I'd say giving stuff more supply wouldn't fix it, unless you do it only on one side.
LotV closed beta announced to start on March 31 - Page 64
Forum Index > Legacy of the Void |
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. | ||
KeksX
Germany3634 Posts
I'd say giving stuff more supply wouldn't fix it, unless you do it only on one side. | ||
Dingodile
4132 Posts
I didnt consider that more supply per unit do produce faster to max supply :O I was thinking about less units in general. I really hate 100 Lings & 100 marines on the field (too much units imo). | ||
OtherWorld
France17333 Posts
On March 30 2015 22:41 The_Red_Viper wrote: Ah btw, where is Aeromi when you need him (schedule for the beta is missing!!!^^) Still waging the Schedules War, I'm not sure if he can afford another army on your front right now. | ||
Jenia6109
Russian Federation1607 Posts
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Deathstar
9150 Posts
On March 30 2015 22:47 OtherWorld wrote: https://twitter.com/DrAeromi/status/582472141074993152 Still waging the Schedules War, I'm not sure if he can afford another army on your front right now. Aeromi is not the Schedule Hero we need, and are looking for, then | ||
Shield
Bulgaria4824 Posts
On March 30 2015 22:16 -Kyo- wrote: No, not to my knowledge. It's actually quite bizarre. The beta starts tomorrow and there are quite a few people like myself who even know their account is going to be flagged but it has not happened yet. My email was contacted by ESL for WCS placements and there are roughly 120 other people who need to be given access as they have already been notified by ESL as well. It's really weird considering the client is available to a few... the thing starts tomorrow... It's honestly kind of worrisome haha >.> I assume they're just going to do it all at once on the 31st, though that is really odd considering we don't know what time it starts/how to dl client or really anything else at all yet.. Typical morons from Blizzard.. they're too busy making money out of WoW, Hearthstone and whatever else. What happened to their passion for StarCraft? | ||
OtherWorld
France17333 Posts
On March 30 2015 22:51 darkness wrote: Typical morons from Blizzard.. they're too busy making money out of WoW, Hearthstone and whatever else. What happened to their passion for StarCraft? Actually they're probably using a good chunk of the money they pump out of HS to fund the WCS for SC2^^ | ||
Tenks
United States3104 Posts
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The_Red_Viper
19533 Posts
On March 30 2015 22:46 Dingodile wrote: Why attacking with 150 supply if you can have 200 in ~90sec? Lategame takes rather 60sec than 90sec (because you have more baracks or whatever else). This encourages turtle stlye. I didnt consider that more supply per unit do produce faster to max supply :O I was thinking about less units in general. I really hate 100 Lings & 100 marines on the field (too much units imo). Why attack before 200 supply in general then? The answer is: Cause you can! (without too much risk) If you reduce the risk of being out on the map you probably will also see more active gameplay. | ||
Hider
Denmark9341 Posts
If you reduce the risk of being out on the map you probably will also see more active gameplay. Yep this is the biggest issue for protoss. Blizzard on the other hand chose to give them Msc Recall to fix this issue, but the whole black/white-solution is really bad. You shouldn't be able to attack at one location at zero risk. Instad, there should be a small price to pay for moving out on the map succesfully. That's why I like the bio interaction vs Zerg. You can escape with most of your units if you react well (load up to speed medivac and boost away), but it creates some type of micro scenario, and zerg can typically kill a few units in the proces. Protoss overall does need a bit of a mobility buff to move out on the map at a less risk (without being all in). For tanks, it's just way too hard to actually attack while always being sieged up in the midgame. If you slowpush you leave yourself too vulnerable to counterattacks. It's just not worth the trouble. For mech, hellions and Banshee's gets really easily shut down, which means any type of harass play is kinda gimmicky. | ||
Shield
Bulgaria4824 Posts
On March 30 2015 23:14 Hider wrote: Yep this is the biggest issue for protoss. Blizzard on the other hand chose to give them Msc Recall to fix this issue, but the whole black/white-solution is really bad. You shouldn't be able to attack at one location at zero risk. Instad, there should be a small price to pay for moving out on the map succesfully. That's why I like the bio interaction vs Zerg. You can escape with most of your units if you react well (load up to speed medivac and boost away), but it creates some type of micro scenario, and zerg can typically kill a few units in the proces. Protoss overall does need a bit of a mobility buff to move out on the map at a less risk (without being all in). Yes, but the mothership can easily be sniped. You may also lose a few units before you recall. Let's not pretend everyone executes it so perfectly that they don't lose anything at all. | ||
Hider
Denmark9341 Posts
