great to have in a strategy game.
Protoss:
I also like the new protoss units exept for the flying siege unit. Protoss already has collosus for siege, now they also get the tempest. And if it still got its splash anti air attack it will be pretty overpowered in my opinion.
The mobile cloaking field unit however is really nice, like the old arbiter.
Zerg:
I am not a fan of the swarm host. I dont see it being used too much.
The attack is slow and weak, it will be easy to snipe them before they do much harm. I also dont like how the spawned units mess up the unit AI and your units keep killing the spawns instead of sniping the summoners.
I like how they improved the ultralisk though, but now i am curious whether it will not be too powerful against bio since it deals splash damage with charge and burrow.
So, its invisible, fast and deals very high splash damage... I am not completely sure how well this can be balanced.
What i would like to see:
Change snipe of ghosts to deal 50 dmg / 25 vs massive. (to snipe banelings, marines, zealots...)
give the emp to the raven.
give the ghost some other ability instead, maybe the ghost could plant those mines.
Edit:
Okay, just watched a battle report on the new units... They suck.
Swarm host is basically wasted resources. Vipers are good, but they can only blind biological units, so their only use against protoss is to pull collosus.
Tempest has a range of 22, thats ridiculous. The oracle is too powerful as well. With its speed, the ability to cloak all allied units the scouting ability (which gives you shared vision with a target unit) and the mineral blockade spell.
The new mothership core thing with its mass recall and the ability to replenish the energy of any allied units is also pretty overpowered when being used correctly.
I dont know how up-to-date it is but you can find some unit stats here.could i get a link to the stats of the units? I want to take a look for myself, cause toss sounds pretty OP if someone is going to micro everything properly.
Imagine if that attack has splash. It would be like a super-awesome flying tank!Did you guys look at the tempest right now?
22 Attack range, are they serious?
I can already see all the "weak" players massing tempest, placing them on top of a cliff or over a chasm and destroying their enemies without any counter.
The problem is, with a range of 22 you can destroy any air - anti-air unit before it can reach your tempest. And no ground units will ever be able to reach you.
You can also use observers or that oracle spying ability to grant visibility of your enemies base to fully utilize this range.
I think they are going to nerf them, i am pretty sure, 22 range is way too much compared to all other units in my opinion.
22 Range, although being gigantic, could be understandable for a pure siege unit. But look at the attack speed of those things, and the fact that they can attack ground and air units. Its just an all around too powerful unit.Imagine if that attack has splash. It would be like a super-awesome flying tank!
But yeah, 22 range is a lot, especially for an air unit. I can't imagine the thought process that went into deciding the range for that thing/