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Active: 1858 users

LotV closed beta announced to start on March 31 - Page 14

Forum Index > Legacy of the Void
2700 CommentsPost a Reply
Prev 1 12 13 14 15 16 136 Next
Thanks to Reddit sleuths, everyone can try the LotV test maps by following instructions here.

Note: This is not a beta key, it is simply access to Vs. AI and a Unit Tester. I have no idea how cool with this Blizzard is or is not, use at your own risk.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
March 18 2015 19:07 GMT
#261
I'm so hyped. Hope many people here get the beta.
Eve online FC, lover of all competition
SmoKim
Profile Joined March 2010
Denmark10305 Posts
March 18 2015 19:08 GMT
#262
3:07

The circle is complete: Metalopolis is back to bring balance
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Elentos
Profile Blog Joined February 2015
55571 Posts
March 18 2015 19:08 GMT
#263
On March 19 2015 04:02 OtherWorld wrote:
What I notice :
  • Not a single fucking mention of Uvantak's thread (for those interested : http://www.teamliquid.net/forum/starcraft-2/479750-lotv-economy-worker-pairing ). I love StarCraft, I love(d) Blizzard, but it seems that to them "listening to the community" means "read some posts made by random forumers on B.net, reddit and TL". Seriously.
  • Obviously, that goes with my point above, no mention of reduced efficiency instead of their silly less mineral per patches + more workers at the start system.
  • About the scan range change : "We’d really like to thank our community for locating this behavior". Like really? That wasn't a wanted thing? Game designers didn't think of the implication of scan range?
  • Game speed change looks good in theory, props to them for not being affected by a total tunnel-vision.
  • The concept of the Adept feels cool, although I'm not sure about its ability. I personally don't think that every unit, especially core units, should have (active) abilities. A well designed unit should be able to be fun to play with and efficient without abilities. Btw their wording makes it sound like they think Zealots and Stalkers are core units, lulz.
  • Disliked the warp gate and warp prism changes, dislike them now. I think WG should be an alternative to gates, and we see sick WP micro already without extended range.
  • Please remove the Tempest :/
  • Dislike the Terran changes.
  • Lurker yay :D Zerg changes look good overall, although the Nydus would be better off with increased load/unload speed and decreased cost (why not make Nyduses that spawn on creep free? that would promote defensive nydus usage and would make having good creep spread/denying it even more important) than with this shitty buff.

Why?
Every 60 seconds in Africa, a minute passes.
krissless
Profile Joined June 2011
Poland174 Posts
March 18 2015 19:09 GMT
#264
Viper
Looking at the viper, we wanted to add an ability that would counter that would counter mass air strategies. Introducing parasitic bomb. This ability places a damage over time effect on a targeted enemy air unit, dealing damage to it and any enemy units around it. If the target enemy unit dies, the parasitic bomb will remain in play for its full duration, continuing to deal damage to any enemy unit entering the targeted area.

thay give irradicate to zerg ?
So its basicly Since Viper now?
DarkPlasmaBall
Profile Blog Joined March 2010
United States45707 Posts
March 18 2015 19:11 GMT
#265
On March 19 2015 04:09 krissless wrote:
Viper
Looking at the viper, we wanted to add an ability that would counter that would counter mass air strategies. Introducing parasitic bomb. This ability places a damage over time effect on a targeted enemy air unit, dealing damage to it and any enemy units around it. If the target enemy unit dies, the parasitic bomb will remain in play for its full duration, continuing to deal damage to any enemy unit entering the targeted area.

thay give irradicate to zerg ?
So its basicly Since Viper now?


They gave irradiate to both the viper and the tempest I think o.O
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-03-18 19:17:54
March 18 2015 19:12 GMT
#266
On March 19 2015 02:47 GinDo wrote:
Hope they fixed the cyclone. That crap was so broken during Blizzcon. As much as I would like another unit for Terran. It doesn't feel like they need a nother unit, not unless other units get combined/removed.

Also I don't know how the Adept will play out. It seems like a crappy stalker , Kinda wished they expanded the Templar route. The Dark shrine has so much potential.

