What WoL units/mechanics are uninteresting? - Page 5
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XenoX101
Australia729 Posts
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MoreFaSho
United States1427 Posts
2. Voidray (I preferred old voidray mechanics even if the unit was broken, keeping charge just doesn't feel as important anymore) 3. SC2 Archon, the unit is just way less cool than in BW. 4. warp-ins: Unit should receive some penalty for this (i.e. bonus damage during warp), or even better give some real reason to have regular gateways. 5. Chrono boost: It's just some timid. Obviously using it well makes a big difference, but it's just really not important enough. You could almost never chrono boost in a whole game and barely notice, it also doesn't have great tension, it's mostly between probes and units and once you get the hang of it it's pretty simple. There's also on a huge timing aspect of it, for the most part if you have it, you want to use it, but that's hard so people don't. 6. Plantary fortress: Terran already have a great static unit, and I would like it if the PF-type mechanic had good synergy with it, but I don't like the idea of it needing no units to defend well, I get that mobility is lower and that needs to be dealt with, but somehow it should involve units to be more dynamic and make unit movement matter more. | ||
thebole1
Serbia126 Posts
what would i do if i am disigner of sc2 .... i would take sc1 bw and in my expiriance by whatching playing hearing riding on sc2 i would add some unites and abilitys... this meens i take all sc1 bw have first part !! EVERYTHING FROM SC1 BW what i would add from sc2 is what unites abylitys and staf is : TERRAN i would add medivac (medic + shutle) i would add for maby maraders but to not be this much strong to be like firebrtahs but vs armored... i would add ravens=his abilitys are cool but without spider mines thay are usluse... PROTOS i would add sentuery to toss but without Force Fealds but with guarding shild and halucination... i would add void rays to toss add blink to dragons add warp prism ZERG add quin to zerg i would add rouchs also to zerg i would add banglings but not like unites (but more like ability to zergling morph in to and stay like spider mines from terran (difrent wersion of spider mines) SPIDER MINES=banglings abylity =no cost to morph in to yust resuce for zerglings economic staf from sc2 : mules cronobust larvas all that also should be add in this... This if you noticed is all good staf from sc2 to murge in sc1 bw that is my opinion how could made this game to be the best as it can... but that will be yust beginig i would make game like that what you ppl think ? ![]() | ||
TheWahbinator
United States131 Posts
Also make the Mothership slightly more worth getting. Only good use is KiWi's blink-recall. | ||
FeyFey
Germany10114 Posts
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Neino
Norway295 Posts
Terran get better drop capabilities? What? They're a ton better than toss at it, simply because medivacs have a secondary useage, which is a strong usage at that Post longer down saying to remove FF. Really? Are there still people who do not get this? FF is the core mechanic of gateway armies, without FF they're not nearly as cost efficent than terran and zerg's t1. If FF was removed toss gateway units would have to be buffed severely, creating huge problems with stronger 4gates, extremly potent full gateway midgame play (Which already works fine with good upgrades) and just all around making the game more bland, as the toss race's core mechanics would just start to be more simmilar with terran and zerg That's my thoughts on it anyway | ||
zawk9
United States427 Posts
2. Roaches (why the hell is the staple zerg unit a slow meaty tank) 3. Corruptors | ||
KCrazy
United States278 Posts
>Collosus Warp Prism, would be cool if it could function more as a support unit somehow >Roach, its just boring and its existence makes me sad ![]() - What mechanics do you find needing tweaks? or badly designed. >Force Field, thought it was cool at first, turns out it just denies micro, unit positon, fun. toss also relies on it too much, and in the current bnet lag environment, is not a good thing >Sensor towers: give them to zerg lol :D - What graphic/misc tweaks do you want to see? >color changes, more contrast between units and background >more multitasking, as in, i want the game to force me to allocate attention to specific tasks, increasing the efficiency of that task. i just feel multitasking as a resource isn't represented enough atm - What type of new units/buildings would you like to see? things that require attention, positioning, etc | ||
csnvJS
Singapore3 Posts
On June 01 2011 03:01 XenoX101 wrote: Please for the love of christ don't remove forcefield, it's quite possibly the most interesting balance mechanic implemented in an RTS yet. maybe they should make FF a channeling skill | ||
Leeoku
1617 Posts
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Spawkuring
United States755 Posts
