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[HotS] The Good, the Bad and the Ugly - Page 6

Blogs > Plexa
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mynameisgreat11
Profile Joined February 2012
599 Posts
September 06 2012 18:02 GMT
#101
Mech just looks like MMM now, sans medivacs.
WickedBit
Profile Joined August 2010
United States343 Posts
Last Edited: 2012-09-06 18:15:48
September 06 2012 18:14 GMT
#102
Great writeup. Summarizes everything that has been said so far and some. If blizzard admits for once they made a mistake and change these units then things will be good but blizzard have never done this in the past. So I am not building up hope for the future also. Be prepared to see the warhound and Tempest in the final product.
BTW for whatever its worth you should also post in battle.net forums and once done everyone who posted here agreeing should post there also.
I think now is the time for the community, including tournaments, to rally behind a modified HOTS mod that implements these changes since I think the starcraft community can make a better multiplayer than blizzard themselves.

On September 07 2012 03:02 mynameisgreat11 wrote:
Mech just looks like MMM now, sans medivacs.


Mech has medivacs....they are called scvs and terran players just love pulling scvs off the line.
how2TL
Profile Joined August 2010
1197 Posts
September 06 2012 18:19 GMT
#103
On September 06 2012 14:45 avilo wrote:
Show nested quote +
On September 06 2012 14:02 Plexa wrote:
On September 06 2012 13:55 avilo wrote:
Well, I disagree 100% with you about immortals being bad against mech. Immortals are still good against mech. So are voids, though carriers would be ideal over the tempest.

A lot of protoss do not understand how to play against mech, and they only have 1 robo making immortals and then don't know what they're doing wrong. When you watch really good Protoss in wings of liberty vs mech they make mech look like tonka toys because of triple/quadruple robos pumping out mass immortals, along with mass, mass gateways for instant chargelot/archon reinforcements.

Immortals are cost effective even against warhounds when you target fire or get enough of them, then it comes down to the Terran needing ghost EMP to negate the shields and it then it reverses to warhounds being better obviously because of no shields.
I've gone triple robo vs mech and still come out worse off. Warhounds destroy immortals because their haywire missiles don't activate the shields. Hence, Terrans don't even need ghosts to deactivate the shields!!!!! That's whats so messed up, immortals SHOULD kill mech, but they dont.


I did a lot, a lot of unit tests when the custom map was out with immortals vs warhounds specifically to test cost effectiveness of immortals against mech (and yes the stats were exactly the same along with everything else).

The immortals cost for cost were destroying warhounds quite easily with a lot leftover, regardless of the missile getting through shields because the immortal's damage output vs mech is so high. Combine this with collosus/other units, and then it gets trickier. Just as well as the Terran adding in ghosts it gets very tricky.

In a vacuum type of test I tested 200/200 immortal vs 200/200 warhound and the immortals came out way ahead with an incredible cost efficiency ratio.

I did the same test and added in only 2-4 ghosts with full energy for EMPs and suddenly the warhounds came out of the fight with huge cost efficiency and almost the exact reverse result of leftover units.

Now we add in other units to these compositions...along with an actual 1v1 game being played out...waaaaay too early to claim immortals are bad against mech. As far as I can tell they are just as good against mech as they are in WoL.

Of course that doesn't mean the warhound doesn't need a lot of work done in either design / balance. And I believe it's intended for the haywire missile to be able to get through immortal's shields because the immortal is such a hard counter to mech that blizzard decided they wanted a unit that would be able to help fight against the immortal from Terran mech that did not require having to get ghost EMP which requires a barracks + ghost academy + upgrade research + the ghost themselves.


Your idea of a test was 200/200 vs 200/200 Immortals vs Warhounds? Like that means anything?

Anyway, it's pretty clear every post you'll ever make will be of the whiny Terran variety. I read a post where you said that Blizzard was ANTI-TERRAN. ffs
MrMedic
Profile Joined November 2010
Canada452 Posts
September 06 2012 18:59 GMT
#104
Good read
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
September 06 2012 19:00 GMT
#105
Meh, splash damage in SC2 is a lot harder to balance than in BW because there is a lot more clumping. Pretty sure D browder & co spent months and months balancing the baneling, because its just so difficult to get it into that sweet spot of not too much, not too little. So as far as game design, I think that swarm host > lurker, even though the lurker was way cooler
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
sour_eraser
Profile Joined March 2011
Canada932 Posts
September 06 2012 19:12 GMT
#106
Now now, the real question for me is
Do you need to buy HoTS to get LoTV just as WoL is needed for HoTS?
I think I might skip this expansion and hope for next one unless the real game looks decent. As of right now, Beta looks fucked up.
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 06 2012 19:15 GMT
#107
On September 07 2012 02:31 NicolBolas wrote:
Show nested quote +
What are these guys doing here? Well, immortals suck vs mech. And if there were an anti-mech unit you'd expect it to be immortals. In particular, Warhounds stomp all over immortals which makes no sense what so ever. Upon closer examination I realised that the haywire missile does 30 damage across three rockets - i.e. 10 damage each rocket which isn't sufficient to trigger the immortals hardened shield. The result? Warhounds crush immortals.


