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Community Feedback Update - August 14 - Page 13

Forum Index > Legacy of the Void
252 CommentsPost a Reply
Prev 1 11 12 13 All
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
August 17 2015 17:29 GMT
#241
On August 18 2015 02:22 Daeracon wrote:
Does anyone have any information about the release date?

I remember reading somewhere on TL that they said "end of 2015" but that seems to be pretty soon for a game that's supposed to have a "long beta."

http://www.teamliquid.net/forum/legacy-of-the-void/492505-mike-morihame-says-lotv-in-2015more-after-release
kiss kiss fall in love
Daeracon
Profile Joined March 2011
Sweden202 Posts
August 18 2015 04:19 GMT
#242
On August 18 2015 02:29 IntoTheheart wrote:
Show nested quote +
On August 18 2015 02:22 Daeracon wrote:
Does anyone have any information about the release date?

I remember reading somewhere on TL that they said "end of 2015" but that seems to be pretty soon for a game that's supposed to have a "long beta."

http://www.teamliquid.net/forum/legacy-of-the-void/492505-mike-morihame-says-lotv-in-2015more-after-release


Sorry, my bad, I meant for the patch.
You can't use your breaks to get over a hill
Daeracon
Profile Joined March 2011
Sweden202 Posts
August 18 2015 04:25 GMT
#243
Actually, Psione replied to my tweet saying Thursday for patch release if all goes as well with the preparations.
You can't use your breaks to get over a hill
fteneq
Profile Joined August 2012
United States49 Posts
August 18 2015 07:12 GMT
#244
On August 18 2015 13:25 Daeracon wrote:
Actually, Psione replied to my tweet saying Thursday for patch release if all goes as well with the preparations.
https://twitter.com/PsioneBlizzard/status/633472039064502272


Awesome! Can't wait to try it out!
"For the Overmind"
Kon-Tiki
Profile Joined February 2011
United States402 Posts
August 18 2015 09:35 GMT
#245
On August 15 2015 03:34 Energizer wrote:
Well that was... disappointing I guess. I was kind of hoping for some more changes considering macro mechanics are being removed. I'd be lying if I wasn't at least half-expecting supply costs to be revisited, especially for zerg since they're going to have an even tougher time remaxing after a fight without as much of a larva bank. May as well let zerg have a larger max army to help with trades.



I guess this'll mean that mass macro hatches are going to be a thing again
I am a leaf on the wind. Watch how I soar.
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 18 2015 09:54 GMT
#246
Mass macro hatches limit the damage done by a hatch snipe, btw. I usually make my macro hatches in such a way that they can function as 'second hatches' at expansions when the nearest one is sniped; so the income reduction will be less overall.

weikor
Profile Blog Joined March 2011
Austria580 Posts
August 19 2015 00:36 GMT
#247
they arent changing anything to the current hatches. IF macro hatches are a thing after this patch, why wouldnt they be without.
xtorn
Profile Blog Joined December 2013
4067 Posts
Last Edited: 2015-08-19 01:28:41
August 19 2015 01:21 GMT
#248
im really curious how this will play out, since investing in a macro hatch was always (from my lowbie league opinion) a big risk, and after this there will be more than one macro hatch needed relatively early.

i for one see the change as risky, but i trust 110% that the progamers and the rest of the community will give valuable feedback and statistics and everything will eventually balance out. my hope is that since they gave only a month deadline, they wont focus it all on this issue and there will be enough time for yet another major change to test.

<3 things - Life | Kane | Innovation | Scarlett | Solar | MMA
BigRedDog
Profile Joined May 2012
461 Posts
August 19 2015 05:35 GMT
#249
What I envision is that Zerg will build more hatcheries to make sure there's enough larvae to make units.
Big Red Dog!
bObA
Profile Joined May 2012
France300 Posts
Last Edited: 2015-08-19 06:34:23
August 19 2015 06:25 GMT
#250
awful patch.....
I mean what they want to change in 3 races about Macro mechanics...
Remove mules, Auto cast larva inject added and Chronoboost removed....
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-08-19 08:07:11
August 19 2015 07:49 GMT
#251
On August 19 2015 09:36 weikor wrote:
they arent changing anything to the current hatches. IF macro hatches are a thing after this patch, why wouldnt they be without.


Because right now if you want to dump minerals into getting more larvae, queens are absolutely the undisputed way to go until you have 1 per hatchery

After the patch, they're halving the larvae benefit of queens without reducing the queen cost.

Mineral for mineral, dropping an extra hatchery will be comparable to building queens for the amount of larvae that you gain (at least way closer than ever before), while having the obvious benefits of an extra hatchery. It doesn't walk around and throw spines at annoying enemy units, though.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2015-08-19 09:22:56
August 19 2015 09:18 GMT
#252
I think blizzard is going to go back on the auto-inject. There's really something to it which is part of what defines starcraft. I agree with Morrow on his take on that.

Taking away mules is interesting, but considering that it constitutes a massive part of Terran mineral income I am also very interested in how Terran will be compensated economically. Some ideas for this:

-Call-down supply brings double the supply than it does now. Building a depot costs 100 minerals, and an scv is busy for > 30 seconds building it and moving, that's about 25 lost mineral income. Double this, the cost becomes 250, comparable to the income a mule brings in (which is 270). Arguably this is more effective than the mule whenever supply is necessary, because 1) mineral patches are mined out less quickly, and 2) the investment pays off immediately, instead of during the course of 90 seconds.

-Depots can be called down anywhere, or within a radius of Terran CC's. Perhaps available as an additional option as well, this eliminates the need to actually build base depots in order to call down extra supply later in the game.

-Additional buildings can also be called down, such as add-ons for production facilities. This allows for a much more diverse set of build orders for Terran. It also will also marginally compensate Terran economically in the late game when already at -/200 supply.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-08-19 09:48:48
August 19 2015 09:48 GMT
#253
I think auto inject shouldn't be a thing. If it really comes down to it, rework the queen a bit and make the hatchery produce more larvae - or just don't have inject be auto. if it's less important (2 larvae, not 4) then it's more of a boost than a necessity to hit with 0 downtime for 10 minutes straight
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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