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Fiddler's Green42661 Posts
No speed for banes, just fucking go
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On August 24 2014 04:56 Squat wrote:Show nested quote +On August 24 2014 04:52 KeksX wrote:On August 24 2014 04:49 Squat wrote:On August 24 2014 04:45 PhoenixVoid wrote:On August 24 2014 04:41 Squat wrote:On August 24 2014 04:39 IntoTheheart wrote:On August 24 2014 04:34 Squat wrote:On August 24 2014 04:32 PhoenixVoid wrote:On August 24 2014 04:32 Squat wrote:On August 24 2014 04:30 PhoenixVoid wrote: [quote] Think you are exaggerating there Axel might be tall but not 6'6 tall. He stood next to Polt and I'd say at the most he's 6'2 or 6'3. Tod is about two meters I think, so we need to get them to stand next to each other. ToD is 6'3. Which is what, like 192 centimetres? I am not completely fluent in the full foreigner measurement system. 186, I think. I know a little bit of American measurements, since I'm Canadian. T_T 6 even is like 181, 6'3 is definitely closer to 190+. On a different note, I really hope zerg gets some interesting options for engaging off creep in LotV. It's so frustrating how the entire army is rendered almost useless when the creep is gone. Dumb theorycrafting here for LotV but perhaps a minor speed upgrade off creep on Hive tech? Like a 10% speed bonus for all ground units might be enough to prevent Zerg from being so weak off creep. Honestly, I'd just bite the bullet and nerf creep. The speed differential is just too much. Decrease speed on creep, increase speed off. Right now, creep is technically quite OP, it's just that every zerg ground unit except lings moves like a 90 year old arthritis patient off creep, so it balances out. But creep actually requires APM and strategic thinking whereas simply buffing speed off creep would remove depth. Creep is as "OP" as other abilities(they only look OP in the hands of someone utilizing it good enough). The problem is that it's too binary. In ZvT, if you are on creep, you're good, if not, you might as well not even try. It's too drastic of a difference. It should be a bonus, not mandatory. I'd argue it actually limits depth in its current implementation, because it restricts zerg so harshly in the late game.
This pretty much applies for many things in the design theme of SC2, though. Force fields great/super bad, splits great/super bad etc, there's little inbetween. I agree that going towards "less harsher" differences in game mechanics might be good but I just don't see it being done without destroying the mechanic itself(see: nydus).
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Is this like ling-runby day or something?
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That was a funny way to end the game. Massive Ling run-by into Illusion's main while slow Banelings on creep win out.
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On August 24 2014 04:57 wUndertUnge wrote: 8 mutas? that's gameending
I retract my statement
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now Kane gets to face Stardust
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If Illusion had done a bit more kitting on those banelings he could have done so much more with his main push.
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On August 24 2014 04:59 KeksX wrote:Show nested quote +On August 24 2014 04:56 Squat wrote:On August 24 2014 04:52 KeksX wrote:On August 24 2014 04:49 Squat wrote:On August 24 2014 04:45 PhoenixVoid wrote:On August 24 2014 04:41 Squat wrote:On August 24 2014 04:39 IntoTheheart wrote:On August 24 2014 04:34 Squat wrote:On August 24 2014 04:32 PhoenixVoid wrote:On August 24 2014 04:32 Squat wrote: [quote] Tod is about two meters I think, so we need to get them to stand next to each other. ToD is 6'3. Which is what, like 192 centimetres? I am not completely fluent in the full foreigner measurement system. 186, I think. I know a little bit of American measurements, since I'm Canadian. T_T 6 even is like 181, 6'3 is definitely closer to 190+. On a different note, I really hope zerg gets some interesting options for engaging off creep in LotV. It's so frustrating how the entire army is rendered almost useless when the creep is gone. Dumb theorycrafting here for LotV but perhaps a minor speed upgrade off creep on Hive tech? Like a 10% speed bonus for all ground units might be enough to prevent Zerg from being so weak off creep. Honestly, I'd just bite the bullet and nerf creep. The speed differential is just too much. Decrease speed on creep, increase speed off. Right now, creep is technically quite OP, it's just that every zerg ground unit except lings moves like a 90 year old arthritis patient off creep, so it balances out. But creep actually requires APM and strategic thinking whereas simply buffing speed off creep would remove depth. Creep is as "OP" as other abilities(they only look OP in the hands of someone utilizing it good enough). The problem is that it's too binary. In ZvT, if you are on creep, you're good, if not, you might as well not even try. It's too drastic of a difference. It should be a bonus, not mandatory. I'd argue it actually limits depth in its current implementation, because it restricts zerg so harshly in the late game. This pretty much applies for many things in the design theme of SC2, though. Force fields great/super bad, splits great/super bad etc, there's little inbetween. I agree that going towards "less harsher" differences in game mechanics might be good but I just don't see it being done without destroying the mechanic itself(see: nydus). Creep would be far easier to tune than forcefields and splits. They are not comparable. Any speed bonus is good, creep spread would still be beneficial. I think that is a false fear, creep could easily be relevant without being binary.
