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[Interview] Dustin Browder on HotS - Page 14

Forum Index > StarCraft 2 HotS
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Kuja
Profile Blog Joined May 2011
United States1759 Posts
July 10 2012 14:06 GMT
#261
Thank you for the interview.
“Who's to say that my light is better than your darkness? Who's to say death is better than your darkness? Who am I to say?”
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
July 10 2012 14:07 GMT
#262
On July 10 2012 22:27 iky43210 wrote:
Show nested quote +
On July 10 2012 21:38 Sandermatt wrote:
On July 10 2012 21:29 alone wrote:
On July 10 2012 21:09 Grumbels wrote:
Poor Dustin Browder. On one hand a majority of this forum agrees that warpgate tech caused gateway units being weak, then when Browder says that gateway units are weak he's attacked for being clueless.


Well, maybe because warpate is...lets say questionable mechanic in 1st place :p


Warpgate is an essential part of the protoss design. This will not be changed, neither in HOTS or Legacy of the Void.
I do not see what you do not like about the machanic. Protoss is very immobile, warpgate tech gives the option to attack on different places.


I don't mind them attacking on different places, but this isn't whats happening. Protoss is using it to attack one places over and over till someone falls (all the 2base all-in builds).

Give pylon a limit on warp in (lets say 10/min). This would allow multi-point harasses and defending drops, but it would cripple all these boring 2 base all-in protoss are pulling almost more than 50% of their games


If often see protoss warping in zealots to kill zerg hatcheries from distand pylons, also warp prism harrass is based on warpgate technology.
The thing about a limit on warp in is that it won't prevent the protoss from just building a second pylon right beside the first one. Usually the protoss makes multiple proxy pylons anyway, when he does a two base all-inn.
SpiZe
Profile Joined December 2010
Canada3640 Posts
Last Edited: 2012-07-10 14:16:15
July 10 2012 14:14 GMT
#263
On July 10 2012 20:54 Toadvine wrote:
I should stop reading these interviews, the nonsense oozing out of them just makes me depressed. Or maybe I should keep reading, so my decision not to buy HotS is reinforced.

I mean, do you really look at how the game is now, and decide "Zerg should be able to just kill the opponent after getting ahead."? Not being able to instantly convert an advantage (which they get by default) into a win is the only thing keeping them from winning every game where they don't die to an all-in. It's difficult enough for both Terran and Protoss to defend various 3 base attacks from Zerg, right now.

And the comment about TvT being stale because of tanks just blows my mind. How the fuck do you arrive at this kind of conclusion? Best mirror matchup with the most viable openings and playstyles, and the most dynamic gameplay, and he says it's stale? Not PvP, with its endless turtling into mass colossus armies. Not ZvZ, with a line of roaches shooting at each other across the map. No, the problem definitely lies in TvT...

How can anyone read this and still believe HotS is going to improve the game?


Well it seems easy for us here but designing a unit is a long process. They watched TvT of a couple months ago where everyone would go mech and no one would move because his siege line was right in front of you. If we are talking about past TvT, their statement is correct. So they go, "we should make a unit that is going to fix this problem". TThey come up with an idea, they tweak it and try to make in work. In the meanwhile players changed their playstyle and this problem is no longer relevant so what should they do ? Scrap it and start over ? HotS would never be released.

As for zerg not being able to convert advantage into a win, some say the zerg needs his one base advantage to say on equal footing, if that is true then is it really an advantage ?

I don't really care for the rationale behind their change, as long as their unit aren't completly boring or useless. When I look at the units they decided to add, I picture to myself what they do and how they will affect the current playstyle. In the end, if they do something good, for the wrong reasons, but it still ends up working and bring new ways to play the game to SC2, should we really care about the why ? I understand the why is what's keeping them from doing completely retarded stuff, but for now, they didn't do completely retarded stuff. The only obsolete unit they have presented is the Warhound in my opinion, and lots of people seem to agree that this unit has no place in the game.

EDIT : Yeah the warhound part seems a little confusing, I just wanted to say with this example that I understand the validity of your point and even agree with it to a small extent.
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2012-07-10 14:16:25
July 10 2012 14:15 GMT
#264
Not so sure stargate changes will achieve what they hope to achieve. I always thought nobody goes stargate because it's such a big investment that Zerg/Terran can just go and kill you and pheonix/void just isn't going to hold vs ling roach or marine marauder. Oracle just seems like an extension of the pheonix; a big investment that you use to harass with, but does sweet fuck all when your opponent just decided to A move to your base...

