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Instead of tuning down the super-extreme weird stuff they are introducing even weirder stuff. Thats not a good way to make a game easy to balance and fun.
It might be fun to watch some spaniards run through a small alley in front of a bunch of wild and angry bulls, but the only way to get rid of the chaos is to jump up a wall and let the bulls run off somewhere else. Sadly Blizzard devs keep on running down the tunnel, because they think they will be called cowards if they just get out of their own stupid design.
A self-repairing mine which deals good enough damage would make the game pretty terrible for Zerg, since their detectors arent cloaked and thus can be shot down quite easily and since they are going to be forced to build them it is an unnecessary resource sink. Just because they dont want to give up on the stupid idea of the Swarm Host which provides free units, we have to read this even more stupid idea. I guess the mine still attacks flyers as well, so Overlord scouts will be shot down "free of charge"? I am no Zerg player at heart, but this is seriously stupid business.
On October 05 2012 11:59 Belha wrote: So...
Where is the micro?
Where is the added depth in gameplay? TvZ All you need to build is Vikings and Widow Mines now, since they cant be destroyed if they arent detected, right? Just kill the Overseers with your Vikings and slowly encroach on your enemy with the Widow Mines. They rebuild themselves and thus you can pretty much siege the Zerg without much effort.
If they make the rebuilding terribly slow you kick yourself in the butt by "reserving supply" to something that isnt there and thus it would become a useless "unit".
Terrible terrible idea ...
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Why does the Widow Mine need to explode, then 'rebuild itself?
- Widow Launcher costs 2 supply
- Walk it where desired, burrow it
- Widow builds 'Widow Mines' like Reaver shots - costs minerals
- When enemy unit is in range: Launcher pops out of the ground, fires mine (as presently). Cooldown till next available Mine
- Opponent needs detection to kill the Launcher
Done.
This accomplishes what they are looking for, and fits the Terran race.
Without bending over backwards to explain a mine that "rebuilds itself" (??)
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another free unit? I dont like it. Sure it would solve the poblem with the Mine but this aint the way it should work. It's the same problem with the Broodlord and Swarm Host: You get free Units and you are instantly more than efficient. When you reach critical mass your opponent has to hope to be very lucky (eg vortex) to win the game since he can only make very bad trades.
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On October 05 2012 14:57 Von wrote: Why does the Widow Mine need to explode, then 'rebuild itself?
- Widow Launcher costs 2 supply
- Walk it where desired, burrow it
- Widow builds 'Widow Mines' like Reaver shots - costs minerals
- When enemy unit is in range: Launcher pops out of the ground, fires mine (as presently). Cooldown till next available Mine
- Opponent needs detection to kill the Launcher
Done.
This accomplishes what they are looking for, and fits the Terran race.
Without bending over backwards to explain a mine that "rebuilds itself" (??)
Yes, I like this idea, have the mine rebuild time as long as the current one and it won't be a problem, in fact, it might even encourage redeployment.
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On October 05 2012 14:57 Von wrote: Why does the Widow Mine need to explode, then 'rebuild itself?
- Widow Launcher costs 2 supply
- Walk it where desired, burrow it
- Widow builds 'Widow Mines' like Reaver shots - costs minerals
- When enemy unit is in range: Launcher pops out of the ground, fires mine (as presently). Cooldown till next available Mine
- Opponent needs detection to kill the Launcher
Done.
This accomplishes what they are looking for, and fits the Terran race.
Without bending over backwards to explain a mine that "rebuilds itself" (??)
I assumed that it would work something this way - somewhat of a cross between the Lurker and the Reaver.
It might be even better if it carries 2 or 3 charges with maybe 3 seconds of cooldown between each shot. Once all charges are used up the launcher has to rebuild the charges which takes longer.
So if the enemy has no detection and they walk near, they take one charge, then if they stay around or advance they take another. If the opponent has good micro and retreats then only one charge is taken. This encourages more micro, and mind games like burrowing somewhere to let off one charge, then repositioning when the opponent retreats.
