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[I] Dustin Browder, HotS + General Q&A - Page 14

Forum Index > SC2 General
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Deltablazy
Profile Joined November 2010
Canada580 Posts
August 02 2011 19:05 GMT
#261
On August 03 2011 03:54 Probe1 wrote:
You know that's actually a pretty damn good idea. Lore wise it's all fucked but .. well you could say that about SC2 in general ^_^

For a very long time I've thought that if they were to add in the lurker it would be completely screwed up. You can't build the tech structure until Lair.. Then you build the structure, make the units and evolve lurker aspect all at the same time? .. nah

But Lurker from Roach actually sounds like the perfect solution Gheizen.


Edit: Sixes I have no response that isn't a flame on your knowledge of playing starcraft so let me say I completely disagree with either what you're saying or how your saying it. However I would rather remain silent on then fight about something where nothing is to gain.

And when that happens, lore fans will cry rivers saying that roaches mutating into lurkers ruins sc2 and demand a reverse change or swap roaches and hydras to respect the lore. =\

My problem is protoss getting a harass unit. First Blizz kills the reaper and then is going to give one to toss, which assuming is as good as the reaper, will keep terran in their base. Terran loses their early game advantage and the 15 minute mark is easily reached, after which we all know what happens.
WhiteraCares
Profile Joined April 2011
Sweden339 Posts
August 02 2011 19:09 GMT
#262
On August 02 2011 11:04 RogerChillingworth wrote:
4) zerg may get a siege unit (not necessarily the lurker, but a similar role)


Make it happen Dustin. Make...it....HAPPEN!
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
August 02 2011 19:12 GMT
#263
On August 02 2011 22:27 AmericanUmlaut wrote:
Show nested quote +
On August 02 2011 22:00 Anachromy wrote:
I'm sure someone has mentioned this before, I would just personally love to see the unit supply cap get raised, even if it was just to 250/250.

with terran army units so versatile, it's sometimes tough to build a comparable and diverse force when you need at least 4-5 different units just to deal with a goddamn MMM bio ball...

also I feel with a higher supply cap, harassment would become more viable as protoss. as maintaining that late game critical mass of units would be easier to manage, as well as keep a few supply on the side for harassment.

I still feel that zerg has it the worst, how many times have you just simply maxed on roach/ling/bling to stay alive, only to have some some tech switch from terran/protoss completely screw you over?

tl;dr Raise supply cap!

I would really like to see Blizzard at least experiment with a higher unit supply cap. It's a change that obviously has the potential to completely unbalance lategame, so I'm not sure if it's possible without being compensated for in other ways, but playing SC2 I always feel like my army caps out a bit too early.

It would be really cool if such a change worked well from a balance standpoint and did in fact allow for more lategame harassment as toss. The question is whether you can get a supply cap at which lategame armies start to suffer from diminishing returns sufficiently that having an extra 20 supply in a fight doesn't mean an autowin. Otherwise you're just increasing the size of the Protoss deathball by 7 Colossi O.o


Day[9] asked Dustin Browder about this. Apparently it raises the tech specs more than you might think, and would in particular make 2v2, 3v3, and especially 4v4 massively stressful on machines. I don't think blizz wants an expansion that makes the game choke on computers that could handle it before ;_;
eXwOn
Profile Joined January 2011
Canada351 Posts
August 02 2011 19:13 GMT
#264
On August 02 2011 11:55 Turbo.Tactics wrote:
I wonder how the Terran players feel about maybe not getting a new unit in Hots... I for one am excited to see some new Swarm additions :D

I honestly don't mind if we don't get any new units. I would be heart broken, however, if they made no tweaks to the units we have.

But as Dustin said, I'm giving him money, so he's going to give me some s*** to play with.
#2 in the world on the ladders!!! 3.31.11 :D:D:D
Shadrak
Profile Joined August 2010
United States490 Posts
August 02 2011 19:13 GMT
#265
Rather than removing Overseers, I think they just need some kind of tweaking, preferably to help Zerg with early game scouting. Maybe lower their health but make them available at hatch tech. Of course that would create problems with such early stealth detection. I can see why balance is so tricky.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
August 02 2011 19:14 GMT
#266
Excited to see a protoss unit that can harass in the early game.
"Trash Micro but Win. Its Marin." - Min Chul
junemermaid
Profile Joined September 2006
United States981 Posts
August 02 2011 19:20 GMT
#267
I hope they take a second look at the macro mechanics, especially inject larva, which creates scenarios of "do a ton of damage to zerg or die", which causes games to end rather quickly.
the UMP says YER OUT
Kevan
Profile Joined April 2011
Sweden2303 Posts
August 02 2011 19:25 GMT
#268
I've always thought that Terran is too versatile so I'm glad they think that too. And I've always wanted a real harass unit for protoss. Looking good, Blizzard.
SC2, rip in pepperinos
pwadoc
Profile Joined August 2010
271 Posts
August 02 2011 19:28 GMT
#269
...Terrans still being too flexible. The latter's the most persistent one for the longest time. That's almost a design flaw not a balance flaw.