I do like the mothership core though.
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
July 10 2012 14:20 GMT
#265
On July 10 2012 23:03 Sandermatt wrote:
Show nested quote +
On July 10 2012 21:41 Pandemona wrote:
On July 10 2012 21:40 Sandermatt wrote:
On July 10 2012 21:37 Pandemona wrote:

- Terran never goes factory against Protoss


Lol someone hasn't watched Koreans ^_^

Oh well, this is going be quite hilarious i think, beta is going be crazy fun though, think i actually might play the beta more than the actual game with the imbalance there is going to be xD


Bio really is the standard in TvP. There are certain openings with factory units like the 1-1-1 or openings with helions. But in general mech is not used and biomech is only useful for a short amount of time, not when the protoss has all his tech available.


So you have never seen Marineking or SuperNova use marine tank timings? Or Byun do it vs Genius like last week? MMM + Seige is like the standard build used in all macro match ups as of late including vs P


The key word is timing. I said it is only useful for a short amount of time. How often do you see terrans fighting a 200 porotss army with collosy, templars, archons, chargelots and immortals using mech. Maybe it happend once or twice, but it is definitly rare.


Yes i agree, but he didn't say mech he said factory xD
He is saying it (Well im reading it this way) in the way factories are not even made (minus to make starport) in TvP which is very wrong.
I agree it needs addressing mech, but to say it like that is silly xD
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
Buff345
Profile Joined October 2010
United States323 Posts
July 10 2012 14:29 GMT
#266
On July 10 2012 22:34 Toadvine wrote:
Show nested quote +
On July 10 2012 22:06 Bahamuth wrote:
@Toadvine

I think you're misinterpreting. Browder says:

'TvT matches can get a little stale.' (From the interview)

He's right. He's not saying it happens every game. He's not denying TvT in general is in a bad place. He's only saying TvT does sometimes get stale. I agree with him.

I don't know why you would base your opinion of HotS on an interview from a single person. You realise he's not the only one developing this game right? In fact, neither you nor anyone here has any clue of how competent their development team is. You can interpret and say whatever you like, but it's based on absolutely nothing.


You're absolutely right man, an interview by the lead designer of a game, wherein he explains his rationale about the stuff they're changing in an expansion, is absolutely nothing. Can't base opinions on anything he says. I should just buy the game, and then listen to people like you tell me to wait for LotV before judging it.

Seriously, what can I base my opinion on, in your view?

And for the TvT thing, it gets "stale" a lot less than basically every other matchup in the game, so why single it out? It's like he said he thought it was too easy to expand in PvP.


To be fair, they are adding the mothership core to change PvP too. iirc, there was an interview from a guy working for giantbomb or some other gaming site. I searched for it but couldnt find it. They said PvP sucks so they want to make it better as well. The mothership core will add easier defense for an expansion, I guess. Hopefully it will open up more options for PvP as a whole.

As for ZvZ, heres an interview about it. I didnt read the whole thing, but from the excerpt IdrA, who knows more about it than you and me combined probably, thinks that ZvZ is too dynamic. But he says that once people get better at it, it will be ok. Nothing needs to be patched for it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=350102
I think ZvZ midgame will probably be all over the place anyways in HotS. If I had to guess though, lategame ZvZ will probably be Infestor / Viper micro wars with Ultras / Hydra.
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
Last Edited: 2012-07-10 14:31:19
July 10 2012 14:31 GMT
#267
Fuck widow mines already, it's either too good or too shit for its cost. It's too easy to neutralize with micro too, just bring back spidermines in some form even if it means nerfing its damage and splash.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
Velr
Profile Blog Joined July 2008
Switzerland10825 Posts
Last Edited: 2012-07-10 14:31:38
July 10 2012 14:31 GMT
#268
On July 10 2012 22:24 Jimmy Raynor wrote:
In almost every standard game I watch, zergs have advantage in supply and workers during the mid game. It doesn't make sense to give them a way to make that advantage into an almost guaranteed win



Supplycount (especially thanks to ridiculous 2 food roaches which just was a cop out instead of real balancing) does not matter.
Cost effectivnes of the units does (this is were the roach was way to good and therefore had to become a 2 supply unit with BIG hardcounters that just maul it (Immortal/Marauder)... Funny looking supplycounts whiteout any meaning are the result).


