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Netherlands45349 Posts
They better buff my ultralisks, in HOTS cheaper, faster, weaker.
ow shit those are BW ultralisks lolz.
Anyway Reavers would be way too strong in SC2 with the clumping mechanic, especially because Blizzard would most likely just perfect the AI.
Perfect AI with scarabs would be overpowerd in BW, even more so in SC2. Reaver would need a nerf, but I'd really like it in SC2.
Either that or allow me to shoot banelings with spore crawlers.
Also, Terran has scans , the Raven would need a speed upgrade perhaps but thats about it in terms of what they need.
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On August 02 2011 15:12 bokeevboke wrote:Show nested quote +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 
Damn right brother! But I think HSM could do the same thing if it wasnt so bad. I dont think 1 HSm can kill one lurker though lol. If a lurker has less then 100HP it might be kind of problem matic. I think having a good 150 HP for lurker would be good or something around that. Atleast this is what I think blizzard intended for HSM to be used for....:/
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personally i hope they don't flat out remove anything. i actually quite like the idea of overseers and if they feel the need to change them then so be it, but if they want zerg to have to earn their detection then it's not going to get any more appropriate than the overseer. and the corrupter was cool before they removed its ability to infest enemy starships. it's like the squidy things from the matrix.
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I like Browders explanation here, they really do seem to have a very strong grip on the game. My only annoyance are the ladder maps. They're not very fun
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until I get clan features I'll be happy. After that I'm cool.
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Interesting perspective on Terran, but I agree. Not really sure what kind of new units could be added, we really do have everything needed at the moment. Instead of the usual "nerf everything" approach, they could look at just buffing other things instead.
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On August 02 2011 15:39 Doc Daneeka wrote: personally i hope they don't flat out remove anything. i actually quite like the idea of overseers and if they feel the need to change them then so be it, but if they want zerg to have to earn their detection then it's not going to get any more appropriate than the overseer. and the corrupter was cool before they removed its ability to infest enemy starships. it's like the squidy things from the matrix. I think they're just talking about the stuff surrounding the overseer- it's other powers aren't really good or well used (mass glooping only being good for ZvZ and then that's when you have enough resources to dump into it) and no one uses it but for a "oh shit he's going mass cloaked units". Dustin Browder seems to want units to be made for a variety of situations and strategies, not just "oh he's doing x so I have to do y, and never touch it otherwise"
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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.
It depends. You can't warp in many stalkers at all from a prism, the radius is small and the stalker model is large. You can add in a lot of zealots to catch them off guard or DTs but it will never be a reliable harass tool, and protoss is weaker when the units aren't together. Zealots are bad against roach from zerg and MMM from terran, especially if there is some sort of sim city that reduces surface area. Plus those additional warped in units are suicided, maybe they'll take out some buildings but it would be hard to justify a mass warpin. Marines always can go back into dropships and baneling bombs are a much more effective suicide. The reward isn't that high at all. The only actual viable use of a warp prism seems to be in PvZ and warping in a lot of dts when you're almost maxed and banking a ton to snipe key tech structures before a battle to prevent a remax, and I doubt that was Blizzard's intention with the prism.
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^I dunno, just theorycrafting here but if you use it mid/late game to send units in all directions, kind of like an MMA style multi pronged drop harass everywhere, and then send your main army in as well, it could be a good kill move.
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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.
I forgot how exciting viking vs corruptor and viking vs viking battles are!
Vikings wouldn't lose their purpose but goliath-type units have their own purpose as well. Not to mention keeping upgrades having to be spread out or having 0/0 vikings, 0/0 marines to fight air units/brood lords. A goliath would add more options to combat the really strong broodlord/infestor play without having infestors/corruptors pooping on your marines and vikings all the time, for example.
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arrrrrrgh this gets me so excited, i cannot wait for this to come out
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On August 02 2011 15:53 Glockateer wrote:Show nested quote +On August 02 2011 15:09 Whitewing wrote: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. I forgot how exciting viking vs corruptor and viking vs viking battles are! Vikings wouldn't lose their purpose but goliath-type units have their own purpose as well. Not to mention keeping upgrades having to be spread out or having 0/0 vikings, 0/0 marines to fight air units/brood lords. A goliath would add more options to combat the really strong broodlord/infestor play without having infestors/corruptors pooping on your marines and vikings all the time, for example. If your first sentence is sarcasm, you obviously haven't seen Boxer vs Rain MLG anaheim game 1.
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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...
Stupid comments like this make me face palm. Yes, compare a reaver's shot that you can predict and react to the uninteresting, auto-move centric game play involved with colossus. We already see marine splitting against several splash units, how would reaver be any different?
