Community Feedback Update - August 28 - Page 12
Forum Index > Legacy of the Void |
PuddleZerg
United States82 Posts
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summerloud
Austria1201 Posts
without these changes it felt almost perfect, maybe still a little too fast to mass units now it will be too fast im afraid, but lets see it in practice... | ||
FIENCHEN
Germany3 Posts
Some argue that it's harder to come back from losing workers now but I'd rather have that than the frustrating gameplay created by the old macro-mechanic- Injects, mule, chrono make the game more extreme, more all-or-nothing and complicate the task of finally having a set of interesting and balanced units. Maybe it makes sense to keep some weaker less time consuming makro boosters to better compensate worker losses and give players a bit more choice in how hard they go for economy. That being said, who looks at this autocast, no energy, limited radius mule and thinks ‘’wow what an elegant concept’’? To be more constructive here are my ideas. Not completely happy with most of them but maybe they will inspire someone: ZERG: -Queens Don’t increase injects to 3, let us build more Hatches! If inject would be removed altogether and hatcheries produced larvea quicker Zergs would get quite a production boost right from the beginning which would call for boosting T and P makro further.. Possible solution: Hatches need to be injected just once and then periodically pop 2 extra larvae for the rest of their life. This keeps the amount of larvea in the early game as it is now and demands at least a little bit of attention (have queen with energy at every new Hatch) and will delay creep spread for a while if you decide to get just one queen. -Viper Reduce DPS of Parasitic Bomb (half or something) and reduce the mana cost proportionatly. More time to react, clumped flyers dont explode in 2 seconds. Zerg player needs more time and clicks to defeat air army. PROTOSS: -Mothership Core/Nexus MC can cast some kind of chrono boost on Nexus for replenishing probes Not a hero unit anymore. 1 supply, smaller size, very slow, tough, no attack, less or no gas. If over Pylon Power you can recall a few units within a small circle from anywhere on the map right underneath it. If you want to recall whole armies you will need many Mothership Cores and many clicks. -> Drop defense + lategame mobility Speaking of drop defense: Photon Overcharge, remove it. Nexus energy is used to shoot shield replenishing projectiles at your own units. Each projectile must be fired individually and has some splash. Don't know how much energy each shot should cost and how many Shields it heals. Shoot it on the spot of your wall that is about to break. Shoot it at your Photon Cannon, at your probes which are fighting Lings or at your units you just recalled with your Mothership Core. The other use for Nexus energy is as part of the cost of the Mothership Core. You have to decide if it is save to build the Core for more mobility and Probes or if you might need the energy for defense soon. -Zealot Make charge expensive. Zealots move much quicker AND get the charge-attack it has now. After charging into something the Zealot is slowed for a few seconds. If you a-move it will charge the first target in range, if you right click on something it runs to it until in range and charges. So players will for example want to maneuver the chargelots behind or through the enemy lines and then charge. As it is slow afterwards there will always be micro possibilities for both sites. TERRAN: -CC/Orbital/PF Don't make Scan more expensive, make the radius smaller maybe. Not sure what to do with the damn mule. Maybe it doesn’t have a timed life and is like a free scv here and there/ | ||
summerloud
Austria1201 Posts
On August 29 2015 17:13 FIENCHEN wrote: -Zealot Make charge expensive. Zealots move much quicker AND get the charge-attack it has now. After charging into something the Zealot is slowed for a few seconds. If you a-move it will charge the first target in range, if you right click on something it runs to it until in range and charges. So players will for example want to maneuver the chargelots behind or through the enemy lines and then charge. As it is slow afterwards there will always be micro possibilities for both sites. your suggestions tend to be on the overcomplicated side, but i like this charge mechanic | ||
tiki38rus
Russian Federation4 Posts
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Sapphire.lux
Romania2620 Posts
Auto cast is a very lazy, messy and unimaginative solution; it's something you'd expect from a MOD not an expansion. Please get to work and come up with more elegant solutions. | ||
Tresher
Germany404 Posts