... what?

I'm trying to think like Blizzard, but I just can't make the logic work.

OK, it's 2007. I look at Siege Tanks and I hate this unit. But, rather than taking it out of the game, I'm instead going to give the Protoss a unit who's primary designed purpose is to hose Siege Tanks. And to hose them so hard that nobody will ever even consider building STs in TvP again.

Alright, fine. It's 2012, and our plan is a success: no Terran player ever goes Mech in TvP. But now, for some reason, we want Terran players to go Mech against Protoss. OK, so, rather than removing the unit we put in for the sole purpose of hosing Mech, we'll just give Terran a unit who's primary designed purpose is to hose the unit we made to hose Mech.

And thus... what have we accomplished? Terrans can use Siege Tanks, but only if they're accompanied by MaraudersWarhounds?

I just don't understand this. If Blizzard doesn't like Siege Tanks so much that they'll design a unit who's whole purpose is to kill them, why not just remove them?

I'm half joking when i say that come the next expansion they might remove them, or at least change them to be 6 supply, no siege animation...like a Terran Colossus. When this will be anounced, Browder will say "we can't keep a unit in the game just because it's cool...it's not used anymore..."
Head Coach Park: "They should buff tanks!"
Bobo_XIII
Profile Blog Joined October 2003
United States429 Posts
September 06 2012 19:27 GMT
#108
On September 06 2012 18:05 Plexa wrote:
Show nested quote +
On September 06 2012 16:23 Bobo_XIII wrote:
I disagree completely with your opinion on the worker count display, and honestly it's kind of weird to hear it from a guy who has been around since deep in the BW days.

You say that the indicators don't hinder strategy, only makes make things more convenient for all levels. The thing is, SC2 isn't purely a strategy game; it's strategy mixed with mechanics, and worker management is a fundamental part of macromanagement. It might be something comparatively small to say, actually building workers all throughout the game, but just building workers without having the presence of mind and situational awareness to monitor your shit (without being told your exact numbers) is just one aspect of it all. Simply put, if you don't have the mental dexterity to keep up with your stuff, you are faltering in your macro and ought to pay the consequences. It's another thing that separates the good from the bad.
I agree that worker management is a vital part of the game, but what this indicator brings to the table is a quick fact about the number of workers at each base. What you do with this fact is up to you. Are you trying to hit a precise 40 probe 6gate timing attack? How many workers should you be maynarding to you natural at any given time? This information allows you to make those decisions in a more accurate way. Does it lower the skill ceiling? A bit, but in the case the payoff is more accurate builds and better execution of whatever it is you are planning to do ay every level.


These facts you talk about that the indicator gives you are the same things you get when you actively and manually keep track of your worker allocation, only that information is automatically processed and essentially announced to you in HotS. It's a big deal, because macro is being made even more less demanding than it already is (let's not kid ourselves, macro in SC2 is already pretty easy). This is a critical skill that honestly even a lot of GM players fuck up pretty often (on NA at least), and now that field is being leveled.

I can understand the desire to see or perform more fluid and perfect play, but much of the magic of SC2 is the difficulty in executing things correctly. It's the mastery of the sum of all these taxing actions in conjunction with appropriate decision making that makes SC2 so attractive. Sacrificing standards and work required for good play in the name of convenience is going down the 'path of the casual,' if you ask me.

On September 06 2012 18:05 Plexa wrote:
Show nested quote +
On September 06 2012 16:23 Bobo_XIII wrote:Also, your claim that boxing workers is inaccurate is blatantly false. Eyeballing worker saturation might be inaccurate, but boxing workers is pretty precise if you ask me.
Boxing workers can be inaccurate because more often that not you pick up workers mining gas - which is kinda annoying (and position dependent). Moreover, boxing three bases quickly can lead to a variation of up to 10 workers (in my experience anyway).


