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TeamLiquid Heart of the Swarm Preview - Page 47

Forum Index > SC2 General
1222 CommentsPost a Reply
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Geos13
Profile Joined May 2011
437 Posts
May 31 2011 21:13 GMT
#921
I think many of the more casual players love the colossus so removing it might be hasty. What it is about 35% of players are in bronze and I'm guessing many of them don't participate in online discussion like this one on team liquid so their voice is not heard. I'm not saying the game should be balanced around casual players but that a solution that rebalances the colossus would be ideal. I like the idea of making them really slow like the reaver and maybe making their attack animation slower so that the opposing player has time to pull back his units would allow for more micro and positioning.

I guess I'm personally fighting for the colossus because despite all of its issues it is a beautiful looking unit. Hope they find a way to make it work.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
May 31 2011 21:15 GMT
#922
Bronze is 20% like all the rest up to diamond (18) Master (2)
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
roymarthyup
Profile Joined April 2010
1442 Posts
May 31 2011 21:17 GMT
#923
On June 01 2011 05:26 roymarthyup wrote:
i really dislike the idea of removing units


i cant think of any unit in the game right now that could be removed without completely wrecking balance in some way


On June 01 2011 05:45 Paladia wrote:

I can think of several. Just from one race, you can remove carrier and mothership without unbalancing anything. If it wasn't for the fact that you need drops to reach expansions on some maps, you could even remove the warp prism without too many issues and up until recently archons wasn't really used either.

One thing to note is that the units will likely be replaced, not just removed and as such a new unit could fit a similar role or make up for it in another way.

I really dislike the marauder, roach, stalker trio as tier 1.5 units for both races. They are way too similar and makes for a very uninteresting dynamic. Compared for example to the dynamic of dragoon and vulture in BW.



im a master protoss

mothership is my KEY to winning lategame ZvP. it allows me to have a large force go around sniping expansions and i teleport away when in trouble

also carriers help me win lategame ZvP because my 1-2 stargates can now crank out some pretty darn cost effective units. 3 carriers with upgrades are pretty good in my army and the voidrays do some nice damage too. carriers cost effectively beat hydras and force corrupters which my voidrays eat alive
Paladia
Profile Joined August 2003
802 Posts
May 31 2011 21:21 GMT
#924
On June 01 2011 06:17 roymarthyup wrote:
Show nested quote +
On June 01 2011 05:26 roymarthyup wrote:
i really dislike the idea of removing units


i cant think of any unit in the game right now that could be removed without completely wrecking balance in some way


Show nested quote +
On June 01 2011 05:45 Paladia wrote:

I can think of several. Just from one race, you can remove carrier and mothership without unbalancing anything. If it wasn't for the fact that you need drops to reach expansions on some maps, you could even remove the warp prism without too many issues and up until recently archons wasn't really used either.

One thing to note is that the units will likely be replaced, not just removed and as such a new unit could fit a similar role or make up for it in another way.

I really dislike the marauder, roach, stalker trio as tier 1.5 units for both races. They are way too similar and makes for a very uninteresting dynamic. Compared for example to the dynamic of dragoon and vulture in BW.



im a master protoss

mothership is my KEY to winning lategame ZvP. it allows me to have a large force go around sniping expansions and i teleport away when in trouble

also carriers help me win lategame ZvP because my 1-2 stargates can now crank out some pretty darn cost effective units. 3 carriers with upgrades are pretty good in my army and the voidrays do some nice damage too. carriers cost effectively beat hydras and force corrupters which my voidrays eat alive

You may use them but obviously the best Protoss players in the world doesn't use them and still win (in fact they likely win partly because they do not use them), as such, it would not unbalance the game in any way to remove them.

I do not think Carriers should be removed however, just rebalanced to be more useful.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Whitewing
Profile Joined October 2010
United States7483 Posts
May 31 2011 21:28 GMT
#925
On June 01 2011 06:07 Tor wrote:
Show nested quote +
On June 01 2011 06:02 Whitewing wrote:
Charging for maps worries me.


This is to court small developers like those who make games for the ipad etc. I would think. It will guaranteed have no effect on normal laddering. And since the games will be associated with a marketplace instead of standard custom maps, it will likely have no effect on custom map makers. I guess the idea is that if you give developers a way to make money then you give them incentive to raise quality.


