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Active: 512 users

LotV closed beta announced to start on March 31 - Page 64

Forum Index > Legacy of the Void
2700 CommentsPost a Reply
Prev 1 62 63 64 65 66 136 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.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
March 30 2015 13:44 GMT
#1261
If you can turtle without taking losses and roflstomp your opponent before he reproduces an army it doesn't matter if the turtling takes 10 or 15 minutes.. The problem with turtling is not the duration, it's the dynamic of gameplay. Turtling implies that there's no dynamic and it's that one big fight that most of the time goes terribly wrong for one side or is a pure stalemate where no one takes signifcant losses.


I'd say giving stuff more supply wouldn't fix it, unless you do it only on one side.
Dingodile
Profile Joined December 2011
4133 Posts
March 30 2015 13:46 GMT
#1262
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).
Grubby | ToD | Moon | Lyn | Sky
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 30 2015 13:47 GMT
#1263
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
March 30 2015 13:47 GMT
#1264
Ultra 8 armor is unnecessary i think. There is already additionally counter for light units and bio (Lurker). Make Ultra more like large Zergling like in BW with speed upgrade and it would be nice.
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Deathstar
Profile Blog Joined May 2010
9150 Posts
March 30 2015 13:50 GMT
#1265
On March 30 2015 22:47 OtherWorld wrote:
Show nested quote +
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!!!^^)

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
rip passion
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
March 30 2015 13:51 GMT
#1266
On March 30 2015 22:16 -Kyo- wrote:
Show nested quote +
On March 30 2015 21:09 theBALLS wrote:
have they begun sending out invites yet?


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
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-03-30 13:53:50
March 30 2015 13:53 GMT
#1267
On March 30 2015 22:51 darkness wrote:
Show nested quote +
On March 30 2015 22:16 -Kyo- wrote:
On March 30 2015 21:09 theBALLS wrote:
have they begun sending out invites yet?


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?

Actually they're probably using a good chunk of the money they pump out of HS to fund the WCS for SC2^^
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Tenks
Profile Joined April 2010
United States3104 Posts
March 30 2015 13:57 GMT
#1268
Was Terran really given anything to help out with tank drops TvT? It is already pretty popular to follow up your opening gambit with doom dropping the Terran main with like 3-4 tanks and a bunch of marines. The strategy works because you can SCV pull the main to overwhelm the tanks so it doesn't make the drop free because it resets their tank count (and if they didn't do enough army damage you can just immediately counter attack and win.) I'm not sure how Terran will deal with it. Maybe lock Cyclones onto the Medivacs and do the same?
Wat
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
March 30 2015 14:04 GMT
#1269
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.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9378 Posts
Last Edited: 2015-03-30 14:16:10
March 30 2015 14:14 GMT
#1270
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
Profile Blog Joined August 2009
Bulgaria4824 Posts
March 30 2015 14:15 GMT
#1271
On March 30 2015 23:14 Hider wrote:
Show nested quote +
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).


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
Profile Blog Joined May 2010
Denmark9378 Posts
Last Edited: 2015-03-30 14:25:22
March 30 2015 14:17 GMT
#1272
On March 30 2015 23:15 darkness wrote:
Show nested quote +
On March 30 2015 23:14 Hider wrote:
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).


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
Profile Blog Joined November 2010
Germany3634 Posts
March 30 2015 14:22 GMT
#1273
On March 30 2015 20:56 DERASTAT wrote:
Show nested quote +
On March 30 2015 20:03 KeksX wrote:
On March 30 2015 20:00 Heyoka wrote:
START THE COUNTDOWN



1 Month+ for mere mortals to get in

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
Profile Joined October 2004
Sweden3427 Posts
March 30 2015 14:26 GMT
#1274
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.
Deathstar
Profile Blog Joined May 2010
9150 Posts
March 30 2015 14:27 GMT
#1275
On March 30 2015 23:22 KeksX wrote:
Show nested quote +
On March 30 2015 20:56 DERASTAT wrote:
On March 30 2015 20:03 KeksX wrote:
On March 30 2015 20:00 Heyoka wrote:
START THE COUNTDOWN



1 Month+ for mere mortals to get in

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.


We prob won't be able to play the game til a month or 2 before launch
rip passion
Tenks
Profile Joined April 2010
United States3104 Posts
March 30 2015 14:32 GMT
#1276
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.
Wat
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
Last Edited: 2015-03-30 14:44:21
March 30 2015 14:37 GMT
#1277
It's that protoss rely too much on perfect comp to be strong. Their core massable units are not strong enough to be around the map on their own given their high risk because of high cost. Marine,hellion,zergling are all dispensable to some degree. Zealot is too but they are a lot more costly. This is why most protoss choose to mass the perfect composition before moving out.

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
Profile Blog Joined May 2010
Denmark9378 Posts
Last Edited: 2015-03-30 14:49:02
March 30 2015 14:48 GMT
#1278
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
Profile Joined December 2011
Thailand4189 Posts
March 30 2015 14:52 GMT
#1279
On March 30 2015 23:48 Hider wrote:
Show nested quote +
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).


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
Profile Joined September 2012
77 Posts
March 30 2015 14:54 GMT
#1280
On March 30 2015 23:48 Hider wrote:
Show nested quote +
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).


Did I hear: Reaver?
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