Dynamic Unit Movements, Your Thoughts? - Page 37
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mrafaeldie12
Brazil537 Posts
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Fig
United States1324 Posts
On July 07 2012 02:12 Xiphos wrote: That's why it increases skill level.... Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base. Exactly. I'm sick and tired of seeing two HTs storm a worker line, have the opponent not even looking, and only get 4 kills. That's just wrong. | ||
Asolmanx
Italy141 Posts
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FragRaptor
United States184 Posts
I like dynamic unit movement but it doesn't do the job by itself alone. | ||
Gyro_SC2
Canada540 Posts
Because I played the MMdaybreak and it was very bad and not fun. | ||
0neder
United States3733 Posts
In conclusion, MM was a good try but this looks much closer to what BW was like. | ||
0neder
United States3733 Posts
On July 07 2012 06:21 FragRaptor wrote: After playing this type of game mode a few times it is difficult to get in a position where the units themselves actually spread apart. Corners keep them clumping, but if they start out from the rally in the ball they will stay in the ball, and getting back to the super efficient ball is easy as clicking in the center mass of units. Seems like if it were to break up more in the pictures showed on the OP it would need something else. I like dynamic unit movement but it doesn't do the job by itself alone. Please don't confuse the MM thread with this. This is much better. | ||
0neder
United States3733 Posts
On July 07 2012 06:12 mrafaeldie12 wrote: Yeah lets remove all the micro in the game. On the contrary, adjusting the spacing/movement paradigm does not remove micro, it promotes it. If you're going to keep unlimited unit selection, it is much more likely that this will help motivate more micro because it's easier to grab specific units/bunches of units, without really effecting the skill cap. We are also advocating ability animations and more AoE and bigger maps, and more fast units, so the skill cap is not in danger. | ||
honed
Canada482 Posts
On July 07 2012 00:57 treekiller wrote: If your reading this Blizzard, please dont. Please dont dumb the game down any further. If you change the movement, you will have to completely re-balance the game. You might not even be able to re-balance it. youre wrong, and if blizzard listens to people like this, sc2 will become much worse | ||
tehemperorer
United States2183 Posts
On July 07 2012 02:12 Xiphos wrote: That's why it increases skill level.... Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base. Khaydarin was removed for making storm with it's current template size too powerful... Now you want to make the template bigger? Now you've just increased the potency of each high templar fielded, you think that will be fun for Terrans? If this thread is really about spectator happiness (which is rediculous by the way; we all know what it's about), you don't think terran-oriented spectators are going to say "stupid game toss OP just storm workers and win?" Asked in another way that fits what is claimed as the concern in the thread: What's more fun, seeing 1 templar wreck a mineral line with 2 storms, or 2 wreck it with 4? I think at a base level people would agree that more is better. | ||
wcr.4fun
Belgium686 Posts
On July 07 2012 06:12 Fig wrote: Exactly. I'm sick and tired of seeing two HTs storm a worker line, have the opponent not even looking, and only get 4 kills. That's just wrong. I lol when protoss even attempt storm drops in sc2. It's just shitty in sc2 while one of the most scariest, aggravating, intense, exciting and fun things of bw. :D | ||
tehemperorer
United States2183 Posts
On July 07 2012 07:10 wcr.4fun wrote: I lol when protoss even attempt storm drops in sc2. It's just shitty in sc2 while one of the most scariest, aggravating, intense, exciting and fun things of bw. :D It's shitty cause of mule, nothing else | ||
pzea469
United States1520 Posts
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haitike
Spain2703 Posts
On July 07 2012 07:22 pzea469 wrote: Has anyone played this? This is a teorical mod, not implemented. | ||
maybenexttime
Poland5366 Posts
On July 07 2012 00:57 treekiller wrote: If your reading this Blizzard, please dont. Please dont dumb the game down any further. If you change the movement, you will have to completely re-balance the game. You might not even be able to re-balance it. Why try to balance the game around flawed gameplay? HotS will reset the balance anyway. Blizzard may as well fix the game before they attempt any balance changes in HotS... | ||
Archerofaiur
United States4101 Posts
On July 07 2012 06:39 0neder wrote: Please don't confuse the MM thread with this. This is much better. As far as I know their is no working mod for this. So how can it be better? | ||
0neder
United States3733 Posts
On July 07 2012 07:09 tehemperorer wrote: Khaydarin was removed for making storm with it's current template size too powerful... Now you want to make the template bigger? Now you've just increased the potency of each high templar fielded, you think that will be fun for Terrans? If this thread is really about spectator happiness (which is rediculous by the way; we all know what it's about), you don't think terran-oriented spectators are going to say "stupid game toss OP just storm workers and win?" Asked in another way that fits what is claimed as the concern in the thread: What's more fun, seeing 1 templar wreck a mineral line with 2 storms, or 2 wreck it with 4? I think at a base level people would agree that more is better. It doesn't need to get bigger, its damage can be increased. Tank splash can be buffed as well, so the balance whine is irrelevant. Blizzard removed KA because they didn't like it, not because it was necessarily too powerful. Alternatively, they could change the upgrade to regeneration rate rather than starting energy (which is more interesting and practical anyway). Maybe people should consider that HTs as end-game tech should be much better than tier 1 with medivacs.....is that unfathomable for them? | ||
0neder
United States3733 Posts
On July 07 2012 23:02 Archerofaiur wrote: As far as I know their is no working mod for this. So how can it be better? Because based on screenshots, this is heterogenous and MM is homogenous, so it still doesn't solve the core issue. Also, SC2BW's Maverick seems to be developing this and is getting close IMO. | ||
wcr.4fun
Belgium686 Posts
The argument of more is better doesn't make much sense either. If you need 4 storms to kill a worker line, seeing one storm is not very exciting. However knowing that one storm can kill everything, adds a lot more excitement to it. I can't remember which game I saw epic, epic storms and storm dodging, bisu vs roro (dunno if it was roro) on neo aztec or electric circuit, can't remember. But this youtube video shows that there can be a lot of excitement around it if one storm kills instead of 4. | ||
discomatt
113 Posts
On July 07 2012 23:41 wcr.4fun wrote: wasn't the amulet removed because of the combination with warp gates making it too easy to just warp in some templars and then storm everything in the midst of battle? Yes. Being able to storm immediately after being produced anywhere on the map was considered too strong. Drop 30 supply with banked gas. SWEET WARP IN 10 STORMS FOLLOWED BY 5 ARCHONS | ||
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