It's still a worrisome precedent.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
DirtYLOu
Profile Joined May 2010
575 Posts
Last Edited: 2011-05-31 21:30:03
May 31 2011 21:29 GMT
#926
Can't wait for any multi news tho T0T xd
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
Tor
Profile Joined March 2008
Canada231 Posts
Last Edited: 2011-05-31 22:07:06
May 31 2011 21:31 GMT
#927
On June 01 2011 06:08 ManyCookies wrote:
Show nested quote +
On June 01 2011 05:45 Tor wrote:


This approach is about creating different mechanics that could be used to make the game more interesting. It has flaws because it's not actively addressing a gameplay concern, however; designing units for fun and designing units to address gameplay don't necessarily cancel eachother out. You can do both at the same time.

Now i'm not saying blizzard is perfect and that they'll design a great unit every time. But I don't think you can immediately rule out blizzards design philosophy of fun first just because you think they're going to ignore healthy gameplay.


Right, I'm not saying that "fun" abilities will lead to inherently bad design. But they need to address gameplay issues to actually be fun. In the Reaper's case, the cliff-jumping ability complements their status as a harassment unit, allowing them to bypass static or relatively immobile defenses (without being, say an air unit). But would giving Spore Crawlers the ability to cliff-jump make them significantly more interesting or dynamic as a unit? Obviously, that's an extreme example, but designing the "fun" abilities first, then placing them into a unit role, can lead to pitfalls where the ability doesn't really complement the actual unit role, or at least not as effectively as another ability or design could.


I just don't think blizzard is ignorant of this fact. They might be a little stubborn with their unit concepts, but we won't actually know until we get some real details about the HotS multiplayer.

I personally hope they address the collosus, remove or make the reaper more viable, fix or replace hsm on the raven, and create a healthier more dynamic pvp game and perhaps even find a way to make zvz go past the 20 drone mark. And hopefully blizzard will surprise me with more fun and interesting game mechanics and gameplay interactions.

If you take SC as an example they seemed to add units to fill gameplay holes. Granted that was a long time ago. edit WC3 TFT however came with fairly large changes, with new armor types bringing readjustments to unit roles, and new units and heros providing more options and opportunities. It also came with, in my opinion, massive improvements to the concept of the campaign.
Nazeron
Profile Joined September 2010
Canada1046 Posts
May 31 2011 21:36 GMT
#928
OMG, so excited for the expansion, crossing my fingers for new zerg units for MP
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 31 2011 21:39 GMT
#929
On June 01 2011 06:13 Geos13 wrote:
I think many of the more casual players love the colossus so removing it might be hasty. What it is about 35% of players are in bronze and I'm guessing many of them don't participate in online discussion like this one on team liquid so their voice is not heard. I'm not saying the game should be balanced around casual players but that a solution that rebalances the colossus would be ideal. I like the idea of making them really slow like the reaver and maybe making their attack animation slower so that the opposing player has time to pull back his units would allow for more micro and positioning.

I guess I'm personally fighting for the colossus because despite all of its issues it is a beautiful looking unit. Hope they find a way to make it work.

i highly doubt this.. i think beyond the first impression of 'heyy this war-of-the-worlds type unit looks cool!' they will soon realize it's not as fun as it looks, and will steer more towards mothership/DTs/etc. I think most casual players watch/spectate more than they play as well, and from a spectator's point of view, colossi makes for boring, huge ball attack sort of games.
ModeratorBlame yourself or God
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
May 31 2011 21:45 GMT
#930
I don't like the idea of removing an entire unit from the game for the sole basis that regardless how you feel about it, it would totally reset the metagame worse then it already has. The reaper thing was becoming a non issue even before the nerf into oblivion, and the 4 gate was being rejected more often then not at the competitive level. Tweaking the colossus and adding something to making a more interesting and tactical unit would be a better approach then simply removing a unit altogether and replacing it with just another unit.

I really hate the notion that the way to move forward is to completely scrap an entire unit and replace it with a new unity that will magically make everything better. This beta mentality needs to end.
Sayril
Profile Joined December 2010
United States48 Posts
May 31 2011 21:46 GMT
#931
idk if someone asked this already but are the zerg buffs only for single player?
thebole1
Profile Joined April 2011
Serbia126 Posts
Last Edited: 2011-05-31 21:52:41
May 31 2011 21:49 GMT
#932
ceriers are OK but they are great agenst MECH build from terrans.... but in bio build they pull out wikings wery easy.. cerriers are OK.!!!..

unites that need to be remuved revorked are : colloss. ripers,banglings,maraders(more like firebrets less like seige tanks LOW hp),thors,coropters,sentueris (Force feald removed)...mothership..

what they can add : spider mines,reavers,galioth (or something like that),arbitar,lurkers,defalors..what is that zerg AA flaying unite ? that explode that should be add insted coropters...

seige tanks buff vs armored.... spider mines... that is all
Jimbo77
Profile Joined March 2011
139 Posts
May 31 2011 21:51 GMT
#933
On June 01 2011 06:46 Sayril wrote:
idk if someone asked this already but are the zerg buffs only for single player?