I have been saying this for months. I guess obvious things are crazy until Browder says them. The terran race is built in a way that makes it fundamentally difficult to balance the TvX matchups.
Sablar
Profile Blog Joined December 2010
Sweden880 Posts
August 02 2011 20:03 GMT
#270
On August 03 2011 04:28 pwadoc wrote:
Show nested quote +
...Terrans still being too flexible. The latter's the most persistent one for the longest time. That's almost a design flaw not a balance flaw.


I have been saying this for months. I guess obvious things are crazy until Browder says them. The terran race is built in a way that makes it fundamentally difficult to balance the TvX matchups.


I think terrans are flexible but I don't really see it as a problem. The problem is being "reactive" which is just another word for defensive, having limited options, and trying to survive. Defensive doesn't equal bad but it's not very fun either.

If there were more options/flexibility for the other races then I think that's the way to go for a more exciting game where active scouting is required and more unexpected twists can happen.

Anyway I like how he doesn't appear all that conservative and the willingness to scrap, add and tweak units quite a bit sounds really good to me. Maybe it will end up slightly less balanced than today (at least before patches) but I enjoy a bit of change instead of the baby steps in the patches.
Zuxo
Profile Joined April 2010
Sweden395 Posts
Last Edited: 2011-08-02 20:30:16
August 02 2011 20:25 GMT
#271
On August 03 2011 03:39 Sixes wrote:

The big issue with making Zerg "Swarmy" is that it makes Zerg more and more vulnerable to splash damage and choke points.

Let's make a quick list of units Zerg complained about: tanks, thors, colossi, forcefields ... they all annihilate swarms.

Now I agree that Zergs need to be more swarmy but then you can't have solutions that are as simple as 3 forcefields on a choke or "I sieged 3 tanks" or "I have a couple thors, bye bye 15 mutas". The reason why Zerg players don't use 150 lings to destroy things is really map architecture. Take Shakuras for example. No way you can get a surround unless a Terra/Toss is sitting right on your front door because the whole map is a hallway with less width than tank range.

A swarm is cool but if the units just block each other and get mowed down like the Zerg from the WoL campaign, people won't play that way.


I only want the Roach to be a 1 supply unit and weaker. I don't get why you are bringing up
The big issue with making Zerg "Swarmy"
when I never said anything about it not being a big issue. I simply just want the Roach to be more like it was in the beta but fixed (regardless of the implications on balance at first).
I'm a mother******* lyrical wordsmith, mother******* genius
RemrafGrez
Profile Joined November 2010
United States180 Posts
August 02 2011 20:27 GMT
#272
On August 02 2011 13:49 Falcor wrote:
if p gets reavers its almost guranteed that p will lose colli, archons or ht..no way tehyd give prot 4 aoe units would they?


Properties of AOE? Burst DPS to an area... good against more units, not as useful against one unit.

Well Zerg have banelings, infestors, mutas, and broodlords... yes broodlords and mutas have a form of AOE. And they are talking about giving Zerg lurkers, another form of AOE. Terran have siegetanks, hellions, hunter seeker missle, thors, and stimmed bio - yes I'll make the argument stimmed bio balls have properties of AOE. So that's technically 5 for Terrans.

So if Zerg might get 5 and Terran already have 5, Protoss can have 4.
Eschaton
Profile Joined May 2010
United States1245 Posts
Last Edited: 2011-08-02 20:31:11
August 02 2011 20:30 GMT
#273
I'm pretty biased for Protoss here obviously, but I do think Zerg needs some work as well. My only suggestion is to give the Roach a morph at Lair tech. Whether it is the Lurker, the Lurker 2.0, or a completely new unit, it doesn't really matter. Simply put, it's similar to the Protoss' issue of not getting enough out of investing into a tech path. Roaches are very powerful in certain phases of the game, but as the game progresses, faster speed and burrow movement just aren't powerful enough upgrades to truly utilize them in a mid-late game army. Giving them a morph that's powerful in both the mid-game while also supporting their late-game units will give Zerg much more consistency and allow their transitioning to flow much smoother.


