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[I] Dustin Browder, HotS + General Q&A - Page 5

Forum Index > SC2 General
Post a Reply
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L3gendary
Profile Joined October 2010
Canada1470 Posts
August 02 2011 05:54 GMT
#81
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...


Why do people keep saying this? They also massively nerfed the siege tank for the same reason you know. Just because they bring back the reaver doesn't mean they'll keep all its stats.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
RogerChillingworth
Profile Joined March 2010
Chad3090 Posts
Last Edited: 2011-08-02 05:58:12
August 02 2011 05:56 GMT
#82
Instead of the lurker, I want those things we saw in the HotS reveal trailer. The two massive snow Wampabeasts lol

edit; rather instead of the ultra. Those things look and act like the old ultras
JiYan
Profile Blog Joined February 2009
United States3668 Posts
August 02 2011 05:59 GMT
#83
lurker would be too strong in sc2 if it worked the same way it did in scbw. to be viable it would have to be made weaker or made to attack a single target. the way units stack sc2 would make it way too strong.
Daralii
Profile Joined March 2010
United States16991 Posts
August 02 2011 06:00 GMT
#84
On August 02 2011 14:59 JiYan wrote:
lurker would be too strong in sc2 if it worked the same way it did in scbw. to be viable it would have to be made weaker or made to attack a single target. the way units stack sc2 would make it way too strong.

I could see the lurker being similar to hellions. Line attack, low base damage but with a significant bonus to [unit type].
Fear is freedom! Subjugation is liberation! Contradiction is truth!
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
August 02 2011 06:00 GMT
#85
On August 02 2011 14:59 JiYan wrote:
lurker would be too strong in sc2 if it worked the same way it did in scbw. to be viable it would have to be made weaker or made to attack a single target. the way units stack sc2 would make it way too strong.

I think they should be weaker but not attack a single target.. I believe that just takes away the purpose of Lurkers
Stick it up. take it up. step aside and see the world
Glockateer
Profile Joined June 2009
United States254 Posts
August 02 2011 06:03 GMT
#86
The only thing I think Terran might need is a more expendable anti-air unit for mech. Thors are kind of "meh" in comparison to the Goliath. The thor shines in that splash damage and their ground damage is great but I miss seeing a group of Goliaths. Thors are big and expensive. It is hard to say they're good anti-air when the real damage is more based on splash instead of single target.
GET SM4SHED
coreydota
Profile Joined October 2010
United States180 Posts
Last Edited: 2011-08-02 06:06:04
August 02 2011 06:05 GMT
#87
i would love if blizzard give terran a counter to battlecruisers that aren't vikings. the only reliable anti air for a mech player revolves around vikings because thors just dont serve a superior anti-air purpose (vikings) and they also dont serve a superior anti ground purpose (siege tanks). blizzard really needs to take a good look at the thor and consider implementing a unit like the goliath.

edit: omg glockateer beat me to it =.=
Brobe
Profile Blog Joined May 2011
United States75 Posts
August 02 2011 06:08 GMT
#88
Here's my ideas for what it's worth.

Add scourges to defend drops
Remove Combat Shield (maybe replace it with range upgrade and reduce marine range by 1.)
Make carriers viable in at least one MU
Make Warp Prisms viable
Change Orbital Commands so that building 6+ of them not at bases is no longer viable
Make Raven more useful (replace HSM with something more interesting and micro intensive)
Make mutalisks actually mutate into something at least for lore's sake

Sounds to me however that Blizzard has more drastic changes in mind at least until after Legacy of the Void is released then they will focus on fine tuning.
[Protoss: Jangbi/Movie] [Zerg: Calm] [Terran: FBH/Reality] In honor of KT Violet
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-08-02 06:09:56
August 02 2011 06:09 GMT
#89
On August 02 2011 15:03 Glockateer wrote:
The only thing I think Terran might need is a more expendable anti-air unit for mech. Thors are kind of "meh" in comparison to the Goliath. The thor shines in that splash damage and their ground damage is great but I miss seeing a group of Goliaths. Thors are big and expensive. It is hard to say they're good anti-air when the real damage is more based on splash instead of single target.