1. Colossus: Cool looking model, but other than that it's probably the most boring unit in the game. Encourages boring deathball gameplay, has no "hype" factor (people will cheer over a reaver, never over a colossus), has very little micro potential (a newbie using a colossus is pretty much 99% identical to a pro using a colossus), and requires the protoss units to be balanced around them due to how powerful they are. 2. Roach: Generic A-move unit outside of the occasional burrow. Blizzard had a lot of ideas for this unit with their burrow mechanics and regeneration, but over the beta they continuously stripped all of that down. The roach is pretty much a failed concept that Blizzard kept trying to make work but ultimately never did. It also doesn't help that the roach pretty much forces the hydralisk to be useless outside of its specific AA role because Blizzard doesn't want them to overlap. 3. Reaper: Got nerfed to uselessness after their overpowered period during beta. Also a perfect example of role overlapping as terran already has more than enough harass units as it is, so the reaper is just a rather expensive alternative to an oversaturated role. Either needs to be removed or reworked to have a different role. What mechanics do you find needing tweaks? or badly designed. The unit pathing is one. We had a major thread over this a while back, but it really showed how much better the game looks when units aren't so clustered up. Makes battles look larger, makes army positioning and control much more important, and makes the game much easier to spectate. Also helps it so melee units don't insta-melt to ranged. Maybe now we can have speedlots be scary again, instead of just meatshields. Another mechanic that could use changing is warp-in. It's way too powerful for what it is, and basically forces gateway units to be weak in order to compensate. I feel that they should make it so that players actually have to choose between Gateways and Warpgates. Adds more strategy and balances out the ridiculousness of warp-in. And finally, I feel that there should be either a removal or reworking over "anti-micro" abilities like fungal growth, concussive shell, and force field. Micro is more entertaining when both sides are involved rather than just one player making the decisions and the receiving player being utterly helpless before it. Storm dodging in BW was exciting because it took skill not just from the protoss casting it, but also skill from the other person to dodge them. SC2 needs more dynamics like this, and having such cheap, readily available anti-micro abilities hurts that. Blizzard might have their own ideas on this, but I do feel that concussive shells absolutely needs to go. Terran can already kite just fine with stim, conc shells just makes it excessive, and actually makes it so that it's harder for the opposing player to choose their battles because conc shells force engagements. What graphic/misc tweaks do you want to see? I'm mostly satisfied with the graphics, but I'm really hoping that Blizzard will rework the sounds and voices. Even after a year, I'm still not happy with the sounds in SC2. I find this surprising because even though it's the same company, the Diablo 3 sound effects are down right amazing while the SC2 sounds are weak and pitiful. Just look at the D3 rune videos and just listen to how awesome it sounds (http://us.blizzard.com/diablo3/world/systems/runestones.xml). Blizzard needs to get the SC2 sound team to learn from the D3 guys, because the difference in quality is staggering. Voice-wise, I'm hoping that the zerg and protoss get better voices. The terrans are mostly good, but I'm rather bothered by how they did the alien races. The zerg voices in general don't sound very distinct. The hydralisk, corrupter, and brood lord in particular all sound almost the same, and the voices in general sound much more subdued then they were in SC1. The protoss also have problems in the fact they don't sound nearly as powerful and wise as they are supposed to be. Blizzard has always been a big supporter of the fact that it's not enough for a unit to look powerful. They have to sound, move, and attack in a way that it all looks powerful. This philosophy seems to be more or less ignored for SC2 (although D3 follows it pretty well). Take the High Templar for example. Lore-wise they are supposed to be ridiculously intelligent, wise, and powerful. Almost like they exist on a higher level than anything else. This was reflected in the SC1 voice where it really sounded other-worldly, but the SC2 voice sounds just like some regular old man. Same goes to the SC2 dark templar, who sound like they need sore throat medicine. Then you have the carrier, which lacks the loud, booming voice it had in SC1. I don't know, I just don't like how the protoss are being handled in SC2. It also doesn't help that they basically get their shit slapped around by terrans on a regular basis in the campaign. Really hoping Blizzard takes another look at this. What type of new units/buildings would you like to see? Any kind of positional/siege unit for all three races. In BW, the races had the tank, lurker, and reaver fulfilling this role. All of them very interesting and fun units to both watch and use. The removal of the lurker and reaver really hurt their respective races in my opinion. Positional/siege units are fun to watch, have a lot of micro potential, make comebacks possible, prolong battles, prevent "game only has one big battle and ends" syndrome, and are a big part of the S in RTS. I'm not saying that Blizzard should just put bring back the lurker and reaver. They can be completely new units if Blizzards wants, just as long as they fill the positional/siege role. Other than that, I'm hoping that any new units or revamped old units are made so that they have a skill-cap in how they are used. SC2, especially protoss, has way too many A-move units that encourage boring games. So far, terrans are the only race that is really micro-intensive, and I definitely don't think it's a coincidence that T matchups are generally regarded as the most entertaining. As long as Blizzard adheres to that philosophy, SC2 should be a much better game. | ||
