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Community Feedback Update - September 10 - Page 4

Forum Index > Legacy of the Void
358 CommentsPost a Reply
Prev 1 2 3 4 5 6 16 17 18 Next All
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-09-10 19:40:29
September 10 2015 19:39 GMT
#61
i don't care a single bit about mechanical difficulty, auto vs. manual injects, etc, i'm just disappointed they are adding macro mechanics back at full strength because the game was at a much better (i.e. slower) pace when they were gone.
vibeo gane,
[PkF] Wire
Profile Joined March 2013
France24237 Posts
September 10 2015 19:42 GMT
#62
On September 11 2015 04:39 -NegativeZero- wrote:
i don't care a single bit about mechanical difficulty, auto vs. manual injects, etc, i'm just disappointed they are adding macro mechanics back at full strength because the game was at a much better (i.e. slower) pace when they were gone.

Yeah I definitely agree toned down versions would suit LotV pace so much better.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
September 10 2015 19:42 GMT
#63
On September 11 2015 04:39 [PkF] Wire wrote:
Show nested quote +
On September 11 2015 04:35 ZAiNs wrote:
Such a good patch . Chrono Boost still sounds a bit awkward though, they should just make it so the last X buildings you chrono will be chrono boosted -- which Nexus does the boosing isn't very important and if a Nexus dies it should be up to the Protoss to see what got un-chronoed and fix it if they want. Queuing larva injects should have some sort of limit I think, being able to queue 8 injects off a full energy Queen just sounds wrong.

I think HotS Chronoboost is just a hundred times better. Just make it less strong so that missing them is more forgiving.


They could do to Chrono what they did to Inject, allowing them to queue up so it's less unforgiving but still switch back to the HotS version.
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
September 10 2015 19:43 GMT
#64
On September 11 2015 04:39 [PkF] Wire wrote:
Show nested quote +
On September 11 2015 04:35 ZAiNs wrote:
Such a good patch . Chrono Boost still sounds a bit awkward though, they should just make it so the last X buildings you chrono will be chrono boosted -- which Nexus does the boosing isn't very important and if a Nexus dies it should be up to the Protoss to see what got un-chronoed and fix it if they want. Queuing larva injects should have some sort of limit I think, being able to queue 8 injects off a full energy Queen just sounds wrong.

I think HotS Chronoboost is just a hundred times better. Just make it less strong so that missing them is more forgiving.

Agreed, HotS chronoboost with energy is fine.
Too weird to live, too rare to die.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
September 10 2015 19:43 GMT
#65
I think HotS Chronoboost is just a hundred times better. Just make it less strong so that missing them is more forgiving.


Making it last less time would allow you to catch up more easily. The mechanic overall was 10x better than LOTV and 11x better than this proposed change
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
September 10 2015 19:44 GMT
#66
On September 11 2015 04:42 jalstar wrote:
Show nested quote +
On September 11 2015 04:39 [PkF] Wire wrote:
On September 11 2015 04:35 ZAiNs wrote:
Such a good patch . Chrono Boost still sounds a bit awkward though, they should just make it so the last X buildings you chrono will be chrono boosted -- which Nexus does the boosing isn't very important and if a Nexus dies it should be up to the Protoss to see what got un-chronoed and fix it if they want. Queuing larva injects should have some sort of limit I think, being able to queue 8 injects off a full energy Queen just sounds wrong.

I think HotS Chronoboost is just a hundred times better. Just make it less strong so that missing them is more forgiving.


They could do to Chrono what they did to Inject, allowing them to queue up so it's less unforgiving but still switch back to the HotS version.

Would that idea just increase time by buffering them early? If it increased efficiency then you could just stack 10 chronos and get a tech out in notime.
Too weird to live, too rare to die.
[PkF] Wire
Profile Joined March 2013
France24237 Posts
September 10 2015 19:45 GMT
#67
On September 11 2015 04:44 Firkraag8 wrote:
Show nested quote +
On September 11 2015 04:42 jalstar wrote:
On September 11 2015 04:39 [PkF] Wire wrote:
On September 11 2015 04:35 ZAiNs wrote:
Such a good patch . Chrono Boost still sounds a bit awkward though, they should just make it so the last X buildings you chrono will be chrono boosted -- which Nexus does the boosing isn't very important and if a Nexus dies it should be up to the Protoss to see what got un-chronoed and fix it if they want. Queuing larva injects should have some sort of limit I think, being able to queue 8 injects off a full energy Queen just sounds wrong.

