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Community Feedback Update - August 28 - Page 2

Forum Index > Legacy of the Void
445 CommentsPost a Reply
Prev 1 2 3 4 5 21 22 23 Next All
FanaticCZ
Profile Joined December 2011
Czech Republic287 Posts
August 28 2015 18:34 GMT
#21
I just dont like where this game is going at all...
INnoVation is the GOAT!
BaronVonOwn
Profile Joined April 2011
299 Posts
August 28 2015 18:36 GMT
#22
I don't even know what to say about those macro changes. Just wow.

As for zealots instead of buffing them, I think they can be fixed by nerfing their worst enemy: the widow mine. That +shields damage is just gratuitous. Widow mines are a low effort "wonder" unit that counters almost everything in the TvP matchup. Seriously, they even counter carriers (???). The only safe and easy way to remove them is with colossus, another unit I wish never existed. Honestly they're like half the reason I don't play Starcraft anymore.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
Last Edited: 2015-08-28 18:45:35
August 28 2015 18:36 GMT
#23
Please up inject to 3 and make it non-autocast. Please, please please. Just do this. Don't keep it as autocast. I would play in a heartbeat if that were the case. Autocast is so ugly. 3 larva and non-autocast is just the right amount. Good Zerg will be able to get a lot of larva with strong injects, and Zerg without as much multitask will fall behind (just as in previous renditions of SC2). This would be perfect.

I was tunneling on inject. Now Blizzard is making chrono and mule autocast as well? Please do not make macro mechanics autocast! Oh my that's painful.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-08-28 18:38:28
August 28 2015 18:36 GMT
#24
Bandaid after bandaid. This is what happens when the core game does not have a good foundation.
T P Z sagi
WickedBit
Profile Joined August 2010
United States343 Posts
August 28 2015 18:36 GMT
#25
On August 29 2015 03:26 [UoN]Sentinel wrote:
Show nested quote +
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?

I loved the original removal. I'm sad that they pussyfooted around and brought back the boosters.


Same here. I'm kinda disappointed with this. They should have tested with zerg hatcheries spawning more larva with injects removed. It just seems such a cop out. Macro boosters were bad by themselves but auto cast macro boosters are even worse even if their efficiency is reduced. The change to remove them was inspired but this is not...
Wrath
Profile Blog Joined July 2014
3175 Posts
August 28 2015 18:37 GMT
#26
You get auto cast, you get an auto cast. AND ALL OF YOU GET AUTO CAST.

Tempest back to "No massive air vs toss".

Seriously you said this is the last month. How lazy can you be?
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
August 28 2015 18:37 GMT
#27
How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast?
kiss kiss fall in love
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2015-08-28 18:43:54
August 28 2015 18:38 GMT
#28
This is actually complete garbage. I was hoping they'd remove queen auto inject and do something else, the concept of auto help has almost no place at all in Starcraft. MULE and chrono back on auto cast? You kidding me right?

This entire update has me feeling like a sad panda, and I've been one of the most optimistic ones this whole beta. Losing hope for sc to be back to its glory days every week.

Also can't believe they haven't dropped the idea of photon overcharge on pylons,overlord drop to lair and13 range corrosive bile
SooYoung-Noona!
Tenks
Profile Joined April 2010
United States3104 Posts
August 28 2015 18:38 GMT
#29
I am a bit surprised they're calling out scan. In my games I had maybe 2-3 OCs. I was making PFs elsewhere because there wasn't a huge incentive anymore to make a bunch of OC. So while I generally had free access to a scan whenever I needed it the game wasn't quite playing out like I was on maphacks.
Wat
jpg06051992
Profile Joined July 2015
United States580 Posts
Last Edited: 2015-08-28 18:41:01
August 28 2015 18:38 GMT
#30
Wow very bad response from the community on this one.

I like the macro changes, but keep the damn skill involved, now that they are nerfed it should be all about the better player mechanically get's the slight edge over time.

The creep change is cool though and I'm glad they are bringing a nerfed Mule back.

By the way autocast on inject is just horrible, when I need the Queens to do something they will sometimes wander off to make an inject pit stop, yea I know you can disable it but if you can disable it, why even bother keeping it at all? Starcraft is all about the best players with the best mechanics wrestling with the multitasking and macro requirements.

I don't know, I just don't really get it I guess.

Also no Infestor update is a joke.
"SO MANY BANELINGS!"
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-08-28 21:17:50
August 28 2015 18:38 GMT
#31
I like the unit changes, but I'm a bit divided on the macro mechanics changes. I'm pretty intrigued, though skeptical with chronoboost and with bumping inject up to 3 larva. At the very least, I think that Queen starting energy should be lowered more in conjunction with this buff, in order to prevent Zerg economy from skyrocketing too quickly. Even with 2-larvae auto-injects, I feel like the economy is pretty easy to slam into overdrive. The only real issue I had was having enough larvae to both build units to defend harass and hatching waves of Drones at the same time.

