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Developers Update : Heart of the Swarm - Page 57

Forum Index > SC2 General
1844 CommentsPost a Reply
Prev 1 55 56 57 58 59 93 Next
BBQSAC
Profile Joined August 2011
Australia89 Posts
April 12 2012 14:47 GMT
#1121
Protoss is sounding really strong with the tempest turning into a flying colossus that hits air as well as ground and the mass recall ability getting put on the nexus. Terran and Zerg seem like they won't be changing too much which is good as they seem to be fairly well put together at the moment. This news makes me quite excited for the expansion though I'd like it if they kept the mothership instead of adding more abilities to the nexus and I also hope some cool stuff happens for zerg hive tech (the nydus stuff looks pretty awesome though)
Pie Jesu Domine, dona eis requiem.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
April 12 2012 14:54 GMT
#1122
On April 12 2012 23:37 ProxyKnoxy wrote:
Show nested quote +
On April 12 2012 23:03 Sapphire.lux wrote:
On April 12 2012 22:47 [F_]aths wrote:
On April 12 2012 22:41 kasumimi wrote:
tl;dr: As someone else posted it this thread, SC2 is just mediocre RTS, it's BW's momentum that is keeping the game alive, not actual game quality.

That is failed logic I think. A mediocre game wouldn't keep that many gamer (casuals and pros) when there are better games, they would return to BW (or even WC3.) While BW never really was big in the western world, look at the SC2 tournaments we have today. SC2 did what BW never could, and the expansion will get even more guys into the game.

COD.MW is by far the most popular FPS though is far from being the best ever. Popularity is not the same thing as quality.

Don't think SC2 is bad though, just has some design problems, most likely made on purpose.


Yes, what game designer doesn't put flaws into his game on purpose? I see how you came to that logical conclusion.

I said nothing about flaws, just design decisions that make the game easier at the price of depth. I consider this a problem for competitive play. I'm talking of course about things like the balls of death, units that encourage using balls of death, one battle games, etc.
Head Coach Park: "They should buff tanks!"
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 12 2012 14:55 GMT
#1123
I'm really hoping the bio only limit on the blind ability of the viper isn't kept in, simply because it then has 0 use against protoss. While I know it's been done before with lockdown vs zerg in SC1, I don't like abilities that have NO benefit against an entire race.
For the mineral draining thing, I hope it actually removes minerals from the patch. It won't be feasible to have vipers using it on enemy mineral patches, unless it has 8+ range, simply because once you have vipers you also have access to mutas, and I'd rather kill workers than disable some mineral patches for a while... If it actually removes resources though, keep refueling your vipers at the next expansion they're going to take. While it probably won't have a large effect, it's still something.

I think it would be funny if they made it drain at a decent rate, I'd use a bunch of swarm hosts to defend and use vipers to drain their half of the map dry...
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 12 2012 14:56 GMT
#1124
On April 12 2012 23:55 Shiladie wrote:
I'm really hoping the bio only limit on the blind ability of the viper isn't kept in, simply because it then has 0 use against protoss. While I know it's been done before with lockdown vs zerg in SC1, I don't like abilities that have NO benefit against an entire race.
For the mineral draining thing, I hope it actually removes minerals from the patch. It won't be feasible to have vipers using it on enemy mineral patches, unless it has 8+ range, simply because once you have vipers you also have access to mutas, and I'd rather kill workers than disable some mineral patches for a while... If it actually removes resources though, keep refueling your vipers at the next expansion they're going to take. While it probably won't have a large effect, it's still something.

I think it would be funny if they made it drain at a decent rate, I'd use a bunch of swarm hosts to defend and use vipers to drain their half of the map dry...


That's already in sc2. Snipe is terribad vs terran.

