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On September 25 2012 17:48 summerloud wrote: i dont get it, if they want firebats why not bring back firebats?
Why does everybody suggest this? Why the hell would we want another bio unit? =__=
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Which is why tempests really mix things up, basically destroying hellion/Thor/siege tank/viking deathball as mech moves so slowly they can't really retreat from a Toss deathball + tempests.
Obs micro then become pivotal to this type of deathball, forcing even more variations of play and unit compositions.
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Does anywone know how long this beta is supposed to last?
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United Kingdom12022 Posts
On September 26 2012 00:35 TheLunatic wrote: Does anywone know how long this beta is supposed to last?
If the SC2 beta is anything to go by it could be between 3-4 months.
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alright come on January, and of corse a new Terran Mech Unit! Dont screw terran over even more Blizz PPPLLLLEEEEEAAAAASSSSSEEEEEE
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On September 25 2012 16:49 Ramiz1989 wrote:Show nested quote +On September 25 2012 13:49 HypertonicHydroponic wrote:Yes, some people don't like the design. Some of those people dislike it because it does not make sense, from a lore perspective. Some people don't like it from a gameplay perspective. Some people don't like it for both. Saying that people don't like the design doesn't validate your apparent opinion that it is a good design. And people have a right not to like it just like people had a right not to like any of the other things about the game regardless of whether or not their voice has caused any change. If you wish to be dismissive of other's opinions that is fine, but that does not put yours above theirs. Are you Browder's nephew or something because you seem quite angry that anyone would try to have things in the game they want to play make sense. And sure there are some issues of suspended disbelief in other areas of the game, that doesn't mean that we have to accept every single new one, especially if it seems like it is reaching. I mean, I don't think the idea is quite as bad as the warhound, but it is up there. No, bio with medivacs is technically not pure bio, but since the character of the play style did not change AND the primary part of the unit composition (that being the ground infantry) has not changed, it is still a bio force. Sure medivacs cann't heal each other and can fly and cannot cast spells and are produced from the starport. But the primary component of the bio army was the marines anyway. Look, in Broodwar, ghosts were sometimes used in conjuntion with mech play, too. That doesn't make the primary composition -- machines -- not a mech army, in either game. It just means that mech is supplemented with ghosts. Ghosts are spell casters, not a primary composition kind of unit, so it really doesn't matter where you use them, that's not the point. The point is that it makes sense for the mech army to be what it was, and it makes sense for the bio army to be what it was. I don't think you really get why the warhound was bad or axed. It was just because it felt wrong, its because it WAS wrong. It was a unit that overlapped purposes and was all around too good. It would not have mattered whether it was a bio unit or not, it was just wrong. Having the hellion turn into a firebat is both bad design and doesn't make sense. If they want a firebat in the game, they should just make a firebat as a separate biological unit. If they want the battle hellion in the game as a transforming machine that has a driver inside it, then it should be a machine, it should be mechanical as the stupid tag underneath it. It doesn't change the character of mechanical play in the slightest and it has absolutely nothing to do with nostolgia (In fact, YOUR line of argumentation looks much more like you want the good ol' firebat back in the game much more than my argument  ). I'm perfectly fine with the battle hellion the way it is. Making it a biological unit because of its transformation is simply nonsensical both from a lore and gameplay standpoint. So, if we want it healed with a medivac, we have it transform, because we can't get an SCV out there to repair it or don't want to drop a mule all the way out there and waste its mining capability. But since we happened to drop it for harass, we will just transform, heal up, transform and go harass again. I'm sorry, no that's simply rediculous. I don't care if it "raises the skill cap" or is even theoretically cool, its a schizophrenic unit at that point and has no clarity of purpose which is contrary to what Blizzard has generally tried to produce. EDIT: @ Harbinger631 -- your ad hominem attack brings neither a contribution to the argument nor is even remotely accurate. LOL, I am not Browders nephew, it is perfectly reasonable for people to want things that make sense, it is just that so many things don't make sense, and majority of people that whines about the Battle Hellion being biological, just close their eyes and ignore majority of them. Those are the double standards I am talking about, it really is the irony, because if anything doesn't make sense, those arguments don't make any sense. They can say "Hey, Battle Hellions are biological now and also mechanical? Well, I don't like it, but we will see how it will turn out.", but no, they are all going "Omg, Wtf, Hellion Biological?!?!? This is retarded, Blizzard don't have a clue what they are doing!!!" like it is the end of the world for them doing it, they are overreacting as usual, don't even want to see what will happen and will it work out. And it is BETA, Blizzard don't afraid to change things that don't work out, after all they've removed the Warhound and brought back the Carrier. About