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What WoL units/mechanics are uninteresting? - Page 15

Forum Index > SC2 General
Post a Reply
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Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
May 31 2011 23:24 GMT
#281
lol I mean I agree that some of the units should be changed but all of the one's suggested by the OP are not good.

Units to change:

1. Overseer (even Blizzard says this unit is "not cool")

2. Corrupter (the only thing good about this unit is that it can morph into a Brood Lord) <- Okay, I might be going overboard but goddamn they are the Zerg counter to Collossi but A) Do a shitty job and B) Become worthless after doing a shitty job.

3. IMO, the racing car look of the hellion needs to change. Really boring design. A car with a flame thrower attached to it. They should keep the mechanics but make it look baller.

4. Hydra (I want to go Hydra against BIO!)
ScaSully
Profile Joined April 2011
United States488 Posts
May 31 2011 23:25 GMT
#282
lol david Kim complaining about balance
¯\_(ツ)_/¯
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
May 31 2011 23:27 GMT
#283
On June 01 2011 08:25 Drazzyo wrote:
lol david Kim complaining about balance


god forbid another buff to random.
Fungal Growth
Profile Joined November 2010
United States434 Posts
May 31 2011 23:27 GMT
#284
On June 01 2011 08:19 jHERO wrote:
im just going to comment on what you said about apm intensive, how can u compare this to scbw? where u cant even hotkey all ur buildings to produce? sc2 should not be made anymore easier to micro/macro, infact it should be made much harder
Well some things we're made easier like with grouping, mineral rally points and hotkey assignments which were nice but there was APM regressions as well (CB, larvae inject and warp gate mechanics were the big ones).

I don't think it is fair to make a blanket statement that SC1 is everyway more or less APM demanding than SC2 because it just depends on what you're doing.

But all in all, there are too many crucial elements in SC1 that steal APM away from battles so players can do mindless tasks that add no strategic value to the game. This has to change or blizzard will scare away too many players from battle.net.
Grantler
Profile Joined August 2010
United States228 Posts
May 31 2011 23:28 GMT
#285
Not a fan of colossus and the sentry FF
Selkie
Profile Blog Joined October 2010
United States530 Posts
May 31 2011 23:28 GMT
#286
Personally, I find the corrupters corrupt spell/mechanic boring and uninteresting. no visual, and it's used occasionally in a single situation.
Absentia
Profile Joined March 2011
United Kingdom973 Posts
May 31 2011 23:30 GMT
#287
I would really like to see a return to the previous fungal growth and an additional + 1 range to NP.
As a zerg player I currently find fungal growth such a boring ability to use. Sure, it's powerful, but that doesn't make it interesting to use. The pure mobility/area denial of the previous fungal added a depth of strategy that the current form has reduced.

The +1 range to NP would make it far more viable vs 'deathball' protoss styles since it would actually outrange colossus and perhaps further extend the utility of Infestors in ZvT. Hence there is some compensation for the reduction in FG DPS.
Bagi
Profile Joined August 2010
Germany6799 Posts
May 31 2011 23:32 GMT
#288
Its funny how few people even remember to mention the reaper.

Its clearly the most broken, useless unit in the game - to the point where people tend to forget it exists.
Rococo
Profile Joined May 2011
United States331 Posts
May 31 2011 23:32 GMT
#289
On June 01 2011 08:11 Takkara wrote:
Guys, I think far too many of you think that "uninteresting" means something different than what Blizzard does. The example was of the Overseer. Units that really just don't have a role in the multiplayer. Colossus, Marauders, and Roaches are far too central to the kit of each race to remove. They aren't "uninteresting" in the way that Blizzard is talking about, no matter how "unfun" people may believe they are to watch.


I don't really see what your point is. Even if we made the (dubious) assumption that Blizzard would never do something like remove the roach and put Hydras back at tier 1, it's still possible to change a unit without removing it.
sicarii
Profile Joined April 2011
United States93 Posts
May 31 2011 23:33 GMT
#290
This is like hate on the colossus over here, it makes me sad because no 3 base+ play is viable in any match up without the colossus. I understand this is a flaw, but just because a unit is good doesn't make it boring. If anything the colossus is one of the coolest units they have implemented because of how different compositions flow with a colossus based army. I think a minor nerf would be warranted with major buffs to different tech paths, but really removing the "coolest" and strongest unit in the protoss arsenal is the dumbest idea i've heard because putting balance aside the colossus is the most fun unit to play with.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
May 31 2011 23:33 GMT
#291
colossus to reaver
mothership to arbitor
overseer energy removed

hive tech research option:
queen can fly. just like the original!! where did they lose their wings?
age: 84 | location: california | sex: 잘함
A Wet Shamwow
Profile Blog Joined September 2010
United States1590 Posts
May 31 2011 23:34 GMT
#292
I would like to see the colossus go and give toss something more interesting for the big power unit of the toss army.
“Life is a gamble, at terrible odds. If it were a bet you wouldn’t take it.”
TSL-Lore
Profile Joined January 2009
United States412 Posts
May 31 2011 23:36 GMT
#293
the most important thing that will probably NOT get changed is sound design. There was a lot of community upset with the sound design (unit voices, music, and especially sound effects) when WOL came out. Sounds need to be more distinct and recognizeable and unit responses (especially zerg units) need to be more recognizeable. Siege tank shots should sound more thunderous and game changing spells like fungal growth need to stand out more (think of the dire sound effect for the Defiler's Plague in BW vs the pathetic *squish* sound of the Infestor's Fungal Growth). There are a ton of other sound related issues that need to be looked out, but will probably be left out, sadly.
I want to become stronger. -Shindou Hikaru
dukem
Profile Joined January 2011
Norway189 Posts
Last Edited: 2011-05-31 23:37:52
May 31 2011 23:36 GMT
#294
Just my brainstorming thoughts:

