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On April 04 2015 16:12 GGzerG wrote:When is the next wave? This is killing me...I have 3 accounts and neither one has gotten in 
They said it's either weekly OR bi-weekly, as they see fit.
So realistically us plebs will get in in july.
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United Kingdom20274 Posts
On April 04 2015 16:12 GGzerG wrote:When is the next wave? This is killing me...I have 3 accounts and neither one has gotten in 
You're actively playing on three accounts? :D
They invite partially based on HOTS activity. We don't know how much they select for that
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Not a whole lot, if you search on twitter you see people getting beta who never even touched the game
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On April 04 2015 16:31 Cyro wrote:Show nested quote +On April 04 2015 16:12 GGzerG wrote:When is the next wave? This is killing me...I have 3 accounts and neither one has gotten in  You're actively playing on three accounts? :D They invite partially based on HOTS activity. We don't know how much they select for that
Yes I am ~_~
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man ravager micro is soooooooooo fun, love the addition
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On April 04 2015 09:52 ZenithM wrote:Show nested quote +On April 04 2015 09:24 FASSW wrote:On April 04 2015 08:29 TT1 wrote: few adjustments i'd make in regards to the disruptor:
- remove its invulnerability mode and give it a strong shield instead - reduce their base damage (not sure by how much tho) and give it an air attack instead, that way protoss has a decent counter to both ground and air units w/ robo tech - lower its gas cost to 200-250'ish
Right now the disruptor overlaps way too much with the colossus, they both basically have the same role (strong/aoe ground dmg dealer). Given the option protoss would never make a colossus over a disruptor. Blizzard can fix that issue by giving the disruptor a different role and making it an anti air unit aswell, its an interesting direction to take the unit in. Toss has never had an anti air robo unit, it would sorta be like the protoss version of a Thor.
I also think that blizzard needs to rethink the warpgate nerf (duration + increased dmg), its way too severe. Cant say anything about adepts or stasis atm cus i haven't experimented enough with them. I can't agree more. Disruptor needs a change I think Disruptor needs a change too, but I disagree with changing its role hugely. If you find that there is too much overlap with the colossus, rework the colossus (or remove it to replace it with another unit ;D), if anything. Not sure about the disruptor being able to attack air. Maybe have 2 different modes of attack, one for ground only, similar to how it works currently, and another different one for air only. That way you create a decision when you activate your ability. For now I'm enjoying the unit way more than a colossus. And imo if you micro well enough you come out ahead. The problem is disruptor + warp prism. This combo comes out way too quickly and is way too strong. You basically need dedicated anti-air to counter it.
Yeah you aren't kidding let a protoss do disruptor/warp prism, no muta = disruptor destroys your mineral line.
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On April 04 2015 10:05 Hider wrote:Show nested quote +Remove invincibility entirely. Replace by giving it 10 armor while charging up to explode. This makes any sort of spell a potential counter to disruptors while keeping the disruptor strong against basic units. This also means that mech Terran can counter disruptors with mines instead of having to pick up their siege tanks with medivacs.
I think its important that the Ravager cannot be killed easily so it is good against both a small army size or a large army size. That's what the invulnerability accomplishes and its why I am not a fan of replacing it with a shield. But you are on to something about giving it a weakness to certain units. Perhaps it could be vulnerable some type of splash/abilities. Like what if Storm/Fungal/Widow Mines could counter it? That would create a bit of a new dynamic while maintaining its role as anti-deathball in most situations. I was thinking forcefield and fungal growth could counter it if they reworked the invulnerability. Dropships also counter it since you can qúickly pick up your units.
Imo, they need to rework the unit so that it can be 250 gas or something, 300 is just so much.
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On April 04 2015 16:54 blade55555 wrote:Show nested quote +On April 04 2015 09:52 ZenithM wrote:On April 04 2015 09:24 FASSW wrote:On April 04 2015 08:29 TT1 wrote: few adjustments i'd make in regards to the disruptor:
- remove its invulnerability mode and give it a strong shield instead - reduce their base damage (not sure by how much tho) and give it an air attack instead, that way protoss has a decent counter to both ground and air units w/ robo tech - lower its gas cost to 200-250'ish
Right now the disruptor overlaps way too much with the colossus, they both basically have the same role (strong/aoe ground dmg dealer). Given the option protoss would never make a colossus over a disruptor. Blizzard can fix that issue by giving the disruptor a different role and making it an anti air unit aswell, its an interesting direction to take the unit in. Toss has never had an anti air robo unit, it would sorta be like the protoss version of a Thor.
I also think that blizzard needs to rethink the warpgate nerf (duration + increased dmg), its way too severe. Cant say anything about adepts or stasis atm cus i haven't experimented enough with them. I can't agree more. Disruptor needs a change I think Disruptor needs a change too, but I disagree with changing its role hugely. If you find that there is too much overlap with the colossus, rework the colossus (or remove it to replace it with another unit ;D), if anything. Not sure about the disruptor being able to attack air. Maybe have 2 different modes of attack, one for ground only, similar to how it works currently, and another different one for air only. That way you create a decision when you activate your ability. For now I'm enjoying the unit way more than a colossus. And imo if you micro well enough you come out ahead. The problem is disruptor + warp prism. This combo comes out way too quickly and is way too strong. You basically need dedicated anti-air to counter it. Yeah you aren't kidding let a protoss do disruptor/warp prism, no muta = disruptor destroys your mineral line. Won´t warp prism and medivac+tank mean that zerg has to get mutas or corruptors in every build or have no chance to stop the harras if the attacker does not screw up?
