[Bcon] Questions For Dustin Browder - Page 21
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billiebrightside
United States150 Posts
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IreScath
Canada521 Posts
"Why do ghosts and infestors both get a starting energy upgrade, while HT do not. Is it because infestors counter everything and there fore get used a lot and thus need it? And because ghosts emp is so much better than feedback that they too will use it more often making the energy upgrade a necessity?" DISCLAIMER: QQ wine is more for humor than to wine about balance... But the questions remains as HT's are the only one without an energy upgrade. | ||
TheBomb
237 Posts
2. Why are you so fast to nerf protoss way too much, but when it comes to buffing it you take you sweet time and go with the smallest of buffs possible? Will we actually see the carrier buffed and being able to actually use it as a viable unit? Thanks you very much. | ||
HyperLink
Canada172 Posts
On October 21 2011 04:04 B00ts wrote: OMG please... "Why do ghosts and infestors both get a starting energy upgrade, while HT do not. Is it because infestors counter everything and there fore get used a lot and thus need it? And because ghosts emp is so much better than feedback that they too will use it more often making the energy upgrade a necessity?" DISCLAIMER: QQ wine is more for humor than to wine about balance... But the questions remains as HT's are the only one without an energy upgrade. I can answer that, it's simple math. It takes 45 sec to produce Ghost ready for EMP with energy upgrade. It takes 50 sec to produce Infestor ready for FG with energy upgrade. It takes 49,5 sec to produce HT ready for Storm without energy upgrade. With the KA upgrade it takes 5 seconds, spawned anywhere on the map within a power field. I don't think the energy upgrade was the problem, I think it's the Warpgate mechanic at the core of it and the balance it requires. Edit - My response to H0i is in PM so as not to derail the thread. | ||
Shiladie
Canada1631 Posts
On October 21 2011 04:04 B00ts wrote: OMG please... "Why do ghosts and infestors both get a starting energy upgrade, while HT do not. Is it because infestors counter everything and there fore get used a lot and thus need it? And because ghosts emp is so much better than feedback that they too will use it more often making the energy upgrade a necessity?" DISCLAIMER: QQ wine is more for humor than to wine about balance... But the questions remains as HT's are the only one without an energy upgrade. this has been explained and talked to death over and over in different threads, here's the cliffnotes: Time from deciding you need a fungal/emp/storm to having one available to you is the same for all 3 due to warpgates + energy regen vs build times + energy upgrades, combined with being able to have them anywhere on the map on-demand was too much. You never needed to have HTs with an army vulnerable to EMP, instead warping them in just when you needed a storm. | ||
RogerChillingworth
2870 Posts
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Snorkle
United States1648 Posts
Would he consider perhaps increasing the move speed of HT since they are currently the slowest caster, have a smaller aoe spell, do not have an energy upgrade, and have no means of evasions such as burrow and cloak. But seriously, can we have 2.0 AOE storm back please? edit: also, Terran has had the highest win % over the course of the first year, never dipping below the other two races, do you think this is right? Do you think that the amount resilience upgraded marines+mules provide the terran in the very late game is the reason they tend to have more "chances" to win than the other races? Why do gold mineral expansions exist when they are inherently several times more beneficial to one race than the other two? | ||
RaKooNs
United Kingdom397 Posts
On October 20 2011 23:40 Coal wrote: When a stalker fires a projectil, there's a slight delay with the animation, making it harder to micro perfectly. Is this a bug or is it intended? If it's not a bug, could you please motivate why? Some guy here at TL posted a modification of the stalkers animation while firing, making it 100% easier to micro while being time efficient. If you can't micro 1 stalker perfectly, you have a brain defiency. | ||
DarkPlasmaBall
United States44334 Posts
2. Any possibility of having four 1v1 ladder rankings, one for each race (including Random)? 3. Any possibility of getting rid of marines and ghosts? (Just kidding, but seriously) ![]() | ||
SpiritAshura
United States1271 Posts
On October 21 2011 04:06 TheBomb wrote: 1. Why aren't they putting tournament maps in the ladder poll? We've seen poll after poll, everyone from total noob to pros prefer tournament maps in the ladder poll. So why is it that its only Blizzard who can't seem to understand this? I'd like a response to this ladder map pool question as well. Off topic: I saw the [Bcon] tag and though it said [Bacon]...mmmm. | ||
Kamuy
United States212 Posts
Why do they continue to ignore the fact that close positions on any map are a terrible game design and greatly benefit different races? | ||
billiebrightside
United States150 Posts
On October 21 2011 04:16 RaKooNs wrote: If you can't micro 1 stalker perfectly, you have a brain defiency. I have a brain deficiency, thank you very much ![]() | ||
ilikeLIONZ
Germany427 Posts
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ampson
United States2355 Posts
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Greggle
United States1131 Posts
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A Wet Shamwow
United States1590 Posts
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Zozo
Brazil2579 Posts
If tournaments use their own set of maps they belive to be better for the game, how do you balance the game? Aiming for ladder balance doesn't help pro players, and aiming for high level balance makes your maps (close spawns etc) biased. | ||
tehemperorer
United States2183 Posts
This question is stated with the belief that Protoss require either HT or Colossus in all 3 matchups, but can only realistically sustain them with a minimum of 2 bases but due to costs of building and replacing, are racially put into a natural decline the longer the game goes against T or Z. | ||
FMJ
United States169 Posts
On October 21 2011 00:23 Mash2 wrote: Can you explain why stim for marines and marauders allows them to fire their guns faster? As I understand it, it is a drug allows their bodies to function faster and more efficiently for a small cost to their health. This should have no effect on the rate of fire for their mechanical weapons, right? Actually, the marine's rifle is semi-automatic, but the stim pack allows them to click the trigger a lot faster. You should read up on SC2 lore. Specifically, the fan-fiction ones written by me. | ||
H0i
Netherlands484 Posts
On October 21 2011 04:10 HyperLink wrote: I can answer that, it's simple math. It takes 45 sec to produce Ghost ready for EMP with energy upgrade. It takes 50 sec to produce Infestor ready for FG with energy upgrade. It takes 49,5 sec to produce HT ready for Storm without energy upgrade. With the KA upgrade it takes 5 seconds, spawned anywhere on the map within a power field. I don't think the energy upgrade was the problem, I think it's the Warpgate mechanic at the core of it and the balance it requires. It doesn't take 5 seconds to produce a HT, it takes about the same as ghost/infestor. The production cycle is reversed, but you still need to have a pylon or warp prism up and in the end the only real moment where it takes 5 seconds to produce units is the moment when warpgate finishes, and at that moment your amount of units is small anyway so protoss needs that. To produce HT in 5 seconds you would need to have warpgates off cooldown and resources stockpiled. Really, what you're doing is quite similar to arguing ghosts and infestors shouldn't be able to enter medivacs/overlords because it would be instant "warp in". Wait 40 seconds, spawn unit in 5 seconds, wait 40, spawn in 5 seconds. Total units spawned: 2. Time : 90. Train unit in 45 seconds, train unit in 45 seconds. Total units spawned: 2. Time: 90. See? It's exactly the same. Warpgates do give more mobility, but isn't that what they were made for? Complaining about this is like complaining about workers being able to mine, it's just what they do. But this is offtopic... | ||
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