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On April 02 2015 00:24 OtherWorld wrote:Show nested quote +On April 02 2015 00:21 [PkF] Wire wrote:On April 02 2015 00:19 OtherWorld wrote:On April 02 2015 00:16 Response wrote: Does anyone else find the Disruptor to just be like a less entertaining version of the reaver? Maybe I'm being too harsh, but to me it really seems like it's somehow missing something. LeZael had a really good idea about the Disruptor, to make it more unique. I believe it was something like, the disruptor only deals damage when he is moving. On April 02 2015 00:18 Magggrig wrote: are the changes to the collosus real? I think that they do this primarily to make people use the disruptor instead, it will probably get reduced for the final game? I fail to see what only dealing damage while moving would change. If the opponent is reacting you're moving anyway and if he's not you can just spam move commands near the disruptor. Well I'll quote his post : Show nested quote + - Better version of the Disruptor - High skill involved , high reward. - Creates interesting micro battles. - Has multiple functions , can harass workers , provides map and area control. - Less one-shot-wonders hits like the disruptor. - Introduces new mechanics with a controllable - Reduces enemy splash units power.
from http://www.teamliquid.net/forum/legacy-of-the-void/481156-competition-design-a-lotv-terran-unit?page=15#298 OK I get it, but it's very different. Basically a moving shredder. Not uninteresting but vastly different (and highly unpractical if it does friendly fire).
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It put a smile to my face that two of the unholy trinity of terrible units (colossus, marauder, roach) got nerfed. We've only been complaining about these units since WoL beta.
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On April 02 2015 00:16 Response wrote: Does anyone else find the Disruptor to just be like a less entertaining version of the reaver? Maybe I'm being too harsh, but to me it really seems like it's somehow missing something.
Honestly, the Reaver wasn't a perfectly designed unit. It was very early game specific, and typically only used in the early game (apart for some specific Corsair/Reaver/Carrier PvZ build in BW). Disruptor feels like a unit that is slightly easier to learn, but has a really high skillcap as well. Useful through all the stages of the game and lots of countermicro.
With my experience with it so far, it's by far the most awesome unit I have ever seen in an RTS.
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they should reduce the gas cost of cyclones they are just to expensive.
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I'm wildly happy about the adjustment to adrenal glands.
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On April 02 2015 00:27 andrewlt wrote: It put a smile to my face that two of the unholy trinity of terrible units (colossus, marauder, roach) got nerfed. We've only been complaining about these units since WoL beta. Roaches have been nerfed?
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Austria24417 Posts
On April 02 2015 00:31 OtherWorld wrote:Show nested quote +On April 02 2015 00:27 andrewlt wrote: It put a smile to my face that two of the unholy trinity of terrible units (colossus, marauder, roach) got nerfed. We've only been complaining about these units since WoL beta. Roaches have been nerfed?
Anything but  Marauders and colossi were nerfed though.
THE ERA OF THE ROACH IS UPON US
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On April 02 2015 00:32 DarkLordOlli wrote:Show nested quote +On April 02 2015 00:31 OtherWorld wrote:On April 02 2015 00:27 andrewlt wrote: It put a smile to my face that two of the unholy trinity of terrible units (colossus, marauder, roach) got nerfed. We've only been complaining about these units since WoL beta. Roaches have been nerfed? Anything but  Marauders and colossi were nerfed though. THE ERA OF THE ROACH IS UPON US They won't touch to the most glorious and advanced Zerg unit. It even has a cool mortar buddy now :D
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Who else feels like the adept would be more interesting : - without the shade that doesn't bring a lot. - with the bounce that activates when it kills something from the start. Numbers would have to be tweaked of course but it would be quite interesting to have that last hit thing that you get in MOBAs and WC3 in SC2 ; it would be important for the adept to give the last shot for it to shine the most. At least I think that'd be more interesting than that shade thing that's just another teleport.
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On April 02 2015 00:35 [PkF] Wire wrote: Who else feels like the adept would be more interesting : - without the shade that doesn't bring a lot. - with the bounce that activates when it kills something from the start. Numbers would have to be tweaked of course but it would be quite interesting to have that last hit thing that you get in MOBAs and WC3 in SC2 ; it would be important for the adept to give the last shot for it to shine the most. At least I think that'd be more interesting than that shade thing that's just another teleport. I'm not sure if the last hit is adapted to SC2. It's mainly designed for low supply/low number of units games, and controling which unit gets the last hit on small units like marine or lings once the army supply is >30 is kinda difficult.
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On April 02 2015 00:41 OtherWorld wrote:Show nested quote +On April 02 2015 00:35 [PkF] Wire wrote: Who else feels like the adept would be more interesting : - without the shade that doesn't bring a lot. - with the bounce that activates when it kills something from the start. Numbers would have to be tweaked of course but it would be quite interesting to have that last hit thing that you get in MOBAs and WC3 in SC2 ; it would be important for the adept to give the last shot for it to shine the most. At least I think that'd be more interesting than that shade thing that's just another teleport. I'm not sure if the last hit is adapted to SC2. It's mainly designed for low supply/low number of units games, and controling which unit gets the last hit on small units like marine or lings once the army supply is >30 is kinda difficult. wouldn't it fit an unit that seems to be primarily designed to shine early game though ?
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Ravagers are so cool :D Lurkers are good in some cases but take a bit too long to get out imo and their attack is visually unimpressive. Adepts are fun to use early on. Pleasantly surprised by how entertaining the disruptor is to play with and against. As a zerg the cyclone doesn't bother me much but it seems terrifying in TvT/TvP.
