On July 10 2012 11:56 KonohaFlash wrote:
- UI is clunky and cluttered. Plan on cleaning it up and implmented clans, groups etc.
Any closer info on what kind of groups are meant there?
- 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.
Doesn't seem bigger than the issues Terran simply hears l2p from Blizzard about, IMHO. And the Terran issues were not difficulty pushing. They were difficulty not dying.
- They want to give zerg's a way to effectively kill their opponent immediately after gaining an advantage in the midgame.
I'm not aware of any other race having a way to kill the opponent immediately after gaining advantage in the midgame or immediately after gaining advantage at any point. Nor do I think any race should have that ability.
- Protoss has to very passive in the early game as they only have zealot, sentry's and stalkers at that point.
Jinro summed it up perfectly.
- The mothership core will allow protoss to pressure in the early game, without the risk of losing their high gas cost sentries.
Or their bases. The Purifier has a lot of range. Together with the Tempest, that's a lot of big ranged damage for Toss.
- Protoss lacks the ability to raid, outside of the warp-prism and blink stalkers, however these only work effectively on the pro-level.
Blink stalkers work effectively only on the pro level (and multiprong bio dropping does not?)? Are we playing the same game?
- Terran never goes factory against Protoss
Some people still do to a limited extent. I'd welcome more ability to do so.
- TvT is stale with tank lines, and the only way to break out of it is the sky battles.
Mirrors have a tendency to lock up or be coinflippy or otherwise somewhat dumb. Sky battles to break out of siege impasses are actually not dumb. Siege tanks were not designed to be a-moved into at ease, that's been like the point of them since 1998.
- Wants to give Terran the ability to go mech or bio against protoss without either strategy having to be more dominant than the other, they want the decision to be based on maps, and scouting.
Grateful for that.
- Want to give terran control over the map, outside of their army, or "deathball" as everyone likes to call it.
Widow mine costs supply last time I checked. That means less army on the front if you choose to deploy widow mines somewhere.
- A lot of people still want it in the game, but he hasn't seen anyone come up with a good arguement for it, besides it being cool and iconic.
How come "cool and iconic" is not a good enough argument? And why are designers so insistent on going against what a lot of people apparently want in the game and believe it to be cool and iconic? The devs always have the last word (in reality the shareholders do but anyway) but it doesn't seem to be a great idea to make a point of it. Makes me think of BioWare and Mass Effect 3 endings.