Anyhow we shall see. Super excited. Maybe I'll actually get in Beta this time.

As much as I hated this feature when they first announced it, adding the bio tag to Hellbats to combine them with the old Firebats has turned out to be an awesome idea to make them very viable in both mech and bio play. I'd love for them to combine Reapers with this recent idea they posted a month or so back about a sort of "combat engineer" who constructed battle and support oriented structures quickly in order to help establish positional control for a 4M comp. There are some other combined units ideas I could think of, but my idea of combining Vikings and Thors will just sound like a BW whine for the Goliath back. Although real-talk, the mobility and anti-capital abilities of the Viking is why we so rarely see capitol ships outside of the loathsome Tempest in SC2.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Elentos
Profile Blog Joined February 2015
55571 Posts
March 18 2015 19:15 GMT
#267
On March 19 2015 04:11 DarkPlasmaBall wrote:
Show nested quote +
On March 19 2015 04:09 krissless wrote:
Viper
Looking at the viper, we wanted to add an ability that would counter that would counter mass air strategies. Introducing parasitic bomb. This ability places a damage over time effect on a targeted enemy air unit, dealing damage to it and any enemy units around it. If the target enemy unit dies, the parasitic bomb will remain in play for its full duration, continuing to deal damage to any enemy unit entering the targeted area.

thay give irradicate to zerg ?
So its basicly Since Viper now?


They gave irradiate to both the viper and the tempest I think o.O

#JustIrradiateThings

By the way the disruptor looks much cooler than when they first showed it.
Every 60 seconds in Africa, a minute passes.
krissless
Profile Joined June 2011
Poland174 Posts
March 18 2015 19:15 GMT
#268
On March 19 2015 04:11 DarkPlasmaBall wrote:
Show nested quote +
On March 19 2015 04:09 krissless wrote:
Viper
Looking at the viper, we wanted to add an ability that would counter that would counter mass air strategies. Introducing parasitic bomb. This ability places a damage over time effect on a targeted enemy air unit, dealing damage to it and any enemy units around it. If the target enemy unit dies, the parasitic bomb will remain in play for its full duration, continuing to deal damage to any enemy unit entering the targeted area.

thay give irradicate to zerg ?
So its basicly Since Viper now?


They gave irradiate to both the viper and the tempest I think o.O


hmm protoss version dont have splash
so both races steal best terran sc1 abillity (maybe terran should start using it again then would be nice symmetry)

OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 18 2015 19:16 GMT
#269
On March 19 2015 04:08 Elentos wrote:
Show nested quote +
On March 19 2015 04:02 OtherWorld wrote:
What I notice :
  • Not a single fucking mention of Uvantak's thread (for those interested : http://www.teamliquid.net/forum/starcraft-2/479750-lotv-economy-worker-pairing ). I love StarCraft, I love(d) Blizzard, but it seems that to them "listening to the community" means "read some posts made by random forumers on B.net, reddit and TL". Seriously.
  • Obviously, that goes with my point above, no mention of reduced efficiency instead of their silly less mineral per patches + more workers at the start system.
  • About the scan range change : "We’d really like to thank our community for locating this behavior". Like really? That wasn't a wanted thing? Game designers didn't think of the implication of scan range?
  • Game speed change looks good in theory, props to them for not being affected by a total tunnel-vision.
  • The concept of the Adept feels cool, although I'm not sure about its ability. I personally don't think that every unit, especially core units, should have (active) abilities. A well designed unit should be able to be fun to play with and efficient without abilities. Btw their wording makes it sound like they think Zealots and Stalkers are core units, lulz.
  • Disliked the warp gate and warp prism changes, dislike them now. I think WG should be an alternative to gates, and we see sick WP micro already without extended range.
  • Please remove the Tempest :/
  • Dislike the Terran changes.
  • Lurker yay :D Zerg changes look good overall, although the Nydus would be better off with increased load/unload speed and decreased cost (why not make Nyduses that spawn on creep free? that would promote defensive nydus usage and would make having good creep spread/denying it even more important) than with this shitty buff.