the Bio, I agree, but that is the same thing I've said in my previous post about Mech. Technically, Mech with Ghosts aren't pure Mech, but playstyle didn't change, just as with Bio. You are going slow push, and just like you target fire with Siege Tanks when the enemy attack you, the same way you will "target fire" with Ghosts and EMP when the Protoss attack you. And about the Warhound, I perfectly understand why it was axed, I've never actually talk about it, what I've said that it wasn't considered Mech because of the unit stats and how it was more like an Giant Marauder than something along the lines of Mech unit. I get what you are saying with Battle Hellions being biological, but still, again, that is your opinion. Even if it doesn't make sense, balance and coolness come first in SC universe(or at least SC2), and lore comes second. I disagree with adding Firebat(and no, I don't want Firebat back), I think that transforming Hellion into Biological gives a lot of depth to the unit, it expands it, and change it from one-dimensional to great unit, and even in the end, if it stays with just mechanical tag, fine by me, just try it first and see how it will work out. Again, I am all for balance and cool stuff, and majority of Pro players are, and that is where Blizzard is going, pushing SC2 even more ahead for e-Sports. About what Harbinger631 said, he maybe wasn't right about you, but majority of people really dislike the changes because of Nostalgia, and those are the same people that wants Vulture, Spider Mine, Lurker, Goliath, Reaver back, without even thinking how it will affect the game. Okay, if people are overreacting about Blizzard's design abilities that's one issue, but we've already seen examples of this (like D3, the warhound...) so it's really not that far fetched that this idea for the battle hellion is one of those things. But it is still a separate actual issue from the particular judgment that making a unit transform in between bio and mech is a bad idea and/or doesn't make sense. And even if it annoys you to no end when people question Blizzard's ability to design the game, even if you are not Browder's nephew, you cannot use that as a line of argumentation against the issue itself, which is the design of the battle hellion.
Okay, I am totally confused now about what you may have been trying to say about ghosts. Ghosts are not mech. Ghosts are support. They are support for bio. They are support for mech. They ARE a biological unit, and in WoL they are a much more prominently used unit MAYBE even so far as to call it a bio playstyle unit. But even if you take them away it doesn't change the primary component of the playstyle. In bio its marine (and in SC2 marauders), in mech its tanks for the most part with other mech units to support and fill in the weakness in immobility (i.e.. vulture/hellion).
And yes, it is my opinion. In my judgment, having the battle hellion change type like that is a bad design, from the standpoint of it making sense lore-wise, from the standpoint of it making sense gameplay-wise, and from the standpoint of a purely principles-of-good-game-design perspective. It is my OPINION -- I hope no one is confused about this being the gospel truth now. But in that I think my opinion is a stronger argument for the Against column, than yours is for the For column. But that too is my opinion, feel free to take it with a grain of salt. 
The kind of depth that people like Liquid Tyler (who, happened to be a BW pro, has BW nostolgia, and knows what he is talking about, and probably disagrees with you that the people who talk up the vulture, reaver, etc. are the kind of people who don't think about how it will affect the game -- they've already seen how they affect a game) are the kinds of things seen in his carrier micro blog. That is not the kind of depth a semi-android-vehicle battle hellion will bring to the game. Making the battle hellion essentially morph into two completely different kinds of units does not solve some balance issue, and while theoretically it might be a cool idea, they are going to have to come up with something better than the battle hellion as an idea that would convince me. The "depth" of the micro required to heal/repair it doesn't add anything important to the game and it just causes more problems than it solves, and again makes for a schizophrenic unit. Here's another example of a problem it creates: as I mentioned, with the battle hellion transformation, hellion drops become even more cost effective. You fly in, snipe workers, fly out, HEAL, fly in, etc. That in itself is bad enough. But let's think about the other unit that is supposed to do this that they just reworked to have more purpose -- the reaper. What does it do now? Oh yeah, it heals. So now you have essentially two mechanics for the same kind of harassment that gets in, does some damage, gets out, heals pretty quickly, and then goes back for more damage. Sure they hit different timings, but essentially you start to edge out the usefulness of the reaper once again. To my way of thinking, thats actually removing depth from the game.
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What... Limited Flexibility reduces depth? Tell that to chess players man, such a shallow game, they only have like 5 different units. I am trying so hard not to make drug references.
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On September 25 2012 17:50 Crawdad wrote:Show nested quote +On September 25 2012 17:48 summerloud wrote: i dont get it, if they want firebats why not bring back firebats?
Why does everybody suggest this? Why the hell would we want another bio unit? =__= The battle hellion is already a firebat, a marauder is in a huge armored suit, and the [s]firebat[s] battle hellion is also in a huge armored suit comparable to the one seen in the WoL campaign. So if medievacs can heal through the armor of marauders, the same should apply to battle hellions.
