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corruptor collossus overseer
make spells like ff, fungal, conc shells counterable through micro
zerg need some way to control/block space like like lurker or dark swarm slow down fights (less damage), increase microability (however not that extreme as bw, where you could make a unit n-times as strong by microing hard, it should stay strategy > micro)
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Just speaking for zerg now there really isn't one interesting unit. I mean yea, mutas are great, roaches can burrow and stuff and blings explode, but I miss the really cool units that could turn the tide of a battle like defilers and lurkers. Also, scourges are way cooler (and better for scouting) than corruptors are.
I think mineral mining pathing should be switched to bw style. Maybe even rework the whole AI, it kinda sucks.
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Protoss as a race needs to be addressed.
Most of their units move at the same speed, which encourages the thoughtless 1A deathball mentality.
Because forcefields can split an army in half, the protoss' opponent must spend APM trying to flank and navigate the layout of terrain. The protoss player never even has to think about flanking because they're invariably in a single ball.
The presence of colossi forces the other two races to guess how many vikings/corruptors to make--both of which are otherwise nearly useless units (especially in the case of the corruptor, which can't even land). Meanwhile, the protoss player doesn't have any similar choices to make. If high templar run out of energy they can be merged into archons in a 3rd of the time it takes to morph a broodlord and without the additional cost or extra tech path.
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On June 02 2011 23:09 jdsowa wrote: Protoss as a race needs to be addressed.
Most of their units move at the same speed, which encourages the thoughtless 1A deathball mentality.
Because forcefields can split an army in half, the protoss' opponent must spend APM trying to flank and navigate the layout of terrain. The protoss player never even has to think about flanking because they're invariably in a single ball.
The presence of colossi forces the other two races to guess how many vikings/corruptors to make--both of which are otherwise nearly useless units (especially in the case of the corruptor, which can't even land). Meanwhile, the protoss player doesn't have any similar choices to make. If high templar run out of energy they can be merged into archons in a 3rd of the time it takes to morph a broodlord and without the additional cost or extra tech path.
I'm guessing you don't play Protoss. My money's on Zerg.
Of course, decision making is always so much easier for the race you don't play.
I'm with you on the changing movement speed of some units, but that isn't a great contribution to the deathball. In fact, Colossi move at the same move speed as Hydralisks, but Hydralisks are considered a lot worse, so this isn't a move speed problem. The rest of your post is just bitterness.
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I'd be happy if they changed the intensity of colour distinctions on units. As it stands, I can't distinguish allied from enemy colours in certain colour match ups (ever play PvP as yellow vs orange?????).
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On June 02 2011 22:24 Carmine wrote: Slightly weaker, FASTER colossus is the answer. It will make them less powerful in lategame numbers. It will allow for the protoss army to be split up more. It will allow some interesting colossus/blink stalker harass. It will make them better at dealing with incoming harass. Did I mention lategame balls will be weakened by it!!
In that case the siege tank no longer needs to be in siege mode to shoot at 13 range with splash.
Colossus is already too mobile for the type of unit it is.
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Top 3 most uninteresting units in my opinion are: 1. Collossus 2. Reaper 3. Overseer Basically the cliff walking ability should be removed from the game in my opinion. The positional advantage is less relevant than in BW. Walking a cliff requires no micro and forces the opponent to play regardless of the map geography. Taking position in a crucial spot is not rewarding as units could just cliff walk without having drop technology. The collossus makes boring game and doesn't reward micro.. I would prefere to see the reaver as a replacement.
Remove: 1) Marauder slow (well, not necessary remove but put it higher on techtree at least) 2) fungal (i play zerg and this spell is a bit too awesome imo) fungal should not do damages but should block units longer. I think the defiler should be added for PAAAAAGUUUU and darkswarm 3) corruptor ability (+20% damage on a single target doesn't feel being starcraft at all...)
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Some ideas to add :
Terran: - the thor should have an aa spell upgrade that counters magic box (spell radius) but is micro intensive. Strike cannon should be removed.
Protoss: - The collosus splash damage should be chanced. For example from linear to circular or by making the animation much slower so that it can be evaded with very good micro. The movement speed could be decreased when it moves over cliffs.
Zerg: - Add the swarm tech from BW. - non zerg bio units take damage on creep
In general just add more ways to do micro throughout game that favors the experienced player.
Oh, and I want to see flying banelings
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where is all this "micro is the only way to add depth to this game" pandering coming from?
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Corruptor: Really +%dmg on a single target as spell.. this must be straight up the most 1 dimensional unit in the game. Closely followed however by: Viking: The concept has some potential but seriously, making the transition between air & ground so slow limits the use to "oh i might as well land cus i cant shoot anything with them anyways" Colossus: A siege unit that doesn't take time to set up, and the main reason the other 2 boring units are seen a lot. Thor: Strike cannon is just silly, it's really good but making a unit that has to wait for 100 extra energy before using it's ability means you might as well just remove it.