Vikings. Their range is just too good to really require any other unit for that role.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
SheaR619
Profile Joined October 2010
United States2399 Posts
August 02 2011 06:09 GMT
#90
If zerg getting lurker, Terran better be getting a better detection units. Because raven just kind of bad for TvZ. Or atleast make HSM something that is worth upgrading.
I may not be the best, but i will be some day...
DystopiaX
Profile Joined October 2010
United States16236 Posts
August 02 2011 06:10 GMT
#91
On August 02 2011 14:59 JiYan wrote:
lurker would be too strong in sc2 if it worked the same way it did in scbw. to be viable it would have to be made weaker or made to attack a single target. the way units stack sc2 would make it way too strong.

No they don't, whenever TL Attack plays SC2 Brood War I get a major hard on by how fast and unkillable BW ultras are. As Sen says, "SO CUTE, they move so fast, you see!?"
DystopiaX
Profile Joined October 2010
United States16236 Posts
August 02 2011 06:11 GMT
#92
On August 02 2011 15:09 Whitewing wrote:
Show nested quote +
On August 02 2011 15:03 Glockateer wrote:
The only thing I think Terran might need is a more expendable anti-air unit for mech. Thors are kind of "meh" in comparison to the Goliath. The thor shines in that splash damage and their ground damage is great but I miss seeing a group of Goliaths. Thors are big and expensive. It is hard to say they're good anti-air when the real damage is more based on splash instead of single target.


Vikings. Their range is just too good to really require any other unit for that role.

Or stop going straight mech and invest minerals into a couple of reator raxes. Dunno how viable it is since i don't play terran but you already get great anti-air and for cheap too.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
August 02 2011 06:12 GMT
#93
On August 02 2011 15:08 Brobe wrote:
Add scourges to defend drops
Remove Combat Shield (maybe replace it with range upgrade and reduce marine range by 1.)
Make carriers viable in at least one MU
Make Warp Prisms viable
Change Orbital Commands so that building 6+ of them not at bases is no longer viable
Make Raven more useful (replace HSM with something more interesting and micro intensive)
Make mutalisks actually mutate into something at least for lore's sake


muta / infestor / lings honestly do a decent job already in the current state of zvt. what i would do to make warp prisms viable is to make them BLAZING fast like a mutalisk but not quite phoenix level.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 02 2011 06:12 GMT
#94
On August 02 2011 15:09 SheaR619 wrote:
If zerg getting lurker, Terran better be getting a better detection units. Because raven just kind of bad for TvZ. Or atleast make HSM something that is worth upgrading.

Irradiate! Plaguuuu!

I want bw back
Its grack
DystopiaX
Profile Joined October 2010
United States16236 Posts
August 02 2011 06:15 GMT
#95
On August 02 2011 14:41 Daralii wrote:
Show nested quote +
On August 02 2011 14:38 DystopiaX wrote:
On August 02 2011 14:37 arb wrote:
On August 02 2011 14:34 Malpractice.248 wrote:
On August 02 2011 12:59 0neder wrote:

On the other hand though, the Reaver is a GREAT harass unit (cough cough) - Something the Colossus isn't.

Buff the Prism, replace the most boring unit 2nd tier unit in the game (Colossus) with the Reaver.

.... You just have the need to want sc2 to be sc1 dont you?
Great, the reaver was good. So was scourge, vultures, firebats, lurkers, defilers....... They want to do something new. The colossus IS fun cuz you melt shit.
Corruptor ISNT fun.

Id put the Colossus on the level of fun with the Corruptor.

A moving or maybe moving back a tiny bit is not fun at all.

Yeah pretty much this. "Melting shit" is a cool visual effect but in terms of gameplay you just a-move it with your army pretty much.

I don't know why people want so much micro to be involved with a siege unit. It's a very mobile siege unit, but it's still a siege unit. It should be all about positioning, and it is.

