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An Introduction

Blogs > synJstarcraft
Post a Reply
synJstarcraft
Profile Blog Joined November 2011
United States6 Posts
Last Edited: 2012-06-22 18:34:29
June 12 2012 17:43 GMT
#1
Hello Everyone!

I've realized I need more time to get my words 'to-paper,' and I'll be making a series of posts to better organize and structure my reviews and thoughts and opinions. As mentioned in my Introduction below, I'm a new poster around here-- typically I lurk, without posting. This is my attempt to add something without clogging up the forums with opinions and non-High-Level commentary.

Introduction! + Show Spoiler +

Quickly, about me:
- Recent MLG Attendee
- Zerg Player
- Extremely Analytical Person
- Avid follower of the Starcraft community, seeking to contribute positively, rather than continue being a barnacle on the e-Sports boat.
** As an addendum to the latter portion, this is a direct result of HOW awesome you guys were at MLG Anaheim, I left that place thinking to myself "When's the last time I did anything that I could really be proud of?" Apart from school, never! Let's change that!


Change Log + Show Spoiler +
- Added Introduction 6/12/12
- Added HoTS Zerg Review Portion 6/12/12
- Revised / Added Swarm Host 6/13/12
- Added Player Messages and Improvement Ideas 6/22/12


A Brief Heart of the Swarm Review -- Zerg Perspective: + Show Spoiler +
As one of the enticing factors for my attendance, I was very excited for the opportunity to try out all of the new units we were briefly shown.In my first game, a ZvT, I was facing a Mech'ing Terran.

This terran chose a Reactor Hellion opening, while I took three bases and began teching to Hydra. Yes, Hydras. Of course, by today's standards, they'd put me in the looney bin for such a choice, yet not only did it hold off this player's aggression, I won. (with a fair bit of drop micro) Leading me to my first observation about the expansion, and Blizzard's possible plan for this very iconic Zerg Unit. The Hydra, might .. just be useful in the future. And while, there's much, much more tweaking to be done before release, and much more data to be gathered to make such a judgement. Through several ZvT's, the Hydra WAS useful-- ripping through Bio, and actually MAKING it to the Siege Line before being obliterated.

Still, having the Hydralisk speed increase on Hive tech seemed a bit odd. They're improved units, absolutely-- better using them than Infestor / Broodlord? Not likely, in my opinion. One can only postulate, when Larvae and Resources begin to bank, they may become a more useful tool in Harassing expansions (especially paired with Drop!), and certainly more effective in doing so than the Roach, but as a Gas heavy unit, I'm not convinced.

Another slight change, was to Burrow. Namely, the animation delay appears to be decreased significantly, bringing more offensive use to this rarely used ability. No longer are units "Digging" out of their holes, but rather, launch out (in the case of the Hydra), bringing vastly higher capability to this ability. In it's current state, setting up an ambush is increasingly more possible. Setting up units in a circle and allowing them to surround before un-burrowing, perhaps becoming a viable strategy. Changing burrow from a "Oh please walk over my mines" scenario to a possible positioning strategy, reducing room for error or chance, in ZvT. Only time will tell! The real question is, where can Gas be spent? As is the current limiting factor for Zerg players, (especially those better than I!)

Especially with the likes of the Viper (At 200 Gas) being used on the battlefield. In my stint with this Unit, I was laughing hysterically juggling tanks, and rendering groups of marines less useful. Yet the third ability, I must confess, I never even used. Presumably, ocular parasite could be useful-- but at a high energy cost, and at near-hive tech? With the Overseer still in play, I doubt it.

Which reminds me! The Overseer's spawn Changeling ability now has a slight range to it (some claim "Siege Range"), no longer dropping directly from underneath the creature, but allowing for stealthier placement. I've never been one to use them well, but perhaps in the future, they'll be a more direct answer to any Zerg scouting issues. It's my opinion, they were included in this test just so that players testing wouldn't outright lose to Stealth, but that Blizzard is still working on them.

Edit: Not sure how I missed this unit before! The Swarm Host is an .. interesting unit. This particular unit creates what I'd describe as a rhythm of units-- essentially, a near-constant swarm of small ranged attacking locusts. However, in my use of this, I found that, simply waiting for them to dissipate before attacking rendered them entirely useless. This carrier-like unit launches it's "interceptors" 2 every 25 seconds, and each unit has a lifespan of 15 seconds. So, either by manual control, or by staggering the auto-cast, you could make them MUCH more useful; something I hadn't done in my frantic testing. (At this point, I was being hammered by my opponent ><)

Generally, HoTS is a game that, so far, feels great. As we've heard the intense detail developers put into every sound and animation in Diablo 3, such treatment is being given to SC2: HoTS-- and let's just say, Hydras now die, explosively, to tanks.


Message to Players --+ Show Spoiler +
I met a few of you guys out at MLG Anaheim, and I wanted to say, Thanks for putting up with us. For a few of you, I had specific memories and the following are my thoughts:

InControl - Before you met my brother and I someone asked you to pick them up (With one arm) for a photo. Probably not the most flattering thing for you to do, but you did it. That. was. fucking. hilarious. 10/10

idrA - I'll admit you were the one I was most nervous for, given a lot of your reputation. However, you were really patient and, as a result, I still mean what I said. "You're inspirational," I said-- but what I meant was, the way you don't give up-- is inspirational. I'm not sure you got that, when I said it-- probably thought I was another mindless omgIDRAAAAAAAAA person at MLG, but, that's cool.

Stephano - You have defined French people for me. French people are now cool in my book. Keep it up.

Sheth - Sorry, didn't see you were talking to someone! Felt like a tool afterward, but thanks for the signature. I repeatedly told all my friends about how, "All these Famous people were walking by when I was talking to Sheth!" and it was like you were a cool-people-magnet. I'm not saying that should be your new slogan, but it could be.

DeMuslim and Machine - My brother is such a huge fan, and he was so pumped to have spoken with you guys, (he's working hard! Almost out of silver! :D)

Now, my old mousepad is 3 years old. I desperately need a new one. But can't use this one, because it's signed with so many awesome players. Fuck.



Message to MLG Staff and Opinions on Improvement -- + Show Spoiler +
So, there were quite a few complaints from players and fans alike regarding the "Player Area," and the Four Computer Station (where fans wanting to watch someone *not* on the mainstage HAD to crowd around, just to see. So, while many of us really didn't want to be a nuisance, (I know it was before I had met a few of the pros that I was standing there, but I knew that in the middle of their team-mates game, was not a good time to ask for a signature and photo >_>.

So: Problem = "Lesser" (read: Non-korean / Stephano / Sase) players were only featured on the miniature "stage."

Possible Solutions:

- Secondary Stage w/ Casters. [League of Legends should have it's own Main Stage, anyway. In my opinion.]
Benefits: More seating during Quarterfinals / Below. More attractions for people who aren't as familiar with SC2.
Issues: More money. (Probably Lots more Money.) This would result in higher tickets or less profit. Both absolutely KILL ESPORTS.

- Roped off area from Player Computers w/ Room for Team-mates and Refs, have one large screen with caster view.
Benefits: From a observer point of view, this would be ideal. Not only do we not have to "crowd" players and teams just to see, but we'd receive more in-depth analysis of play, larger viewing area, and still get a chance to see SC2 Pros up close. It's important people don't sit here, though-- the more people sitting would increase the required screen size, and would result in players, again, crowding together. More casters get featured, as well.

- Remove it entirely (Keep to player area only)
Benefits: Removes issue, places emphasis on main stage.
Issues: Miss most of the foreigners playing.



More to come!

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