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On December 13 2012 11:14 Maxd11 wrote: I just want the beta to work on my Apple OS again! PLEASE AND THANK YOU! Also these changes look like more goodness except mutas ?might? be too good in zvp and zvz now?
I too am hoping that they fix it for macs ASAP
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On December 13 2012 11:21 clever_us wrote:Show nested quote +On December 13 2012 11:14 Maxd11 wrote: I just want the beta to work on my Apple OS again! PLEASE AND THANK YOU! Also these changes look like more goodness except mutas ?might? be too good in zvp and zvz now? I too am hoping that they fix it for macs ASAP Apple fighting.
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Dark shrine nerf = good. Mutalisk buff (again) = bad.
Everything else = I don't care.
Although I hope the medivac healing beam is some sort of changing rainbow disco ambience. That'd be pretty sick.
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On December 13 2012 10:14 Plansix wrote:Show nested quote +On December 13 2012 10:07 pivor wrote: The issue of Terran mech/air upgrades is that both upgrades and armory are too expensive. Why all terran upgrades costs 100/175/250 while zergs and protoss 100/150/200? -.- Um, because protoss have shields that make up 50% the HP for a ton of core units? Zerg have have a whole upgrade that only affects 2 units?(melee) And protoss is crushing people with that extra 125/125 minerals and gas. That whole stalker and part of a senty wins me games all the time.
People are still using this argument? I mean I guess stim and combat shields should be 50/50 because that only saves the cost of 1 medivac. It must not have a huge impact right? Oh wait, there are things such as timings and economy.
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On December 13 2012 10:56 Beakyboo wrote: Just go back to all mech/ship upgrades shared. I really don't think it's overpowered. It's hard to justify these upgrades without a really odd and likely impractical unit composition.
The mutalisk buff is interesting too. I think something along those lines could definitely help them to stay relevant in their role as a harass unit without making them overpowered.
absolutely not. being able to go from 3/3 thors into 3/3 viking battlecruisers without researching anything else is ridiculous.
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On December 13 2012 11:20 SoBeDragon wrote: My initial thoughts of this patch bring me back to QXC's, fixing the game. I agree that passive abilities are boring and don't make for interesting play. If the idea is to make mutas regen health faster, than perhaps instead of a passive ability, the muta can get something that gives health based on their glaive worm attack. Or maybe even successful attacks have a chance to proc a health regen. I'm not sure...I like the buff, but not the execution of it.
I thought this would be really cool too, but it might make mutas too powerful during engagements.
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On December 13 2012 11:32 TheDraken wrote:Show nested quote +On December 13 2012 10:56 Beakyboo wrote: Just go back to all mech/ship upgrades shared. I really don't think it's overpowered. It's hard to justify these upgrades without a really odd and likely impractical unit composition.
The mutalisk buff is interesting too. I think something along those lines could definitely help them to stay relevant in their role as a harass unit without making them overpowered. absolutely not. being able to go from 3/3 thors into 3/3 viking battlecruisers without researching anything else is ridiculous.
Still have to add 4-5 ports with tech labs and a fusion core and research yamato cannon.
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On December 13 2012 11:35 Mattumsfox wrote:Show nested quote +On December 13 2012 11:32 TheDraken wrote:On December 13 2012 10:56 Beakyboo wrote: Just go back to all mech/ship upgrades shared. I really don't think it's overpowered. It's hard to justify these upgrades without a really odd and likely impractical unit composition.
The mutalisk buff is interesting too. I think something along those lines could definitely help them to stay relevant in their role as a harass unit without making them overpowered. absolutely not. being able to go from 3/3 thors into 3/3 viking battlecruisers without researching anything else is ridiculous. Still have to add 4-5 ports with tech labs and a fusion core and research yamato cannon.
Not to mention that tempest is incredibly op now against bcs and there is no more reason to build bcs in TvP at all. Want a yamato? Use the raven, it's much better in everything.
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On December 13 2012 07:34 eviltomahawk wrote: Medivac Caduceus Reactor The Medivac’s healing beam now changes color once the Caduceus Reactor upgrade is complete. 4
Why such a big Terran nerf?!?!?!!?
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On December 13 2012 11:20 SoBeDragon wrote: My initial thoughts of this patch bring me back to QXC's, fixing the game. I agree that passive abilities are boring and don't make for interesting play. If the idea is to make mutas regen health faster, than perhaps instead of a passive ability, the muta can get something that gives health based on their glaive worm attack. Or maybe even successful attacks have a chance to proc a health regen. I'm not sure...I like the buff, but not the execution of it.
I agree that passive abilities are kinda boring, but the WORST thing by far we can have in an RTS game as complex as SC2 is proc chance.
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On December 13 2012 11:37 willoc wrote:Show nested quote +On December 13 2012 07:34 eviltomahawk wrote: Medivac Caduceus Reactor The Medivac’s healing beam now changes color once the Caduceus Reactor upgrade is complete. 4 Why such a big Terran nerf?!?!?!!? 
Were you not here around the Blueflame icon buff? This is totally a metagame changing buff not a nerf.
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On December 13 2012 11:40 InoyouS2 wrote:Show nested quote +On December 13 2012 11:20 SoBeDragon wrote: My initial thoughts of this patch bring me back to QXC's, fixing the game. I agree that passive abilities are boring and don't make for interesting play. If the idea is to make mutas regen health faster, than perhaps instead of a passive ability, the muta can get something that gives health based on their glaive worm attack. Or maybe even successful attacks have a chance to proc a health regen. I'm not sure...I like the buff, but not the execution of it. I agree that passive abilities are kinda boring, but the WORST thing by far we can have in an RTS game as complex as SC2 is proc chance.
