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On October 21 2011 04:16 RaKooNs wrote:Show nested quote +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.
If you can't spell "deficiency" correctly, you have a brain deficiency. See where that logic takes you?
It is actually impossible to micro a Stalker vs Marines without taking some damage, due to the animation of attack. Try it in the unit tester before claiming people have a "brain defiency".
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Each race has a way to minimize or even prevent movement (forcefields, concussive shells, fungal). What is your stance on these abilities and how much a factor do they play when balancing the game (such as Protoss relying on forcefields)?
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On October 21 2011 04:20 Kamuy wrote: Why are ghosts the absolute go to answer late game to solve any problem vs Z/P. Does he feel that it makes sense for their snipe to be so powerful against massive units. Why does it have a longer range than other casters for EMP?
Why do they continue to ignore the fact that close positions on any map are a terrible game design and greatly benefit different races? Make 300 zerglings.
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On October 21 2011 04:24 SeaSwift wrote:Show nested quote +On October 21 2011 04:16 RaKooNs wrote: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. If you can't spell "deficiency" correctly, you have a brain deficiency. See where that logic takes you? It is actually impossible to micro a Stalker vs Marines without taking some damage, due to the animation of attack. Try it in the unit tester before claiming people have a "brain defiency".
Thanks bro^^ Glad to see that some 1 else is thinking about this
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Will they ever remove the requirement of the supply depot for Barracks construction?
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Since you keep buffing the Ultralisk in mini steps, do you think, it would be manageable for your team to fix his AOE damage? I mean, Collossi for example do FULL AOE damage in an huge area and have a range of 9.....and since Zerg lost a proper way to deal with them (infestors) without producing stupid useless units like the corruptor I want at least a Tier 3 ground unit that is useful and dont die against mass Tier 1 marines or stalkers....just sayin...
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Is there any way to stop Terran for having too much advantage in base race?
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Are you satisfied with the roles your new units have taken? Completely ignoring the balance of the game, or even assuming flawless balance, do you like the way they have worked in the game? Which units do you see as the least interesting or fun in the game and which ones are you most satisfied with / proud of?
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How you make sure that you dont fall into the trap of listen to community sites over balance and dont follow the qq trends in the internet? When you read balance discussion on tl or bnet or answer stupid balance suggestions all the day how can you hide your laughing? If your normal work is to develop software does it not feel strange to get asked every interview about some unit stats like the whole world depend on it?
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On October 21 2011 01:17 amazingxkcd wrote: Will you guys take efforts to remove clumping from the game?
Or at the very least reduce it. +1 to this question.
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When will tanks be able to 'shoot up'?
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"Dear Mr. Browder,
Currently, Terran has very powerful early game all-in attacks; mostly due to the high DPS of Marines and early expansion builds by their opponent. Don't you think that a reasonable solution to this would be to simply put destructible rocks at every natural expansion in order to encourage one base play until later in the game?"
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Do you plan on buffing the Hydra/Giving Zerg easier early game anti-air?
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Do you have any plans to make Zerg less of a reactionary race that struggles to survive the early game and more into the horrifying early game monster it was in BW?
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On October 21 2011 01:38 bgx wrote:+ Show Spoiler +I started to wrote the question and explaining it, and it became kinda too big, the shorter version is under spoiler. Are XelNaga towers a necessary evil or optional? + Show Spoiler [long version, unedited just for the id…] + Xelnaga towers are key elements of current competetive gameplay. They give huge vision and encourage control over them. However they seem to weaken and sometimes completely disable a possible guerrilla tactics used to gain advantage or make a significant comeback. Thats a huge drawback in certain area we could call an army presence on the map. Because of towers an aggressor's main army is generally safe from flanks, also many counter attack routes are already covered by the vision of the tower. You get the idea.
Towers discourage more "risky" play that can cought an opponent of guard, sudden baneling attacks, deploying bling mines, suprise fungals/forcefields/emps, shortcut drops (through middle of the map) etc.