I think HotS Chronoboost is just a hundred times better. Just make it less strong so that missing them is more forgiving.


They could do to Chrono what they did to Inject, allowing them to queue up so it's less unforgiving but still switch back to the HotS version.

Would that idea just increase time by buffering them early? If it increased efficiency then you could just stack 10 chronos and get a tech out in notime.

yeah that would make little sense
Tenks
Profile Joined April 2010
United States3104 Posts
September 10 2015 19:45 GMT
#68
Just spit balling but what about the idea of stacking CB? So like 1 stack = 10%, 2 = 15%, 3 = 17%, 4 = 20% or something like that?
Wat
MyrionSC
Profile Joined May 2015
Denmark140 Posts
Last Edited: 2015-09-10 19:49:23
September 10 2015 19:47 GMT
#69
I see so many people misunderstanding the zerg inject change, you CANNOT just inject one hatchery 5 times, after which it will spawn 20 larva. You can inject it three times, which will QUEUE three injects at that hatchery, meaning that a new inject cycle will start right after an old one has finished. So you will not gain anything from committing additional queens to injecting a hatchery, you will only gain something if you consistently miss inject with a single queen on a hatchery, and consequently have energy built up to queue multiple injects.

RIP auto-inject
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
September 10 2015 19:47 GMT
#70
On September 11 2015 04:45 Tenks wrote:
Just spit balling but what about the idea of stacking CB? So like 1 stack = 10%, 2 = 15%, 3 = 17%, 4 = 20% or something like that?

That wouldn't be good, even if you scout the building it will be hard to determine how many stacks are on it and when to expect the tech and it would give Protoss even more options and weird timings. Let's not even go there. =)
Too weird to live, too rare to die.
Tenks
Profile Joined April 2010
United States3104 Posts
September 10 2015 19:51 GMT
#71
On September 11 2015 04:47 Firkraag8 wrote:
Show nested quote +
On September 11 2015 04:45 Tenks wrote:
Just spit balling but what about the idea of stacking CB? So like 1 stack = 10%, 2 = 15%, 3 = 17%, 4 = 20% or something like that?

That wouldn't be good, even if you scout the building it will be hard to determine how many stacks are on it and when to expect the tech and it would give Protoss even more options and weird timings. Let's not even go there. =)


But it would be overall more inefficient this way. Since 1 stack of CB is only 50% less efficient than 4 stacks. I don't think it would ever be beneficial outside of late game to actually stack CB. It would just be a crutch for people who forget. Like if you're really, really trying to hit the earliest possible Colossus Lance timing it would probably be better to CB your Nexus for probes to get the eco to get the buildings out faster than it would be to pool energy on 2 nexues to CB the Bay and Facility.
Wat
jalstar
Profile Blog Joined September 2009
United States8198 Posts
September 10 2015 19:52 GMT
#72
On September 11 2015 04:44 Firkraag8 wrote:
Show nested quote +
On September 11 2015 04:42 jalstar wrote:
On September 11 2015 04:39 [PkF] Wire wrote:
On September 11 2015 04:35 ZAiNs wrote:
Such a good patch . Chrono Boost still sounds a bit awkward though, they should just make it so the last X buildings you chrono will be chrono boosted -- which Nexus does the boosing isn't very important and if a Nexus dies it should be up to the Protoss to see what got un-chronoed and fix it if they want. Queuing larva injects should have some sort of limit I think, being able to queue 8 injects off a full energy Queen just sounds wrong.

I think HotS Chronoboost is just a hundred times better. Just make it less strong so that missing them is more forgiving.


They could do to Chrono what they did to Inject, allowing them to queue up so it's less unforgiving but still switch back to the HotS version.

Would that idea just increase time by buffering them early? If it increased efficiency then you could just stack 10 chronos and get a tech out in notime.


