Seriously thou, I agree with 90% of this. Force Fields are much more game changing than stim (IMO), but harder to pull off well.
I think forcefields will become much more effective once we start using maps with more open centers.
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Bswhunter
Australia954 Posts
Seriously thou, I agree with 90% of this. Force Fields are much more game changing than stim (IMO), but harder to pull off well. I think forcefields will become much more effective once we start using maps with more open centers. | ||
Tiptup
United States133 Posts
Oh well, great article. | ||
Titanidis
Greece132 Posts
On July 23 2010 19:12 nttea wrote: Holy fucking shit this article is so incredibly right on everything... blizzard HAVE to pay attention to this! Show nested quote + On July 23 2010 19:08 Titanidis wrote: i agree with what the article is proposing, i only want to point out that if these changes happen in zerg (fungal, banelings), some others should happen in terran as well balancewise or else zvt will be too hard. the article isn't about changing the balance of the game, it was assumed that appropriate balance changes to the spells would be brought along with the proposed changes. And even more important than the practical suggestions, the principle behind the "wow" factor. i know, it just didnt feel right not to comment this. | ||
MuTT
United States398 Posts
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Numy
South Africa35471 Posts
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Clearout
Norway1060 Posts
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waffling1
599 Posts
On July 23 2010 18:54 Plexa wrote: Show nested quote + The point is that it's playable. Spreading your marines doesn't prevent fazing - but it makes it a lot harder to execute (especially if the Protoss is trying to multitask). Making the void rays run is good as well, since it increases the likelihood that they will lose their charge (especially against worse players). And that's the key to the whole thing, both sides of VR harass are dependent on execution. Good players will be able to retreat and not lose their charge and still be annoying, whereas someone like myself may be able to get off some hits and runs before leaving and a terrible player will just run away. On July 23 2010 18:42 waffling1 wrote: i was with you and going yah yah , wow, oh awesome, until: Splitting your marines up, however, is a difficult thing since units in SC2 naturally clump together. voids have greater range than marines (same range would be equally valid to my point). there's no way u can spread marines out enough to prevent fazing. of course it will make it harder on the toss player physically b/c he has to be more accurate and take more time clicking, but ..... really? i suppose it will separate the noob fazers from the pros, but it's way easier to faze between split marines than it is to split the marines, especially since voids can back out, and the marines will have to be reseparated. way way way more micro for the marine user. curious, how much spreading from the terran player do u think will be enough to be viable? it just seems to me that the terran micro of spreading units is wayy more demanding than the void ray micro of fazing. is it ok as long as the nearest two marines are not side by side, or does it require that not a single marine is side by side with another? what do u think about for a counter: 1 viking + marines defense against viod rays? 111 is quite standard now, and the the range combination of the viking to land hits, and then have a wall of marines threaten with damage before the voids can land shots on the vikings might be viable? but seirously, the entire article is so on the money. forward it to a balance design staff member... | ||
Mellotron
United States329 Posts
Excellent article. Dustin if you are reading think long and hard about whats being said here. | ||
Valkola
Finland128 Posts
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k!llua
Australia895 Posts
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stoneric
United States69 Posts
Grats on 20k! *poke* Blizzard, hey, listen! (in best Navi voice from Ocarine of Time) | ||
RogerRus
Norway87 Posts
But: If the shield could block EMP, going for ghosts somewhat early in pvt would be too risky, it costs too much for the terran if it can be that easily blocked. To make a EMP blocking shield you would have to make sentries more expensive , or add a upgrade to do it. Most likely both. But maybe that would be a welcomed upgrade to the pretty much useless twilight council... I would like something like what you said with fungal growth. But I think it would be fair to add some more benefit from it if its gonna be a delay on it, like making it so that units that walk into the area where it was casted, right after cast, gets stuck too. And if theyre gonna make storm stronger as you suggest, they would have to add some cast time on that too. And I still think it would break the game for many beginners. Seeing all your marauders tanks and medivacs gets melted to a few HT because you didnt manage to react to the few dots on the minimap would break many a terran beginners heart. And the fazing on the void rays are awesome! Had no idea about that :o | ||
Sting
Serbia76 Posts
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Baksteen
Netherlands438 Posts
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OminouS
Sweden1343 Posts
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nataziel
Australia1455 Posts
Edit: this should be a final edit. Plexa, you're outdone yourself <3 <3 <3 Edit2: But before it is an FE it needs spell/grammar checking. I noticed a few errors myself but I'm too drunk to remember them right now. | ||
Jyvblamo
Canada13788 Posts
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SiegeFlank
United States410 Posts
This article is very constructive and written with a great amount of clarity, definitely a high-quality read. While I do think that Blizzard does have more time to make changes, I really think that this article should be brought to their attention sooner rather than later. | ||
Jokah
United Kingdom74 Posts
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DrakanSilva
Chile932 Posts
It was a really really heart touching article! i also hope blizzard listen to you! to us! to TL!. keep up for another 20k posts! | ||
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