Official State of the Game Podcast Thread - Page 2616
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Arisen
United States2382 Posts
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CiCeRoSC2
United States83 Posts
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Koshi
Belgium38797 Posts
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figq
12519 Posts
On February 15 2013 13:24 Arisen wrote: i sthere a way to get at the old podcasts that are no longer in the RSS feed? I've tried listening off the blog spot page but the older ones give an error Yeah, how can we find episodes 5-28? 1-4 and 29+ are here: http://www.youtube.com/playlist?list=PLEB03FD11B7640195&feature=view_all but the others... the blip.tv archive also doesn't work; the itunes archive has now deleted all old episodes... are they.. gone? | ||
Goldfish
2230 Posts
On February 15 2013 01:13 Yoduh wrote: people also hated the warhound. it couldn't be tweaked from being a simple a-move unit. it needed fundamental changes to its design which means removing it was the right decision, but it should've been replaced with a completely new unit. i guess all the changes to the widow mine from being just a mine to an actual attacking unit has been an attempt to make up for that. I say it could be tweaked. Warhound suffered from Carrier syndrome - Blizzard doesn't want to change it drastically. Right now, Carrier still isn't as good as its BW counterpart (the only thing the ninja HotS patch did for Carriers is make it so you can attack at a target with a Carrier at 12 range, when Interceptors are out). Things that Carrier still doesn't have from BW: + Show Spoiler + 1. Interceptors do not regen while in a cargo (simple to do, add a behavior to the interceptor that adds regen but with a "Validator" that checks if it's in Cargo. Or the reverse, make it so the Carrier's Cargo adds a regen behavior to all units inside it... similar to how Bunkers have a behavior that adds +1 range to anything that goes inside). 2. You can't attack move move (that means, you can't attack, have interceptors constantly attacking all targets). If a Carrier is moving, and an interceptor takes out a unit (while the carrier is moving), then the interceptor will go back to the carrier without attacking anything else. In BW, the interceptor will constantly attack anything in the Carrier's leash range, even if the Carrier is moving or not. (You can change this in the editor by going to Unit > Interceptor > Combat > Changing "Acquire" from "None" to "Offensive". Additionally change the Interceptor's "Scan Range" on its weapon and increase the range all the way to at least 12. It's a simple change.) Carriers are good in HotS though (only because sky toss in general got a buff in HotS; tempest is a good support for Carriers) but in WoL, Blizzard could have done something a long time ago (and Carriers would be helpful in ZvP late game too). Okay back to the Warhound. There were definitely ways to tweak the Warhound to make it less a-moving. My idea is to simply make it some mechanical caster unit or make it so Haywire missiles are manual cast only (and target a ground which means it can miss). Anyway, as for new stuff in HotS. The Widow Mine was originally not supposed to be a core mech unit. It's supposed to help Terrans defend (since Terran is the more harassable race mid to late game, with nothing like Queens or Warp Ins that Zerg/Protoss have). Right now, it isn't really a problem but the in terms of BW vs SC2, one of the things that made BW better is that everything was more spread out (maps were bigger, units clumped less, there were more incentives to spread out your units and attack everywhere than in one area). You didn't need to camp or have to sit in your base and worry about a death ball appearing out of no where and destroying everything. Weaker base defense means more potential for base race situations or "one battle into GG" situations. Widow Mines were supposed to help deal with Mutalisks and help Terran have more position controlling capabilities. However, Widow Mines (and Hellbats and Medivac Speed Boost) have made Terran more closer to early WoL Terran - They're too strong early game. IMO, I think they should try some of the single player upgrades for Terran for base defense and positioning: + Show Spoiler + 1. Hi-tech auto tracking should add +2 range instead of 1. 2. Terran should be able to build Perdition Turrets (the Flaming Splash damage turret) or Floor Turrets (which are like ranged single target turrets) after having an Engineering Bay and an Armory. 3. Alternatively, Terran should be able to research the Shrike Turret upgrade (similar to the campaign) after an armory is built. This adds a turret to the bunker and allows it be a supply-less base defense. 