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I like Qxc's analysis and enjoy reading them but I personally need to admit that I can't get over the bias of this unit even after generous positive spin from Qxc and its good points in its defense by Qxc.
Sorry but invincible unit that requires constant attention on your army as well as protoss's due to its huge range that are all or nothing doesn't add too much to protoss arsenal other than another form of gimmick in my non-pro opinion.
Its invincibility and speed, as other poster pointed out, not only serves injustice for immobile units like siege tank and lurkers, wouldn't really be fun for casuals and be cause of frustration on the receiving end while having equal woes on attacking end if it doesn't work due to 300 gas investment.
I think protoss needs less of these type of units.
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Nice writeup from qxc, the multitalent of the community. My personal suggestion for disruptor PvP relevance would be making it a forcefield-breaking unit (massive).
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On June 18 2015 16:18 jinjin5000 wrote: I like Qxc's analysis and enjoy reading them but I personally need to admit that I can't get over the bias of this unit even after generous positive spin from Qxc and its good points in its defense by Qxc.
Sorry but invincible unit that requires constant attention on your army as well as protoss's due to its huge range that are all or nothing doesn't add too much to protoss arsenal other than another form of gimmick in my non-pro opinion.
Its invincibility and speed, as other poster pointed out, not only serves injustice for immobile units like siege tank and lurkers, wouldn't really be fun for casuals and be cause of frustration on the receiving end while having equal woes on attacking end if it doesn't work due to 300 gas investment.
I think protoss needs less of these type of units.
Spread Lurkers, unburrow or reposition. Pick up Tanks with Medivacs.
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It'd be fun to hear what Mana and Nightend think as well. Seems like a fun unit overall!
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nice write up. learned a lot.
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2x Disruptors blowing up 4 roaches seems cool but for 1/3 of the gas you could do the same thing with 2x Immortals. In it's current state I think it is best to use against high value targets. Against Zerg as an example you got storm immortal and colossus against zergs bread n butter. Infestors, HT:s, mech units, lurkers etc, those units are generally slower and harder to split and represents a higher game impact per supply.
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I love this data. But from what im seeing is that, Disruptor would be useless in pro player scene that plays Terran and to powerful against Zerg, mostly because Hydra/Roach is to slow to split it up, while Terran could just pick all the units, be it mech or bio in Medivacs and just dodge any Disruptors.
Warp prism/Disruptor harass would also be great against Zerg but really UP against Terran.
The unit is either to good or to bad, and it depends mostly on the match up. Suprising an enemy and flanking could work for months unitl the player adapts to Disruptors, then it becomes basically nothing.
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Blizzard pleaseeeeeee...... This is not how you fix death ball
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On June 18 2015 21:00 aka_star wrote: Blizzard pleaseeeeeee...... This is not how you fix death ball I think it is, stuff like Disruptor/Lurker/Liberator makes it impossible to blindly walk up a ramp, or attack moving across the map while macroing up. Players will have to be very delicate about splitting up their units at all times, when they need to spend time macroing at home.
Also as a small side bonus, players who are pre split will be at advantage. This means the defender gets more advantage, since attacking will clump up your units, unless utilizing flanks.
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If people don't want it to be invincible during its charge up phase, then it is going to have to be a lot cheaper and faster to build. Its costs 300 gas, so that is going to have to be reduced if it is just going to die.
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If you'd like to influence what my next post is about, please let me know via pm, post here or tweet @col_qxc. I'm considering doing another unit in review from LoTV or perhaps something a more general/game design related.
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My love for qxc continues to grow <3
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On June 18 2015 22:14 ZackAttack wrote: If people don't want it to be invincible during its charge up phase, then it is going to have to be a lot cheaper and faster to build. Its costs 300 gas, so that is going to have to be reduced if it is just going to die.
The "its invincible argument" doesn't make sense for the same reason "Why do they have infinite bullets" also doesn't make sense. This is a game, it has an invincible attack just like every other unit in SC2, no one ever complains you can't shoot a tank's bullet in mid-air and yet they care that this guy has a charge attack?
Humans don't make sense to me.