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1. Roach 2. Colossus 3. ??
The Roach is really boring and just doesn't even feel like a Zerg unit to me. The colossus replaced the Reaver. So basically Blizzard said lets replace this awesome unit with incredible drop capabilities and replace it with an A move unit. Hooray!!
I love the ui and graphics changes in SC2 but some of the unit changes are just downright stupid. Should have just kept the majority of Broodwar units. Zerg needs Lurkers and Dark Swarm back. Maybe then they'd actually be fun to play again.
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The existence of this thread is ironic. I'd like to add something that almost brought tears of sadness in my eyes. Dustin Browder's thoughts on the Defiler -The most important tech Zerg unit and one the most impressive units to see being microed (consume, swarm repeat without shift-que commands ^_^_^) in BW.
"We might see the defiler as a COOL unit in the single player campaign"
This quote almost made me sick - degrading the Zerg king into a "we might see COOL campaign unit". This clueless man has one goal: to create COOL and fun units. Reaper-Thor-Colossus-Banshee-Voidray-Baneling-stimmed Marauder where all born in the name of "coolness". Look at the results. If you are happy with the current state of SC2 then Dustin Browder and his team have succeeded in their mission to create a great e-sport.
Personally I think they have failed and they don't even know it.
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On June 03 2011 00:10 Eknoid4 wrote: where is all this "micro is the only way to add depth to this game" pandering coming from?
Who is saying that?
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On June 03 2011 00:28 kasumimi wrote: Personally I think they have failed and they don't even know it.
Yep, I remember reading Dustin's interview and he seriously does not even know what micro is. Banshee cloak he called micro lol.
I think they look at collossus and say "That's such an awesome unit, can walk over cliffs and shoot huge lasers, we are really happy about it!"
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my 2cents: Replace thors banshees and vikings with goliaths wraiths and valkyries. Improve raven somehow(maybe replace hsm with irradiate)
Replace corruptor with scourge and bring back devourer morph for mutalisk, possibly replace broodlords with guardians. Remove hydralisks and add a better lair unit(possibly give roach a unique AAA). Change overseer to not be a morph from overlord, instead its produced from larvae, is not a detector but rather a better support caster. Overlords get detection back.
Replace colossus with reaver. Add unit with cliffwalk that is closer to reaper in tech, cost and utility but with a protoss twist. Replace mothership with arbitersss
That's what I would like to see.
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On June 02 2011 22:53 Schnullerbacke13 wrote: make spells like ff, fungal, conc shells counterable through micro
I have been thinking the same thing. Every major micro oriented ability/spell should be able to be countered with micro somehow. If you're fungal growthed you're stuck. If you're forcefielded in it's almost impossible not to take major losses.
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On June 03 2011 01:15 DARKHYDRA wrote: my 2cents: Replace thors banshees and vikings with goliaths wraiths and valkyries. Improve raven somehow(maybe replace hsm with irradiate)
Replace corruptor with scourge and bring back devourer morph for mutalisk, possibly replace broodlords with guardians. Remove hydralisks and add a better lair unit(possibly give roach a unique AAA). Change overseer to not be a morph from overlord, instead its produced from larvae, is not a detector but rather a better support caster. Overlords get detection back.
Replace colossus with reaver. Add unit with cliffwalk that is closer to reaper in tech, cost and utility but with a protoss twist. Replace mothership with arbitersss
That's what I would like to see.
Just go play sc:bw...
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Bring back Lurkers, Defilers, Arbiters and Vultures. They took out all the interesting units!
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On June 03 2011 00:10 Eknoid4 wrote: where is all this "micro is the only way to add depth to this game" pandering coming from?
The system of starcraft naturally leads to complex economy management and timings. We as players are fine with complex timing and strict economy management.
This all leads to battles obviously, and the problem is a couple of things.
we are forced into a ball so that we don't get rolled over by their ball.
Many units are limited to focus firing in micro because of how their shot mechanic and movement work
Many spells and abilities are 1 sided affairs that leave the outcome of the battle in one players hands.
Many units do not benefit that much from micro, or the micro is uninteresting.
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On June 03 2011 01:36 r_con wrote:Show nested quote +On June 03 2011 00:10 Eknoid4 wrote: where is all this "micro is the only way to add depth to this game" pandering coming from? The system of starcraft naturally leads to complex economy management and timings. We as players are fine with complex timing and strict economy management. This all leads to battles obviously, and the problem is a couple of things. we are forced into a ball so that we don't get rolled over by their ball. Many units are limited to focus firing in micro because of how their shot mechanic and movement work Many spells and abilities are 1 sided affairs that leave the outcome of the battle in one players hands. Many units do not benefit that much from micro, or the micro is uninteresting. It is really sad how small your scope of the game is with regards to tactics, let alone the concept of strategy.
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