No info was provided for MP.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 31 2011 21:53 GMT
#934
I want my LURKERS back!!! Awesome write-up. Can't wait for more of the multi-player info to come out.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Fluffet
Profile Joined August 2010
Sweden47 Posts
May 31 2011 21:54 GMT
#935
Such an awesome article. Thank you so much!
More fluff to the people
nbMifu
Profile Joined January 2010
Brazil170 Posts
May 31 2011 21:54 GMT
#936
On June 01 2011 06:49 thebole1 wrote:
ceriers are OK but they are great agenst MECH build from terrans.... but in bio build they pull out wikings wery easy.. cerriers are OK.!!!..

unites that need to be remuved revorked are : colloss. ripers,banglings,maraders(more like firebrets less like seige tanks LOW hp),thors,coropters,sentueris (Force feald removed)...mothership..

what they can add : spider mines,reavers,galioth (or something like that),arbitar,lurkers,defalors..what is that zerg AA flaying unite ? that explode that should be add insted coropters...

seige tanks buff vs armored.... spider mines... that is all


Dude your english is funnier than White-Ra's
Be kind, for everyone you meet is fighting a hard battle - Plato
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
May 31 2011 21:57 GMT
#937
On the Colossus, I think all that really needs to be done is the beams/rays (Thermal Lances if you are being posh) need to be more perpendicular to the Colossus facing, so that it shoots more forwards instead of sideways. This would help in a number of ways:

1) Rewards concaves/positioning vs Colossus. At the moment, getting a good concave vs Colossi is pretty much useless with smaller units such as Marines etc, in fact it can be bad to get a good concave and units naturally form into lines like that.

2) Prevents it from being good against smaller groups of units, unless they are conga-lining. I really liked the idea of punishing fast Colossus Sjow vs White-rA style by harassing etc, and while Protoss is quite weak against this already, I think more encouragement needs to be shown for harass-based styles rather than mass-units-my-blob-is-bigger-I-win.

3) Because of it being better against deeper ranks of units, it would be a lategame unit instead of a crutch, similar to the Carrier.

Other than that, I don't see it as bad, persay. Sure, more thinking could have gone into designing it's role but it is still a decent unit.
The Final Boss
Profile Joined February 2011
United States1839 Posts
May 31 2011 21:59 GMT
#938
I like the idea of the splitting Banelings. I can't imagine having to micro marines against that hahaha that'd be crazy.
EternalSC
Profile Joined May 2011
Sweden313 Posts
May 31 2011 22:02 GMT
#939
On June 01 2011 06:49 thebole1 wrote:
ceriers are OK but they are great agenst MECH build from terrans.... but in bio build they pull out wikings wery easy.. cerriers are OK.!!!..

unites that need to be remuved revorked are : colloss. ripers,banglings,maraders(more like firebrets less like seige tanks LOW hp),thors,coropters,sentueris (Force feald removed)...mothership..

what they can add : spider mines,reavers,galioth (or something like that),arbitar,lurkers,defalors..what is that zerg AA flaying unite ? that explode that should be add insted coropters...

seige tanks buff vs armored.... spider mines... that is all




dat spelling...
SHIT'S ON LIKE DONKEY KONG!
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 31 2011 22:03 GMT
#940
On June 01 2011 06:13 Geos13 wrote:
I think many of the more casual players love the colossus so removing it might be hasty. What it is about 35% of players are in bronze and I'm guessing many of them don't participate in online discussion like this one on team liquid so their voice is not heard. I'm not saying the game should be balanced around casual players but that a solution that rebalances the colossus would be ideal. I like the idea of making them really slow like the reaver and maybe making their attack animation slower so that the opposing player has time to pull back his units would allow for more micro and positioning.

I guess I'm personally fighting for the colossus because despite all of its issues it is a beautiful looking unit. Hope they find a way to make it work.


-Make Thermal Lance like Siege mode. Press they Hotkey, Colossi "Braces for impact" and now ut has 9 range.

Bam! I just made the colossi more strategic.

On a more serious note I love how people say that everybody hates the colossi just because they hate the Colossi.I do think it can be reworked to have more depth but I guess that is up to Blizzard to do it based on feedback than on armchair developers
"Its easy, just trust your CPU".-Boxer on being good at games
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