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Overkill is Anti-Deathball - Page 3

Blogs > Falling
Post a Reply
Prev 1 2 3 4 5 6 Next All
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
September 25 2012 06:32 GMT
#41
Lets get rid of watchtowers too cos they are very deathball favourable since your army has vision from just sitting under one and there is no need to split your forces or have scouts further out to spot for you!
Aetherial
Profile Joined August 2010
Australia917 Posts
September 25 2012 06:49 GMT
#42
Brilliant post!

Someone please post this on the Blizzard HotS Beta forum pls.
aliquis
Profile Joined September 2012
Austria38 Posts
September 25 2012 07:12 GMT
#43
I 100% agree.

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
Profile Joined October 2010
Sweden1456 Posts
September 25 2012 08:10 GMT
#44
Really great post. Overkill from Siege Tanks has been one of the things i miss most from bw.
Ero-Sennin
Profile Blog Joined July 2009
United States756 Posts
September 25 2012 08:15 GMT
#45
Really enjoyed reading this. Hopefully something like this can come to fruition someday soon ^^
Luck makes talent look like genius.
Vei
Profile Joined March 2010
United States2845 Posts
September 25 2012 08:23 GMT
#46
Amazing observations actually, nice.
www.justin.tv/veisc2 ~ 720p + commentary
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
September 25 2012 08:58 GMT
#47
Falling, can I give you a hug? I really want this...
The Bomber boy
Sumadin
Profile Joined August 2011
Denmark588 Posts
September 25 2012 09:24 GMT
#48
I don't really agree. The problem with this is that tanks already have a tough enough time in the current matchups and will have a tougher time in HOTS. If this is implemented there would need to be buffs somewhere else, mostly its damage.

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.
The basic key to beating a priest is playing a deck that is terrible.
aliquis
Profile Joined September 2012
Austria38 Posts
September 25 2012 09:52 GMT
#49
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.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
September 25 2012 10:48 GMT
#50
I feel like this is one of a few issues it would be really good to push hard (for an acknowledgement/rebuttal, if nothing else) on the Beta forums while the number of players is still low.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
September 25 2012 11:19 GMT
#51
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
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Berceno
Profile Joined May 2012
Spain401 Posts
September 25 2012 12:15 GMT
#52
Sc2 needs this yes or yes, doubt blizz will do anything about this, people should spam US battle net with this idea
protoss living in da ghetto
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
September 25 2012 12:29 GMT
#53
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.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
EnE
Profile Blog Joined June 2012
417 Posts
September 25 2012 12:33 GMT
#54
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.
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
PardonYou
Profile Blog Joined March 2010
United States1360 Posts
September 25 2012 13:30 GMT
#55
This has always been a problem with me in SC2 and its development team doesn't mind the death ball too much, but it annoys the hell out of me. Obviously if they'd change it they'd need to rework balances of every unit.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 25 2012 13:43 GMT
#56
--- Nuked ---
benzcity07
Profile Joined February 2011
United States79 Posts
September 25 2012 14:11 GMT
#57
Awesome write up, really love it and its predecessor!

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!
Be the change you want to see in the world.
alphakennybody
Profile Joined September 2011
35 Posts
September 25 2012 14:30 GMT
#58
Very interesting, I hope the dev's see this.
Sumadin
Profile Joined August 2011
Denmark588 Posts
September 25 2012 15:12 GMT
#59
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.
The basic key to beating a priest is playing a deck that is terrible.
Anuzi
Profile Blog Joined October 2010
192 Posts
September 25 2012 16:19 GMT
#60
Great blog. Thanks for the insight.
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