[Interview] Dustin Browder on HotS - Page 23
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gasmeter
United Kingdom249 Posts
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iky43210
United States2099 Posts
On July 16 2012 18:41 NukeD wrote: Baneling and stalkers are made, but still shit. and then we have this guy | ||
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[F_]aths
Germany3947 Posts
On July 16 2012 18:45 NukeD wrote: Quod ab initio vitiosum est, non potest tractu temporis convalescere. Using Latin does not mean you can claim something without proper evidence. The e-sports success alone should be proof that SC2 cannot be that much "initio vitiosum". | ||
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Toadvine
Poland2234 Posts
On July 16 2012 18:29 iky43210 wrote: people also said baneling was shit and will never be made. same with stalkers That's because it's impossible to know how powerful a unit will be in the future. It is, however, completely possible to speculate about how interesting it's going to be, purely based on the design. It's not difficult to see that the Colossus is a boring a-move monstrosity without ever playing the game. Curiously enough, people who use the "YOU DON'T KNOW HOW IT'S GOING TO TURN OUT" argument never seem to have any positive examples of how a unit like the Tempest or the Warhound could prove to be interesting. The only thing they have is an appeal to their own ignorance. | ||
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GinDo
3327 Posts
On July 15 2012 09:54 wangstra wrote: This guy simply can't be serious. Most zergs simply don't utilize the strengths of the race yet. Stephano is a prime example of someone who does. Zerg can't push? Are you kidding? Mass zerglings and roaches can and often overwhelm mid game defenses on their own. Throw in drops and its often a cakewalk. Look at what Steph did today with MC at NASL. You'd keep the forgettable void ray that barely has a place left and which you've altered so often since its intro yet won't even try to improve the carrier but remove it despite how prominently it marks in the attention of the community? That's a damn shame and short sighted. I almost forgot Void Rays were in the game. People open Stargate so little these days. And Tempest is a silly unit that won't get much use. | ||
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wcr.4fun
Belgium686 Posts
(in reference to pushing strength of zerg) I feel like the problem with sc2 is that you can each other way too easy. If a zerg in the midgame screws up an important fight, the terran or protoss just walks up to their natural or third and the game's lost. (just an example) Because the game is so fast and everything deals so much DPS combined with the deathball types of fight, there's little room for coming back into a game. I still see dozens of games just being one fight and the game's over. (dozen of games in the recent NASL and TSL) In broodwar it was just way harder to capitalize on one won fight. You gained small advantages and eventually the advantage was great enough to outright kill him or the enemy would just gg out. I think the main reasons again is because moving armies was way harder, armies delt way less damage per second. If I had 30 hydralisks at a toss his natural (in bw), only 10-15 can shoot at the same time even if the map doesn't have a narrow choke in front of it. This way, the toss only has to hold against 15 hydralisks at the time which isn't that hard. It's way more benifitial for me, the zerg to fight in the open since then my 30 hydralisks can attack and I can effectively dodge AOE like storms, which would totally rape me in front of his natural. So I don't feel like we need more pushing strength. It's already too easy to kill each other. We need more spread out movement and stronger AOE. This would imo really improve the game by a substantial amount. If it doesn't end up working? At least we tried. | ||
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dangthatsright
1160 Posts
On July 17 2012 03:46 GinDo wrote: And Tempest is a silly unit that won't get much use. Even if it turns out not to be practical, at this point, I just want to see tempests shell infestor broodlord balls to death -___- | ||
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LockeTazeline
2390 Posts
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iky43210
United States2099 Posts
On July 17 2012 03:43 Toadvine wrote: That's because it's impossible to know how powerful a unit will be in the future. It is, however, completely possible to speculate about how interesting it's going to be, purely based on the design. It's not difficult to see that the Colossus is a boring a-move monstrosity without ever playing the game. Curiously enough, people who use the "YOU DON'T KNOW HOW IT'S GOING TO TURN OUT" argument never seem to have any positive examples of how a unit like the Tempest or the Warhound could prove to be interesting. The only thing they have is an appeal to their own ignorance. Here, I'll speculate a few (though I have already mentioned most of them before). Warhound could be interesting depend on how haywire will work. Instead of wasting haywires on zealots, they are much better used on immortals to bypass harden shield or snipe sentries, or at least stalkers (more micro for terran, awesome). Terran needs a powerful anti-immortal and