[SC2B] Power Overwhelming - Page 2
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Lighioana
Norway466 Posts
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Senx
Sweden5901 Posts
Issue with that is that we'll never see moments like "wow look at that amazing reaver micro" or "wow look at how well he dealt with that reaver harass" or "wow a perfect split with those m&m against those lurkers, that is soo hard to do" in SC2. Which makes me a little bit sad | ||
eLZyBee
United Kingdom34 Posts
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3nickma
Denmark1510 Posts
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CCGaunt
United States417 Posts
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Prise
Denmark23 Posts
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michiko
United States75 Posts
4/5 | ||
Vhex
Canada14 Posts
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ScytheMan01
United States114 Posts
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Arragoth
Canada9 Posts
I simply cannot beat a good Protoss player right now as Zerg but I haven't called out for a single nerf. I want to figure it out cause I know there has to be a way. | ||
iounas
409 Posts
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LaughingTulkas
United States1107 Posts
(interestingly, I disagree about the FF, I just think you shouldn't be able to move units as much with them, but have to cast in mostly open spaces instead) | ||
Alegzandur
Philippines52 Posts
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Soet
Sweden66 Posts
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FarbrorAbavna
Sweden4856 Posts
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Sadistx
Zimbabwe5568 Posts
Making everything a little "too good" is Sirlin's method of approaching balance and also the right one. The meta game currently suffers, because the way to scout opponent tech are expensive (sacrificing a mule for terran and getting expensive obs as P or suiciding multiple overlords). Scouting should be cheaper to allow people to switch up faster instead of massing up blinding, then losing one big fight and gg-ing. Faster, dynamic switches to counter would benefit the current beta greatly imo. | ||
Snowfield
1289 Posts
i think a better nerf would be that forcefields cannot be put ontop of eachother so making a wall midfight would be alot harder. it would be like a building, not blocked by units, but by other fore fields, so you couldnt do they instant wall that most players do now where they just drag the mouse and spam click. on scouting: we wouldnt want scouting to be too easy either: (read: cnc) so instead of making claims that it is too hard, maybe post some ideas you think would work well? | ||
BadWithNames
United States441 Posts
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Rabiator
Germany3948 Posts
Many of the current (or even pre-patch-X) problems with certain units are a direct consequence of the size of the maps. Marauder rushes pre Patch 8 would probably not have such huge success on a larger map, because the defender has more time to prepare and consequently more troops. The same might be true for Immortals if you walk them over to the opponents base. Some mechanics will affect the gameplay severely on a larger map and the biggest "offender" here is probably Warp Gate. In itself it might not be such a problem, but because the cooldown can be Chrono boosted it seems "too flexible". Another thing is the Nydus network, which only needs sight to connect to its target location. You will not be able to cover all your base in the few seconds it needs to spawn and move troops over there to kill it. These two "distance does not matter for deployment" mechanics are extremely flexible and might make the whole game unstable on larger maps. We will have to wait and see what happens after the content patch this month though. One comparison between SC2 and BW is obvious: Unit movement allows for "tight ball formations" and I dont think that is a good thing, because it means you cant defend a large open spaces. Psi Storm and EMP already had their radius reduced and this favors the tight ball even more; that was a mistake IMO. Due to this "high damage density" defensive structures and any building usually fall in a matter of seconds and hardly seem worth the effort. This is another big concern I have atm, which does not have anything to do with the actual units themselves. On April 20 2010 23:30 mcneebs wrote: I still don't know why so many new players feel that they know how to balance a game better than those who have been designing them for the past 15 years. Sometimes "you've got to be one to know one" is true and sometimes the opposite works better. With constant immersion in the game designing the Blizzard employees arent really objective enough to judge things in a good light. They have already acknowledged that players came up with a lot more creative strategies than they themselves thought possible. So "trusting your government to do it right" is bad in this case and the people need to have a voice in the decision making. | ||
colapro
Sweden12 Posts
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