Why?

Well the siege tank change feels anti-siege tank to me. Like what's the point of having a siege mode that prevents the tank from moving if you can move it faster with medivacs anyway. That's probably the best change of the list though.
I'm pretty meh about the Cyclone, I don't specially dislike the unit concept, but I feel that the Fac doesn't need two harass units, and thus that the Cyclone takes the spot of a potentially more interesting T unit. The new Terran unit, well I can't say anything about it for now d:
And the battlecruiser change tries to make BCs more relevant, which is a terrible idea. Things like BCs and Carriers are fun for the campaign and iconic and all but it makes for terrible games when they're relevant enough for pros to use them (apart from Mvp occasionnaly destroying foreigners with them).
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Dynge
Profile Joined July 2012
Denmark46 Posts
March 18 2015 19:19 GMT
#270
On March 19 2015 02:38 PhoenixVoid wrote:
Show nested quote +
On March 19 2015 02:34 The_Red_Viper wrote:
HYPEE.
So zerg has irradiate now? :D

Caustic Spray is not like Irradiate at all, it is channeled, doesn't last after casting and affects buildings and non-bio units.


Hes talking about the viper ability i think.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
March 18 2015 19:20 GMT
#271
Neat
@RealHeyoka | ESL / DreamHack StarCraft Lead
Topin
Profile Blog Joined December 2010
Peru10112 Posts
March 18 2015 19:20 GMT
#272
i like the idea of making Terran T3 useful but i dont think the BC change is going to help. i also hope that with this change mech becomes available in TvP, im getting tired of going bio 24/7
i would define my style between a mix of ByuN, Maru and MKP
Redfish
Profile Joined April 2010
United States142 Posts
March 18 2015 19:20 GMT
#273
On March 19 2015 03:06 SC2Toastie wrote:
Show nested quote +
On March 19 2015 03:05 Redfish wrote:
Nydus worms unable to take damage until they're done spawning? So a Zerg can create it right in range of a Photon cannon with impunity? What on earth?

Here come the Ravager/Nydus rushes to crush any hope of Protoss playing for an economic opening. If neither Forcefields nor solid base defense can keep enemies out, then what else can we be expected to rely on to survive?

Nydus being expensive?

I don't like the full invulnerability either, seems like a failsafe way to deal damage...


The cost for a Nydus + Worm is 250/300, which is really nothing. For comparison's sake, it's significantly less to Nydus your whole army in than it costs for a Protoss to build a single Void Ray. It also builds extraordinarily fast and costs no supply.

All of that said, I agree that failsafe ways to do damage are poor game design decisions. I feel like fully scouting something and having the tech to stop it yet still taking some amount of damage anyways (like a Widow Mine drop opener - it's not IF you're going to lose probes, but if you're going to lose just 1-2 or your entire mineral line) is silly.

To take it even further, I think that drops and harassment are already too good, and adding more into the game is awful. Mutalisks wrecking bases and healing too fast, Terran doom drops with Medivacs that boost for nothing, Warp Prisms warping in a dozen gateway units at once - enough already. Skirmishes and smaller fights around the map should be what LotV focuses on, not more ways to give droppers or harassers the advantage over defenders, which they already have too much of.