All units should have a chance to do 1-10000 damage
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I would buy hots if:
- removed thor - added goliath (possibly with really small splash to air, reason see below) - add air stacking (not as an ability obvious, but by using an overlord or larvae added to your group or via another method) - add moving shot to game - revert passive regeneration on mutalisk - remove swarm host, make the lurker somehow work (-remove collussus? Add other more interesting and skill requiring unit) - remove widow mine - add spider mine to reaper/hellion/... whatever fits best - change fungal to plague - change consume from absorbing builing heatlth to destroying a unit (bw version) - change blinding cloud to dark swarm (toned down perhaps, percentage based damage reduction? like 80 percent or something) - Make ultralisks smaller - change general pathing of units to allow better control (see bw) and destroy deathball - require less workers per base for saturation meaning less income per base and thus allowing more options (low econ games vs high econ games) - significantly tone down spawn larvae/mule and chronoboost - give cooldown advantage to gateways versus warp gates
I think this is everything. Obviously balance any issues which may arise through these changes
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I feel like Blizzard is really losing it. This is like fifth or six patch in a row without a single change to the bunker build time. Frankly I'm disgusted and I'm not sure I can continue to watch and play this game anymore.
+ Show Spoiler +On a more serious note, I actually dislike the Dark Shrine change, however I think that either dark shrine shoould require a Templar archives (and be correspondingly cheaper and faster to build) or the building should be scrapped and we should go back to Broodwar with the Archives giving both Templar.
The reason for this is it allows the Toss player to get something defensive (storm/feedback/archons) and something to put pressure on their opponents at the same time (DTs) without causing catestrophic damage to their own economy/tech.
P.S. These changes might also make Zerg fun to play again, brood-infestor makes them boring.
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On December 13 2012 11:53 wcr.4fun wrote: I would buy hots if:
- removed thor - added goliath (possibly with really small splash to air, reason see below) - add air stacking (not as an ability obvious, but by using an overlord or larvae added to your group or via another method) - add moving shot to game - revert passive regeneration on mutalisk - remove swarm host, make the lurker somehow work (-remove collussus? Add other more interesting and skill requiring unit) - remove widow mine - add spider mine to reaper/hellion/... whatever fits best - change fungal to plague - change consume from absorbing builing heatlth to destroying a unit (bw version) - change blinding cloud to dark swarm (toned down perhaps, percentage based damage reduction? like 80 percent or something) - Make ultralisks smaller - change general pathing of units to allow better control (see bw) and destroy deathball - require less workers per base for saturation meaning less income per base and thus allowing more options (low econ games vs high econ games) - significantly tone down spawn larvae/mule and chronoboost - give cooldown advantage to gateways versus warp gates
I think this is everything. Obviously balance any issues which may arise through these changes
Why don't we just play BW... -___-
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On December 13 2012 12:00 neoghaleon55 wrote:Show nested quote +On December 13 2012 11:53 wcr.4fun wrote: I would buy hots if:
- removed thor - added goliath (possibly with really small splash to air, reason see below) - add air stacking (not as an ability obvious, but by using an overlord or larvae added to your group or via another method) - add moving shot to game - revert passive regeneration on mutalisk - remove swarm host, make the lurker somehow work (-remove collussus? Add other more interesting and skill requiring unit) - remove widow mine - add spider mine to reaper/hellion/... whatever fits best - change fungal to plague - change consume from absorbing builing heatlth to destroying a unit (bw version) - change blinding cloud to dark swarm (toned down perhaps, percentage based damage reduction? like 80 percent or something) - Make ultralisks smaller - change general pathing of units to allow better control (see bw) and destroy deathball - require less workers per base for saturation meaning less income per base and thus allowing more options (low econ games vs high econ games) - significantly tone down spawn larvae/mule and chronoboost - give cooldown advantage to gateways versus warp gates
I think this is everything. Obviously balance any issues which may arise through these changes Why don't we just play BW... -___- Why don't we play a better version of SC 2 and implement the changes? It's like people want the game to be worse just so they can say it isn't BW. Guess what? Browder's predecessors are kicking his ass right now and they don't even work at blizzard anymore. People being resistant to making it more like BW are absolutely crazy. It's more about making it better rather than making it like BW. BW just happens to be designed better.
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On December 13 2012 11:53 wcr.4fun wrote: I would buy hots if:
- removed thor - added goliath (possibly with really small splash to air, reason see below) - add air stacking (not as an ability obvious, but by using an overlord or larvae added to your group or via another method) - add moving shot to game - revert passive regeneration on mutalisk - remove swarm host, make the lurker somehow work (-remove collussus? Add other more interesting and skill requiring unit) - remove widow mine - add spider mine to reaper/hellion/... whatever fits best - change fungal to plague - change consume from absorbing builing heatlth to destroying a unit (bw version) - change blinding cloud to dark swarm (toned down perhaps, percentage based damage reduction? like 80 percent or something) - Make ultralisks smaller - change general pathing of units to allow better control (see bw) and destroy deathball - require less workers per base for saturation meaning less income per base and thus allowing more options (low econ games vs high econ games) - significantly tone down spawn larvae/mule and chronoboost - give cooldown advantage to gateways versus warp gates
I think this is everything. Obviously balance any issues which may arise through these changes
stacking wouldn't even help in sc 2. There is no benefit to it. In fact, it puts your units in more danger. that having been said, you should just keep playing BW. Sc2 obviously is not for you.
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It's ok. Muta is so weak in WOL. It's like so much much weaker than in BW. Life used muta vs Parting yesterday twice. And Life lost that 2 games. It's just weak.
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Haha, thought it would be blue. Hoped for pink tho
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