I dislike the loss of energy tension by putting Mules on a cooldown system. As much as prefer autocast on Queens, Mules are a pretty easy macro mechanic to use, and the limitation on casting range doesn't really make it any easier. If anything, it makes it marginally harder to manage them. I would've much rather seen the economy ramp up slowed down by having Calldown Mule also cost some resources. Maybe 50 minerals and 25 gas, so that it still provides a net gain of 220-250 minerals, just at a cost of 25 gas. And obviously this would be a terrible decision to use en masse in the very late game on one base, when the map is starting to run out of resources.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 28 2015 18:39 GMT
#32
On August 29 2015 03:37 IntoTheheart wrote:
How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast?

Autocasting is not the problem. The MULE itself is the problem.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Tenks
Profile Joined April 2010
United States3104 Posts
August 28 2015 18:39 GMT
#33
On August 29 2015 03:37 IntoTheheart wrote:
How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast?


How would that solve the necessity to learn macro mechanic timings as a barrier of entry to SC2, though?
Wat
Little-Chimp
Profile Joined February 2008
Canada949 Posts
August 28 2015 18:41 GMT
#34
On August 29 2015 03:37 IntoTheheart wrote:
How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast?


That would be great. To me, the two best options were always nerfing the macro mechanics but keeping them in, or removing them completely and balancing around that.

This autocast shit is terrible and for the first time in beta I really don't feel inspired to play anymore. Really bad update.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
August 28 2015 18:42 GMT
#35
What's the point of having autocast macro mechanics? Wasn't the whole goal of them to make the player's cam come back to his/her base regularly?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
August 28 2015 18:43 GMT
#36
On August 29 2015 03:39 Tenks wrote:
Show nested quote +
On August 29 2015 03:37 IntoTheheart wrote:
How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast?


How would that solve the necessity to learn macro mechanic timings as a barrier of entry to SC2, though?


What exactly is the problem here? You have to get better at using macro-mechanics, among many other different skills, to improve at the game?

Why exactly is that a barrier? And why is it a bad thing? MULE and Chrono don't exactly take up much of a player's time, compared to inject. And I WANT inject to be manual. Good players pull further and further ahead with strong injects. Mediocre players can get by with decent injects and strong focus in other skills. It balances itself out. But for the people who want inject to not be manual, why not oblige them rather than homogenizing an entire facet of Zerg play so that there is no skill differential at all?
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
August 28 2015 18:44 GMT
#37
I'm surprised people are being so negative about these changes, I actually some of these.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
WickedBit
Profile Joined August 2010
United States343 Posts
August 28 2015 18:44 GMT
#38
On August 29 2015 03:44 SetGuitarsToKill wrote:
I'm surprised people are being so negative about these changes, I actually some of these.


The macro changes are ok, the only problem is auto-cast nature of them. I would either prefer manual toned down macro or no macro boosters at all.
pzlama333
Profile Joined April 2013
United States282 Posts
August 28 2015 18:44 GMT
#39
So if Terran build a lot of orbital commands in late game, he/she has to lift and move each of them to next base. I do not know the radius that one orbital command can call down a mule, but the space in each mining area is not unlimited. So he must manually land an orbital, call down the mule (though it is auto-cast), then lift it for the next orbital to land. It may be interesting because if a pro wants to take the advantage of extra mules, he must add a lot of more click. Move several orbital commands to a new base is risky too.
Another question: how do we know if a lifted orbital command in cooldown?
Tenks
Profile Joined April 2010
United States3104 Posts
August 28 2015 18:45 GMT
#40
On August 29 2015 03:43 Qwyn wrote:
Show nested quote +
On August 29 2015 03:39 Tenks wrote:
On August 29 2015 03:37 IntoTheheart wrote:
How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast?


How would that solve the necessity to learn macro mechanic timings as a barrier of entry to SC2, though?


What exactly is the problem here? You have to get better at using macro-mechanics, among many other different skills, to improve at the game?

Why exactly is that a barrier? And why is it a bad thing? MULE and Chrono don't exactly take up much of a player's time, compared to inject. And I WANT inject to be manual. Good players pull further and further ahead with strong injects. Mediocre players can get by with decent injects and strong focus in other skills. It balances itself out. But for the people who want inject to not be manual, why not oblige them rather than homogenizing an entire facet of Zerg play so that there is no skill differential at all?


Because no one has fun dropping MULE, CB'ing a forge or injecting larvae. It is an artificial and unnecessary chore.
Wat
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