On March 30 2015 23:15 darkness wrote: Yes, but the mothership can easily be sniped. You may also lose a few units before you recall. Let's not pretend everyone executes it so perfectly that they don't lose anything at all. I guess that's also what I mean by black and white. Either you get all your units through or none of them. The speed medivac interaction vs zerg is so much more interesting imo. If the terran executes it really well he can maybe get 95% of the units through. If the zerg reacts a bit better, terran surrives with maybe 70% of his forces. Such an interaction is more fun for the viewer and the players as it creates more back-and-fourth. So my philosphy here is a bit that the escape-mechanic should be dependant on the players skill level, and overall, it should be relatively low risk to move out on the map in the midgame, but if your outnumbered there still needs to be a (small) penalty. The solution I imagine as replacement for recall is something like this: - Msc has an active ability that increases the movement speed of nearby friendly units by 25% over 8 seconds - The attack speed of the friendly units is reduced by 25% over the period as well (so it becomes more of a tool to escape/mobility purposes, rather than something that can be used to prevent the enemy from retreating). | ||
KeksX
Germany3634 Posts
On March 30 2015 20:56 DERASTAT wrote: i thought its starts on 31.3? http://eu.battle.net/sc2/en/blog/18291111/legacy-of-the-void-beta-preview-18-03-2015 Yeah but they'll probably only invite pros and personalities first, so the plebs have to wait. | ||
Foxxan
Sweden3427 Posts
The defense from toss needs to change drastically imo. Not only for defensive purpose but also how protoss can go for a macro game and compete well with the other races with multitasking/micro. The reliance on msc and tier 3 units isnt fun and has never been fun ever since sc2 got released. | ||
Deathstar
9150 Posts
On March 30 2015 23:22 KeksX wrote: Yeah but they'll probably only invite pros and personalities first, so the plebs have to wait. We prob won't be able to play the game til a month or 2 before launch | ||
Tenks
United States3104 Posts
On March 30 2015 23:26 Foxxan wrote: Hope they remove the MSC in lotv. Perhaps make it a spellcaster with recall instead from stargate. The defense from toss needs to change drastically imo. Not only for defensive purpose but also how protoss can go for a macro game and compete well with the other races with multitasking/micro. The reliance on msc and tier 3 units isnt fun and has never been fun ever since sc2 got released. I think the change to the amount of starting workers makes me a bit more fine with the MSC than I was in HotS. Nexus Cannon is really only good at dealing with a small amount of units and in LotV it appears like you'll be able to ramp up your production quicker and for the most part attacks will occur almost always on 2 base economy. | ||
Wildmoon
Thailand4189 Posts
I am not sure if the problem is because protoss units are too strong working together or they are too weak working seperately. It could be both. The colossi embody the whole issue imo. They are so damn strong with all of the army gathered around them but so weak all alone. | ||
Hider
Denmark9341 Posts
I am not sure if the problem is because protoss units are too strong working together or they are too weak working seperately. It could be both. T With reagards to working seperately. The main issue isn't how they scale, but rather that both zerg and terran can split up their units and then retreat if one of the groups gets outnumbered. Toss can't really do that. Say you go Stalker and Collosus and split them into two groups. Ok the Stalkers can retreat, but the Collosus can't, so if the neemy just attacks the Collosus with his main army, your fucked. This is why I am a big proponent of increasing the overall mobility of protoss and getting rid of the AA vulnerability of Collosus (they needs to be redesigned FYI). | ||
Wildmoon
Thailand4189 Posts
On March 30 2015 23:48 Hider wrote: With reagards to working seperately. The main issue isn't how they scale, but rather that both zerg and terran can split up their units and then retreat if one of the groups gets outnumbered. Toss can't really do that. Say you go Stalker and Collosus and split them into two groups. Ok the Stalkers can retreat, but the Collosus can't, so if the neemy just attacks the Collosus with his main army, your fucked. This is why I am a big proponent of increasing the overall mobility of protoss and getting rid of the AA vulnerability of Collosus (they needs to be redesigned FYI). I think Collosus need to be either removed or made irrelevant. The unit simply sucks. It's almost useless alone but so strong in deathball comp. | ||
Kranyum
77 Posts
On March 30 2015 23:48 Hider wrote: With reagards to working seperately. The main issue isn't how they scale, but rather that both zerg and terran can split up their units and then retreat if one of the groups gets outnumbered. Toss can't really do that. Say you go Stalker and Collosus and split them into two groups. Ok the Stalkers can retreat, but the Collosus can't, so if the neemy just attacks the Collosus with his main army, your fucked. This is why I am a big proponent of increasing the overall mobility of protoss and getting rid of the AA vulnerability of Collosus (they needs to be redesigned FYI). Did I hear: Reaver? | ||
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