I'm on board with this, give the roach a lair-tech morph similar to the BW hydra. Roach/Hydra not being a dead-end unit comp would be interesting indeed.
RemrafGrez
Profile Joined November 2010
United States180 Posts
August 02 2011 20:40 GMT
#274
On August 02 2011 14:48 Gfox wrote:
Show nested quote +
On August 02 2011 14:10 Inori wrote:
On August 02 2011 13:49 Falcor wrote:
if p gets reavers its almost guranteed that p will lose colli, archons or ht..no way tehyd give prot 4 aoe units would they?

I'd give away Colo for Reaver any day.


With the unit pathing and how well units clump in sc2 the reaver would literally break the game...


Not if it shot scarabs as slow as banelings move, then it'd be no better than banelings one at a time. Sounds pretty fair to me. Blue flame hellions or bio drops are still better because they are so fast. And banelings are still better because they are cheaper and overlords are free. So actually no, bring back the reaver and make it shoot as fast as banelings on creep at the least, then we have something that compares to the other races.
Sixes
Profile Joined July 2010
Canada1123 Posts
August 02 2011 20:43 GMT
#275
On August 03 2011 05:25 Zuxo wrote:
Show nested quote +
On August 03 2011 03:39 Sixes wrote:

The big issue with making Zerg "Swarmy" is that it makes Zerg more and more vulnerable to splash damage and choke points.

Let's make a quick list of units Zerg complained about: tanks, thors, colossi, forcefields ... they all annihilate swarms.

Now I agree that Zergs need to be more swarmy but then you can't have solutions that are as simple as 3 forcefields on a choke or "I sieged 3 tanks" or "I have a couple thors, bye bye 15 mutas". The reason why Zerg players don't use 150 lings to destroy things is really map architecture. Take Shakuras for example. No way you can get a surround unless a Terra/Toss is sitting right on your front door because the whole map is a hallway with less width than tank range.

A swarm is cool but if the units just block each other and get mowed down like the Zerg from the WoL campaign, people won't play that way.


I only want the Roach to be a 1 supply unit and weaker. I don't get why you are bringing up
Show nested quote +
The big issue with making Zerg "Swarmy"
when I never said anything about it not being a big issue. I simply just want the Roach to be more like it was in the beta but fixed (regardless of the implications on balance at first).


1 supply and weaker means more numerous and consequently more vulnerable to AoE. Even with their increased range roaches are still short ranged units and greatly bothered by chokes. That's why I brought it up.
wolfe
Profile Joined March 2010
United States761 Posts
Last Edited: 2011-08-02 20:53:27
August 02 2011 20:47 GMT
#276
On August 03 2011 03:54 Sixes wrote:
Show nested quote +
On August 03 2011 03:39 Probe1 wrote:
Did you seriously just compare creep to siege tanks? My entire response was just derailed by reading that.

Did you
Seriously
Just compare Creep..
To Siege Tanks...

Also, Sixes, Zerg does have vision where creep is. No need to "upgrade" it to do something it already does.


I meant vision on creep regardless of the overlord or tumor still being there. A Terran/Toss can do a quick advance killing tumors and end up on creep that you don't have vision on.

And a massive ling surround on creep can be extremely destructive and is effectively a zoning tool. I never claimed it was as effective as tanks. Quite frankly I think tanks should be taken out of the bleeding game just like hydras but they are iconic of BW and consequently are kept. Anything that has a tactical description that reads "if it's there you can't ever attack cost effectively" seems rather silly.

I would like to see something that makes creep more resilient and a better zoning tool, now how to do that is up for debate, I just see it as an existing foundation that seems like it could be expanded upon. It is also much more interesting than just adding a unit like the siege tank/lurker/colossus which just sits there and does obscene damage without any micro or control required.

Creep requires consistent spreading and has a very high skill (or APM I guess) cap.

Instead of a siege unit I'd prefer a zergling "leap" (as they seem to have added to the single player) which could actually get the swarm into combat. now if that leap had range 6 off creep and range 12 on creep, you have a crazy zoning tool that would make opponents very careful about attacking on creep. If the leap just allowed to skip cliffs in the downwards direction it could be a lot of fun (so lings can't jump up into main bases but they can swarm down onto lower ones or out of a base after a drop or they can swarm an army from a cliff-top).

