| 02-16-2003, 10:26 AM | #1 |
GameSpy continued their look at the Frozen Throne with a look at neutral units, two of the neutral heroes, and the new units and heroes of the Orcs and Undead. This list is not complete, as some units are still unrevealed or just being fleshed out. Orc Units Troll Batrider: Unstable Concoction (Works like a sapper, kabooming only air units); Liquid Fire Beastiary Upgrade: (Gives Batrider a fire attack that is especially useful on buildings. The fire has to die out before any repairs to a building can be made); Air to Ground attack with small AoE Spirit Walker: Sacred White Tauren. no further information at this time. Shadow Hunter (Hero Unit): Hex (Polymorph that changes unit to a random critter. works on all units, but with shorter duration on Heroes.); Healing Wave (Chain Lightning-style healing spell); Serpent Ward (Offensive Ward... mini tower); Voodoo (Ultimate - Temporarily make all caster's units invulnerable except the Shadow Hunter. Channeling spell) Undead Units Obsidian Statue: Aura of Regeneration (Passive aura healing allied units in radius); Upgrade to Black Sphynx (Has actual morph/build time) Black Sphynx: (Anti-Caster Unit); Devour Magic (More pwerful dispel that transfers damage dealt back to Sphynx in healt and mana); Orb of Death (Autocast. Adds splash damage to each attack) Crypt Lord (Hero Unit): Impale (Think MK Scorpion's "Get Over Here" Harpoon attack complete with uppercut, using the beetle's horns); Thorny Shield (Passive armor bonus plus spiked barricades effect on Hero); Carrion Scarabs (Similar to Raise Dead, summoning small Scarabs from the corpses); Locust Swarm (Ultimate - Attack enemy with a swarm of locusts that transfer damage dealt to opponents back to the Crypt Lord as HP) Neutral Units Dark Ranger (Hero Unit): Silence (Prevent Spellcasters frm using magic); Black Arrow (Autocast. Enemies killed by the arrow arise as skeletons); Charm (Take control of targeted non-hero unit) Pandaren Brewmaster (Hero Unit): Things involving drunkenness Naga Sea Witch (Hero Unit): No Information currently available Marketplace (Structure): Purchase any items that can be found on map. Cantina (Structure): Hire Neutral Heroes. Goblin Shipyards (Structure): Hire non-attacking naval transports. GameSpy went on to report a few basic interface changes, such as queuing up units and upgrades on buildings such as Barracks (as opposed to just queuing units), health bar displays, building orders able to be queued, and a few more. They also mentioned that the Neutral building, the Cantina, will eventually feature 5 heroes, and that the Undead Scarabs and Crypt Fiends (not lords) will be able to burrow into the ground, similar to the Zerg from StarCraft. Also, the Undead Temple of the Damned now has a Skeletal Mastery upgade that allow Necromancers to summon skeletal Mages. Interestingly enough, the notes about creeps that can submerge in the water and walk on land, and the Goblin Shipyards, make it obvious that with the expansion, we mappers and modders will be able to create entire massive sea battles and a whole host of new unit types to play with. |
| 02-16-2003, 12:38 PM | #2 |
One word and one evil laugh: BOATS!!! MUAHHAHAHAHHAHAHAHHAHAHHAHAHAHHAHAHAHHAHAHA!!!!!!!!!!!!!!! |
| 02-16-2003, 01:05 PM | #3 |
Yeah, but non-attacking sucker boats:gsmile: If boats have to be in, I want them to be able to attack, damnit!!!!!! |
| 02-16-2003, 01:12 PM | #4 |
Well, who cares? :p We can still make attacking boats in the WE... |
| 02-16-2003, 01:48 PM | #5 |
I know, but they are not gonna be in the campaign unless they are special units, man, the campaign is gonna suck: no attacker boats, no controllable CL (I think), no real orc campaign:( ... |
| 02-16-2003, 06:24 PM | #6 |
I don't see what the big deal will be about boats anyway. I mean, sure, they were a key factor in Warcraft II. But now, the main focus is heroes, and you couldn't use any hero abilities in a naval battle (unless it was close to the shore). Maybe if there was a ship the hero could command and cast from . . . but, as is, I think sea battles are just overinflated hype. |
| 02-16-2003, 06:54 PM | #7 |
No, but boats are gonna be in, however only as transports. I just think it's odd if you have to defend your SEA transports with AIR units. At first I was also against ships, but I'm even more against only having transports, which is how it seems to become right now:nono: |
| 02-16-2003, 07:46 PM | #8 |
Tha orc campaign will rule, cuz it will use tha have alot of maps in one map thing.. that will learn us to make the same... then we can make wc3 diablo mod with nada problems.. thats sweet right |
| 02-16-2003, 08:02 PM | #9 | |
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Indeed, but it really sux that it will not be included in the main storyline. |
| 02-17-2003, 10:16 PM | #10 |
i posted about the navel units already. DAYS AGO |
| 02-18-2003, 04:05 PM | #11 |
Maybe you will be able to hire some attacking boats, it seems odd that a ship yard wouldn't have attacking ships too.. |
| 02-18-2003, 04:55 PM | #12 | |
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They SHOULD add attacking boats! try going to a shipyard that has one unit for sell, "Oh big wop! one boat for sell! wow!", it's boring! they should add at least two kinds of attacking boats!:D NOT FUN IF THEY HAVE 1 BOAT FOR SELL!:nono: |
| 02-18-2003, 07:37 PM | #13 | |
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it would be easy to make heros that are water units |
| 02-18-2003, 07:53 PM | #14 |
Yeah, but then they would only be able to move in water. I think that there should be some kind of special transport from which heroes could use their abilities and maybe also attack. |