Zerg: Overseer is pretty boring indeed, could be changed to something bit more usefull.
Terran: Ravens HSM could be changed (not buffed) cause it's rarely trained and used. Maybe it's just not really figured out yet.
Protoss: Colossus or warp prism. Colossi should be more fun (1a sup dawg) and prism is just meh... Not nearly as much used as Blizzard expected (I would guess).

Also give banelings machine guns
"Flash just accidentally killed grubby lol" - MangoMountain
Sworn
Profile Blog Joined January 2010
Canada920 Posts
May 31 2011 23:37 GMT
#295
1. Reaper.. Seriously not many people mentioned this it officially has no role to fill anymore since marines are more powerful as a harassment tool and cost less.

2. Raven - Just uninteresting and to situational I would love to see more use of it since it should fill the role of the science vessel.

3. Thor - Just overall to big and useless. They counter light air which is really only mutas I'd rather have some more massable unit like the goliath to supplement my mech army and hopefully make mech more viable I would love to see Bio and Mech be good options in at least 2 MUs.

Im a terran player and don't really want to go into other races since I don't have an expert opinion.
"Duty is heavy as a mountain, death is light as a feather." CJ Entus Fighting! <3 Effort
Ocedic
Profile Joined April 2010
United States1808 Posts
May 31 2011 23:38 GMT
#296
Units I would like to see reworked/replaced:

- Collosus: Simply the most boring unit in the game. The most interesting part of it, the cliffwalking, just isn't utilized that much. It's simply a big fat unit you want to make a lot of to overpower your opponent. It doesn't promote micro or strategy very much.
- Overseer: Preferably I'd like to see a rework than a replacement. From the sounds of it, it used to have more interesting abilities like toxic creep. Changeling I think should just be removed. It's such a gimmicky ability.
- Carrier: I don't know why they can't have the old Tempest unit's ability of anti-ground shields, perhaps as an upgrade at the Fleet Beacon. The interceptors also die way too quickly. Overall what should be an awesome unit is very lame and unused.
- Reaper: Quite simply, it was overpowered as an early game unit because of its high speed, damage and mobility. Yet it's almost COMPLETELY useless mid/late game because of its incredibly long build time (which is there to offset its early game power.) Basically, it's just a unit with a messed up role that deserves to see more use, but is burdened by roundabout nerfs and such.
VGhost
Profile Blog Joined March 2011
United States3613 Posts
May 31 2011 23:41 GMT
#297
The most useless, least reasonable unit by far is the Overseer. The change didn't make sense after BW, there's no lore to support it, and it's Zerg's only mobile detection which is just weird (especially after BW).

The next biggest problem (but should stay in) for me is that the siege tank feels weaker... maybe it's not, but I feel like I pay more for less oomph, especially sieged.

Also the mothership is a little goofy.
#4427 || I am not going to scan a ferret.
wonderwall
Profile Blog Joined September 2010
New Zealand695 Posts
Last Edited: 2011-05-31 23:45:09
May 31 2011 23:42 GMT
#298
Least interesting units?

1-Warp Prism. Toss units are all space heavy and need to clump together so drop play is weak. The mobile warpin feature doesn't compare to simply building proxy pylons as you go. Doesn't have a good role in the game and so is barely ever used.

2-Overseer. It's an overlord on steriods. It moves faster and has more eyes. Contaminate is nice but never really utilised. It's one of those "cute" things which seems awesome in theory but in practice it doesn't really work. Changeling is simply underwhelming. It gives vision, thats about it.

3-Mothership. It's a good concept let down by its implementation. Ludicrously expensive, awkward tech tree and forces you to cut probes. However because the mothership is so powerful and brings so much there's no other way to do it. You either have a massively powerful mothership which nobody can get or a weak mothership where there's no point getting it. I'd simply start from scratch and create 1-2 new units to give the mothership's abilities to.
Sayer
Profile Joined August 2009
United States403 Posts
May 31 2011 23:42 GMT
#299
On June 01 2011 08:36 TSL-Lore wrote:
the most important thing that will probably NOT get changed is sound design. There was a lot of community upset with the sound design (unit voices, music, and especially sound effects) when WOL came out. Sounds need to be more distinct and recognizeable and unit responses (especially zerg units) need to be more recognizeable. Siege tank shots should sound more thunderous and game changing spells like fungal growth need to stand out more (think of the dire sound effect for the Defiler's Plague in BW vs the pathetic *squish* sound of the Infestor's Fungal Growth). There are a ton of other sound related issues that need to be looked out, but will probably be left out, sadly.


+1 I'm glad someone brought this up
OriginalFake
Profile Joined May 2011
United States1 Post
May 31 2011 23:44 GMT
#300
On June 01 2011 02:19 Phayze wrote:
Gateway units are also very weak, blink making the only viability.

Lol?
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