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United Kingdom20274 Posts
On April 04 2015 16:50 TT1 wrote: man ravager micro is soooooooooo fun, love the addition
Can't actually tell if you're being serious or if that's sarcasm, but i do like it :D
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Adept: Right now, it looks like there isn't a single situation where you would build the adept over a stalker. I think the adept needs: -a shadow buff : it being able to fly? -a DPS buff : it's ridiculous that it's lower than the stalker (in general) which is known to be a low dps unit. -a speed buff, in order to make it more useful as a map control unit in the early game
Carrier: The carrier "release interceptor" ability looks like it has this purpose: let the interceptors fly over an area without committing your carrier there. This can be useful, for example, for 1) harassing - if your opponent has an undefended mineral line/production facilities you can release the interceptors without risking that your carrier gets killed by vikings/corruptors/etc. 2) "map control" or for defending from drops, you can release the interceptors in a common drop route and they will kill stuff pretty fast. The issues are, in order of importance (imo): - you can't focus fire with interceptors, meaning that if there's a spore crawler in a mineral line, for example, they will focus that instead of the workers, making the interceptors basically useless. I don't understand why they have to prevent you from microing something. - you lose all your interceptors, so you have to replace them. Releasing interceptors on a full carrier is like throwing 200 minerals down the drain. - interceptors "disappear" even if they don't get killed, which discourages the "map control" usage I like this ability but honestly I think they should reduce the cost of interceptors to make it really viable. Down to 15-20 minerals or something.
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On April 04 2015 17:55 Cyro wrote:Show nested quote +On April 04 2015 16:50 TT1 wrote: man ravager micro is soooooooooo fun, love the addition Can't actually tell if you're being serious or if that's sarcasm, but i do like it :D
was being serious :D
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So carriers will become like a hit and run unit. A big capital ship which do hit and run. I kinda like it actually, sounds interesting.
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United Kingdom20274 Posts
- you can't focus fire with interceptors
- interceptors "disappear" even if they don't get killed
wow, pretty amazing the ways they can come up with to mess up a cool idea. All people have asked for - for the last 5-6 years - is brood war-like carrier control and we still don't have it
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On April 04 2015 19:46 Cyro wrote:wow, pretty amazing the ways they can come up with to mess up a cool idea. All people have asked for - for the last 5-6 years - is brood war-like carrier control and we still don't have it As far as I know, they have changed them to behave close to BW even in HOTS, problem is they were too costly for what you got and building time was 120 seconds. Now when they build for 90 seconds, and have new ability that let you send interceptors to attack one area but have duration and die in the end, they are a lot more useful. I've seen guys send Interceptors with that ability and just recall out, and Interceptors destroy whole base alone while Carriers aren't there.
Nobody is forcing you to use that ability though.
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On April 04 2015 20:13 Ramiz1989 wrote:Show nested quote +On April 04 2015 19:46 Cyro wrote:- you can't focus fire with interceptors - interceptors "disappear" even if they don't get killed wow, pretty amazing the ways they can come up with to mess up a cool idea. All people have asked for - for the last 5-6 years - is brood war-like carrier control and we still don't have it As far as I know, they have changed them to behave close to BW even in HOTS, problem is they were too costly for what you got and building time was 120 seconds. Now when they build for 90 seconds, and have new ability that let you send interceptors to attack one area but have duration and die in the end, they are a lot more useful. I've seen guys send Interceptors with that ability and just recall out, and Interceptors destroy whole base alone while Carriers aren't there. Nobody is forcing you to use that ability though. They didnt even come close to get them close to how bw-carriers worked.
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On April 04 2015 20:13 Ramiz1989 wrote:Show nested quote +On April 04 2015 19:46 Cyro wrote:- you can't focus fire with interceptors - interceptors "disappear" even if they don't get killed wow, pretty amazing the ways they can come up with to mess up a cool idea. All people have asked for - for the last 5-6 years - is brood war-like carrier control and we still don't have it As far as I know, they have changed them to behave close to BW even in HOTS, problem is they were too costly for what you got and building time was 120 seconds. Now when they build for 90 seconds, and have new ability that let you send interceptors to attack one area but have duration and die in the end, they are a lot more useful. I've seen guys send Interceptors with that ability and just recall out, and Interceptors destroy whole base alone while Carriers aren't there. Nobody is forcing you to use that ability though.
I use that ability all the time and I like the concept but I feel like it can be improved. You have to be allowed to focus fire, obviously interceptors will still be bound to the location they were originally released. It feels pretty ridiculous where you release interceptors in a mineral line with a turret, and all the interceptors target the turret doing 0 damage while you could kill lots of workers if you could focus fire.
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United Kingdom20274 Posts
I thought the ability would just let you pull them back, or worse; make you lose control and return them to you at the end of a set duration (~5-10 seconds)
randomly dieing at the end of the cast just isn't good
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David Kim talked about a new terran unit on the french stream? Anybody knows more?
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On April 04 2015 21:57 Cyro wrote: I thought the ability would just let you pull them back, or worse; make you lose control and return them to you at the end of a set duration (~5-10 seconds)
randomly dieing at the end of the cast just isn't good I think that after a set duration the interceptors should go rogue and function as hostile units, you'd have swarms of interceptors patrolling dead areas of the map and so on.
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On April 04 2015 22:12 The_Red_Viper wrote: David Kim talked about a new terran unit on the french stream? Anybody knows more?
- Flying unit (built with the starport). - Air To Air high fire rate but low damage - Ability : switch to Air to Ground with big range but unable to move (range 9)
Honestly this is quite similar to how I imagined the Viking to be redesigned (which I still think is highly preferable. the game needs to be cleaned up instead of being overflood with overlapping units).
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