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On April 02 2015 00:42 [PkF] Wire wrote:Show nested quote +On April 02 2015 00:41 OtherWorld wrote:On April 02 2015 00:35 [PkF] Wire wrote: Who else feels like the adept would be more interesting : - without the shade that doesn't bring a lot. - with the bounce that activates when it kills something from the start. Numbers would have to be tweaked of course but it would be quite interesting to have that last hit thing that you get in MOBAs and WC3 in SC2 ; it would be important for the adept to give the last shot for it to shine the most. At least I think that'd be more interesting than that shade thing that's just another teleport. I'm not sure if the last hit is adapted to SC2. It's mainly designed for low supply/low number of units games, and controling which unit gets the last hit on small units like marine or lings once the army supply is >30 is kinda difficult. wouldn't it fit an unit that seems to be primarily designed to shine early game though ? True, but I thought that Blizzard wanted to design the Adept as a core unit?
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On April 02 2015 00:43 Yorkie wrote: Ravagers are so cool :D Lurkers are good in some cases but take a bit too long to get out imo and their attack is visually unimpressive. Adepts are fun to use early on. Pleasantly surprised by how entertaining the disruptor is to play with and against. As a zerg the cyclone doesn't bother me much but it seems terrifying in TvT/TvP.
Blizzard should bring back BW lurker burrow and attack sounds. Sound has a lot to do with the experience, and a lot of people agree that SC2, while decent, has a lot to be desired on the audio side. Units should feel powerful and unique.
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It seems to me like Ravagers and Lurkers are forcing players to avoid engagements, especially in ZvP. The endless kiting and running around in circle is not very fun, but it might be just my impression. We will see.
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I want more zergs coments. Whats the new meta in zvp and zvt? How good are the lurkers in zvt? Does the ravager sux?
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On April 02 2015 00:45 OtherWorld wrote:Show nested quote +On April 02 2015 00:42 [PkF] Wire wrote:On April 02 2015 00:41 OtherWorld wrote:On April 02 2015 00:35 [PkF] Wire wrote: Who else feels like the adept would be more interesting : - without the shade that doesn't bring a lot. - with the bounce that activates when it kills something from the start. Numbers would have to be tweaked of course but it would be quite interesting to have that last hit thing that you get in MOBAs and WC3 in SC2 ; it would be important for the adept to give the last shot for it to shine the most. At least I think that'd be more interesting than that shade thing that's just another teleport. I'm not sure if the last hit is adapted to SC2. It's mainly designed for low supply/low number of units games, and controling which unit gets the last hit on small units like marine or lings once the army supply is >30 is kinda difficult. wouldn't it fit an unit that seems to be primarily designed to shine early game though ? True, but I thought that Blizzard wanted to design the Adept as a core unit?
Beta patchnotes label the adept as "a slow-moving harassment unit." Its current stats support this description.
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On April 02 2015 00:46 purakushi wrote:Show nested quote +On April 02 2015 00:43 Yorkie wrote: Ravagers are so cool :D Lurkers are good in some cases but take a bit too long to get out imo and their attack is visually unimpressive. Adepts are fun to use early on. Pleasantly surprised by how entertaining the disruptor is to play with and against. As a zerg the cyclone doesn't bother me much but it seems terrifying in TvT/TvP. Blizzard should bring back BW lurker burrow and attack sounds. Sound has a lot to do with the experience, and a lot of people agree that SC2, while decent, has a lot to be desired on the audio side. Units should feel powerful and unique. Ehhh maybe updated versions of the old sounds. A new attacking sound would go a long way for my enjoyment of the unit
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Czech Republic12128 Posts
On April 02 2015 00:47 purakushi wrote:Show nested quote +On April 02 2015 00:45 OtherWorld wrote:On April 02 2015 00:42 [PkF] Wire wrote:On April 02 2015 00:41 OtherWorld wrote:On April 02 2015 00:35 [PkF] Wire wrote: Who else feels like the adept would be more interesting : - without the shade that doesn't bring a lot. - with the bounce that activates when it kills something from the start. Numbers would have to be tweaked of course but it would be quite interesting to have that last hit thing that you get in MOBAs and WC3 in SC2 ; it would be important for the adept to give the last shot for it to shine the most. At least I think that'd be more interesting than that shade thing that's just another teleport. I'm not sure if the last hit is adapted to SC2. It's mainly designed for low supply/low number of units games, and controling which unit gets the last hit on small units like marine or lings once the army supply is >30 is kinda difficult. wouldn't it fit an unit that seems to be primarily designed to shine early game though ? True, but I thought that Blizzard wanted to design the Adept as a core unit? Beta patchnotes label the adept as "a slow-moving harassment unit." Its current stats are support this description. So they changed it to the level I feared. Oh boy no. Another harass unit for Protoss? Why? Protoss needs a unit which is capable of supporting some GW units in small fights against bio, where you need a little bit of splash :/ Damn them, I hope beta will reveal this and they change it, but I am afraid of the result(hint - phoenixes, oracles...)
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On April 02 2015 00:51 Yorkie wrote:Show nested quote +On April 02 2015 00:46 purakushi wrote:On April 02 2015 00:43 Yorkie wrote: Ravagers are so cool :D Lurkers are good in some cases but take a bit too long to get out imo and their attack is visually unimpressive. Adepts are fun to use early on. Pleasantly surprised by how entertaining the disruptor is to play with and against. As a zerg the cyclone doesn't bother me much but it seems terrifying in TvT/TvP. Blizzard should bring back BW lurker burrow and attack sounds. Sound has a lot to do with the experience, and a lot of people agree that SC2, while decent, has a lot to be desired on the audio side. Units should feel powerful and unique. Ehhh maybe updated versions of the old sounds. A new attacking sound would go a long way for my enjoyment of the unit
Yeah, something new is fine, too. As long as it feels powerful and unique ><
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