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LotV Patch 2.5.3 + Update Preview - July 13 - Page 4

Forum Index > Legacy of the Void
220 CommentsPost a Reply
Prev 1 2 3 4 5 6 10 11 12 Next All
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 13 2015 21:12 GMT
#61
-_- it's happening~!~!!!!~~~~!!!!11111one
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-07-13 21:13:56
July 13 2015 21:13 GMT
#62
On July 14 2015 05:50 Shuffleblade wrote:
Show nested quote +
On July 14 2015 05:45 Big J wrote:
On July 14 2015 05:33 Shuffleblade wrote:
Generally I like the way this is going, most times there is an update it actually seems like the community is being listened to.

Blizzard has to stop talking about merging upgrade being a buff or a nerf, its not its just situational bullshit that makes strategies one dimenional. If merging upgrades is required to make mech viable that means that mech has to be air transition. Meanin all mech games will look exactly the same. Buff mech, not a certain specific transition. Because merging upgrades does NOT directly buff mech. How is a mech player only building thors, helions and tanks buffed by that? He isn't and therefore that style is unviable. Why, because blizz refuses to actually buff mech.

And I'm a zerg player and thinks mech is insanely frustrating as it is btw.


I think this time it is not to buff mech though, but to make the air units more viable.
Mech with the addition of Cyclones probably has all the tools to go very heavily factorybased all game long against Protoss and Zerg. But they think that air units are not going to be played if you need to upgrade them extra from scratch.

If you have insider information please share it because the reasoning they have been giving in every single update has been that they are considering doing it to buff mech, in this very post they post this:
"We felt the complete split in upgrade was too much of a nerf in terms of mech play, and wanted to go back a little bit. We chose to combine only the armor upgrades so that it helps full mech strategies out a bit more so than bio play supported by mech"

They felt the split was a "nerf" to mech, so they undo half the nerf to mech, effectively "buffing" it. If you have any other quote where they mention buffing air with this feel free to share it. (would be just as foolish though, if the air is weak buff the air not a transition so it might be used even though its weak.)

Well, they consider the factory+starport style mech, so their quote is not contradicting to what I said. Air= part of Mech for them.

I don't have "insider information", but I believe the reasoning I gave is why they are doing it. I specifically believe that their detailed reasoning (something they rarely give for PR reasons) would contain the units banshee and viking as part of the traditional SC2-Mech army.
This is also consistent with the second part of the sentence that it should be a buff to mech - in the sense mech+air units - but less so to bio+mech units which traditionally only gets the vehicle attack upgrade which they even wrote in the third sentence which you didn't quote:
We felt bio play supported by mech often times only get weapon upgrades on mech units, so by doing this, that type of play style will still need to research 2 different weapon upgrades if they want to utilize units from both the factory and starport.


So yes, the idea is that Mech can utilize Factory+Starport easier than Bio+Mech. While without the change Starport units would probably be left out of either style.
loft
Profile Joined July 2009
United States344 Posts
July 13 2015 21:13 GMT
#63
Blizzard please add vultures... pretty please
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2015-07-13 21:15:58
July 13 2015 21:14 GMT
#64
Awww yesssh time to become a LotV ladder hero

Also:

Motherships should no longer be able to cast Photon Overcharge on Pylons.


SO MANY MISSED OPPORTUNITIES
Neosteel Enthusiast
starslayer
Profile Joined August 2011
United States696 Posts
July 13 2015 21:15 GMT
#65
Added possible enemy spawn location support at the start of games

Some maps have special rules on enemy spawn locations. We wanted the game to easily point this out, because we will most likely continue to have special case rules on new maps going forward. At the start of the game for 10 seconds, you will be able to see the possible enemy start locations on the minimap.


does this mean on 4 play maps there going to know where i spawn or just where i can spawn. i guess its just me and im reading it wrong but i hope its not the first, and where i could spawn because player dont know the spawning locations.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
starslayer
Profile Joined August 2011
United States696 Posts
July 13 2015 21:23 GMT
#66
also this is sounding pretty nice still going to be skeptical and keep my hopes down for a good game and hope to be pleasantly surprised rather than get super hyped. And I hope i can play cause the last few times have been soooooooooooo laggy its unplayable.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2015-07-13 21:25:40
July 13 2015 21:23 GMT
#67
I wonder if you can snipe buildings. 9 ghost hit squad sniping them hatcheries.

