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On August 21 2015 11:06 Cyro wrote:Show nested quote +On August 21 2015 11:02 Yurie wrote:On August 21 2015 04:19 NyxNax wrote:On August 21 2015 03:59 purakushi wrote: Scan duration should be lowered slightly. Maybe down to 10 or 8 seconds. It is currently 12.3 seconds. Yes seriously! Now with so many more scans available, DT play is basically worthless against T, ravens are needed less, zerg burrow etc. Should maybe even narrow the scan field as well. The thing is that Terrans don't want Orbital Commands any longer. The only thing they give is Scan (unless that is automatic now). A normal CC can lift workers, a planetary can defend. I can see the case of having a natural planetary since you don't get mules. Supply Drop is still very strong. Mule gives 270 minerals but it takes time and it takes those minerals from your base - unless you can continally expand very quickly for the entire game duration, muling will lower the amount of money that you get from your scv's supply drop instantly generates 100 mineral equivelant out of nowhere with the main downside being that you're more vulnerable to having depots destroyed
Correct, I totally forgot about the drop. That has an end date on usefulness though. In a three CC opening the one put into the natural being a planetary is probably a good idea with these changes in TvZ and TvP. The supply drops aren't worth anything at 250 out of 200 max supply.
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Guys, stop with the balance complaints.
None of this is supposed to be balanced yet.
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On August 21 2015 11:14 AdrianHealeyy wrote: Guys, stop with the balance complaints.
None of this is supposed to be balanced yet.
Hold on that thought the game is supposed to be released in 4½ months or so. I'm pretty sure we should be closer than this to figuring out if we should remove core mechanics or not. Especially since the new units have not yet been extensively play tested etc.
My legit concern is that there will be such a time period when LotV is released that I quit the game for good. Why can't the make a polished product with some professional feedback instead of randomly just trying to make the game cooler for newbies. Starcraft 2 is very interesting game as it is, so, why not have a plan or something instead of rushing it in panic.
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Watching the streams , for zerg seems like a LOT of efficiency has improved, with expanding and so on.
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Well, this game was fun while it lasted. Pretty sure the zerg change is crippling at my low level.
At least I can watch streams.
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hahahah so weird spamming mules into nothing happen xD
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On August 21 2015 11:26 Ordained wrote: Well, this game was fun while it lasted. Pretty sure the zerg change is crippling at my low level.
At least I can watch streams. lolwut? autocast inject is pretty much geared toward low level players.
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SoCal8910 Posts
On August 21 2015 11:14 Yurie wrote:Show nested quote +On August 21 2015 11:06 Cyro wrote:On August 21 2015 11:02 Yurie wrote:On August 21 2015 04:19 NyxNax wrote:On August 21 2015 03:59 purakushi wrote: Scan duration should be lowered slightly. Maybe down to 10 or 8 seconds. It is currently 12.3 seconds. Yes seriously! Now with so many more scans available, DT play is basically worthless against T, ravens are needed less, zerg burrow etc. Should maybe even narrow the scan field as well. The thing is that Terrans don't want Orbital Commands any longer. The only thing they give is Scan (unless that is automatic now). A normal CC can lift workers, a planetary can defend. I can see the case of having a natural planetary since you don't get mules. Supply Drop is still very strong. Mule gives 270 minerals but it takes time and it takes those minerals from your base - unless you can continally expand very quickly for the entire game duration, muling will lower the amount of money that you get from your scv's supply drop instantly generates 100 mineral equivelant out of nowhere with the main downside being that you're more vulnerable to having depots destroyed Correct, I totally forgot about the drop. That has an end date on usefulness though. In a three CC opening the one put into the natural being a planetary is probably a good idea with these changes in TvZ and TvP. The supply drops aren't worth anything at 250 out of 200 max supply.
having a lot of scans is also incredibly useful because, lets say you scan a protoss player and don't really see anything in the main. you can still scan again without feeling like your economy will suffer if you do it. the intel you can receive is still super good too.
On August 21 2015 11:36 -NegativeZero- wrote:Show nested quote +On August 21 2015 11:26 Ordained wrote: Well, this game was fun while it lasted. Pretty sure the zerg change is crippling at my low level.
