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On December 06 2012 08:44 LOLItsRyann wrote:Show nested quote +On December 06 2012 08:41 Doodsmack wrote: So pretty much every single thing in the game just got buffed LOL. I'm excited to see how this plays out. This basically transforms the game completely.
I really can't see the Medivac changes sticking...it's too powerful. Agreed. When did Medivacs need SUCH a big buff anyway? It's a cool idea sure, but way too much of a buff IMO. The idea was to give bio a better chance in the late game. I think high level play will suffer for this. With such an ability, imagine how the korean micro terrans will play. This can be abused in so many ways.
I'm happy that terran won't lose to colossus gateway armies that easy in the mid-late game.
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On December 06 2012 12:23 Nightshade_ wrote: is it up yet? Not for me, says bnet is offline
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On December 06 2012 12:23 Nightshade_ wrote: is it up yet? there will be 200 ppl posting excitedly when its up.
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On December 06 2012 12:26 Discarder wrote:Show nested quote +On December 06 2012 08:44 LOLItsRyann wrote:On December 06 2012 08:41 Doodsmack wrote: So pretty much every single thing in the game just got buffed LOL. I'm excited to see how this plays out. This basically transforms the game completely.
I really can't see the Medivac changes sticking...it's too powerful. Agreed. When did Medivacs need SUCH a big buff anyway? It's a cool idea sure, but way too much of a buff IMO. The idea was to give bio a better chance in the late game. I think high level play will suffer for this. With such an ability, imagine how the korean micro terrans will play. This can be abused in so many ways. I'm happy that terran won't lose to colossus gateway armies that easy in the mid-late game.
I don't think you're going to see much Colossus in PvT ever again. The combo of Vikings and Banshees sharing mech upgrades, Thors getting a new powerful attack vs. Colossi, and Ravens getting an ability that can take a Colossus down to 50 hp in one shot...2 out of the 3 Terran tech structures are basically composed of units that are good to great against Colossi. Literally the only composition Colossi are effective against is bio.
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I am quite surprised that there isnt a cost nerf for the mech upgrades now that they are combined.
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Northern Ireland23759 Posts
On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard. Why is just throwing a load of stuff out there doing that?
I'm not saying it won't, but BW had nowhere near as many random and un-linked changes as even this one patch has thrown there. BW design as distinct from the Vanilla version wasn't because of a ton of new stuff being added, but because everything they added or close to it actually functioned properly.
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On December 06 2012 12:30 Wombat_NI wrote:Show nested quote +On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard. Why is just throwing a load of stuff out there doing that? I'm not saying it won't, but BW had nowhere near as many random and un-linked changes as even this one patch has thrown there. BW design as distinct from the Vanilla version wasn't because of a ton of new stuff being added, but because everything they added or close to it actually functioned properly.
A lot of things in brood war did not function properly, this is why there was the ability to mutalisk stack and hold command lurkers.
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SOOOOO FUCKING GOOD IM SO HYPED TODAY FDSAJFDJSAFDSA
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everything good except the reaper. remind me again why they can see up cliffs? tvt early game is trash
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On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard.
I agree. Though I still dislike the Vortex change. Again, even when playing as Zerg, I never was bothered with Vortex.
IMO, Vortex is less of a game changing spell than.... fungal growth!
To set up Vortex requires a lot of stuff while a clutch and game winning Fungal happens more often (of course, Infestors are used more than MS but still, I'm just saying Vortex shouldn't have been nerfed).
I rarely saw clutch game changing Vortex in the past months or so (most Zerg knew how to deal with it already).
I guess the most (major) recent event with a game changing "out of no where" vortex is MVP vs Squirtle.
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On December 06 2012 11:31 L0L wrote: thank god comcast removed the 250gb bandwidth cap wait what's the new cap?
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Northern Ireland23759 Posts
On December 06 2012 12:32 HTOMario wrote:Show nested quote +On December 06 2012 12:30 Wombat_NI wrote:On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard. Why is just throwing a load of stuff out there doing that? I'm not saying it won't, but BW had nowhere near as many random and un-linked changes as even this one patch has thrown there. BW design as distinct from the Vanilla version wasn't because of a ton of new stuff being added, but because everything they added or close to it actually functioned properly. A lot of things in brood war did not function properly, this is why there was the ability to mutalisk stack and hold command lurkers. Apart from bugs/abuses, they functioned properly. They may not have been designed with that kind of stuff in mind though.
In this patch, I agree with a lot, disagree with a lot. It's merely the lack of a coherent philosophy in terms of what Blizzard are trying to do isn't visible. It's incredibly annoying because if there's no clear logic to what they do, that will make addressing certain concerns harder.
