[D] The roach symbolizes everything wrong with SC2 - Page 6
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Rockstar25
Poland22 Posts
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Zinbiel
Sweden878 Posts
On August 22 2010 18:37 Rockstar25 wrote: 1 pop hydra would be op, dont you known? .... protip: at least TRY to read complete sentences. Seriously it is awesome, sometimes it even helps you to understand what people are saying. | ||
Madkipz
Norway1643 Posts
I believe the most resonable thing to assume is that blizzard felt they had not done anything with the zerg early game and it felt to similiar to broodwar that they felt the need to add something (roach baneling). | ||
CursOr
United States6335 Posts
+ Show Spoiler + ![]() ... I love the faint shapes in the background too. LOL | ||
nihoh
Australia978 Posts
EDIT: That is to say, increased, increased regeneration rate outside of battle. Ceased regeneration rate in battle. It's a DOTA mechanic. | ||
ooni
Australia1498 Posts
On August 22 2010 19:19 nihoh wrote: How about give Roaches Heart of Tarrasque???? EDIT: That is to say, increased, increased regeneration rate outside of battle. Ceased regeneration rate in battle. It's a DOTA mechanic. They do, it's called burrow regeneration, nobody gets burrow, arguing it's useless. the truth is it's not useless, it's just hard to incorporated into a solid build. (you know since mass roach is meh) | ||
Keitzer
United States2509 Posts
you can use roaches to defend against helions/reapers/zealots etc you can use roaches to soak damage/do heavy damage since they're an armored/highish health unit and since they're T1.5... theyre a great beefy unit similar to marauder (not utility wise, lol, just beefyness) however yes they have been toned down, mostly b/c you could one-base roach your way to victory every game with the crazy regen and insane armor (2 i believe it was) | ||
Neuuubeh
138 Posts
On August 22 2010 08:29 NicolBolas wrote: So what you're suggesting is that Blizzard should have just assumed that micro and macro would spontaneously appear ex nihilo. That they should not have bothered with skillful abilities and just assumed that unit speed and position-based micro would be sufficient. I love most of these "contrived excuses" you mention. They really change the dynamic of the game. Blink allows Stalkers to function in ways that simple movement and position micro could never have allowed. Graviton-Beam allows Phoenixes to have so many possible uses beyond simple AtA: worker harassment, air support against certain unit compositions, sniping off of certain critical units (ie: Siege Tanks), etc. Cliff climbing also has its skillful uses. It may seem simple on the surface, but having units that can use terrain better than others is a good thing. It doesn't matter if this is due to an explicit ability or is implicit based on damage attributes (ie: Siege Tank range+AoE+cooldown). What matters is the effect it creates in-game. Giving units actual abilities is fine, so long as those abilities encourage skillful play. Force field does; there are many ways to use it and they all create interesting play. I'm pretty sure that Blizzard didn't think of ramp blocking when they first came up with the ability, yet it is a powerful technique. Corruption/whatever-they're-calling-it doesn't encourage skillful play. That is a one-dimensional ability that is difficult to make worthwhile. The only thing that makes it even remotely interesting is the fact that it is essentially "free", coming with the Overseer. Basically, don't throw the baby out with the bathwater. If you want to rail against actually bad abilities, fine. But when you put Blink, Force field, and cliff climbing under the same axe as Corruption, you've gone too far. CBA to reply to everything youve written, but the Abilities you seem to love actually ABUSE the current map design and puts the other races at a disadvantage, especially zerg (what else ![]() You make force fields sound THAT difficult to use, well, they are not. I do find the kind of understanding required to make the proper decision of which building to Corrupt MUCH deeper and non-one-sided as your beloved force fields. And yeah, seriously, ramp blocking is supposed to be a deep tactical move???WTF? As a side note, I love ZvP matches. | ||
epik640x
United States1134 Posts
I'm not even sure if it's a better game than SC1. And with the whole Kespa fiasco, I don't even know if SC2 has as big of a future. The game just feels boring ![]() All the highlights for Sc2 are pretty much 150 food armies going toe-to-toe with other 150 armies with a few spells going off. The only micro being dragging the armies back and forth for positioning. I guess it's just a waiting game. Let's wait and see how everything goes. I'm excited for GSL but I can't help but think Blizzard doesn't realize how influential Kespa was with the whole korean esports scene. | ||
Wolfpox
Canada164 Posts
The roach is the symbol of this failed philosophy, and that's why I hate the roach. ...Hmmm, I never liked the Roach from the first time they introduced it, even in theory. I never feel good about making them, fighting with them, or fighting against them -- they just feel like they're being forced "into the spotlight" as the new Zerg mascot,. My main problem is that you need to upgrade them to be useful. Why doesn't Terran have to upgrade the ability for Vikings to transform? Or for Ravens to place down auto-turrets? Roaches whole appeal -- being regenerating and tunneling -- requires so many upgrades that it sucks. I know that Stim Packs, Marauders, Warp Gates, and Seige Mode are some examples of upgrades that are practically necessary if you're going to get the units, but I at least think that as soon as you get burrow, Roaches should be able to tunnel and regenerate. But nope, every Zerg unit requires an upgrade to be as useful as a vanilla flavor T or P. | ||