There are methods to the madness in boxing workers to get counts. Honestly, it just sounds like you haven't got it down, because it's a fairly straight-forward task and there isn't any reason why you should be counting extra workers or being thrown off by geyser workers.
There's a hole in the world like a great black pit, and the vermin of the world inhabit it... and its morals aren't worth what a pig could spit, and it goes by the name of Reddit.
Artok
Profile Joined May 2011
Netherlands2219 Posts
September 06 2012 19:49 GMT
#109
Took this seriously until i've read the immortal part, because having 1 unit that counters whole strategy and makes it impossible to use is godlike idea.
Chun-li since ST
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
September 06 2012 19:52 GMT
#110
Blizzard don't have the mental capacity to make SC2 into a real game (and worthy of it's name). They're a group of limited, average individuals.

This community has given so many good ideas, and Blizzard continues to implement the extremely bad and boring choices.
Gorlin
Profile Joined November 2010
United States2753 Posts
September 06 2012 19:54 GMT
#111
Nice writeup, I feel similarly to most of your opinions.
how2TL
Profile Joined August 2010
1197 Posts
Last Edited: 2012-09-06 20:08:08
September 06 2012 20:01 GMT
#112
On September 07 2012 04:27 Bobo_XIII wrote:
Show nested quote +
On September 06 2012 18:05 Plexa wrote:
On September 06 2012 16:23 Bobo_XIII wrote:
I disagree completely with your opinion on the worker count display, and honestly it's kind of weird to hear it from a guy who has been around since deep in the BW days.

You say that the indicators don't hinder strategy, only makes make things more convenient for all levels. The thing is, SC2 isn't purely a strategy game; it's strategy mixed with mechanics, and worker management is a fundamental part of macromanagement. It might be something comparatively small to say, actually building workers all throughout the game, but just building workers without having the presence of mind and situational awareness to monitor your shit (without being told your exact numbers) is just one aspect of it all. Simply put, if you don't have the mental dexterity to keep up with your stuff, you are faltering in your macro and ought to pay the consequences. It's another thing that separates the good from the bad.
I agree that worker management is a vital part of the game, but what this indicator brings to the table is a quick fact about the number of workers at each base. What you do with this fact is up to you. Are you trying to hit a precise 40 probe 6gate timing attack? How many workers should you be maynarding to you natural at any given time? This information allows you to make those decisions in a more accurate way. Does it lower the skill ceiling? A bit, but in the case the payoff is more accurate builds and better execution of whatever it is you are planning to do ay every level.


These facts you talk about that the indicator gives you are the same things you get when you actively and manually keep track of your worker allocation, only that information is automatically processed and essentially announced to you in HotS. It's a big deal, because macro is being made even more less demanding than it already is (let's not kid ourselves, macro in SC2 is already pretty easy). This is a critical skill that honestly even a lot of GM players fuck up pretty often (on NA at least), and now that field is being leveled.

I can understand the desire to see or perform more fluid and perfect play, but much of the magic of SC2 is the difficulty in executing things correctly. It's the mastery of the sum of all these taxing actions in conjunction with appropriate decision making that makes SC2 so attractive. Sacrificing standards and work required for good play in the name of convenience is going down the 'path of the casual,' if you ask me.

Show nested quote +
On September 06 2012 18:05 Plexa wrote:
On September 06 2012 16:23 Bobo_XIII wrote:Also, your claim that boxing workers is inaccurate is blatantly false. Eyeballing worker saturation might be inaccurate, but boxing workers is pretty precise if you ask me.
Boxing workers can be inaccurate because more often that not you pick up workers mining gas - which is kinda annoying (and position dependent). Moreover, boxing three bases quickly can lead to a variation of up to 10 workers (in my experience anyway).


There are methods to the madness in boxing workers to get counts. Honestly, it just sounds like you haven't got it down, because it's a fairly straight-forward task and there isn't any reason why you should be counting extra workers or being thrown off by geyser workers.


There's so many ways to improve the depth of the game that arguing about whether or not you get a worker count on town hall is a hell of a waste of time.

Units whose effectiveness are amplified by positioning and micro, 6m1g maps, units that work better in small packs opposed to deathballs, etc. Seriously there are so many worse ways that Blizzard has fucked up SC2 that arguing about being able to count your workers is a fucking joke and you should feel bad for continuing the discussion.

On September 07 2012 04:00 BreakfastBurrito wrote:
Meh, splash damage in SC2 is a lot harder to balance than in BW because there is a lot more clumping. Pretty sure D browder & co spent months and months balancing the baneling, because its just so difficult to get it into that sweet spot of not too much, not too little. So as far as game design, I think that swarm host > lurker, even though the lurker was way cooler


Honestly that's only because they *had* to implement their new movement technology (something fluid, iirc?) that allows for the clumping, with no regard for how it affected game design. Seeing a blob of marines move as essentially a single unit is so dumb. If units could just be more spread out by default, I honestly think games would look way more interesting as AoE spells could be much more powerful.
how2TL
Profile Joined August 2010
1197 Posts
Last Edited: 2012-09-06 20:07:58
September 06 2012 20:07 GMT
#113
double post sorry
RaZorwire
Profile Joined April 2012
Sweden718 Posts
September 06 2012 20:11 GMT
#114
On September 07 2012 05:01 how2TL wrote:

There's so many ways to improve the depth of the game that arguing about whether or not you get a worker count on town hall is a hell of a waste of time.

