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On July 11 2015 07:13 StarscreamG1 wrote: What does this Turret tracking means?
Check this out Turret Tracking Explained on YouTube.
Basically the turret follows the enemy as you move, meaning that you can briefly stop and take a shot rather than wait for the turret to rotate.
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I love map diversity as much as the next guy, but if the current HotS maps are anything to go by, protoss needs a change bad.
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On July 11 2015 07:18 DeadByDawn wrote:Show nested quote +On July 11 2015 07:13 StarscreamG1 wrote: What does this Turret tracking means? Check this out Turret Tracking Explained on YouTube. Basically the turret follows the enemy as you move, meaning that you can briefly stop and take a shot rather than wait for the turret to rotate. BroodWar is always the way ♥
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Bisutopia19152 Posts
On July 11 2015 07:24 ZackAttack wrote: I love map diversity as much as the next guy, but if the current HotS maps are anything to go by, protoss needs a change bad. Regardless, a protoss ground army feels pretty weak with the current colossus but it could just be me being terrible.
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i think the new colossus needs to be coupled with the new warp prism for boss micro tricks from afar
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Wait, combining air and ground mech armor again? Is this the new bunker build time change...?
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I like the direction the Cyclone is taking, though I still believe 15maximum range is too big and I'm not sure it needs to be stronger than it is now when fully upgraded. But that sounds like a question for final tuning more so than the direction the unit should take.
Carrier change is good news as well! Exactly the changes this game needs, finetunings on existing units to make them more responsive. Now please consider some damage point changes, in particular units with fast attacks and standard or even higher damage point like hydralisks.
I still don't like how they want to push the medivac even more. I have been playing mutalisks against terran for 5years now because of the drops (minus those 8months of infestors) and I'm really, really fed up with it. Could I at least have a second option to play a standard game if terran chooses to play bio? Please, diversity in options how to solve a problem is what puts the strategy in RTS. Don't overbuff these restricting unit types even more!
Also, next time I would like to hear another update on zerg drops. I love rushing them, but I sincerely feel they are too strong at the moment and I would like to see an opinion on this rather sooner than later. I don't want this cool feature emergency reverted after the game is out, but rather I want to see it varied in the beta until it feels fair. (think how much hellbat drops had to be changed in HotS; how often widow mine drops got changed; these drop rushes are very peculiar!)
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On July 11 2015 07:41 KrazyTrumpet wrote: Wait, combining air and ground mech armor again? Is this the new bunker build time change...? Probably. Stupid decision to split them and stupid explanation they gave for it. End result - no one builds mech. So now we get a compromise where they combine the armour. That may be OK and result in more mech, or bio supported by mech, but let's see. But if not then they may combine them fully again, and then split them later.
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if they want to buff late game medivacs, allow an upgrade for them to double load or something...
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On July 11 2015 07:55 DeadByDawn wrote:Show nested quote +On July 11 2015 07:41 KrazyTrumpet wrote: Wait, combining air and ground mech armor again? Is this the new bunker build time change...? Probably. Stupid decision to split them and stupid explanation they gave for it. End result - no one builds mech. So now we get a compromise where they combine the armour. That may be OK and result in more mech, or bio supported by mech, but let's see. But if not then they may combine them fully again, and then split them later.
I understand that you're a terran but seriously mech sharing upgrades ground/air was completely ridiculous. I'm curious if the combined armor is the good middle ground to make mech flow better without it being as overpowered as it was before.
I'm curious about the new ghost ability and would rather see Blizzard invest in making ghosts better than investing in medivacs. Its possible, although I'm not sure to what extent, that making ghosts better and more functional would give bio that late game kick that it really needs. Drops for terran are already insanely potent and making them boost longer or changing the cooldown for how frequently feels like its still not solving the actual problem. Not to mention that with easier escapes via longer boosting drops become that much easier for the aggressor to do than the defender to counter.
As far as the new maps I'm glad they're willing to change them mid season. While I totally hate the maps now I'm curious as to how they will be after they're figured out. It still feels to me like the map selection was made moreso for the off season than for the actual WCS circuit. There's just too much new and experimental going on to make people play these maps for their careers imo. I'd love to see these kind of experimental maps go out during the off season where tournaments can just mix in whichever the general consensus says are the best. But knowing that Blizzard isn't afraid to change them mid season gives me a little hope.
