Overkill is Anti-Deathball - Page 3
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T0fuuu
Australia2275 Posts
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Aetherial
Australia917 Posts
Someone please post this on the Blizzard HotS Beta forum pls. ![]() | ||
aliquis
Austria38 Posts
I know starcraft 2 could be so much better, it is a great game already, but it could be certainly a lot better then it is now because it has so many obvious design flaws. There are so many people like you that have good ideas that would move the game in the right direction, but i have my doubt's blizzard will change design things like this. | ||
labbe
Sweden1456 Posts
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Ero-Sennin
United States756 Posts
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Vei
United States2845 Posts
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Wintex
Norway16835 Posts
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Sumadin
Denmark588 Posts
Result is that siege lines could end up being tougher to deal with. May sound good, but that goes exactly against what Blizzard have been trying to do in HOTS in TvT. One of the warhounds roles was to reduce the skill required to break siege lines. While it failed to find a unique role it did show their current intend with siege tanks. To make them easier to deal with. | ||
aliquis
Austria38 Posts
The problem is not balance, Starcraft 2 is already more or less a good balanced game. Its about game design and mechanics, how to make the game more fun, challenging, enjoyable versatile etc. When i read answers like yours, you say you disagree because this change hurts balance i can only shake my head, its not primarly about balance hence you completly miss the point. | ||
Umpteen
United Kingdom1570 Posts
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Probe1
United States17920 Posts
On September 24 2012 08:17 HawaiianPig wrote: Love these blogs, they explain some of the finer points of what made mech work in BW. ....But it's per se not "per say" Consuetudo pro lege servatur | ||
Berceno
Spain401 Posts
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iHirO
United Kingdom1381 Posts
I like the idea in principle but wonder how many other units would need to be patched to balance it. | ||
EnE
417 Posts
On September 25 2012 21:29 iHirO wrote: Wouldn't mule bombing on tank lines (and also infested terran bombs) become much stronger with this change? I like the idea in principle but wonder how many other units would need to be patched to balance it. They wouldnt need to be patched because, at the end of the day those things would only affect tanks, meaning only tanks would need to be rebalanced. | ||
PardonYou
United States1360 Posts
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Randomaccount#77123
United States5003 Posts
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benzcity07
United States79 Posts
Totally desiring a damage buff to siege tank, at least back to beta numbers. The overkill mechanic seems like an amazing way to justify and re-balance the change. Additionally, I would love to see some sort of change to the high ground mechanic in SC2, a -1 range to low ground units or something. I think reincorporating an actual high ground advantage would also help positional play. Was also really relieved to hear that other people would support adding new troop movement commands. What BW offered in unit movements was awesome and beautiful, but also archaic. To straight make a game harder from worse ai pathing is a tough argument to make. However, adding mechanics that reward better players would be sweet. Would love to see -button that deselects one unit from control group -move in formation command (could not a-move in formation) What would first button do? If you have 10 units you could very very quickly set them in a precise formation, however if you have a huge death ball with all your different units on the same control group it becomes incredibly more inefficient. Here's hoping someone at Blizzard reads this thread! | ||
alphakennybody
35 Posts
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Sumadin
Denmark588 Posts
On September 25 2012 18:52 aliquis wrote: sumadin you say you dont agree but the problem is you do not understand the point of this post. The problem is not balance, Starcraft 2 is already more or less a good balanced game. Its about game design and mechanics, how to make the game more fun, challenging, enjoyable versatile etc. When i read answers like yours, you say you disagree because this change hurts balance i can only shake my head, its not primarly about balance hence you completly miss the point. Extra tough and challenging does not always mean extra fun and versatile. There is typhically a fine balance. Playing wow for a couple of years have taught me that. The article mentions stuff like magic boxing as "feats of skill" (may not be exact wording). And sure it may look nice, that certain mechanics can be negated by skill. But it is a bloody nightmare balance-wise. How do you adjust for that if mutas were to become a problem? Do you buff the damage, and let bronze zerg lose all their mutas if they fly within 7 range of a thor? Buff the radius? This is the reason anion pulse-crystals exist. Because archons couldn't deal with mass mutas. Not that the upgrade archieved much. | ||
Anuzi
192 Posts
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