The problem is that unlike siege tanks (BL's as Z siege unit are just as boring IMO) are interesting because exact positioning matters, and siege/unsiege times means that it's punishing if you don't get it right- look at mech TvT battles- with Collossus, there's no risk. Box over your whole army and keep your collosus behind it and you're golden. If overwhelmed move back and your collossus moves back too. It's not even that I want there to be micro, there's just no risk- either you get out collossus and your opponent has a good counter or he doesn't. The success of Collossi in games is entirely dependant on build orders and your opponent's reaction, not anything you do on your part.
DystopiaX
Profile Joined October 2010
United States16236 Posts
August 02 2011 06:16 GMT
#96
On August 02 2011 15:12 JiYan wrote:
Show nested quote +
On August 02 2011 15:08 Brobe wrote:
Add scourges to defend drops
Remove Combat Shield (maybe replace it with range upgrade and reduce marine range by 1.)
Make carriers viable in at least one MU
Make Warp Prisms viable
Change Orbital Commands so that building 6+ of them not at bases is no longer viable
Make Raven more useful (replace HSM with something more interesting and micro intensive)
Make mutalisks actually mutate into something at least for lore's sake


muta / infestor / lings honestly do a decent job already in the current state of zvt. what i would do to make warp prisms viable is to make them BLAZING fast like a mutalisk but not quite phoenix level.

The thing about warp prisms is that htey have to be nerfed because the reward is so high- dropships are reasonably fast but they can only move a certain number of units at a time; with a warp prism if you manage to get it in place and have a decent number of gateways it's extremely devastating to your opponent. It's the same reason why Nydus Worms are so hard to use- if you do manage to get them up your whole army gets in his base and it's basically GG in alot of cases.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
August 02 2011 06:19 GMT
#97
Terran needs a good AA mech unit like the Goliath, I hope Blizzard can give some help in making TvP mech viable. MMM is just too boring to watch -_-'

Also, is Dustin admitting to having made the reaper useless?

Anyways, curious to see what additions Protoss and Zerg get, I might switch race depending on the units
I think esports is pretty nice.
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
August 02 2011 06:21 GMT
#98
I feel like if the colossus were gone and replaced with a unit that had to siege, sc2 would be a much better game altogether.
oxxo
Profile Joined February 2010
988 Posts
Last Edited: 2011-08-02 06:22:41
August 02 2011 06:21 GMT
#99
On August 02 2011 15:16 DystopiaX wrote:
Show nested quote +
On August 02 2011 15:12 JiYan wrote:
On August 02 2011 15:08 Brobe wrote:
Add scourges to defend drops
Remove Combat Shield (maybe replace it with range upgrade and reduce marine range by 1.)
Make carriers viable in at least one MU
Make Warp Prisms viable
Change Orbital Commands so that building 6+ of them not at bases is no longer viable
Make Raven more useful (replace HSM with something more interesting and micro intensive)
Make mutalisks actually mutate into something at least for lore's sake


muta / infestor / lings honestly do a decent job already in the current state of zvt. what i would do to make warp prisms viable is to make them BLAZING fast like a mutalisk but not quite phoenix level.

The thing about warp prisms is that htey have to be nerfed because the reward is so high- dropships are reasonably fast but they can only move a certain number of units at a time; with a warp prism if you manage to get it in place and have a decent number of gateways it's extremely devastating to your opponent. It's the same reason why Nydus Worms are so hard to use- if you do manage to get them up your whole army gets in his base and it's basically GG in alot of cases.


Warp prisms are only hard to use because of perception and metagame. The whole 'they're made of paper' perception is dumb, they have the same (total) life as medivacs. For whatever reason unless you're going super heavy colossus it's taboo to build more than one robo. Why? Observers are godly, immortals are good, colossus are obviously good, and yes... warp prisms are good too.

It's the same thing as when the game first came out and for whatever reason the perception was Z was weak... while everyone only went roach/hydra without touching banelings, mutas, infestors (still good pre-buff), etc.
GMonster
Profile Blog Joined May 2011
686 Posts
August 02 2011 06:22 GMT
#100
i would pay $60 just for a legitement battle.net 2.0 so, hopefulyl they just don't blindly add units. Obviously they wont but I would much prefer a 100x better comunity or a battle.net 1.0 back.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
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