We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more... Long-ranged...
:win:
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Elefes
Russian Federation164 Posts
We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more... Long-ranged... :win: | ||
Leetley
1796 Posts
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Neurosis
United States893 Posts
A billion and one rushes have been nerfed since launch and it's now pretty obvious looking back that players have simply been playing WoL incorrectly. Let's hope the xpac is a little more obvious on how to go about playing it. Also, I can't say I'm upset that the shredder was cut, that was just a recipe for disaster imo. | ||
drew-chan
Malaysia1517 Posts
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Honner
United Kingdom65 Posts
Air-based spider mines sounds like it will have a bit of crossover with Raven's Seeker Missile. Otherwise serves the same purpose as turrets. Long-ranged air siege unit for Protoss, sounds like a void ray to me (they could just give void rays range upgrade from the same fleet beacon upgrade that Phoenix get, hell, make it effect the Carrier as well and maybe they become viable also, or make interceptors do aoe damge vs air). Mass recall on nexus we already knew about. | ||
Froadac
United States6733 Posts
On April 12 2012 06:03 Barrin wrote: Show nested quote + On April 12 2012 04:58 LazinCajun wrote: Barrin, you and your 6 min patches ![]() I don't disagree, but it would involve rebalancing everything in the game. You'd need a major expansion or something to do that. An expansion you say? I know just the one! Show nested quote + On April 12 2012 04:54 Egyptian_Head wrote: On April 12 2012 04:50 Barrin wrote: On April 12 2012 02:57 Froadac wrote: I dunno. i just want some REAL zoning options at the disposal of all 3 races. :| If only people had to take enough bases to make it actually useful. Well we are moving in that direction slowly. As long as people can correctly read and counter all the two base pushes reliably which should happen at some point more bases is inevitable. What I said didn't really have anything to do with the metagame. The framework is not as expanding-friendly as it (probably) should be to begin with. You simply have all the resources you need with fewer bases. You can mine up to 38% faster from a SC2 mineral field than a BW mineral field. Agreed. Would prefer slower income, to make mroe bases useful... Still miss the good ol BW standoff, and epic breakout attempts. | ||
Patate
Canada441 Posts
Take the opportunity of a new expansion to implement the 6m1g (or even 6m2g, with slightly lower gas income). Take care of all those 1 base all-ins (and even 2 bases) that make the game what it sadly is right now. Make it more dynamic, force the players to play on more bases, raise the population cap to 250 or so (a good macro player gets 80+ workers... almost half of the total population he's allowed to have). Add in map control units: -the shredder as a protoss unit (non-droppable, to avoid harassing with it) -spider mines... and vultures to replace helions. Why did they even change it? Vultures had more uses and required more skill than helions -LURKERS, not swarm host... yes the swarm host is original, but why bother trying originality when the lurker was one of BW's best unit? MORE RESEARCH AND UPGRADES, I don't like the fact that medivacs can heal AND drop without an upgrade, nor the phoenix having the graviton beam (or however it's called) without a small upgrade, nor infestors being able to cast 2 spells without an upgrade. In BW, spellcasters were practically useless without an upgrade of some kind. More upgrades require an higher investment in the tech tree the player is deciding to go for, and this is what this game needs. I'm not saying I want SC2 to be BW, but just watch a BW game and then watch a SC2 game.... BW games generally do NOT end with one big fight. They require movement and map domination. They force the player to make the other one starve as all his bases run out of ressources, and apart from SC2's TvT, I rarely see those situations. | ||
Fragile51
Netherlands15767 Posts
On April 12 2012 16:04 BLinD-RawR wrote: Show nested quote + On April 12 2012 15:58 Torpedo.Vegas wrote: How about an Archon that is not so bright..a bit darker perhaps. Make it a spell caster type. Could be useful. Yeah maybe it should have a reddish glow. They should call it a...night archon. Yeah, that sounds alright. | ||
Meatloaf
Spain664 Posts
As protoss player im happy the replicant didnt make it its an uninspired unit , i hope they make something up , the oracle its the only one unit that seems just ok. | ||
dezi
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Germany1536 Posts
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Seiniyta
Belgium1815 Posts
On April 12 2012 15:58 LazinCajun wrote: Show nested quote + On April 12 2012 15:44 Seiniyta wrote: On April 12 2012 15:41 FakeDeath wrote: On April 12 2012 15:27 Cyro wrote: On April 12 2012 15:23 FakeDeath wrote: On April 12 2012 15:05 IamPryda wrote: If they do the mass recall right it will finally solve the problem of Protoss lossing a base trade in just about ever situation If mass recall makes it into the game,Protoss will never ever lose in a base trade situation. Because every time they engage in a base trade situation, their army will be superior to their opponents, and they will be able to critically damage their opponent before taking similar damage themselves to such an extent that the game will be unwinnable for their enemies. Keep talking please, it will be good, but statements like that are delusional How is it delusional? Mass recall is very strong. Protoss can be aggresive and at the same time not worry about counter attacks since they can just teleport their army back.This ability pretty much let you win a base trade scenario. Here the funny thing will be, good players will be chronoboosting all the time so when the situation arises it might happen that you don't have a recall on time if it it's like 100 energy ![]() Like good terrans drop mules all the time so they never have energy for a scan? Come on now. Means they're not quite good enough then ![]() | ||
