[WCS] Premier Ro32 Group E - Season 1 2015 - Page 118
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caznitch
Canada645 Posts
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BisuDagger
Bisutopia19195 Posts
On February 22 2015 09:21 Big J wrote: It's not just skytoss, it's the whole concept of artillery units as defensive army units. Artillery should first and foremost be there to kill and prevent static D abuse, enforce offensive positions and therby prevent turtling. It should not be a good tool to turtle on. Much less it should be a good tool to kill other artillery, that's what has brought us here. Swarm Hosts so that Zerg can outrange the already overly prevalent artillery units of Protoss (Colossus) and Terran (Tank). Tempests to kill Zerg (Broodlord) and Protoss (Colossus) artillery units. Though blizzard might be fixing that a bit for Legacy. Colossus range down (though I'd prefer a general redesign of that piece of crap), low range splash for Protoss instead, the will to change SHs and Tempests (even if I don't like their redesign). Some stuff looks good. Though they also add another 15range Terran unit so who knows what's going on in their minds... The terran tank is awesome in BW. It has the perfect mix of strengths and weaknesses in combination with its surrounding units. If anything, tanks need a better support cast that make them even more usable in SC2. | ||
hborrgg
United States888 Posts
On February 22 2015 09:06 Vanadiel wrote: The whole concept of turtling is bad, what is true for swarmhost is also true for mech and skytoss. I am afraid that a weaker swarmhost will push protoss and terran toward these playstyle, which would be horrible both to play against and watch. If turtling didn't exist then the only viable playstyle would be rushing, it also adds variety to the game when a player on fewer bases actually can win occasionally due to efficient trades. The problem is when the turtling continues for over an hour. I'm pretty sure the swarmhost changes are going to greatly reduce turtling for non-zerg. Stronger locusts + flying over flash damage and chokepoints means that every wave is almost guaranteed to do some damage. Long respawn time means that inbetween waves the opponent can push out and counter-attack. | ||
Deathstar
9150 Posts
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Fluffboll
Sweden516 Posts
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hborrgg
United States888 Posts
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AWalker9
United Kingdom7229 Posts
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geokilla
Canada8224 Posts
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WombaT
Northern Ireland24245 Posts
On February 22 2015 10:57 geokilla wrote: How did Sen not advance?! Not sure really, only getting to watch the forGG series just there but he got stomped hardcore | ||
Big J
Austria16289 Posts
On February 22 2015 09:41 BisuDagger wrote: The terran tank is awesome in BW. It has the perfect mix of strengths and weaknesses in combination with its surrounding units. If anything, tanks need a better support cast that make them even more usable in SC2. BW runs on a different engine and with other unit interactions. I don't think endlessly bringing up how people enjoyed Mech in Broodwar makes it any more legit in SC2. But the tank is probably the most exciting artillery in the game (maybe the only exciting one to begin with), due to many cool weaknesses (e.g. siege mechanic, minimum range, friendly splash). | ||
KingofdaHipHop
United States25602 Posts
On February 22 2015 10:57 geokilla wrote: How did Sen not advance?! he always bombs out in WCS | ||
Boucot
France15997 Posts
On February 22 2015 10:57 geokilla wrote: How did Sen not advance?! Let's say he didn't play at his best level. | ||
ilovegroov
357 Posts
On February 22 2015 10:56 AWalker9 wrote: https://twitter.com/SKT1soO/status/569306638869356545 them english skills | ||
Ace Frehley
2030 Posts
On February 22 2015 10:56 AWalker9 wrote: https://twitter.com/SKT1soO/status/569306638869356545 Firecake confirmed better than Parting | ||
Fanatic-Templar
Canada5819 Posts
On February 22 2015 11:01 Big J wrote: BW runs on a different engine and with other unit interactions. I don't think endlessly bringing up how people enjoyed Mech in Broodwar makes it any more legit in SC2. But the tank is probably the most exciting artillery in the game (maybe the only exciting one to begin with), due to many cool weaknesses (e.g. siege mechanic, minimum range, friendly splash). People didn't even like mech in Brood War as much as you would be led to believe. Mech was mandatory in TvT and TvP, but in TvZ you had the option of going bio, and you could usually hear quite a bit of complaining when someone went mech instead, at least after the thrill of novelty wore off. | ||
Incognoto
France10239 Posts
low-tier foreign starcraft, heh | ||
w3c.TruE
Czech Republic1055 Posts
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Enstein
Russian Federation134 Posts
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gDPhantom
New Zealand162 Posts
On February 22 2015 09:21 Big J wrote: It's not just skytoss, it's the whole concept of artillery units as defensive army units. Artillery should first and foremost be there to kill and prevent static D abuse, enforce offensive positions and therby prevent turtling. It should not be a good tool to turtle on. Much less it should be a good tool to kill other artillery, that's what has brought us here. Swarm Hosts so that Zerg can outrange the already overly prevalent artillery units of Protoss (Colossus) and Terran (Tank). Tempests to kill Zerg (Broodlord) and Protoss (Colossus) artillery units. Though blizzard might be fixing that a bit for Legacy. Colossus range down (though I'd prefer a general redesign of that piece of crap), low range splash for Protoss instead, the will to change SHs and Tempests (even if I don't like their redesign). Some stuff looks good. Though they also add another 15range Terran unit so who knows what's going on in their minds... Reduce range on collosus? toss struggle vs SH enough... The game is balanced enough atm, its just that it often divulges into boring play style. You dont need slight tweaks to units stats, you need a complete redesign. | ||
10bulgares
352 Posts
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