On August 29 2015 15:50 Ozmodeus wrote: would like to see something about abusive planetary fortresses at every base. Well if Blizzard would finally do something about mobile Defense (Tanks, Mines) then we wouldn´t have to do this. The weaknesses Terran had with Static Defense (needing Units to have defense e.g.) were always balanced by Units that are good in defense. Im sure there is a way to make Tanks stronger without having a super turtle style or make Mines a reliable tool against flanking if they would just try things out. All in all it´s too early to say what the upcoming changes will do for the game, we have to see them in action. Im just disappointed that there is no words about the Thor or other ideas for Mech in general or bio so that its good but not the dominating composition/strategy it mostly was for 5 years. Instead they focus on Units that don´t need additional help like Medivacs. For example they could make the Raven a good support Unit for both compostions like Science Vessels were in BW. I also dislike that there is so much abilities for almost every Unit for all races. Why not bring some simple Units that still can be microed without having 5000 abilities that need activation or targeting or something else? Micro can also be fun to watch if its just Units being pulled away when they are at low Health to save them. So far the only thing I really like is the real time adjustment. They should implement this to HotS aswell. | ||
crazedrat
272 Posts
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Deleted User 261926
960 Posts
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DJZest
Germany16 Posts
On August 29 2015 03:25 ohmylanta1003 wrote: Lol. Team Liquid for the win. Are the members of this forum ever happy with any of these changes? -_- | ||
DJZest
Germany16 Posts
On August 29 2015 19:38 Karpfen wrote: I'm really starting to think people would literally whine about every change. It's clear though, that they're nothing bur lil' dumb kids (see posts 1 to 5, etc). The developers aren't going to take any of that seriously. | ||
RaFox17
Finland4581 Posts
On August 29 2015 19:38 Karpfen wrote: I'm really starting to think people would literally whine about every change. They have the right to do so. It's all about your opinion. These changes are not objectively good or bad. If you don't like them you should say so. Naturally giving your reasons and maybe other options is a better way than just saying you don't like something. Some people here are confusing opinion and fact and are acting like their opinion is a fact and that everyone thinks as they do. | ||
RaFox17
Finland4581 Posts
On August 29 2015 19:41 DJZest wrote: It's clear though, that they're nothing bur lil' dumb kids (see posts 1 to 5, etc). The developers aren't going to take any of that seriously. Thanks for your contribution. | ||
SC2Angora
53 Posts
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sparklyresidue
United States5523 Posts
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KingofdaHipHop
United States25602 Posts
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DeepBurrow
49 Posts
It wont solve anything. If you move to lair you must buff the overlord speed somehow. The ovi speed upgrade could give more speed to overlords and overssers or the same speed to both. Otherwise i feel the cool drops will turn into gimmick all ins ![]() | ||
Mementoss
Canada2595 Posts
Chrono is not an interesting option, I dont know why anyone thinks it is. It is used for cheese and then after that constantly robo and upgrades. I dont care about the balance tweaks for now. The game was going in the right direction for slowing down the pumping out of armies and having more expansions and small battles. It will be back to HOTS after this. Sigh. (although moving drop back to lair is stupid there was no problem there) | ||
JackONeill
861 Posts
- auto macro mechanics - when you're supply blocked, one peon builds a pylon/supply on its own, and an overlord is created - when protoss reaches 200/200, auto F2 => Amove - when mutalisks are stationed near an ennemy base, they auto attack this base every 30 seconds and back if they take damage - when a terran has a medivac and 8 marines on the same rally point, the medivac auto loads and drops the enemy main - when you built a dark shrine on the map, with a pylon next to it, as soon as the dark shrine is finished, all available warpgates will warp DTs on the pylon, with the DTs being rallied on the enemy main PLEASE. Macro mecanics aren't at all a part of the SC2 skillcap, except for injects. => keep the mule the way it was in HOTS, while giving it casting range, with minor terran tweaks to balance it => get the stupid auto inject outta the game, just tweak it to be 2 larvae while buffing hatcheries larvae generation => keep the old chronoboost and give the nexus the photon canon for 150 energy. BLIZZARD. PLEASE. | ||
Latham
9560 Posts
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