Wouldnt be the game more fun and dynamic if player had to actually constatly micro his army to not fell into a trap? Many times we can see a typical stagnation when each players army dont move, because there is no need for it the one who posses control towers knows he can be either dropped from sides or he can lose control the towers but still have time to react. If we would remove towers so there is no central point of battlefield but rather more expo/choke essential battles the game would get much more strategical. Units such as ravens (with some tweaks) would be actually useful in tvz. Where terran can actually win games not only based on the fact he killed X drones but because he was capable of capitalizing on opponents mistake and sneak control group of marines (Idra vs Marineking Tal darim altar, Stephano vs Boxer Shakuras)
Will we ever see SC2 competetive play without the all seeing eyes xel naga towers?
TLDR version (and more controversial  ) Almost any map in competetive play (official ladder and tournaments) has at least 1 Xel Naga tower, is it because the game was made in intention of having xel naga towers enabled (balance wise) would the game be as balanced without them? Xel Naga towers were introduced as innovative tool along other race-specific mechanics. But they carry alot of limitations: Towers seem to discourage potential exciting army movements on the map like we see in Brood War,also they seem to restrict players into certain mindsets of not having separate groups of units on the map because Towers are capable of zoning out their potential positions, players are also discouraged or unable to use certain guerrilla/ambush strategies because of it. Is lack of tower-less maps dictated by certain mechanic imbalances in Match ups that would suddenly occur, like Terran needing to sacrifice his economy for scans and Protoss having deadly proxy pylon warp-gate mechanic also creep being much stronger? Is the game currently balanced without tower presence on the map, or the game sort of rally on them? If you like the general idea you can word this question however you like, shorten or add something. Edit: changed
I was pretty much going to post the same thing, but I'll just quote and agree. BW army movements was very exciting to see and the typical 1 push win wasn't that common because of it as you were never stuck in your base. You'd exchange armies in the middle of the map and have built an acceptable defense by the time the other player showed up at the steps of your base. It was a game that favored optimal exchanges over eradicating the enemy.
I also have a question regarding 1v1 ladder. Are there any plans to have 1 ladder per race or will I have to still lose a bunch of games to play my lesser races at the correct level and risk being banned as it is against your ToS?
edit: When will we see (if ever) multiplayer replays?
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Given how unpopular Blizzard-created maps are, are you going to allow more community involvement in the map pool?
Are there any plans in the works to help tournaments deal with online lag issues (ie. LAN)?
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On October 21 2011 04:34 1st_Panzer_Div. wrote:Show nested quote +On October 21 2011 01:17 amazingxkcd wrote: Will you guys take efforts to remove clumping from the game? Or at the very least reduce it. +1 to this question. SC2 armies, although comparable in size to BW armies, feel very small because things are so clumped up. Are you willing to consider implementing greater spacing between units in the 'final' version of SC2 to maximize how big the armies 'feel'?
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On October 21 2011 04:39 lorcasTV wrote: I also have a question regarding 1v1 ladder. Are there any plans to have 1 ladder per race or will I have to still lose a bunch of games to play my lesser races at the correct level and risk being banned as it is against your ToS?
This is such a ridiculous assertion.
You won't be banned for losing games when you switch races.
It's against the TOS to intentionally forfeit games in order to earn achievements (ie. win-trading), it's not against the TOS to go on a losing streak because you switched races.
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Not sure if he will be willing to answer this, but;
In the up-coming expansion, The Heart of the Swarm, all of the multiplayer focus from the fanbase thus far seems to have been discussion in regards to potential new units in the Expansion. However will there be any major changes to existing units, balance wise? (excluding the possiblity of taking units out).
Thanks a lot ^^ Zionner
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Are you happy with the current DESIGN (not balance) of TvP which makes bio the only way to go ? I know it was the other way around in BW, but you want to have diversity within each match-up, right ?
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