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On July 11 2015 07:55 DeadByDawn wrote:Show nested quote +On July 11 2015 07:41 KrazyTrumpet wrote: Wait, combining air and ground mech armor again? Is this the new bunker build time change...? Probably. Stupid decision to split them and stupid explanation they gave for it. End result - no one builds mech. So now we get a compromise where they combine the armour. That may be OK and result in more mech, or bio supported by mech, but let's see. But if not then they may combine them fully again, and then split them later.
I think it should be a case where they make a design decision and stop with this combine/split balance act. Either they want fliers to be their own style, then split them. Or they want fliers to be part of the mech style, then combine or semi-combine them.
I think the design decision with the liberator was to give air a little more freedom to operate without ground support and give it a more stable all around unit besides the clunky BC. If that's the case I think they should work with that concept and not just half-ass it with a unit that may or may not see play while starport units only remain an endgame transition for factory-based play.
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Combining upgrades was a stupid decision from the start and re-merging them 50% now is equally bad.
They don't buff mech, they buff an air transition after going mech initally. These kinds of indirect buffs that just buffs things in specific scenarios stiffles variety, creativty and growth of the game. If mech isn't viable without this it still wont be viable with it, what they make viable is an air style that relies on mech to survive the early/mid game and transitions into air. You want to see the same games over and over? I don't, please buff things if you want to buff things, don't make "if you do x and then y and stand at b then your x units will be stronger" that isn't a general buff it make the game very very one dimenional and as hundreds of games have proven repetetive.
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Boost recharge decrease maybe, but inscreasing duration dowsnt seem necessary for promoting harass. If the idea is to extend the life of dropped bio units like they wanted to with the mass drop upgrade I dont think this does it.
Like I said before, either add an upgrade that allows them to heal while unloading or moving, or just add in the functionality.
Its an indirect buff that only effects one gameplay style and isnt a direct buff to the unit itself.
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On July 11 2015 08:08 y0su wrote: if they want to buff late game medivacs, allow an upgrade for them to double load or something...
That doesn't seem like a horrible idea, not sure double is the perfect % but some % might be a worthwhile upgrade.
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they don't want to extend the life of dropped bio units... that's why they reverted the change...
"It’s a heavy combat add especially in cases where both ground and air units are chasing a bio army, because Terran players can lift up the whole army and land them on a different terrain level without much of a sacrifice."
they want to improve the harassment but without improving the combat effectiveness
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They still have not even mentioned the insane problems that are currently present with PvP.
Sad excuse for a development team. @_@;;
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mind listing the problems?
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On July 11 2015 07:24 ZackAttack wrote: I love map diversity as much as the next guy, but if the current HotS maps are anything to go by, protoss needs a change bad. Well currently Protoss are winning almost everything and watching LotV they seem very strong there too with all the shenanigans that they can do. So give the maps a chance and see if it helps balance things because we do not want HotS to end like WoL with one race trashing both of the others for an extended time.
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On July 11 2015 09:09 Shuffleblade wrote: Combining upgrades was a stupid decision from the start and re-merging them 50% now is equally bad.
They don't buff mech, they buff an air transition after going mech initally. These kinds of indirect buffs that just buffs things in specific scenarios stiffles variety, creativty and growth of the game. If mech isn't viable without this it still wont be viable with it, what they make viable is an air style that relies on mech to survive the early/mid game and transitions into air. You want to see the same games over and over? I don't, please buff things if you want to buff things, don't make "if you do x and then y and stand at b then your x units will be stronger" that isn't a general buff it make the game very very one dimenional and as hundreds of games have proven repetetive. But this is what I liked about the combined upgrades. It meant that I could go a small number of bio to survive the very early game (Oracles, etc), whilst getting a mech force together and then transition to air late game. It felt a lot more interesting than just being stuck on bio. Terrans have been saying that they cannot transition for some time and the combined upgrades helped that a bit. Combined armour is probably OK.
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On July 11 2015 03:50 ZergLingShepherd1 wrote: To much focust on Terran, a race that is already complete.
Instead of changeing stuff for Zerg and Protoss that have useless units and design problems.
TerranCraft...
What? Terran is probably the race which is most lacking in diversity: It has been non-stop bio balls since WoL; I respect the few people that try to mech. If you even look at Terran in HOTS today, compared to WoL, there is little that changed to the core race. Unlike Protoss that received the MSC, Tempest and Oracles while Zerg armies were complimented with Vipers, Swarmhosts, Muta Regenation and an upgraded Hydras. Terran by far is the most stale race and needs the most attention. There was no truly innovative unit introduced in HoTS (unlike P and Z). It is clear Blizzard wanted to give them additional, innovative units, with their attempt to release the Warhound...but failed miserably.
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