mobile unit against early-mid game fast blink stalker in order for mech to be viable, and warhound can perfectly fit that role if balanced well. With tanky and mass/throwable battle hellions and warhounds, tanks can actually do their job and wack away at the colossus or templars/archons without all your weak light hellions melt away by chargelots/colossus/archons and storms. From the 2 additional mech unit for terran you can see the how much blizzard is trying to make mech work. Sadly, what they need to do is to do the same for protoss so they are more micro intensive in the late game. But I guess nothing will change that, they failed to do that in broodwar as well. Protoss will always be known as the 1a2a3a4a race It is extremely hard to tell about tempest. It is a unit with 22 range, so there are a ton of interesting timing and tactics you can do with it. Though I am not sure how they're going to balance that and most likely it will be scratch for headache balance issues Ignorance can go both ways when you don't bother to read some of the potential these units can bring not so many posts ago | ||
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SCVfighting
United States14 Posts
in pvt, MMTV in zvt, MST in tvt... I think i just want the BW goliath back really. Maybe if Viking came out of factory and had vehicle upgrades i wouldnt hate it with a passion. | ||
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GinDo
3327 Posts
On July 16 2012 19:13 gasmeter wrote: Although I am a little skeptical over the Terran upgrades for HotS, it will be interesting to try to mech against Protoss. Warhound + Battle Hellion is not Mech. It's nothing more than Marauders + Firebat that's been re-skinned. | ||
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GinDo
3327 Posts
On July 18 2012 01:45 iky43210 wrote: Here, I'll speculate a few (though I have already mentioned most of them before). Warhound could be interesting depend on how haywire will work. Instead of wasting haywires on zealots, they are much better used on immortals to bypass harden shield or snipe sentries, or at least stalkers (more micro for terran, awesome). Terran needs a powerful anti-immortal and mobile unit against early-mid game fast blink stalker in order for mech to be viable, and warhound can perfectly fit that role if balanced well. With tanky and mass/throwable battle hellions and warhounds, tanks can actually do their job and wack away at the colossus or templars/archons without all your weak light hellions melt away by chargelots/colossus/archons and storms. From the 2 additional mech unit for terran you can see the how much blizzard is trying to make mech work. Sadly, what they need to do is to do the same for protoss so they are more micro intensive in the late game. But I guess nothing will change that, they failed to do that in broodwar as well. Protoss will always be known as the 1a2a3a4a race It is extremely hard to tell about tempest. It is a unit with 22 range, so there are a ton of interesting timing and tactics you can do with it. Though I am not sure how they're going to balance that and most likely it will be scratch for headache balance issues Ignorance can go both ways when you don't bother to read some of the potential these units can bring not so many posts ago Personally I feel that Storm Drops are still under used. That takes crap tons of APM to manage the drops and macro. | ||
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Frex
Finland888 Posts
Their strength is when you have en masse and yet Blizzard is against such design where you just mass one unit. It really boggles my mind that none of these units are getting the attention they desperately need. | ||
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wcr.4fun
Belgium686 Posts
On July 18 2012 06:03 GinDo wrote: Personally I feel that Storm Drops are still under used. That takes crap tons of APM to manage the drops and macro. How does storm drops take crap ton of APM? I'm sure pro's would be able to spare 5 apm to perform a drop with a couple of high templar. They don't storm drop that much because storm is worthless, it takes too many storms to actually kill drones. In broodwar it took 1 storm to kill drones. And thus in sc2 you'd rather have an archon more than a failed storm drop. | ||
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DontNerfInfestors
Spain280 Posts
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ilikeredheads
Canada1995 Posts
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Chicken Chaser
United States533 Posts
Please tell me this can be reverted in options? | ||
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YyapSsap
New Zealand1511 Posts
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KissKiss
United Kingdom136 Posts
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Existor
Russian Federation4295 Posts
On September 06 2012 18:51 Chicken Chaser wrote: Did anyone notice the UI change? I'm watching Ret's stream and instead of having all the buttons at the bottom right, there are tooltips like "Right click mouse to move" and "Press A and Left Click to Attack Move" Please tell me this can be reverted in options? It's called "Simplified Command Card" and it can be disabled in game options. Also it's turned by default and it feels more comfortable for newer players | ||
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