But if they are in a normal hellion mode, they could get their wheels damage and thus need an scv to repair them to be able to continue with their tasks.
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On September 26 2012 05:15 Adonminus wrote:Show nested quote +On September 25 2012 17:50 Crawdad wrote:On September 25 2012 17:48 summerloud wrote: i dont get it, if they want firebats why not bring back firebats?
Why does everybody suggest this? Why the hell would we want another bio unit? =__= The battle hellion is already a firebat, a marauder is in a huge armored suit, and the [s]firebat[s] battle hellion is also in a huge armored suit comparable to the one seen in the WoL campaign. So if medievacs can heal through the armor of marauders, the same should apply to battle hellions. But if they are in a normal hellion mode, they could get their wheels damage and thus need an scv to repair them to be able to continue with their tasks.
can battlehelions be repaired and healed by medivacs at the same time?
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On September 26 2012 05:15 Adonminus wrote: The battle hellion is already a firebat, a marauder is in a huge armored suit, and the [s]firebat[s] battle hellion is also in a huge armored suit comparable to the one seen in the WoL campaign. So if medievacs can heal through the armor of marauders, the same should apply to battle hellions.
But if they are in a normal hellion mode, they could get their wheels damage and thus need an scv to repair them to be able to continue with their tasks.
Huh? I'm just saying that the BH should stay part of the mech PLAYSTYLE. Which is entirely dependent on ups and production. I don't really care what tag it has, as long as the balance is alright.
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On September 26 2012 05:21 Decendos wrote:Show nested quote +On September 26 2012 05:15 Adonminus wrote:On September 25 2012 17:50 Crawdad wrote:On September 25 2012 17:48 summerloud wrote: i dont get it, if they want firebats why not bring back firebats?
Why does everybody suggest this? Why the hell would we want another bio unit? =__= The battle hellion is already a firebat, a marauder is in a huge armored suit, and the [s]firebat[s] battle hellion is also in a huge armored suit comparable to the one seen in the WoL campaign. So if medievacs can heal through the armor of marauders, the same should apply to battle hellions. But if they are in a normal hellion mode, they could get their wheels damage and thus need an scv to repair them to be able to continue with their tasks. can battlehelions be repaired and healed by medivacs at the same time? Yes, they're like scvs. They are classified as Mechanical (can be repaired) and Biological (can be healed) at same time.
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Would me more excited if I had beta. None the less really interested how much this game will change from beta day 1 and release day!
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On September 26 2012 01:27 HypertonicHydroponic wrote: Okay, I am totally confused now about what you may have been trying to say about ghosts. Ghosts are not mech. Ghosts are support. They are support for bio. They are support for mech. They ARE a biological unit, and in WoL they are a much more prominently used unit MAYBE even so far as to call it a bio playstyle unit. But even if you take them away it doesn't change the primary component of the playstyle. In bio its marine (and in SC2 marauders), in mech its tanks for the most part with other mech units to support and fill in the weakness in immobility (i.e.. vulture/hellion).
And that is what I was saying? That was my point all along... I mean, Ghosts are support units, and Mech with them is still mech for the most part, same as Bio with Medivacs is still Bio. That is what I was trying to say.
The kind of depth that people like Liquid Tyler (who, happened to be a BW pro, has BW nostolgia, and knows what he is talking about, and probably disagrees with you that the people who talk up the vulture, reaver, etc. are the kind of people who don't think about how it will affect the game -- they've already seen how they affect a game) are the kinds of things seen in his carrier micro blog. That is not the kind of depth a semi-android-vehicle battle hellion will bring to the game. Making the battle hellion essentially morph into two completely different kinds of units does not solve some balance issue, and while theoretically it might be a cool idea, they are going to have to come up with something better than the battle hellion as an idea that would convince me. The "depth" of the micro required to heal/repair it doesn't add anything important to the game and it just causes more problems than it solves, and again makes for a schizophrenic unit. Here's another example of a problem it creates: as I mentioned, with the battle hellion transformation, hellion drops become even more cost effective. You fly in, snipe workers, fly out, HEAL, fly in, etc. That in itself is bad enough. But let's think about the other unit that is supposed to do this that they just reworked to have more purpose -- the reaper. What does it do now? Oh yeah, it heals. So now you have essentially two mechanics for the same kind of harassment that gets in, does some damage, gets out, heals pretty quickly, and then goes back for more damage. Sure they hit different timings, but essentially you start to edge out the usefulness of the reaper once again. To my way of thinking, thats actually removing depth from the game. Don't know how it is removing the depth from the game. Point is, you could "heal" the Hellions even before with SCVs, and continue the harassment. Hellions being bio was actually a buff to the Battle Hellions in direct fight, so they can soak up even more damage, it is not just because of the harassment... There is also a ton of stuff that can attack, the regenerate out of combat, and attack again. Phoenixes and Void Rays, Marines and Marauders with Medivacs, Reapers, Roaches with Burrow etc. but that is not the point of this buff.