Wait... Does patch 2.5.3 implement the cursive changes, or is that more an explanation about upcoming patches?
Neosteel Enthusiast
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-07-13 21:26:59
July 13 2015 21:26 GMT
#68
On July 14 2015 06:14 FueledUpAndReadyToGo wrote:
Awww yesssh time to become a LotV ladder hero

Also:

Show nested quote +
Motherships should no longer be able to cast Photon Overcharge on Pylons.


SO MANY MISSED OPPORTUNITIES


Hahaha, yeah all the Protoss whine when they were the most overpowered race so far.

Edit: and of course I'm just teasing, before people get all angry...
Topin
Profile Blog Joined December 2010
Peru10109 Posts
July 13 2015 21:29 GMT
#69
On July 14 2015 06:26 Big J wrote:
Show nested quote +
On July 14 2015 06:14 FueledUpAndReadyToGo wrote:
Awww yesssh time to become a LotV ladder hero

Also:

Motherships should no longer be able to cast Photon Overcharge on Pylons.


SO MANY MISSED OPPORTUNITIES


Hahaha, yeah all the Protoss whine when they were the most overpowered race so far.

Edit: and of course I'm just teasing, before people get all angry...

proxy pylon in to overcharge... holy shit. luckly i didnt played many protosses in lotv
i would define my style between a mix of ByuN, Maru and MKP
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 13 2015 21:37 GMT
#70
On July 14 2015 06:14 FueledUpAndReadyToGo wrote:
Awww yesssh time to become a LotV ladder hero

Also:

Show nested quote +
Motherships should no longer be able to cast Photon Overcharge on Pylons.


SO MANY MISSED OPPORTUNITIES

Imagine how fast an LR thread would explode if Naniwa managed to accidentally do that and take a game off a top tier Korean and lose 1-0 in a Bo5.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
NyxNax
Profile Joined March 2014
United States227 Posts
Last Edited: 2015-07-13 22:18:49
July 13 2015 21:43 GMT
#71
I would like to throw out a change to the Disruptor, curious what you all think? I do not like the idea of Disruptors being invincible while activated, but losing a expensive supply eater instantly is not fun.. I also think this makes them a balancing nightmare. How do you find the right area of effect and damage vs cost/supply without being so detrimental if they just die? Will increasing the speed and lowering the AOE work?? I'm curious but very skeptical...

What if when activated their speed increases as usual, BUT they are Not invincible(maybe shield increase when activated?) and when they are killed they split into 2 smaller disruptors with less hp/shield and deal less damage. If killed while activated the 2 smaller ones would still be active and deal their damage as well as continue on their last command?.

Not only would this be pretty cool, well I think so anyway, but would increase the micro potential of both players(im sure David Kim would love) as well as give some sort of insurance for the protoss player that spent a bunch of resources and army supply. I also think this will be good for both pros and new players because right now it seems difficult for beginners but pros can out micro it. Speeding it up while being invincible so pros cant out micro it just seems harmful to the game..

If its a shit idea I'll own up to it, but it seems worth some experimenting
[PkF] Wire
Profile Joined March 2013
France24238 Posts
July 13 2015 21:52 GMT
#72
Very vague, and their being adamant the liberator anti-ground is something interesting and needed kinda puzzles me.

Overall, I can kinda get behind the changes... But LotV still lacks elegance and simplicity in an overwhelming way and I fear that's something that's not going to change.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17386 Posts
July 13 2015 21:52 GMT
#73
On July 14 2015 04:14 riotjune wrote:
Now unsieged tanks can kite more effectively like their BW counterparts? Nice!