One of the essential problems with SC2 is the instant remaxing/reinforcing Z/P can do:

Warpgates and spawn Larva (or the amount of Larva a Hatch can save) are a problem because (near) instant remaxing is more important than actually having a bigger army at the beginning of an engagement.

Simplification:
40 Probes / 160 Army vs 70 Probes / 130 Army.
160 Army will win the initial battle but the superior economy of 70 probes will allow way more reinforcements and therefore the bigger army will slowly shrink until the initial armyadvantage is gone and you are at a total disadvantage.

You see this mostly happen in ZvP where P (or Z) can win a fight just to get mauled by the next round of reinforcements because your left over's lacked the punch to pull thru (the story of nearly every failed Roach/Ling-Bust or Protoss 2 base all-in)...
If a SC/BW battle ended really close, both sides needed a bit of time to reinforce, there was no instant 20-40 supply warp-in right before your base or another 80 supply reinforcement streaming from the Zerg base (at least not unless the Zerg had a truly glorious economy and built tons of hatcheries to get that many larva).
Fast "remaxes" were possible but not "normal".
Whoever thought removing build/reinforce-time (warp gate) or production restrictions (spawn larva) was a good idea was a true moron.

It's actually kinda ridiculous how overpowered Terran units have to be to fight against "this" and still maintain a chance to win ^^.
sagdashin
Profile Joined January 2011
Norway45 Posts
July 10 2012 14:45 GMT
#269


Zerg
- Zerg has difficulty pushing, and even with signifcant advantages in the mid-game, they can't push their opponent if they are reasonably defended, until they get broodlords out.


WHAT?????? Have they watched even a single Zv*anything but Z in any tournament, ever?
phrenzy
Profile Joined October 2010
United Kingdom478 Posts
Last Edited: 2012-07-10 14:49:27
July 10 2012 14:45 GMT
#270
As a zerg and i have to say, the game will be weird without carriers. I didnt play broodwar much, but there are some micro changes that i dont think make the unit as useful as it could be. That being said it is being used to great effective against zergs ultimate armies.

So it is more useful now than it has ever been in SC2 short life. Will the tempest eliminate the need for it, probably, but its gonna be a simple a-move unit, which is so uninteresting.

People might say the same for zergs and broodlords, but how many time do you see them getting sniped, quite often if they dont micro, launch, move back, launch move back. And you can micro the broodlings to target specific units. The more i think about it, its Zergs who have stolen the Carrier. Thanks, i will happily accept.

edit://

On July 10 2012 23:45 sagdashin wrote:
Show nested quote +


Zerg
- Zerg has difficulty pushing, and even with signifcant advantages in the mid-game, they can't push their opponent if they are reasonably defended, until they get broodlords out.


WHAT?????? Have they watched even a single Zv*anything but Z in any tournament, ever?


I think he is addressing how if P or T get a third up with a ridiculous sim city with a tank or 2 on the high ground, there isnt much zerg can do until broodlords are out. They arent talking about early game with roach/ling/bane busts etc. And midgame bust 200/200 roach busts are becoming less common.
Kull of Atlantis
Profile Joined June 2012
Turkey98 Posts
Last Edited: 2012-07-10 14:48:57
July 10 2012 14:48 GMT
#271
After every Dustin Browder interview I watch or read, some part inside me just dies, my intelligence diminishes (If I got any), an urge to break my sc2 collector's edition box rises...
King Kull must die!
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
Last Edited: 2012-07-10 14:59:41
July 10 2012 14:58 GMT
#272
On July 10 2012 23:45 sagdashin wrote:
Show nested quote +


Zerg
- Zerg has difficulty pushing, and even with signifcant advantages in the mid-game, they can't push their opponent if they are reasonably defended, until they get broodlords out.


Show nested quote +
WHAT?????? Have they watched even a single Zv*anything but Z in any tournament, ever?


