You didn't mention the 1vs1 battle report. So I read your post as an interpretation of the unit's roles in a competitive match.
It didn't seem like I had to based on the previous discussions in the thread. My mistake.
There's really no need to be so angry/arrogant /over a computer game/.
I was more irritated with the way he'd responded than the video game. However, I am pretty irritable when it comes to SCII. It's a load of shit; that alone wouldn't have affected me, but seeing as it has completely destroyed the positive legacy of StarCraft... You can see where I'm going. I take the game seriously and if you think that's a flaw, that's fine.
1. Carrier as a martyr unit - There is simply no excuse for them to be left in the dust. It just goes to show that if Blizzard got a dollar for every fuck it gave about its previous games, they'd be broke. Carriers were the first unit that greeted you in SC1, and also the one that glassed* the planet, which ultimately got the terrans caught into this whole thing. To neglect such a key unit in SC history is blasphemy.
To me, it isn't an issue of ignoring the unit as far as SC history/lore/legacy goes because I'm already pissed off about that - enough so that I barely bother voicing my complaints at this point. I'm moreso irritated about how its replacement doesn't suit the Protoss aesthetically and doesn't compliment their army without removing other opportunities. Other than the fact that it REMOVES a unit, an EXPANSION pack doesn't usually REMOVE opportunities.
2. Too many hard counters - One can legitimately say that Vipers and Warhounds are simply conceived by hard counters. However, this is still very beta, so things will probably change. There is a good reason to counter tanks and artillery - to prevent turtling, which most likely ruins a lot of low-mid level games.
There is a good reason to counter artillery but the units here are HARD counters. Anti-mechanical missiles are hard counters to Siege Tanks and Colossi. Entomb is a hard counter to expanding Zerg. Instead of giving players several opportunities to explore the game for themselves and find intelligent counters/solutions to their problems, they're sat down by Blizzard and told which button to click. That's my issue with those units.
3. Too many harass units - I think your underlying argument isn't that the new units are all about harass and that makes everyone dicks. The real problem is that the new units do not substantially change the game and/or are too niche. This, I fully agree. All of the new units do not provide anything innovative or creative to the table. Yes, they all have their functions, such as the Viper allowing zerg players to take out spell casters more easily, the warhound to take out collossi, the mothership thing to help out with toss expansion. But they all seem to simply affect the underlying mechanics, rather than introduce something new or evolve it in anyway. The one exception to this is the Swarm Host, which I think is the only innovative unit here, and will affect greatly how players play.
The Swarm Host is the only unit that even remotely seems like a Zerg unit, and its function isn't even properly thought out lore-wise or properly implemented gameplay-wise. It seeks to replace the Lurker as far as cloaked attacks go, as well as serve as a ground artillery unit. Zerg don't DO ground artillery. It just doesn't work for them;
it doesn't feel right.