And that is exactly what I'm talking about. You are saying it doesn't solve some balance issues without even trying it in the game.
So in the end, I am ok with Battle Hellion being Bio, you really dislike it. I am waiting to see how game will develop before saying "Great unit!" or "Awful, cut it!", while you are saying "I know it won't solve the problems, cut it!".
We agree to disagree I guess.
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So I have been playing the beta for a bit and would like to make some suggestions. Terrans need to get more than they have currently, while the mines are neat and fun, they don't really change any match ups. I would say battle hellions are interesting.... However in order for HOTS to not just be the same builds and exact same meta game, I would say the RAVEN needs to be fixed!!!! My take on this is terrans have a late game weakness, and the raven would fix that as well mix up the meta game. For instance, make the HSM 100 energy please. It causes zerg and toss to finally micro and have a unit that requires a lot of casting options and would totally make for entertaining games. Nerfing the dmg of hsm maybe, but not much if any. Also maybe replace turrets with another spell, but the cast range on the raven spells is an issue as well, for their costs they should not be suicide units. Also Defensive matrix to replace point defense drones, might be worth talking about |Or irradiate would be awesome as well, it could be nano virus, like a swarm of nano bots that attack near by units of the affected unit.
I would say remove the 250mm cannnon on thors!!!!! No one uses this spell ever, and it only gives mana to a unit that toss feedback, ruining mech totally. I would say give thors defensive matrix or some other spell that would make them viable in mech vP. Or an AOE spell that maybe slows units and dmgs them over time, like a napalm cannon or something. This is of course only if they have a spell at all, no spell is better than 250mm cannon at this point.
But so far, everyone is doing the same builds and maybe you will see a mine here or there. TVP is pretty much identical to WOL. I think all Terrans would agree with me, check the Team liquid forums, and they all agree, there is not much change in HOTS for them.
Swarm hosts are very difficult to deal with, I might suggest changing the locusts to broodlings, as it would make it possible to at least deal with them. Becuase once they are out, with even a little support they are an unbreakable line as it stands now. Which is slightly imbalanced, and would make for a predictable transition that might bore viewers of tourneys.
Protoss, no one seems to be using the air units, maybe the oracle, but not much. And MU's seem very similar as WOL. I would say a new ground unit with a new ability would be a great addition. I could see PVZ using the tempest, however I think a ground unit that can have an ability like; creates a void units can hide in temporarily, so the unit casts it, and units go into a hidden vortex, unless you have detection, and can pop out for an attack. And this unit can maybe can thorw down a slowing trail, so it drains it mana but behind it a trail is left behind that if units walk into it are slowed. This would shake up PV everything.
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I'm in favor of changing more things for Terran in HotS, but I have to point out something:
On September 27 2012 01:39 dreadlordx wrote: However in order for HOTS to not just be the same builds and exact same meta game You do realize that even if nothing is changed for one of the races and only the other two get changes, the first race will still have to adapt its builds to compensate, right? So even if we had WoL Terran facing off against HotS Zerg you'd still see players adjusting to handle Swarm Hosts, Vipers, Ultra burrow charge etc. It's not even obvious a race will be weaker even if it has fewer options, the only real way to determine balance in such situations is to vigorously test it.
The real problem is that it just isn't fun for one of the races to have fewer shiny toys, which is why I'd like to see Terran get a little bit more.
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there would be 4 things that would make me buy this game:
1: terran gets tech reactors 2: cheaper build times for starport units 3: some new mech unit 4: bring back the science vessel
is that asking for too much? it's so simple that i don't even think Dustin can screw that up for us......or can he?
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These changes look fairly good from the small bit I've seen....too bad more beta keys haven't been given out to streamers : /
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On September 27 2012 13:01 Blackknight232 wrote: there would be 4 things that would make me buy this game:
1: terran gets tech reactors 2: cheaper build times for starport units 3: some new mech unit 4: bring back the science vessel
is that asking for too much? it's so simple that i don't even think Dustin can screw that up for us......or can he?
Why would we get both of these? It seems more likely we would get a new mech unit that can cast spells, rather than both.
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tech reactors allows us to keep on par with zerg and toss production so that way we can have 2 of each unit that would require a tech lab
well to help mech tvp out more as for 4 cause it can heal mechanical units which helps out a lot
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