I think he is addressing how if P or T get a third up with a ridiculous sim city with a tank or 2 on the high ground, there isnt much zerg can do until broodlords are out. They arent talking about early game with roach/ling/bane busts etc. And midgame bust 200/200 roach busts are becoming less common.


Name 3 maps in a normal tournament pool where a P/T could easilly defend themselves on 3 base. Let's say... Around 13mins (so 200/200 roach vP and infestor/ling/bling vT)

I'm sorry to be "that guy", but every tournament (and ladder) show Zerg with 60%+ winrates. They don't need more to push their advantage
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
RedMosquito
Profile Joined September 2010
United States280 Posts
July 10 2012 15:00 GMT
#273
On July 10 2012 12:17 Chaggi wrote:
Show nested quote +
On July 10 2012 12:14 KonohaFlash wrote:
On July 10 2012 12:04 Liquid`Jinro wrote:
- Protoss has to very passive in the early game as they only have zealot, sentry's and stalkers at that point.

?????????????????????????????

I think I expanded on this in another bullet point. Basically sentries are really gas intensive, and losing them during an early game push is pretty painful, especially when you lose them during a failed bunker bust or sentry immortal timing push.


On July 10 2012 12:12 Tachion wrote:
In the afternoon of Friday, June 8th, we caught up with Dustin Browder, StarCraft 2's lead designer.

This interview was done a month ago and it only now got posted on TL?

Slasher waited weeks before he posted his interviews with David Kim.


If its a failed bunker bust, isn't the whole point to lose them cause realistically what does the Protoss lose then?

It bugs me that they don't address Terran late game, and still seem to focus on a 1A mech style rather than position mech style.


Exactly. These new mech units are terrible and are just gonna be used for all ins. From there they're just going to be nerfed into uselessness. They really need to focus on late game mech units.


Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
July 10 2012 15:02 GMT
#274
On July 10 2012 23:31 Velr wrote:
Show nested quote +
On July 10 2012 22:24 Jimmy Raynor wrote:
In almost every standard game I watch, zergs have advantage in supply and workers during the mid game. It doesn't make sense to give them a way to make that advantage into an almost guaranteed win



Supplycount (especially thanks to ridiculous 2 food roaches which just was a cop out instead of real balancing) does not matter.
Cost effectivnes of the units does (this is were the roach was way to good and therefore had to become a 2 supply unit with BIG hardcounters that just maul it (Immortal/Marauder)... Funny looking supplycounts whiteout any meaning are the result).


One of the essential problems with SC2 is the instant remaxing/reinforcing Z/P can do:

Warpgates and spawn Larva (or the amount of Larva a Hatch can save) are a problem because (near) instant remaxing is more important than actually having a bigger army at the beginning of an engagement.

Simplification:
40 Probes / 160 Army vs 70 Probes / 130 Army.
160 Army will win the initial battle but the superior economy of 70 probes will allow way more reinforcements and therefore the bigger army will slowly shrink until the initial armyadvantage is gone and you are at a total disadvantage.

You see this mostly happen in ZvP where P (or Z) can win a fight just to get mauled by the next round of reinforcements because your left over's lacked the punch to pull thru (the story of nearly every failed Roach/Ling-Bust or Protoss 2 base all-in)...
If a SC/BW battle ended really close, both sides needed a bit of time to reinforce, there was no instant 20-40 supply warp-in right before your base or another 80 supply reinforcement streaming from the Zerg base (at least not unless the Zerg had a truly glorious economy and built tons of hatcheries to get that many larva).
Fast "remaxes" were possible but not "normal".
Whoever thought removing build/reinforce-time (warp gate) or production restrictions (spawn larva) was a good idea was a true moron.

It's actually kinda ridiculous how overpowered Terran units have to be to fight against "this" and still maintain a chance to win ^^.


Such a good point, this is a big reason mech isn't popular. You can't replace your army, and Zerg and Protoss have no shortage of units that can crush a tank line.
:)
Lorch
Profile Joined June 2011
Germany3690 Posts
July 10 2012 15:05 GMT
#275
On July 10 2012 18:57 HeroMystic wrote:
Has there been any changes to the Carrier during the span of SC2's history?

Have they ever attempted to make the Carrier viable? I'd understand axeing the Carrier if they actually tried.