Lalush was a big proponent for that change.


i thought the damagepoint of 0.167s still make the Tank very difficult to micro for kiting purposes?
so there is a guaranteed delay of 0.167s between the decision to fire and the actual damage.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
nubHunter
Profile Joined July 2014
Spain44 Posts
July 13 2015 21:53 GMT
#74
jaedong mutalisk micro hype
Athenau
Profile Joined March 2015
571 Posts
July 13 2015 21:59 GMT
#75
Very vague, and their being adamant the liberator anti-ground is something interesting and needed kinda puzzles me.

It's needed in some form, if not on the tank, then on the Liberator.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-07-13 22:02:13
July 13 2015 22:01 GMT
#76
On July 14 2015 06:59 Athenau wrote:
Show nested quote +
Very vague, and their being adamant the liberator anti-ground is something interesting and needed kinda puzzles me.

It's needed in some form, if not on the tank, then on the Liberator.


It's actually the counter to Ultrasiks right now for Terran bio, since you have a Starport with reactor anyway, you can easily get a few of them out and their AG mode absolutely destroys Ultras. 2 armor more or less doesn't make a difference to them, they do insane single target damage.
Maru and Serral are probably top 5.
IAmJuice
Profile Joined May 2015
14 Posts
July 13 2015 22:02 GMT
#77
On July 14 2015 03:08 SetGuitarsToKill wrote:

General
[list][*]Ranked ladder play is now available.


Time to play LoTV seriously i guess and lets start the quest of finding a group/community ! (My hots clan died :/)
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-07-13 22:11:41
July 13 2015 22:10 GMT
#78
170 DMG in 3 sec ?

Man it needs to have a cooldown and some energy otherwise its OP
Corrosive bile has 80 dmg and 10 sec cooldown in 3 sec

Can you imagine mass ghosts + tanks + liberators ? How the hell do you win vs that ?
"The Fractured but Whole"
Athenau
Profile Joined March 2015
571 Posts
July 13 2015 22:11 GMT
#79
It's actually the counter to Ultrasiks right now for Terran bio, since you have a Starport with reactor anyway, you can easily get a few of them out and their AG mode absolutely destroys Ultras. 2 armor more or less doesn't make a difference to them, they do insane single target damage.


Yeah, that's the intention. And there are enough mechanical differences between the Liberator and a hypothetical buffed tank to make it interesting:
* Target ground, a mechanic we haven't seen before
* Flying + long range means that it can abuse terrain better (ala BW carriers).
* Single target gives it a clear weakness vs swarming units
* Overkill, gives it counterplay via baiting out shots.

The Liberator is a well designed unit. What people actually bitch about is that the tank doesn't do what it does. Which is understandable, because Blizzard has a weird aversion to making the tank what people want it to be, but ultimately not all that important.
Musicus
Profile Joined August 2011
Germany23576 Posts
July 13 2015 22:19 GMT
#80
On July 14 2015 07:11 Athenau wrote:
Show nested quote +
It's actually the counter to Ultrasiks right now for Terran bio, since you have a Starport with reactor anyway, you can easily get a few of them out and their AG mode absolutely destroys Ultras. 2 armor more or less doesn't make a difference to them, they do insane single target damage.


Yeah, that's the intention. And there are enough mechanical differences between the Liberator and a hypothetical buffed tank to make it interesting:
* Target ground, a mechanic we haven't seen before
* Flying + long range means that it can abuse terrain better (ala BW carriers).
* Single target gives it a clear weakness vs swarming units
* Overkill, gives it counterplay via baiting out shots.

The Liberator is a well designed unit. What people actually bitch about is that the tank doesn't do what it does. Which is understandable, because Blizzard has a weird aversion to making the tank what people want it to be, but ultimately not all that important.


Yeah they should make the tank stronger and maybe dumb it's targeting AI down a bit and focus the Cyclone on antiair, so we have something like the tank/goliath combo going again. The Cyclone being strong vs ground is just stupid as the tank and hellbats are supposed to fill that role. The poblem is that the Thor is then in an extremely weird place I guess.
Maru and Serral are probably top 5.
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