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not a bad idea tbh. I would not go the "repair" route however. It should hold charges that can be stored & ejected (vertically shot up) and detonates. There should be a slight delay and should allow for faster units to minimize the damage. The range of activation should be significantly smaller than the area of explosion so that slower units don't activate the mines at the tip of its area.
Mine coud be revealed during ejection & building
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On October 05 2012 14:29 Patate wrote: So when are these clowns going to get fired? Terran = futuristic, maybe, but HUMAN technology. What's up with a mine that rebuilds itself? the particles are magnetic and they are attracted back into the core?
STOP talking about balance, and talk about race design? This is beta, don't even mention balance, just raise your voice to say that these ideas are simply retarded.
Starcraft 2's solutions are in the past, not in the future.... new ideas are good, but no need to re-invent the wheel.
how do you explain hyperspace, psionics, transformers, visual cloaking, and all the other questionable year 3000 technology?
reconstructing mines can easily be explained by nanotechnology which is actually within our century.
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On October 05 2012 15:00 Tppz! wrote:another free unit? I dont like it. Sure it would solve the poblem with the Mine but this aint the way it should work. It's the same problem with the Broodlord and Swarm Host: You get free Units and you are instantly more than efficient. When you reach critical mass your opponent has to hope to be very lucky (eg vortex) to win the game since he can only make very bad trades.
I don't see how it's a free unit, it's just infinitely more cost-effective.
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So, terrans may have their lurker ? Great
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Hmmm, all these comparisons to the Reaver makes me wonder...Just give Terran the Reaver :DDD
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On October 05 2012 11:40 SarcasmMonster wrote:I've already made that connection buddy. a reaver that can make mines, and you can control them probably at cost of one supply? sound good to me
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a) we are not even supposed to know b) it sounds like a nice idea c) where the fuck is the problem with logic? i mean the marauder has an endless supply of grenades, and if the widomine only launches a smaller part of it, and then begins to rebuilt it? god no THAT IS SO UNREAL!
balance update #5 should be near, contain your hategasms please <.<
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Maybe they are thinking of something like the mines in Dawn of War. Basically a minefield that blows up about 4-5 times and then "expires" and blows itself up.
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Wasn't this idea suggested in this subforum a while ago? Like a burrowed minelayer of sorts? Really liked the idea back then, can't wait to see what they do with it.
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So Terran will have a reviving, jumping, quadra damage, hit air and ground baneling then?
That sounds... Let's see how it plays out..
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ok ok ok ok ok ok here's one... what if................., instead of the launcher moving itself, it has to attach itself to a reaper, like a mothership core to a nexus for purify. And THEN, the reaper has to plant it somewhere, like a vulture would plant a spider mine in BW. So the reaper has to come and get each launcher from the factory, and move it to where it needs to go, and then re-move each launcher. Boom, more micro, purpose for the reaper. Alright make it happen.
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On October 05 2012 16:42 Callynn wrote:So Terran will have a reviving, jumping, quadra damage, hit air and ground baneling then? That sounds... Let's see how it plays out.. You could compare them if baneling could only attack while burrowed.
Oh and if baneling didn't deal 100% splash.
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Although it's cool they try out things in beta like this I feel they just sacked the warhound without any drastical changes to it and now the widow mine will be a unit.
The warhound absolutely sucked, no doubt. But they could have done so much more with the unit and its synergy with other units before scrapping it entirely. They could have changed its role, changed roles of other units to try fitting it in.
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On October 05 2012 17:04 HypertonicHydroponic wrote: ok ok ok ok ok ok here's one... what if................., instead of the launcher moving itself, it has to attach itself to a reaper, like a mothership core to a nexus for purify. And THEN, the reaper has to plant it somewhere, like a vulture would plant a spider mine in BW. So the reaper has to come and get each launcher from the factory, and move it to where it needs to go, and then re-move each launcher. Boom, more micro, purpose for the reaper. Alright make it happen.
too complex
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Why did they scrap the shredder again?
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