Units whose effectiveness are amplified by positioning and micro, 6m1g maps, units that work better in small packs opposed to deathballs, etc. Seriously there are so many worse ways that Blizzard has fucked up SC2 that arguing about being able to count your workers is a fucking joke and you should feel bad for continuing the discussion.



I've never understood that type of reasoning at all. The fact that there are big problems is no reason to ignore the small problems.

And if you don't like discussing worker count displays, you could always just leave the discussion...
Garmer
Profile Joined October 2010
1286 Posts
September 06 2012 20:15 GMT
#115
it's good that immortal don't counter mech, or we will go back again to boring bio-ball...
how2TL
Profile Joined August 2010
1197 Posts
September 06 2012 20:15 GMT
#116
On September 07 2012 05:11 RaZorwire wrote:
Show nested quote +
On September 07 2012 05:01 how2TL wrote:

There's so many ways to improve the depth of the game that arguing about whether or not you get a worker count on town hall is a hell of a waste of time.

Units whose effectiveness are amplified by positioning and micro, 6m1g maps, units that work better in small packs opposed to deathballs, etc. Seriously there are so many worse ways that Blizzard has fucked up SC2 that arguing about being able to count your workers is a fucking joke and you should feel bad for continuing the discussion.



I've never understood that type of reasoning at all. The fact that there are big problems is no reason to ignore the small problems.

And if you don't like discussing worker count displays, you could always just leave the discussion...


Because you're acting like worker counts will significantly affect pro play and make it worse. And I'm saying the effect will be very miniscule. And then relative to the changes that have actually made the game worse, it's essentially nothing. Why is this the breaking point?

So yeah there's a very good reason this small problem should barely be considered.
Ideas
Profile Blog Joined April 2008
United States8171 Posts
September 06 2012 20:25 GMT
#117
On September 07 2012 05:15 Garmer wrote:
it's good that immortal don't counter mech, or we will go back again to boring bio-ball...


now terran uses a boring "mech" ball instead that functions exactly the same as a bio-ball but is slightly slower and has slightly more health.
Free Palestine
DRTnOOber
Profile Blog Joined February 2012
New Zealand476 Posts
September 06 2012 20:28 GMT
#118
I am really nervous that Blizzard are going to leave the Warhound in the game. It's such a terrible unit at the moment... you're so right in that it ticks all the "bad unit" boxes. As a Protoss player the Immortal is the only thing I can build to counter early Marauder aggression; imagine trying to hold off Warhounds when they can ignore hardened shell? And aren't Stalkers considered armoured too? Sounds like there's nothing that counters it.

100% agree about the Tempest too. The Carrier is actually not far off being great, it just needs some tweaks to make it more situational and not as prohibitively expensive/slow to build. I think I've won every FFA I've ever played with my friends simply using mass Carrier; they are pretty OP but at the same time impossible to amass in big enough numbers on the ladder/in pro matches.

Up until recently I would have faith that Blizzard would listen to the community and so what's right, but after Diablo 3 I'm really quite nervous.
But I'm off creep... and so I slow down, what are hellions doing here? I don't belong here...
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 06 2012 20:42 GMT
#119
On September 06 2012 23:24 GhandiEAGLE wrote:
Agree with all except the widow mine, I would put that in the good section. It is easily the most fun unit, has massive utility, and with creativity they can do anything. Like putting them behind mineral patches on the high ground: they leap to the workers to harass from above. or defending YOUR mineral line from things like muta harass.

Great utility is misleading.
- 160 damage to one unit okay thats pretty good
- 35 splash, well that eliminates worker raids (unless you have two mines, even then i dont think the radius is that big)
- 35 splash also means vs mutas its not so good
- very difficult to drag so can't do cool stuff with it
- very difficult to defuse without setting it off (might be a good thing? I'm not sure of its activation range but it looks like 4 or 5)
Administrator~ Spirit will set you free ~
thoraxe
Profile Blog Joined March 2007
United States1449 Posts
September 06 2012 20:57 GMT
#120
This type of post is why opinions should be held back unless everyone has had a chance to play the game and people with a wide variety of skill levels have had the opportunity to fully assess the true nature of these issues.
Obama singing "Kick Ass" Song: http://www.youtube.com/watch?v=yghFBt-fXmw&feature=player_embedde
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