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I love how they buffed everything and/or made it more fun to use!
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On December 06 2012 12:32 Goldfish wrote:Show nested quote +On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard. I agree. Though I still dislike the Vortex change. Again, even when playing as Zerg, I never was bothered with Vortex. IMO, Vortex is less of a game changing spell than.... fungal growth! To set up Vortex requires a lot of stuff while a clutch and game winning Fungal happens more often (of course, Infestors are used more than MS but still, I'm just saying Vortex shouldn't have been nerfed). I rarely saw clutch game changing Vortex in the past months or so (most Zerg knew how to deal with it already). I guess the most (major) recent event with a game changing "out of no where" vortex is MVP vs Squirtle.
As a Toss, I'm not sorry to see Vortex go. The tempest fill the anti-BL/Infestor role, without being half as gimmicky as Archon Toilet. The new ability is an awesome troll power.
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On December 06 2012 12:32 HTOMario wrote:Show nested quote +On December 06 2012 12:30 Wombat_NI wrote:On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard. Why is just throwing a load of stuff out there doing that? I'm not saying it won't, but BW had nowhere near as many random and un-linked changes as even this one patch has thrown there. BW design as distinct from the Vanilla version wasn't because of a ton of new stuff being added, but because everything they added or close to it actually functioned properly. A lot of things in brood war did not function properly, this is why there was the ability to mutalisk stack and hold command lurkers.
Not to mention SC2 is striving to become better than BW at this point, by attempting to make every unit find use, and making many compositions viable. Not to mention mirror match-ups not sucking dick.
(with exception of the "not serious unit" mothership...)
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THIS is cool:
Armory The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.
If you go mech, you can readily produce 3/3 battlecruisers.. is this for real?
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On December 06 2012 12:34 Wombat_NI wrote:Show nested quote +On December 06 2012 12:32 HTOMario wrote:On December 06 2012 12:30 Wombat_NI wrote:On December 06 2012 12:25 awesomoecalypse wrote: HotS is finally looking like it will do for SC2 what BW did for SC--totally change the game. This is the kind of stuff I wanted from Blizzard. Why is just throwing a load of stuff out there doing that? I'm not saying it won't, but BW had nowhere near as many random and un-linked changes as even this one patch has thrown there. BW design as distinct from the Vanilla version wasn't because of a ton of new stuff being added, but because everything they added or close to it actually functioned properly. A lot of things in brood war did not function properly, this is why there was the ability to mutalisk stack and hold command lurkers. Apart from bugs/abuses, they functioned properly. They may not have been designed with that kind of stuff in mind though. In this patch, I agree with a lot, disagree with a lot. It's merely the lack of a coherent philosophy in terms of what Blizzard are trying to do isn't visible. It's incredibly annoying because if there's no clear logic to what they do, that will make addressing certain concerns harder.
Hold Command Lurkers can easily be brought back.
Ghosts already have the ability - Hold Fire (prevents auto attacking) and Weapons Free (reenable auto attacking).
This can be added back to the Lurker to replicate the same thing.
As for Carrier micro, it's possible to have something similar to BW. Interceptors by default are set to not acquire any targets (I forgot which value to edit but it's set to none in its unit tab). Set this to acquire (I forgot the value, haven't checked in a while + also up their leash range and scan weapon range then you nearly have BW carriers.
This means even if the carrier a-moves to a location, the interceptors won't continuously seek out targets unless there is none (unlike BW). This prevents carriers from attack move moving (a-move into a bunch of units, then you can keep moving and the interceptors will keep attacking).
Mutalisk stacking is probably the only thing that can't be easily replicated in SC2 (mainly because the way Mutalisk stacking worked in BW was a bit weird and "unintuitive"). It'd be somewhat possible with triggers maybe (like a periodic timer trigger that checks if the player has mutalisks and a unit far away in the same selection group, if so - move trigger the mutalisk into a center location [not order the mutalisks to move but actually have a trigger that force moves/reposition the mutalisk into a stack in the same location]) but again, that'd be really weird in SC2's setting (in BW, it was more natural because that's how unit formation naturally worked in the engine).
It'd be though but it won't be exactly the same.
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Anyone know if any preorder methods get you a beta key? I'm hearing that amazon is out of beta keys.
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On December 06 2012 12:37 Discarder wrote: THIS is cool:
Armory The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.
If you go mech, you can readily produce 3/3 battlecruisers.. is this for real?
Its going to make an air transition when playing bio vs mech nearly impossible I think. Right or wrong, I've always gone for bio vs mech and relied on a lot of aggression and denying expansions while expanding greedily to set up an air transition with a superior economy. I don't see this being a viable option anymore.
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