Nope not a single change from the first beta build to 1.4.3 where we are atm.

I really don't get all the negativity in this thread, none of you have even played the game yet, and the build presented at mlg is probably about 6 months old by now, because they never use the newest build they have for these kind of things anyways.

Wait till the game comes out and we all have some experience from playing beta before you even think about judging any changes. 22 range does sound insane, but so does fungal, brood lords, ghosts, templar and colossi. Yet sc2 is doing fine with all of these in the game.
HeroMystic
Profile Joined March 2011
United States1217 Posts
July 10 2012 15:15 GMT
#276
On July 11 2012 00:02 Reborn8u wrote:
Show nested quote +
On July 10 2012 23:31 Velr wrote:
On July 10 2012 22:24 Jimmy Raynor wrote:
In almost every standard game I watch, zergs have advantage in supply and workers during the mid game. It doesn't make sense to give them a way to make that advantage into an almost guaranteed win



Supplycount (especially thanks to ridiculous 2 food roaches which just was a cop out instead of real balancing) does not matter.
Cost effectivnes of the units does (this is were the roach was way to good and therefore had to become a 2 supply unit with BIG hardcounters that just maul it (Immortal/Marauder)... Funny looking supplycounts whiteout any meaning are the result).


One of the essential problems with SC2 is the instant remaxing/reinforcing Z/P can do:

Warpgates and spawn Larva (or the amount of Larva a Hatch can save) are a problem because (near) instant remaxing is more important than actually having a bigger army at the beginning of an engagement.

Simplification:
40 Probes / 160 Army vs 70 Probes / 130 Army.
160 Army will win the initial battle but the superior economy of 70 probes will allow way more reinforcements and therefore the bigger army will slowly shrink until the initial armyadvantage is gone and you are at a total disadvantage.

You see this mostly happen in ZvP where P (or Z) can win a fight just to get mauled by the next round of reinforcements because your left over's lacked the punch to pull thru (the story of nearly every failed Roach/Ling-Bust or Protoss 2 base all-in)...
If a SC/BW battle ended really close, both sides needed a bit of time to reinforce, there was no instant 20-40 supply warp-in right before your base or another 80 supply reinforcement streaming from the Zerg base (at least not unless the Zerg had a truly glorious economy and built tons of hatcheries to get that many larva).
Fast "remaxes" were possible but not "normal".
Whoever thought removing build/reinforce-time (warp gate) or production restrictions (spawn larva) was a good idea was a true moron.

It's actually kinda ridiculous how overpowered Terran units have to be to fight against "this" and still maintain a chance to win ^^.


Such a good point, this is a big reason mech isn't popular. You can't replace your army, and Zerg and Protoss have no shortage of units that can crush a tank line.


Terran in general is essentially a race with BW's production scheme while Protoss and Zerg has SC2-era production (really damn fast), so Terran by default needs to be that much more cost effective which is why MMM is the best unit composition in the game. I liked it better when Tanks were the best unit in the Terran army and everything hinged on correct tank positioning and making the correct supporting units.

The only thing Blizzard can do is overpower Terran's units to compensate, or ramp up their production speed to allow them to remax too. I personally believe early and midgame has lost too much value to the lategame as it is, but perhaps balancing for lategame-rushes should be standard. At least all the tech is opened up.
Viperbird
Profile Joined September 2010
United States118 Posts
July 10 2012 15:18 GMT
#277
-Give the widow mine to the hellion (I.E. Vulture!) I don't know why they don't want to this????
-Give carrier a little more range, like 9 or 9.5 like a brood lord (I believe its 8 range atm) Make interceptors ignore armor (could be OP, but worth a test)
-I think they hydra should be redesigned completly. I don't see hive tech speed upgrade being useful. Perhaps increase the cost of hydras but make them beefier, similar to the protoss immortal? (Could be a bad idea, the unit wouldn't really feel "zergy" anymore)
-I don't like the mothership core being early game at all. Seems like protoss can just attack with whatever and if it doesn't work out, just gtfo cuz honey badger don't care...