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On August 24 2014 05:00 wUndertUnge wrote:I retract my statement
It was game ending, just not in illusions favor!
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On August 24 2014 04:56 Squat wrote:
The problem is that it's too binary. In ZvT, if you are on creep, you're good, if not, you might as well not even try. It's too drastic of a difference. It should be a bonus, not mandatory. I'd argue it actually limits depth in its current implementation, because it restricts zerg so harshly in the late game.
Theorycraft: what is there was a hive upgrade where all your units would have the creep bonus while Hive is still alive. It would have to be something that opposing armies could take out, otherwise it would be super OP
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On August 24 2014 05:01 Squat wrote:Show nested quote +On August 24 2014 04:59 KeksX wrote:On August 24 2014 04:56 Squat wrote:On August 24 2014 04:52 KeksX wrote:On August 24 2014 04:49 Squat wrote:On August 24 2014 04:45 PhoenixVoid wrote:On August 24 2014 04:41 Squat wrote:On August 24 2014 04:39 IntoTheheart wrote:On August 24 2014 04:34 Squat wrote:On August 24 2014 04:32 PhoenixVoid wrote: [quote] ToD is 6'3. Which is what, like 192 centimetres? I am not completely fluent in the full foreigner measurement system. 186, I think. I know a little bit of American measurements, since I'm Canadian. T_T 6 even is like 181, 6'3 is definitely closer to 190+. On a different note, I really hope zerg gets some interesting options for engaging off creep in LotV. It's so frustrating how the entire army is rendered almost useless when the creep is gone. Dumb theorycrafting here for LotV but perhaps a minor speed upgrade off creep on Hive tech? Like a 10% speed bonus for all ground units might be enough to prevent Zerg from being so weak off creep. Honestly, I'd just bite the bullet and nerf creep. The speed differential is just too much. Decrease speed on creep, increase speed off. Right now, creep is technically quite OP, it's just that every zerg ground unit except lings moves like a 90 year old arthritis patient off creep, so it balances out. But creep actually requires APM and strategic thinking whereas simply buffing speed off creep would remove depth. Creep is as "OP" as other abilities(they only look OP in the hands of someone utilizing it good enough). The problem is that it's too binary. In ZvT, if you are on creep, you're good, if not, you might as well not even try. It's too drastic of a difference. It should be a bonus, not mandatory. I'd argue it actually limits depth in its current implementation, because it restricts zerg so harshly in the late game. This pretty much applies for many things in the design theme of SC2, though. Force fields great/super bad, splits great/super bad etc, there's little inbetween. I agree that going towards "less harsher" differences in game mechanics might be good but I just don't see it being done without destroying the mechanic itself(see: nydus). Creep would be far easier to tune than forcefields and splits. They are not comparable. Any speed bonus is good, creep spread would still be beneficial. I think that is a false fear, creep could easily be relevant without being binary.
How so? If you buff the speed off creep so that you don't need creep anymore, I can see it being used as regularly as Nydus(e.g. not worth the investment, much rather get extra lings instead of queens for creep or save energy for transfuse), and if you don't buff it enough and creep spread would still be much better then I think it would still stay binary.
Depends on what you want to achieve though, if you're only talking about ZvT with Terran BioMine it seems like it's really hard to not make it binary since it's already a really close case.
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France7248 Posts
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TaeJa casting a PvP? THAT is a must-watch.
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Stardust is right, San and Taeja are very adorable.
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United Kingdom31935 Posts
Will Taeja even speak though?
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Fiddler's Green42661 Posts
San x Taeja most adorable couple! OTP OTP
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United Kingdom31935 Posts
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Lol Stardust is hilarious.
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Fiddler's Green42661 Posts
Stardust reveals he has been stalking Taeja
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