Come to think of it there is also no way to reduce larvae cost ... what about an upgrade (at Hive?) to make lings be 100 minerals for 4 from 1 larvae? This would make them a much more valid late game unit.

Anyways, I'm just throwing out ideas which don't involve drastic overhauls or porting in a BW unit while hopefully feeling swarmy (and avoiding the downsides of chokes and splash to some extent).



Tank's aren't just iconic, they define the Terran race. Not talking about just lore, but TvZ has always revolved around the tank. Without it you don't have Terrans you have another variant of the Protoss race. While you're at it lets remove lings. The only reason they have that is because they are an BW iconic unit. Let's dilute SC2 to roach + creep v marauders + drops /sarcasm.

I was basically agreeing with you up until then. But then I realized you're point of view was screw map positioning and tactics all I ever want to do is play mobile armies vs mobile armies and make sure Zerg has the best vision and fastest units. Anything slow and strong is stupid.

Also if not tanks... do you really want another walking splash unit for the terrans? How about if we gave Ghosts irradiate... wait that sounds like collosi and storm... oh...
Swift as the wind, felt before noticed.
StarStruck
Profile Blog Joined April 2010
25339 Posts
Last Edited: 2011-08-02 20:51:49
August 02 2011 20:51 GMT
#277
You know what would be cool? Well, that is how Dustin puts it.. units that are resourceful. -_-

They sort of go hand-in-hand DB.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
August 02 2011 20:54 GMT
#278
On August 03 2011 04:05 Deltablazy wrote:
Show nested quote +
On August 03 2011 03:54 Probe1 wrote:
You know that's actually a pretty damn good idea. Lore wise it's all fucked but .. well you could say that about SC2 in general ^_^

For a very long time I've thought that if they were to add in the lurker it would be completely screwed up. You can't build the tech structure until Lair.. Then you build the structure, make the units and evolve lurker aspect all at the same time? .. nah

But Lurker from Roach actually sounds like the perfect solution Gheizen.


Edit: Sixes I have no response that isn't a flame on your knowledge of playing starcraft so let me say I completely disagree with either what you're saying or how your saying it. However I would rather remain silent on then fight about something where nothing is to gain.

And when that happens, lore fans will cry rivers saying that roaches mutating into lurkers ruins sc2 and demand a reverse change or swap roaches and hydras to respect the lore. =\

My problem is protoss getting a harass unit. First Blizz kills the reaper and then is going to give one to toss, which assuming is as good as the reaper, will keep terran in their base. Terran loses their early game advantage and the 15 minute mark is easily reached, after which we all know what happens.


They also already said they are buffing the Reaper in HOTS.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
wolfe
Profile Joined March 2010
United States761 Posts
August 02 2011 20:55 GMT
#279
On August 03 2011 05:54 Wrongspeedy wrote:
Show nested quote +
On August 03 2011 04:05 Deltablazy wrote:
On August 03 2011 03:54 Probe1 wrote:
You know that's actually a pretty damn good idea. Lore wise it's all fucked but .. well you could say that about SC2 in general ^_^

For a very long time I've thought that if they were to add in the lurker it would be completely screwed up. You can't build the tech structure until Lair.. Then you build the structure, make the units and evolve lurker aspect all at the same time? .. nah

But Lurker from Roach actually sounds like the perfect solution Gheizen.


Edit: Sixes I have no response that isn't a flame on your knowledge of playing starcraft so let me say I completely disagree with either what you're saying or how your saying it. However I would rather remain silent on then fight about something where nothing is to gain.

And when that happens, lore fans will cry rivers saying that roaches mutating into lurkers ruins sc2 and demand a reverse change or swap roaches and hydras to respect the lore. =\

My problem is protoss getting a harass unit. First Blizz kills the reaper and then is going to give one to toss, which assuming is as good as the reaper, will keep terran in their base. Terran loses their early game advantage and the 15 minute mark is easily reached, after which we all know what happens.


They also already said they are buffing the Reaper in HOTS.


D8 charge -> spider mines - calling it.
Swift as the wind, felt before noticed.
Powster
Profile Joined April 2010
United States650 Posts
August 02 2011 21:00 GMT
#280
A harass unit for protoss... I cant wait for beta to possibly try out one :D Personally I don't care if they take away colossus if we get a unit that can really harass. My style is to force a guy to multitask.. but its so so hard as protoss compared to the other races. I have been offracing a bit just to enjoy their harass capabilities.. Winning by making a guy fall apart from harass feels so good..

One thing though that wasn't mentioned was clan system.. clan system + protoss harass unit would be really nice lol.
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