caznitch
Profile Joined July 2012
Canada645 Posts
March 18 2015 19:22 GMT
#274
TL orgasm inc!
why?
Feisty
Profile Joined December 2013
Vatican City State35 Posts
March 18 2015 19:23 GMT
#275
With the Cyclone Terran has 6 factory units and only 4 barracks units. They should add another barracks unit since they didn't add one to HotS plus Ghost are rarely used outside of lategame tvp right now.
Polt why so God
Elentos
Profile Blog Joined February 2015
55571 Posts
March 18 2015 19:24 GMT
#276
On March 19 2015 04:16 OtherWorld wrote:
Show nested quote +
On March 19 2015 04:08 Elentos wrote:
On March 19 2015 04:02 OtherWorld wrote:
What I notice :
  • Not a single fucking mention of Uvantak's thread (for those interested : http://www.teamliquid.net/forum/starcraft-2/479750-lotv-economy-worker-pairing ). I love StarCraft, I love(d) Blizzard, but it seems that to them "listening to the community" means "read some posts made by random forumers on B.net, reddit and TL". Seriously.
  • Obviously, that goes with my point above, no mention of reduced efficiency instead of their silly less mineral per patches + more workers at the start system.
  • About the scan range change : "We’d really like to thank our community for locating this behavior". Like really? That wasn't a wanted thing? Game designers didn't think of the implication of scan range?
  • Game speed change looks good in theory, props to them for not being affected by a total tunnel-vision.
  • The concept of the Adept feels cool, although I'm not sure about its ability. I personally don't think that every unit, especially core units, should have (active) abilities. A well designed unit should be able to be fun to play with and efficient without abilities. Btw their wording makes it sound like they think Zealots and Stalkers are core units, lulz.
  • Disliked the warp gate and warp prism changes, dislike them now. I think WG should be an alternative to gates, and we see sick WP micro already without extended range.
  • Please remove the Tempest :/
  • Dislike the Terran changes.
  • Lurker yay :D Zerg changes look good overall, although the Nydus would be better off with increased load/unload speed and decreased cost (why not make Nyduses that spawn on creep free? that would promote defensive nydus usage and would make having good creep spread/denying it even more important) than with this shitty buff.

Why?

Well the siege tank change feels anti-siege tank to me. Like what's the point of having a siege mode that prevents the tank from moving if you can move it faster with medivacs anyway. That's probably the best change of the list though.
I'm pretty meh about the Cyclone, I don't specially dislike the unit concept, but I feel that the Fac doesn't need two harass units, and thus that the Cyclone takes the spot of a potentially more interesting T unit. The new Terran unit, well I can't say anything about it for now d:
And the battlecruiser change tries to make BCs more relevant, which is a terrible idea. Things like BCs and Carriers are fun for the campaign and iconic and all but it makes for terrible games when they're relevant enough for pros to use them (apart from Mvp occasionnaly destroying foreigners with them).

I like the siege tank change because one of its biggest weaknesses is that it can't defend itself when you're close. And since it takes an entire medivac to move a sieged tank, you have to carefully consider if you can risk getting both sniped. Also, think of the hilarious anti-viper interactions.

I think the cyclone would be better if it was like C&C's Nodmod, meaning if it didn't have the gimmicky lock-on mechanic. I don't really see it as a harassing unit because it sucks against workers, but it might make mech a bit more viable and less boring, I'm open for it.

I disagree entirely with you on BCs and Carriers. I don't want a unit in multiplayer that is never relevant. Now granted, sky terran has recently become a thing again in TvZ (and would be a thing in TvT if the games lasted that long), so maybe it's not necessary to buff the BC, but I think it won't hurt much.
Every 60 seconds in Africa, a minute passes.
starslayer
Profile Joined August 2011
United States696 Posts
March 18 2015 19:24 GMT
#277
i guess everything seems cool but not a fan of the Unit Scan Range change if your bad and just a move your unit should die if you're bad but now you can just amove to lets say a mine and bam you killed it cause well blizzard feels bad for you gj.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
BulletCL
Profile Joined April 2012
Chile138 Posts
March 18 2015 19:25 GMT
#278
So... BlizzCon Finals will be played on LotV (beta client) or HotS?
Because I remember when everybody where playing HotS Beta and we had IPL5 finals played on WoL (amazing tournament btw) a lot of people where disappointed.
In fact, IEM7 Finals where played on HotS just before the release as a marketing decision.