Grimjim
United States395 Posts
- Fazing let Void Rays counter marines and hydralisks. Blizzard nerfed it. And with good reason. It allowed one Void Ray to destroy 2 Hydralisks in less time than it normally took to kill one. That is a HUGE balance problem. Void Rays are already incredibly powerful. We don't need an incredibly easy micro mechanic to make them even more so. | ||
Jarmam
Denmark140 Posts
Some things were changed, some things were removed and some things were kept. It applies to the Divine Gift of the Unfailable Brood War as well. Void Ray-fazing was removed because it was a horrible "mechanic" that completely broke the unit. Just because something isnt originally intended does not make it a good idea. And just because something *was* originally intended does not make it a *bad* idea. Neither Blink nor Graviton nor many of the other unit abilities are equally bland to Corruption just because they are abilities added intentionally with specific purposes in mind. This design philosophy critique is blowing things way out of proportion. | ||
dhe95
United States1213 Posts
On August 22 2010 21:43 Grimjim wrote: And with good reason. It allowed one Void Ray to destroy 2 Hydralisks in less time than it normally took to kill one. That is a HUGE balance problem. Void Rays are already incredibly powerful. We don't need an incredibly easy micro mechanic to make them even more so. And this is why SC2 will never be as good as BW. Why don't you let Fazing and all the other little tricks stay in the game and let each unit take on its own role rather than one blizzard designed for them? What if blizzard patched muta stacking in BW, shuttle/reaver micro, dropship/tank, or worker glitching? | ||
Unentschieden
Germany1471 Posts
"Discovered" roles and strenghts are fine as long as the game can "surivive" with them. But they are merely to be tolerated, not be designed upon. | ||
oxxo
988 Posts
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Grimjim
United States395 Posts
On August 22 2010 22:08 dhe95 wrote: And this is why SC2 will never be as good as BW. Why don't you let Fazing and all the other little tricks stay in the game and let each unit take on its own role rather than one blizzard designed for them? What if blizzard patched muta stacking in BW, shuttle/reaver micro, dropship/tank, or worker glitching? Rapidly clicking back and forward on two units is paltry compared to the intense micro of Brood War, and the reward it grants is borderline overpowered, and far too much for what it requires. | ||
junemermaid
United States981 Posts
On August 22 2010 22:08 dhe95 wrote: And this is why SC2 will never be as good as BW. Why don't you let Fazing and all the other little tricks stay in the game and let each unit take on its own role rather than one blizzard designed for them? What if blizzard patched muta stacking in BW, shuttle/reaver micro, dropship/tank, or worker glitching? They did patch shuttle/reaver micro to include a cooldown time. | ||
Dinn
United States66 Posts
On August 22 2010 07:13 SubtleArt wrote: Great writeup. I'd prefer if they made roaches slightly weaker but 1 supply again, as it stands they suck and Zerg has no viable way to pressure without committing to some easy to scout all in. Also, agree on their maps too. They replaced functionality with "OMFG LOOK AT HOW STRATEGIC OUR GAME IS HERE ARE 431772 PIECES OF TERRAIN YOU CAN ABUSE STRATEGICALLY IN OUR REALLY STRATEGIC GAME!" That's a stupid thing to say. Brood War did so many things right, I don't see why Sc2 can't elaborate on everything that worked without being a carbon copy. Also, "they're different games". Are you fucking serious? Let's list all the similarities: - Exact same economy system: you get peons to mine minerals and gas and send them to your townhouse. - You require a building on a geyser to get gas - Terran builds anywhere, Zerg builds on creep, protoss builds on areas powered by pylons. - Terran macro system (rax + factories + starports), zerg macro system (building opens up tech options, units come out of larva, which spawns from hatcheries) and protoss macro system (gateways and robo bay) remain largely unchanged. - Pylons, ovies, and depots, exactly the same - Terran units still in Sc2: --- scvs, marines, dropships, tanks, battlecruisers, comsats, bunkers - Units which are changed but obviously mirror the original: --- Ravens (vessels), vikings (goliaths / wraiths), medivac (dropship + medic), helion (vulture) Zerg units still in Sc2: --- Queen, zergling, hydralisk, mutalisk, ultralisk, drone, overlord. Corrupters / broodlords are basically devourers and guardians, spine crawlers are sunken colonies, and infestors replaced defilers. - Protoss units still in Sc2: --- Zealot, probe, observer, dark templar, high templar, archon, carrier, cannons. Recycled units: Collosus (reaver), Stalker (dragoon), mothership (a useless arbiter), pheonix (corsair). That was quite a wall of text but I seriously hate it when people say that. Starcraft 2 borrows so heavily from the first (seriously...over half the new units are just modified versions of old ones in BW, except given an even more niche role) that saying its a completely new game is like saying Gears of War and Gears of War 2 or Halo and Halo 2 are entirely new games that happen to be under the same name. I may not be one in a position to argue, but what about warcraft 2 and warcraft 3? didn't 3 introduce heroes, making the game pretty darn different? edit: My point just being that sequels can be pretty different to their previous iterations despite their similarities. | ||
Sentient
United States437 Posts
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SoFFacet
United States101 Posts
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