4. Missile Turrets could get the Hailstorm Missile Battery upgrade (which fires 8 mini missiles, in addition to the Turret's regular attacks, which deal 1 damage each). The splash damage may or may not be kept. 5. Fire Suppression System upgrade (puts out fire). And add a level 2 which deploys 4 Fire Suppresion bots! (All of the above is just an excuse for me to add new fun structures for Terran.) Really though, for HotS, why haven't they thought of adding more new upgrades or structures instead of just units to fix the problems they wanted to fix in WoL? (Of course it's kind of too late to ask this.) Now, Mutalisks in SC2 aren't as good as in BW (minus the new Life Regen they got in HotS). In HotS, Widow Mines stop them (though that is the point). Mutalisk micro should be added back (here is how to add something similar to BW Mutalisk micro back): + Show Spoiler + 1. Mutalisk no longer have a backswing when attacking (no 0.5 second delay after attacking). Random min and max delay removed (this isn't really needed for projectile weapons anyway, only for instant attacks). 2. Mutalisk weapon "Movement" field changed from "Slowing" to "Allowed". Finally, When Mutalisk move at 3.74 speed or higher, a behavior activates that adds another behavior (with a 0.5 second duration) that enables an effect (which will be attached to the Mutalisk attacks), that activates when the Mutalisk attacks and when that happens, add a behavior (which lasts for 0.07 seconds) that grants Mutalisk max acceleration and (for this example) 50% movement speed bonus for 1 second. (This seems complicated but I can walk you through all the steps in the editor.) What this means is when you attack, (after keeping the Mutalisk at 3.74+ speed or higher), then you gain max acceleration on the Mutalisk and 10% movement speed for a little bit. All this combines to make it so that Mutalisks (if you control them right) can attack without stopping (sort of) or deaccelerating (also sort of). However, similar to Brood War, the Mutalisks have to be facing the target (if the Mutalisks turns, the Mutalisk won't attack in time [again, the buff lasts only 0.07 seconds] and won't gain the acceleration boost). It doesn't work exactly the same (basically what happens is that if you send a Mutalisk to move in a certain direction and its at max speed, then attack within 0.07 seconds, then the Mutalisk will gain max acceleration than 10% speed boost for a second for you to move back and forth if needed). Note - the 0.07 second time between being at 3.75 speed, and attacking is to make it so you have to have the Mutalisk facing the target when attacking to gain the speed boost boost / acceleration boost (if you send a Mutalisk to move somewhere, and the target is not directly in front of the Mutalisk when it attacks, it will turn to attack but buff will wear off before the attack activates, so no speed boost is gain). This is simple way to sort of replicate keeping acceleration while attacking in BW. (Of course Blizzard can just copy how the SCBW mod does it too which is probably more closer to BW.) | ||
Sapphire.lux
Romania2620 Posts
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HotShizz
France710 Posts
100% losira and life making it through :D | ||
Lowko
Netherlands286 Posts
Thanks JP ![]() | ||
Acronysis
872 Posts
On February 15 2013 22:19 Lowko wrote: State of the game is still so good. Been listening to episode 1 and still tuning in all the time. Thanks JP ![]() Agreed! Wonderful show. Especially when Artosis is on ![]() | ||
llIH
Norway2142 Posts
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Schelim
Austria11528 Posts
"what do you think about that guy that's in the ground and shoots out other guys against protoss?" | ||
Demicore
France503 Posts
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Pucca
Taiwan1280 Posts
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DyEnasTy
United States3714 Posts
On February 18 2013 11:51 Pucca wrote: is there a podcast version of this? Uhhhh theres always been an MP3 download after the recording. Look on the main page below title where it says in bold/underline: EP81 (2/7 recording) click that, then it will take you to another page, right click and save link on the: "MP3 Link" under the episode title. | ||
mordek
United States12704 Posts
On February 17 2013 00:00 Demicore wrote: Show getting better and better. Loving the gameplay videos while the conversation is going on. This was super nice actually, I'm glad someone said something! | ||
TigerKarl
1757 Posts
One other thing, i want to commentate on what phenomenal developement JP has taken both as a professional content producers, but also as a personality. In the beginning of SOTG i felt that his style was a bit awkward and when he wanted to express his own opinion it felt occasionally shaky, but nowadays he's just as cool, fun and down to earth like all the other beloved community heads. So keep up the great work, you're a big part of the SC2 E-Sports scene! | ||
JazzJackrabbit
Canada1272 Posts
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DaCruise
Denmark2457 Posts
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Die4Ever
United States17588 Posts
On February 22 2013 12:55 DaCruise wrote: Lol. No one gets timezones. everyone should use countdowns instead of absolute times http://www.timeanddate.com/countdown/generic?iso=20130222T0131&p0=104 so much better | ||
Hadley88
Germany267 Posts
On February 22 2013 12:55 DaCruise wrote: Lol. No one gets timezones. Pretty hard to know like EU; NA East, NA West and Korea... | ||
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