Twistacles
Canada1327 Posts
Vikings, Marauders, Collosus, Corrupters, Overseers. Mothership isn't boring but might need a re-design. | ||
Beef Noodles
United States937 Posts
It's because of spawn larva that zerg units have to suck so much... Because zerg can switch between mass drones/mass units so easily, our units have to be terrible at attacking (ex. hydra) so that we cant just go kill the opponent. If they nerfed spawn larva to 2-3 extra larva, then they could buff all zerg units. I would love speed upgrades for hydra and ultra. | ||
Zaphid
Czech Republic1860 Posts
Corruptor and it's ability - puts me to sleep, there is no micro or excitement in using them Roach/hydra - Roach is kinda cool, especially with burrow movement. Hydras are usually forced by air, same for corruptors. They need to disrupt the caster circlejerk as I call it, to counter casters, you need casters of your own ideally, because every single one of them has abilities that disrupt other spellcasters. Those abilities are instant, so there's no room for reaction. | ||
SoapSC
Netherlands112 Posts
On June 01 2011 02:02 Crawler wrote: Top 3 most uninteresting units in my opinion are: 1. Corruptor 2. Overseer 3. Colossus (tbh I like every single unit in sc2 and bw but if you really want 3 units then maybe these are a bit less interesting and could use some changes) Remove: 1) Marauder slow 2) Sentry ff 3) Infestor fungal 2) Sentry ff ? Why not remove sentry from the game then? These units are made to disable enemy micro and i guess they are pretty balanced. | ||
Inex
Bulgaria443 Posts
Marauder just feels like a beefier marine. Nothing special about it and giving it stim and slow, makes it way too cost efficient against toss, early on. Mothership No one managed to find a use for this unit so far. Better suited for the campaign, but not in multiplayer. Carrier Solid unit, but maybe because of the new unit movement/clumping mechanic it seems like a relic from the past. I don't see it as a good unit in SC2. Colossus One base colossus is still better than any expand build in PvP. That indicates something is wrong with it. Corruptor Feels boring and plain. If you ask me to list the zerg units I will most probably forget about this one. Hellion Surely they can use a bit more imagination when designing this thing, A crappy car with a flamethrower on top? Boring, its gameplay use is still good though, but its looks are very annoying. | ||
speedphlux
Bulgaria962 Posts
Zerg 1. Roach - Can be massed in huge numbers very very fast. It's also a bit too hard to kill early on. 2. Corruptor - It kills Collosi and that's the only thing it does. Scourges could fulfill that role just as well. 3. Overseer - Too expensive way of mobile detection, which does almost nothing useful. Contamination is great, but we rarely get to see it. Terran 1. Marauder - Slow is fine. Stim is fine. But Slow + Stim makes it a bit of an unfair unit. 2. Thor - Great vs. clumped up Mutas and that's about it. Still unsure if the Strike Cannon has any usefulness to be honest. 3. Raven - Has abilities we never get to see. Apart from mobile detector and PDD vs. Vikings/Stalkers, it serves no other purpose. Protoss 1. Void Ray - They were fine with the Flux Vains. Now they're getting more and more utterly useless. 2. Immortal - A unit that's designed to be the "tank" in your army and take damage, but it actually serves as damage dealer. Maybe if Hardened Shield was a spell which could be casted to make it immortal for like 5 seconds, it would've been more useful. 3. Mothership - Just stupid. End of the tech tree and it's rather just a "showing off" unit, then something which can be useful. Archon Toilets were fine, not sure why they removed them. | ||
Strike_
Netherlands704 Posts
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andrewlt
United States7702 Posts
On June 01 2011 02:20 Elefanto wrote: from a protoss point of view, these 3 units destroy most of the dynamics within the game. uninteresting: marauder roach colossus Everyone has so much dps potential for their cost by simply a-moving, That's bad and makes for uninteresting games. Also i'm a bit scared, because they say "some units aren't cool". Imo it's not about beeing cool / not cool, it's more about the usability and not how gimmicky a unit is. maybe i missinterpreted it a bit D:. i would like to see a redesign as well for: hydras (too expensive and slow. isn't zergish at all) reaper (nerfed into oblivion, has good harass potential) immortal (a-move unit in bigger battles, hilariously expensive, slow, low range) I agree, especially with the uninteresting units. Those 3 really destroy the game based on how powerful and easy to use they are. | ||
Dystisis
Norway713 Posts
Colossus: Instead of the instant AoE laser attack that it does now, change its attack into something "similar" to the Reaver attack from BW, where it shoots a missile which deals high splash damage. This orb (think something similar to a photon cannon missile) would be fired at the *position* of units, instead of the units itself (ie. not like a photon cannon, where the missile follows the target and hits no matter what) and move somewhat slower than a photon cannon orb. This opens up the possibility for enemy players to micro away from the attacks of the Colossus, although it should be hard. Additionally, it should open up for Colossus harass/drop-micro being viable. | ||
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