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What WoL units/mechanics are uninteresting? - Page 32

Forum Index > SC2 General
Post a Reply
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Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
June 02 2011 13:53 GMT
#621

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)
21 is half the truth
decaf
Profile Joined October 2010
Austria1797 Posts
June 02 2011 13:54 GMT
#622
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.
jdsowa
Profile Joined March 2011
405 Posts
June 02 2011 14:09 GMT
#623
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.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
June 02 2011 14:15 GMT
#624
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.
Albrithe
Profile Joined February 2011
Canada187 Posts
June 02 2011 14:17 GMT
#625
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?????).
"You don't need a condom... to get up on 'dem..." -Zach Weiner
DARKHYDRA
Profile Joined September 2006
United States303 Posts
June 02 2011 14:20 GMT
#626
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.
Diks
Profile Joined January 2010
Belgium1880 Posts
Last Edited: 2011-06-02 14:33:36
June 02 2011 14:32 GMT
#627
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...)
Mactator
Profile Joined March 2011
109 Posts
Last Edited: 2011-06-02 15:14:39
June 02 2011 14:38 GMT
#628
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
Eknoid4
Profile Joined October 2010
United States902 Posts
June 02 2011 15:10 GMT
#629
where is all this "micro is the only way to add depth to this game" pandering coming from?
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Schwopzi
Profile Joined August 2010
Netherlands954 Posts
June 02 2011 15:12 GMT
#630
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.
Only the dead have seen the end of war
Disconnect
Profile Joined September 2010
United States84 Posts
Last Edited: 2011-06-02 15:17:32
June 02 2011 15:16 GMT
#631
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.
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
Last Edited: 2011-06-02 15:30:51
June 02 2011 15:28 GMT
#632
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.
Rococo
Profile Joined May 2011
United States331 Posts
June 02 2011 15:30 GMT
#633
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?
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-06-02 15:34:41
June 02 2011 15:34 GMT
#634
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!"
You should never underestimate the predictability of stupidity
DARKHYDRA
Profile Joined September 2006
United States303 Posts
June 02 2011 16:15 GMT
#635
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.
chainheart
Profile Joined April 2011
United States24 Posts
June 02 2011 16:26 GMT
#636
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.
Philip2110
Profile Joined April 2010
Scotland798 Posts
June 02 2011 16:30 GMT
#637
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...
Master Sc2 - Diamond LoL - Eu W
Limelights
Profile Blog Joined February 2010
United States219 Posts
June 02 2011 16:32 GMT
#638
Bring back Lurkers, Defilers, Arbiters and Vultures. They took out all the interesting units!
r_con
Profile Blog Joined May 2011
United States824 Posts
June 02 2011 16:36 GMT
#639
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.
Flash Fan!
Eknoid4
Profile Joined October 2010
United States902 Posts
June 02 2011 16:44 GMT
#640
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.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
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