I'm not sure if I'm ok with LotV WCS Finals this year.
What, you run out of marines?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 18 2015 19:30 GMT
#279
On March 19 2015 04:24 Elentos wrote:
Show nested quote +
On March 19 2015 04:16 OtherWorld wrote:
On March 19 2015 04:08 Elentos wrote:
On March 19 2015 04:02 OtherWorld wrote:
What I notice :
  • Not a single fucking mention of Uvantak's thread (for those interested : http://www.teamliquid.net/forum/starcraft-2/479750-lotv-economy-worker-pairing ). I love StarCraft, I love(d) Blizzard, but it seems that to them "listening to the community" means "read some posts made by random forumers on B.net, reddit and TL". Seriously.
  • Obviously, that goes with my point above, no mention of reduced efficiency instead of their silly less mineral per patches + more workers at the start system.
  • About the scan range change : "We’d really like to thank our community for locating this behavior". Like really? That wasn't a wanted thing? Game designers didn't think of the implication of scan range?
  • Game speed change looks good in theory, props to them for not being affected by a total tunnel-vision.
  • The concept of the Adept feels cool, although I'm not sure about its ability. I personally don't think that every unit, especially core units, should have (active) abilities. A well designed unit should be able to be fun to play with and efficient without abilities. Btw their wording makes it sound like they think Zealots and Stalkers are core units, lulz.
  • Disliked the warp gate and warp prism changes, dislike them now. I think WG should be an alternative to gates, and we see sick WP micro already without extended range.
  • Please remove the Tempest :/
  • Dislike the Terran changes.
  • Lurker yay :D Zerg changes look good overall, although the Nydus would be better off with increased load/unload speed and decreased cost (why not make Nyduses that spawn on creep free? that would promote defensive nydus usage and would make having good creep spread/denying it even more important) than with this shitty buff.

Why?

Well the siege tank change feels anti-siege tank to me. Like what's the point of having a siege mode that prevents the tank from moving if you can move it faster with medivacs anyway. That's probably the best change of the list though.
I'm pretty meh about the Cyclone, I don't specially dislike the unit concept, but I feel that the Fac doesn't need two harass units, and thus that the Cyclone takes the spot of a potentially more interesting T unit. The new Terran unit, well I can't say anything about it for now d:
And the battlecruiser change tries to make BCs more relevant, which is a terrible idea. Things like BCs and Carriers are fun for the campaign and iconic and all but it makes for terrible games when they're relevant enough for pros to use them (apart from Mvp occasionnaly destroying foreigners with them).

I like the siege tank change because one of its biggest weaknesses is that it can't defend itself when you're close. And since it takes an entire medivac to move a sieged tank, you have to carefully consider if you can risk getting both sniped. Also, think of the hilarious anti-viper interactions.

I think the cyclone would be better if it was like C&C's Nodmod, meaning if it didn't have the gimmicky lock-on mechanic. I don't really see it as a harassing unit because it sucks against workers, but it might make mech a bit more viable and less boring, I'm open for it.

I disagree entirely with you on BCs and Carriers. I don't want a unit in multiplayer that is never relevant. Now granted, sky terran has recently become a thing again in TvZ (and would be a thing in TvT if the games lasted that long), so maybe it's not necessary to buff the BC, but I think it won't hurt much.

Well but a well-designed unit has clear big weaknesses. Units that don't have clear weaknesses are units that make up for abusive compositions because you can just mass them and it provides you with a big advantage.
As for BCs and Carriers, yes that's what I meant, I don't want irrelevant units either, that's why BCs and Carriers should be removed, straight and simple. It would make space for new and more interesting units, incidentally.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-03-18 19:34:35
March 18 2015 19:32 GMT
#280
On March 19 2015 04:25 BulletCL wrote:
So... BlizzCon Finals will be played on LotV (beta client) or HotS?
Because I remember when everybody where playing HotS Beta and we had IPL5 finals played on WoL (amazing tournament btw) a lot of people where disappointed.
In fact, IEM7 Finals where played on HotS just before the release as a marketing decision.

I'm not sure if I'm ok with LotV WCS Finals this year.

A recent Blizzcon announcement confirmed that it will be HotS.
Edit: http://us.battle.net/sc2/en/blog/18291114/the-wcs-global-finals-at-blizzcon-2015-3-12-2015
You don’t need to wait until November to watch thrilling StarCraft II: Heart of the Swarm competition.
Moderatorshe/her
TL+ Member
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