Junichi
Germany1056 Posts
On April 12 2012 16:25 Fragile51 wrote: Show nested quote + On April 12 2012 16:04 BLinD-RawR wrote: On April 12 2012 15:58 Torpedo.Vegas wrote: How about an Archon that is not so bright..a bit darker perhaps. Make it a spell caster type. Could be useful. Yeah maybe it should have a reddish glow. They should call it a...night archon. Yeah, that sounds alright. Or just "Archoff", since it is darker. ![]() + Show Spoiler + And if they do call him that, they might give him a russian voice. Archoff, the russian protoss.. | ||
bhfberserk
Canada390 Posts
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aZealot
New Zealand5447 Posts
On April 12 2012 02:44 BigBossX wrote: Show nested quote + On April 12 2012 02:39 crms wrote: starcraft 2 is not the great game that the starcraft diehard (bw maniacs) deserved. we have fooled ourselves into thinking starcraft2 is an amazing esport title but it's actually a mediocre PC RTS that nobody would play if it wasn't titled 'starcraft'. It sucks because I was so hyped for SC2, but after the hype dies you start to see the game much more clearly. I'm not convinced that HoTS is going to change any of the inherent problems with SC2. This has opened my eyes. Best post in this thread. Agree 100% Yeah, me too. I'd love to be proved wrong by LOTV though, assuming I am still playing this game (unlikely). As to the changes, I guess it is too early to tell yet in definitive terms. As a Protoss though, who loved the lore (which is what made me gravitate to Aiur in SC1 in the first place), Protoss seem underwhelming and, dare I say it, boring. :/ At least the horrible Replicant is out. *shudder* | ||
daylu
United States52 Posts
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tomatriedes
New Zealand5356 Posts
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Tofugrinder
Austria899 Posts
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Nouar
France3270 Posts
On April 12 2012 01:28 Broodwurst wrote: Show nested quote + On April 12 2012 01:27 Technique wrote: Kinda gay they push this through peoples throat that don't play any single player. 50 euro for few extra units? Yay An expansion doesn't cost 50€ Want to bet on that one ? :> | ||
Big J
Austria16289 Posts
On April 12 2012 16:24 Patate wrote: Really a move in the right direction, However I suggest: Take the opportunity of a new expansion to implement the 6m1g (or even 6m2g, with slightly lower gas income). Take care of all those 1 base all-ins (and even 2 bases) that make the game what it sadly is right now. Make it more dynamic, force the players to play on more bases, raise the population cap to 250 or so (a good macro player gets 80+ workers... almost half of the total population he's allowed to have). way more testing has to be done, especially among the prolevel to see if it even does what it should do. On April 12 2012 16:24 Patate wrote: Add in map control units: -the shredder as a protoss unit (non-droppable, to avoid harassing with it) -spider mines... and vultures to replace helions. Why did they even change it? Vultures had more uses and required more skill than helions because spider mines would be broken with clumping and the pure mineral cost of vultures; also everything required "more skill" in BW, because the AI was terrible. Doesn't mean that it would require more skill in SC2. On April 12 2012 16:24 Patate wrote: -LURKERS, not swarm host... yes the swarm host is original, but why bother trying originality when the lurker was one of BW's best unit? They bother, because the lurker was not being played when it was in the game and it was the last unit to be removed, not because they didn't want it, but because it had no use in SC2. Not to mention that the swarm host is a completly different unit. People keep on comparing it with lurkes because it does something while burrowed... The host is a longrange artillery that needs support, the lurker was a midrange (the SC2 version in the lategame also a longrange, but not as long as swarm host), powerful combat unit. On April 12 2012 16:24 Patate wrote: MORE RESEARCH AND UPGRADES, I don't like the fact that medivacs can heal AND drop without an upgrade, nor the phoenix having the graviton beam (or however it's called) without a small upgrade, nor infestors being able to cast 2 spells without an upgrade. In BW, spellcasters were practically useless without an upgrade of some kind. More upgrades require an higher investment in the tech tree the player is deciding to go for, and this is what this game needs. depends; if you do mineral only upgrades, it is basically the same idea as barrins (taking money out of the game), if you do it with the standard (for SC2 and BW) gasheavy costs, you just limit the game to more lowtier units. (--> one factor why Ravens are not being used a lot, is the amount of passive costs that come with it in the form of upgrades, techlabs and starports needed for them) On April 12 2012 16:24 Patate wrote: I'm not saying I want SC2 to be BW, but just watch a BW game and then watch a SC2 game.... BW games generally do NOT end with one big fight. They require movement and map domination. They force the player to make the other one starve as all his bases run out of ressources, and apart from SC2's TvT, I rarely see those situations. I did, I still prefer a good SC2 game. I like how SC2 is about fighting your opponent, while BW is about fighting the AI to fight your opponent. | ||
FakeDouble
Australia676 Posts
We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic. Reminds me of the V4 rocket launcher from the red alert series, lololololol. Though I do wonder, won't this make people stop building tanks and build these instead in TvT? or would these be single target attacks, making them crappy against marines, giving us silly rock-paper-scissors nonsense between marines, tanks and these new things? I sure hope not. | ||
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