Anyways, I think it might be interesting to add an ability to the corruptor that infested a unit and caused it to spawn broodlings when it dies. I also wouldn't mind medics for terran instead of medivacs, or keeping the medivac in but raising its cost
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On August 02 2011 15:55 acrimoneyius wrote:Show nested quote +On August 02 2011 14:48 Gfox wrote: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... Stupid comments like this make me face palm. Yes, compare a reaver's shot that you can predict and react to the uninteresting, auto-move centric game play involved with colossus. We already see marine splitting against several splash units, how would reaver be any different? Do you really want all of Starcraft to be played around a razers edge? How about this, every time a unit leaves the base, it has a 50% of just exploding?
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$5 says hellions are GONE in HotS. Terrans will get a new unit, but it won't replace the hellion (maybe the reaper will get a bit stronger).
I doubt Blizzard would have liked seeing so many game-ending hellion strats at MLG. Hellions in the early game, hellions in the mid game, hellions in the end game. Hellions against T. Hellions against Z.
They never struck me as a 'fun' unit to control either. Sure, you can micro them, but they're kinda "sticky". They don't micro smoothly - they'll accelerate full speed into something then stop dead. They don't clump or flow nicely with any other unit. IMO they would be more fun if they moved like Warthogs in Halo: Wars.
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On August 02 2011 15:55 acrimoneyius wrote:Show nested quote +On August 02 2011 14:48 Gfox wrote: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... Stupid comments like this make me face palm. Yes, compare a reaver's shot that you can predict and react to the uninteresting, auto-move centric game play involved with colossus. We already see marine splitting against several splash units, how would reaver be any different?
Low skill Terrans don't need good splits against low skill Zergs. They would with Reavers.
More important, Reavers need shuttles to be interesting, and buffing the Warp Prism heath for good reaver harass makes them PRETTY FUCKING GOOD for other warp-in harass. You'd have to choose one or the other, or redesign the reaver pretty heavily, I think
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Netherlands45349 Posts
On August 02 2011 15:58 kodas wrote:Show nested quote +On August 02 2011 15:55 acrimoneyius wrote:On August 02 2011 14:48 Gfox wrote: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... Stupid comments like this make me face palm. Yes, compare a reaver's shot that you can predict and react to the uninteresting, auto-move centric game play involved with colossus. We already see marine splitting against several splash units, how would reaver be any different? Do you really want all of Starcraft to be played around a razers edge? How about this, every time a unit leaves the base, it has a 50% of just exploding?
Actually yes, I'd like more ''razor's edge'' units, where if you mismicro or your opponent mismicroes you SHOULD face the consequences. The reaver is such a unit.
Reaver would still need to be redesigned, but the reaver, or a unit LIKE it would make Starcraft(and especially Protoss) more interesting.
The Idea behind the reaver is that it does so much damage but is incredibly fragile, it has to be carried around in a shuttle(the warp prism equivalent in BW). If you lose the shuttle you basically lose the reaver aswell, however if you micro correctly you will do huge damage with the reaver.
Its a very thin but valuable line you walk and that makes for exciting starcraft.
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On August 02 2011 15:11 DystopiaX wrote:Show nested quote +On August 02 2011 15:09 Whitewing wrote: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.
Why do you make a suggestion to dismiss an opinion and then say you don't know how viable it is?
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On the subject of upgrades for terran, I think it'd be raelly cool to change the caedus reactor(medivac energy upgrade) into something like the campaign version where your medivacs can heal two units at a time, or heal rate increase. Right now, you don't see anyone use a tech lab and build medivacs while getting that terribly mediocre +energy upgrade. And don't zerg already have a siege unit? The brood lord fits that role quite well, albeit you have to tech a long way to get to it.
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On August 02 2011 16:00 Kipsate wrote:Show nested quote +On August 02 2011 15:58 kodas wrote:On August 02 2011 15:55 acrimoneyius wrote:On August 02 2011 14:48 Gfox wrote: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... Stupid comments like this make me face palm. Yes, compare a reaver's shot that you can predict and react to the uninteresting, auto-move centric game play involved with colossus. We already see marine splitting against several splash units, how would reaver be any different? Do you really want all of Starcraft to be played around a razers edge? How about this, every time a unit leaves the base, it has a 50% of just exploding? Actually yes, I'd like more ''razor's edge'' units, where if you mismicro or your opponent mismicroes you SHOULD face the consequences. The reaver is such a unit. Reaver would still need to be redesigned, but the reaver, or a unit LIKE it would make Starcraft(and especially Protoss) more interesting. From my understanding the one of the things that makes a difference between a player like MVP,NesTea vs Combat EX, Deezer is their abilty to make good decisions over the period of a longer game, if you really wanted this just cheese everygame, A one shot mechanic has it's place but in no way should it be overused, we have plenty of that already 
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