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Thanks QXC. The most level headed feedback on LOTV anyone is doing. Much appreciated.
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On June 18 2015 23:37 qxc wrote: If you'd like to influence what my next post is about, please let me know via pm, post here or tweet @col_qxc. I'm considering doing another unit in review from LoTV or perhaps something a more general/game design related.
I'd like your opinion on positional play in LoTV, i.e is it actually going to be a thing with the Liberator and Lurker?
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On June 19 2015 00:11 Athenau wrote:Show nested quote +On June 18 2015 23:37 qxc wrote: If you'd like to influence what my next post is about, please let me know via pm, post here or tweet @col_qxc. I'm considering doing another unit in review from LoTV or perhaps something a more general/game design related. I'd like your opinion on positional play in LoTV, i.e is it actually going to be a thing with the Liberator and Lurker? Yeah this coupled with Mineral changes, is turtling gonna work? just how cost efficient do you have to be. etc.
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On June 18 2015 17:19 Lunareste wrote:Show nested quote +On June 18 2015 16:18 jinjin5000 wrote: I like Qxc's analysis and enjoy reading them but I personally need to admit that I can't get over the bias of this unit even after generous positive spin from Qxc and its good points in its defense by Qxc.
Sorry but invincible unit that requires constant attention on your army as well as protoss's due to its huge range that are all or nothing doesn't add too much to protoss arsenal other than another form of gimmick in my non-pro opinion.
Its invincibility and speed, as other poster pointed out, not only serves injustice for immobile units like siege tank and lurkers, wouldn't really be fun for casuals and be cause of frustration on the receiving end while having equal woes on attacking end if it doesn't work due to 300 gas investment.
I think protoss needs less of these type of units. Spread Lurkers, unburrow or reposition. Pick up Tanks with Medivacs.
This will only work with bio, because you have a lot of medivacs and few tanks.
With mech you will never have enoguh medivacs for all your tanks, and even if you do you won't have enough for everything else (hellbats,thors, WM).
Its just another one of those things thats forces mech to be only cyclone/hellion
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this rocks really happy to see this
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On June 19 2015 01:29 Lexender wrote:Show nested quote +On June 18 2015 17:19 Lunareste wrote:On June 18 2015 16:18 jinjin5000 wrote: I like Qxc's analysis and enjoy reading them but I personally need to admit that I can't get over the bias of this unit even after generous positive spin from Qxc and its good points in its defense by Qxc.
Sorry but invincible unit that requires constant attention on your army as well as protoss's due to its huge range that are all or nothing doesn't add too much to protoss arsenal other than another form of gimmick in my non-pro opinion.
Its invincibility and speed, as other poster pointed out, not only serves injustice for immobile units like siege tank and lurkers, wouldn't really be fun for casuals and be cause of frustration on the receiving end while having equal woes on attacking end if it doesn't work due to 300 gas investment.
I think protoss needs less of these type of units. Spread Lurkers, unburrow or reposition. Pick up Tanks with Medivacs. This will only work with bio, because you have a lot of medivacs and few tanks. With mech you will never have enoguh medivacs for all your tanks, and even if you do you won't have enough for everything else (hellbats,thors, WM). Its just another one of those things thats forces mech to be only cyclone/hellion
With 13 range I'm pretty sure you can spread your tanks really efficiently to mitigate the AoE of Disruptors. Each disruptor costs 300 gas so that's almost 3 tanks.
In fact PLaying Hellion/Clyclone is the worse option vs Disruptors, since the units work well when clumped, unlike Siege tanks.
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On June 18 2015 21:00 aka_star wrote: Blizzard pleaseeeeeee...... This is not how you fix death ball
Watching slow repetitive micro fights is BORING. I think that fits the definition of boring. Slow. And REPETITIVE.
eh, I don't think you can create a research paper on why the double harvest model is more exciting to watch and play than the current LoTV model.
I'm assuming the current LoTV model encourages more aggressive playstyles. That spells more exciting to watch and play to me.
The disruptor looks like it's going towards the right direction. It gives players more hope in making comebacks and keeps them more alert throughout the game, so cockiness is punished more severely.
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