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The usual: Don't flame casters or players. Don't discuss balance in this or any LR thread. Don't call your fellow posters idiots. Be excited, happy and entertained. |
On March 17 2013 13:18 Toadvine wrote:Show nested quote +On March 17 2013 13:11 Plansix wrote:On March 17 2013 13:09 Toadvine wrote:On March 17 2013 13:06 Plansix wrote:On March 17 2013 13:02 ZenithM wrote: I'm not too fan of Time Warp's design, it has the same problem Force field, concussive shell and fungals have, it prevents micro without really doing anything. It would be cooler if it increased your own units' move speed instead, allowing Protoss to kite more effectively with stalkers and pull back sentries more quickly or something. God knows we shouldn't have any abilities that slow down or impede moment in SC2. Because other RTS games don't have those, especially BW. Only abilities that speed units ups to blinding speeds. Yeah man, hard to find a BW game without Ensnare and Maelstrom being spammed left and right! Good thing you were here to point this out, much appreciated! Edit: Oh, and Lockdown, another fan favorite. What about stasis? Remember the spell that just closed down a chunk of your army. 30 supply vs 30 supply, not any more. Now is 30 vs 10 and then 20 once stasis runs out. I excluded it based on the fact that it doesn't let the affected units be damaged, a property all the other abilities (both SC2 and BW) share, and therefore served a different function. Stasis wasn't really used to stop micro either, but to disable key units for the duration of an engagement. Again, unlike everything else mentioned. One could also point out how all the micro-stopping BW abilities belonged to high-tech, expensive spellcasters and often required additional research. As opposed to FF, Concussive Shell, Time Warp, and Fungal to a lesser extent. But I'm sure you knew that already, and your "Adding more micro-stopping abilities to SC2 is great because BW had Maelstrom!" argument was offered purely in jest. 
I did know all of that, actually, I just didn't care. But after three years of "they need to remove spells that reduce micro" I have gotten tired of hearing it. Its the same thing over and over from arm chair game designers and its really dumb.
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holy god these reaper openings
might wanna start going pool/gas/hatch against terran for those faster lings and speed. and make 6lings the moment pool is done cuz rather fight reapers with lings than drones
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Sexy Reaper micro by Polt.
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Reapers might be a bit too good but damn, they're an awesome unit to watch.
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Dat Reaper micro. Polt OP; needs a nerf.
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KILLERRRRR omg that just happened : (
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Thank you Blizzard for reviving the reaper Such an entertaining unit
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Drugs make you run fast and heal.
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"drugs make you run fast and heal" hahaha
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Don't underrate Killer in this series. Last has a tendency to be up a couple games and then go full foreigner and lose consecutive games in a row.
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On March 17 2013 13:24 Plansix wrote:Show nested quote +On March 17 2013 13:18 Toadvine wrote:On March 17 2013 13:11 Plansix wrote:On March 17 2013 13:09 Toadvine wrote:On March 17 2013 13:06 Plansix wrote:On March 17 2013 13:02 ZenithM wrote: I'm not too fan of Time Warp's design, it has the same problem Force field, concussive shell and fungals have, it prevents micro without really doing anything. It would be cooler if it increased your own units' move speed instead, allowing Protoss to kite more effectively with stalkers and pull back sentries more quickly or something. God knows we shouldn't have any abilities that slow down or impede moment in SC2. Because other RTS games don't have those, especially BW. Only abilities that speed units ups to blinding speeds. Yeah man, hard to find a BW game without Ensnare and Maelstrom being spammed left and right! Good thing you were here to point this out, much appreciated! Edit: Oh, and Lockdown, another fan favorite. What about stasis? Remember the spell that just closed down a chunk of your army. 30 supply vs 30 supply, not any more. Now is 30 vs 10 and then 20 once stasis runs out. I excluded it based on the fact that it doesn't let the affected units be damaged, a property all the other abilities (both SC2 and BW) share, and therefore served a different function. Stasis wasn't really used to stop micro either, but to disable key units for the duration of an engagement. Again, unlike everything else mentioned. One could also point out how all the micro-stopping BW abilities belonged to high-tech, expensive spellcasters and often required additional research. As opposed to FF, Concussive Shell, Time Warp, and Fungal to a lesser extent. But I'm sure you knew that already, and your "Adding more micro-stopping abilities to SC2 is great because BW had Maelstrom!" argument was offered purely in jest.  I did know all of that, actually, I just didn't care. But after three years of "they need to remove spells that reduce micro" I have gotten tired of hearing it. Its the same thing over and over from arm chair game designers and its really dumb.
I know what you mean man, I feel the same way about feminism.
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Polt
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LIFE IS FUCKING UNBREAKABLE WTF IS WITH THIS KID!
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On March 17 2013 13:24 Plansix wrote:Show nested quote +On March 17 2013 13:18 Toadvine wrote:On March 17 2013 13:11 Plansix wrote:On March 17 2013 13:09 Toadvine wrote:On March 17 2013 13:06 Plansix wrote:On March 17 2013 13:02 ZenithM wrote: I'm not too fan of Time Warp's design, it has the same problem Force field, concussive shell and fungals have, it prevents micro without really doing anything. It would be cooler if it increased your own units' move speed instead, allowing Protoss to kite more effectively with stalkers and pull back sentries more quickly or something. God knows we shouldn't have any abilities that slow down or impede moment in SC2. Because other RTS games don't have those, especially BW. Only abilities that speed units ups to blinding speeds. Yeah man, hard to find a BW game without Ensnare and Maelstrom being spammed left and right! Good thing you were here to point this out, much appreciated! Edit: Oh, and Lockdown, another fan favorite. What about stasis? Remember the spell that just closed down a chunk of your army. 30 supply vs 30 supply, not any more. Now is 30 vs 10 and then 20 once stasis runs out. I excluded it based on the fact that it doesn't let the affected units be damaged, a property all the other abilities (both SC2 and BW) share, and therefore served a different function. Stasis wasn't really used to stop micro either, but to disable key units for the duration of an engagement. Again, unlike everything else mentioned. One could also point out how all the micro-stopping BW abilities belonged to high-tech, expensive spellcasters and often required additional research. As opposed to FF, Concussive Shell, Time Warp, and Fungal to a lesser extent. But I'm sure you knew that already, and your "Adding more micro-stopping abilities to SC2 is great because BW had Maelstrom!" argument was offered purely in jest.  I did know all of that, actually, I just didn't care. But after three years of "they need to remove spells that reduce micro" I have gotten tired of hearing it. Its the same thing over and over from arm chair game designers and its really dumb. Lol, slow down there, cow-boy. I was just merely expressing that I'm not a fan of it, like I'm not a fan of reapers and corruptors. I'm not arm chair designing anything.
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