And on a side note, ZvZ with ultras is becoming very cool, in hots they will have burrow charge (seems kind of OP) but then they will also be not "frenzied" so fungal will make them useless in zvz

Just my 0.02
If at first you don't succeed, don't try skydiving!
shadymmj
Profile Joined June 2010
1906 Posts
July 10 2012 15:18 GMT
#278
i don't understand his train of thought. he seems to want to make every race roughly homogenous to each other, only with differing macro mechanics. not looking forward to release at all...

22 range flying siege tanks, an interesting unit? wtf is he smoking?
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
toiletCAT
Profile Blog Joined June 2012
Qatar284 Posts
July 10 2012 15:24 GMT
#279
On July 10 2012 23:58 Mentalizor wrote:
Show nested quote +
On July 10 2012 23:45 sagdashin wrote:


Zerg
- Zerg has difficulty pushing, and even with signifcant advantages in the mid-game, they can't push their opponent if they are reasonably defended, until they get broodlords out.


WHAT?????? Have they watched even a single Zv*anything but Z in any tournament, ever?


I think he is addressing how if P or T get a third up with a ridiculous sim city with a tank or 2 on the high ground, there isnt much zerg can do until broodlords are out. They arent talking about early game with roach/ling/bane busts etc. And midgame bust 200/200 roach busts are becoming less common.


Name 3 maps in a normal tournament pool where a P/T could easilly defend themselves on 3 base. Let's say... Around 13mins (so 200/200 roach vP and infestor/ling/bling vT)

I'm sorry to be "that guy", but every tournament (and ladder) show Zerg with 60%+ winrates. They don't need more to push their advantage


You're missing the entire point. This isn't about win rates.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
July 10 2012 15:34 GMT
#280
On July 10 2012 23:14 SpiZe wrote:
Show nested quote +
On July 10 2012 20:54 Toadvine wrote:
I should stop reading these interviews, the nonsense oozing out of them just makes me depressed. Or maybe I should keep reading, so my decision not to buy HotS is reinforced.

I mean, do you really look at how the game is now, and decide "Zerg should be able to just kill the opponent after getting ahead."? Not being able to instantly convert an advantage (which they get by default) into a win is the only thing keeping them from winning every game where they don't die to an all-in. It's difficult enough for both Terran and Protoss to defend various 3 base attacks from Zerg, right now.

And the comment about TvT being stale because of tanks just blows my mind. How the fuck do you arrive at this kind of conclusion? Best mirror matchup with the most viable openings and playstyles, and the most dynamic gameplay, and he says it's stale? Not PvP, with its endless turtling into mass colossus armies. Not ZvZ, with a line of roaches shooting at each other across the map. No, the problem definitely lies in TvT...

How can anyone read this and still believe HotS is going to improve the game?


Well it seems easy for us here but designing a unit is a long process. They watched TvT of a couple months ago where everyone would go mech and no one would move because his siege line was right in front of you. If we are talking about past TvT, their statement is correct. So they go, "we should make a unit that is going to fix this problem". TThey come up with an idea, they tweak it and try to make in work. In the meanwhile players changed their playstyle and this problem is no longer relevant so what should they do ? Scrap it and start over ? HotS would never be released.

As for zerg not being able to convert advantage into a win, some say the zerg needs his one base advantage to say on equal footing, if that is true then is it really an advantage ?

I don't really care for the rationale behind their change, as long as their unit aren't completly boring or useless. When I look at the units they decided to add, I picture to myself what they do and how they will affect the current playstyle. In the end, if they do something good, for the wrong reasons, but it still ends up working and bring new ways to play the game to SC2, should we really care about the why ? I understand the why is what's keeping them from doing completely retarded stuff, but for now, they didn't do completely retarded stuff. The only obsolete unit they have presented is the Warhound in my opinion, and lots of people seem to agree that this unit has no place in the game.

EDIT : Yeah the warhound part seems a little confusing, I just wanted to say with this example that I understand the validity of your point and even agree with it to a small extent.


Blizzard needs to learn that you can't fucking micro-balance an RTS. You can't take every single metagame trend and respond to it with a balance patch. That's how we have such a diluted game now; so many strategies have been killed or nerfed in the past year or more because people instantly bitched the moment they came out and Blizzard didn't give the community a serious amount of time to actually react. Make an expansion to add content; continue the campaign, add to a race where it is severely lacking, but don't try to fix metagame trends by releasing an entire expansion.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
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