No increased efficiency, just like the change to larva inject doesn't increase efficiency.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17145 Posts
Last Edited: 2015-09-10 19:56:41
September 10 2015 19:54 GMT
#73
i like no over lapping MULEs to nerf Terran mineral income late game

because the team was split 50-50 on the removal of macro mechanics i'm sure the community is split as well. its highly unlikely the community was 95-5 in favour of 1 or the other. so no matter what path DK takes they'll always be a vocal minority of people screaming from the rooftops that DK just destroyed the game.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Charoisaur
Profile Joined August 2014
Germany16021 Posts
September 10 2015 19:55 GMT
#74
wow, this gives my hope for LotV back. finally a good community update that shows that they listen.
Many of the coolest moments in sc2 happen due to worker harassment
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2015-09-10 19:56:27
September 10 2015 19:56 GMT
#75
On September 11 2015 04:54 JimmyJRaynor wrote:
i like no over lapping MULEs to nerf Terran income late game


Mhh, the way they describe it, it sounds like you could still have 2 mules per patch, 16 mules cap does not really adress the problem. Well, lets see what they make of it.
jpg06051992
Profile Joined July 2015
United States580 Posts
September 10 2015 19:56 GMT
#76
On September 11 2015 04:54 JimmyJRaynor wrote:
i like no over lapping MULEs to nerf Terran income late game


Yea I actually really like that, it's kind of my only beef with MULES in general, I'd rather MULEs be in the game and allow bio to be just as viable as mech then not have MULEs to appease the macro mechanic haters.
"SO MANY BANELINGS!"
jalstar
Profile Blog Joined September 2009
United States8198 Posts
September 10 2015 19:57 GMT
#77
On September 11 2015 04:55 Charoisaur wrote:
wow, this gives my hope for LotV back. finally a good community update that shows that they listen.


Listen to whom though? The community is incredibly divided on almost all aspects of LotV, they'll always be angering someone no matter what they do.
Tenks
Profile Joined April 2010
United States3104 Posts
September 10 2015 20:00 GMT
#78
I will say I agree with them where I enjoyed the decision making aspect of the OC and where to spend energy. Yesterday I opened Cloak Banshee and generally even if I do almost nothing with the Banshee I can get value by forcing turrets and scans. But I realized that isn't the case. I had to kill stuff or else I'm not really costing my opponent anything since scans are mostly free and at worst a 100 mineral opportunity cost now. But I don't think immediately running back to MULE is the answer. A cool aspect of the no-MULE patch was it wasn't always obvious when to make your OC. Because it didn't give a ton of value. So there could be builds which emerged where you delay your OC for a very, very long time. Long enough for Cloak Banshees to arrive at your door if you didn't scout it. The decision making should come down to "Should I upgrade this CC to an OC?" instead of "This is a CC and it needs to be an OC ASAP" like it is right now.
Wat
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 10 2015 20:02 GMT
#79
On September 11 2015 04:57 jalstar wrote:
Show nested quote +
On September 11 2015 04:55 Charoisaur wrote:
wow, this gives my hope for LotV back. finally a good community update that shows that they listen.


Listen to whom though? The community is incredibly divided on almost all aspects of LotV, they'll always be angering someone no matter what they do.


Yep. And the divide is fairly simply: go back to broodwar vs. blaze new trails.

Hopefully this mean scan goes back to 50 energy though.

IDEA FOR MULE
What if they retained the range on the OC, but instead of it affecting calldown radius, it had a MULE tolerance. Like, each OC could tolerate [x] amount of active MULEs. So, if you really wanted to drop 16 MULEs on a gold base in an extreme late-game scenario, you'd have to lad [y] number of OCs over near it.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
foxmulder_ms
Profile Joined February 2011
United States140 Posts
September 10 2015 20:04 GMT
#80
Very disappointed with macro revert backs...

Also, very very very disappointed they are still defending marauder design!!!

No wonder SC2 could not reach Broodwar level. I was hoping the macro design changes would be a start but no, Legacy of the void cannot reach Broodwar either. Blizzard is losing their mojo.








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