At least I can watch streams. lolwut? autocast inject is pretty much geared toward low level players.
there are a lot of zerg players that are used to having more larva at every point in the game and falling back on the larva from injects to account for mistakes when scouting or if they lose all their lings for something stupid.
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I love how they just keep trying to slide in a medvac buff.
Seriously... the unit is OK! LOL.
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These guys have seriously no idea what to do anymore.
The game need better and more micro, and they keep going with the "terrible damage" politic by adding 30 instant dmg to the zealot. Balance is the last of the problems, they should freaking fix the core. Will they even learn? Ofc not. Jeeezzz...
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I'm tentatively liking this on the whole, but I feel that Queens should spawn with ~20-22 energy, so that it's easier to prevent them from auto-injecting right away and open up more strategies oriented around really fast creep spread.
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Personally I do not approve the autocast inject, however I do approve of the -2 larva change. The real problem with autocast is that they don't really nerf the zerg (excluding early and early-mid game) because over time you naturally skip inject cycles to do other things, meaning that for zerg it does not really slow down the production or economy at all, in fact I would go as far as to say it boosts it after a certain point in time while other 2 races lose their boosters.
Zerg action spending will now be distributed between army / micro / creepspread and overall you'll be able to be a lot more aggressive since macro will never suffer because of it, which I personally do not believe is a good design. If terran or protoss have even one unfavored engagement in lategame, zerg will easily be able to snowball just as they could prior to the inject changes so that doesn't really change anything.
One thing that also bugs me is that queens have auto-inject enabled when they pop out of hatchery, which means it doesn't give me a choice to put down creep tumor or save for transfuse if necessary versus some early game cheese.
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Bisutopia19239 Posts
I max out much faster with zerg now. Lol.
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so many dumb changes. The macro mechanic changes really need to be tested before we can make conclusions, but the extra nexus supply and the notification change are definitely nice. Hate the zealot change. are you serious? Why not change it to leg speed? Charge with burst damage is an attempt to make zealot runbys crazy strong, but it's better to make harass less yolo. Especially with the warp in changes... Don't really get the cyclone changes, I think if anything mech now needs a goliath equivalent, so a strong anti air option. Weak anti air is like... eh?
Most of the small build timings are hard to evaluate in a vaccum, and basically need to be tested with progamers developing builds, trying to break the game, to determine if they are good changes or not. It's practically impossible for the rest of us (whose strategic abilities, experience, and time invested in actually playing the game at a high level are just lacking) to make informed arguments about these smaller sort of changes.
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On August 21 2015 11:26 Ordained wrote: Well, this game was fun while it lasted. Pretty sure the zerg change is crippling at my low level.
At least I can watch streams. played a bunch of games; from a lowbie perspective the game got so much more easier, really. You can expand much faster, since your focus is now on completely different things. Creep spread is much better too.
I do macro hatches a lot earlier, and it pays off a lot.
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Making queens auto-cast just seems weird to me. Now it seems not enough larvae, and if you bring your queen up for defense they auto turn back for the nearest hatches, I donno about this... Wish there was some sort of middle ground.. Maybe have a queens inject last 2 spawn cycles or something so that it requires less tending to, ie more accessible to beginners, allow for more larvae and not have queens randomly wander back to hatches
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I actually beat a terran due to economic advantage after killing some SCVs. What a weird feeling.
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SoCal8910 Posts
On August 21 2015 12:19 Little-Chimp wrote: I actually beat a terran due to economic advantage after killing some SCVs. What a weird feeling.
you mean that terran players can't afford to lose workers anymore?! blasphemy.
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On August 21 2015 12:20 BluemoonSC wrote:Show nested quote +On August 21 2015 12:19 Little-Chimp wrote: I actually beat a terran due to economic advantage after killing some SCVs. What a weird feeling. you mean that terran players can't afford to lose workers anymore?! blasphemy. it almost feels like this is what Starcraft should be (a game where each race is careful about the worker count)
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I cant believe they are messing with macro mechanics....not a good idea me thinks
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