Also the viper/swarm host thing sounds like a great troll build :D
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
mordek
Profile Blog Joined December 2010
United States12705 Posts
Last Edited: 2012-04-12 14:58:18
April 12 2012 14:58 GMT
#1125
I like the sound of mass recall and the new tempest

If the vipers can drain the minerals sounds like it could make for really interesting strategies if implemented right. Still seems so far away though!
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
REFLEX_500
Profile Joined February 2012
162 Posts
April 12 2012 14:59 GMT
#1126
We're keeping the overseer!!!!!!!
REFLEX_500
Profile Joined February 2012
162 Posts
April 12 2012 15:00 GMT
#1127
A spider mine for air!?!? hmmm...5 to 10 marines aren't enough??
Zuxo
Profile Joined April 2010
Sweden395 Posts
April 12 2012 15:02 GMT
#1128
For the love of god just remove the Colossus already.
I'm a mother******* lyrical wordsmith, mother******* genius
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
April 12 2012 15:03 GMT
#1129
I don't like the idea of vipers having to eat minerals to get energy. It will be a huge pain in the ass to send vipers to minerals all the time. If you send them to minerals that aren't in your own base you risk having them sniped as well.

I would much rather see viper abilities like vulture spider mines from the campaign or reaver scarabs from BW, you spend minerals to buy charges, each charge has a cooldown, and there is a build time for additonal charges.
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2012-04-12 15:08:00
April 12 2012 15:07 GMT
#1130
On April 13 2012 00:03 SnipedSoul wrote:
I don't like the idea of vipers having to eat minerals to get energy. It will be a huge pain in the ass to send vipers to minerals all the time. If you send them to minerals that aren't in your own base you risk having them sniped as well.

I would much rather see viper abilities like vulture spider mines from the campaign or reaver scarabs from BW, you spend minerals to buy charges, each charge has a cooldown, and there is a build time for additonal charges.


I've seen many stupid posts in this thread so far so don't think all of this is all directed at you but - do people use their brains before they post?

Nowhere did it say that vipers have to eat minerals to gain energy. It's simply an ability like consume to let them recharge much faster than other caster units. Obviously vipers are going to passively regen energy at the same rate as everything else when not using the ability.
"Show me your teeth."
omgimonfire15
Profile Blog Joined November 2011
United States233 Posts
April 12 2012 15:09 GMT
#1131
I don't understand why people want lurkers back. They don't fulfill the requirement that zerg needs, a good ground siege unit. One scan, one observer, one sporecrawler/ overseer, and tanks and immortals will rain fire down on them and destroy them. Swarm Host is good because it can be out of range of all of that and is dangerous enough that if left alone, will eventually break down the wall (depending on number of defensive units) but are not strong enough that they would survive if the enemy pushed. But they need to get rid of burrowed moving banelings, that is so imba in every single way.
Noocta
Profile Joined June 2010
France12578 Posts
April 12 2012 15:11 GMT
#1132
On April 12 2012 23:45 wojciech wrote:
This is funny, because it shows that Blizzard has no idea how to balance their games anymore.


So they are trying a lot of different stuff during a freaking Alpha and it show they don't know how to balance ?
I don't get it. It's the period of time you're supposed to do that afaik..
" I'm not gonna fight you. I'm gonna kick your ass ! "
jaminski
Profile Joined September 2010
England84 Posts
April 12 2012 15:12 GMT
#1133
i dont like the sound of this viper blind skill its going to make protoss deathball or terran mass bio completely useless itll force armys to run close to the zerg army or to be constantly on the run so they dont get blinded i think its a really bad skill especially as its an AoE
[ Macrophobia ] [ EU Protoss ] [ Mid Master ]
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
April 12 2012 15:12 GMT
#1134
I don't get why people are so worried about things being op at release of HotS? If they really turn out to be op they will obviously be taken out sooner or later.. Yeah, we will have to wait a few months with shitty games while they fine-tune the balance, but after that we'll have a great game (probably).
Crabs
Tinfoilhat
Profile Joined March 2011
Afghanistan3 Posts
Last Edited: 2012-04-12 15:17:41
April 12 2012 15:16 GMT
#1135
On April 13 2012 00:09 omgimonfire15 wrote:
I don't understand why people want lurkers back. They don't fulfill the requirement that zerg needs, a good ground siege unit. One scan, one observer, one sporecrawler/ overseer, and tanks and immortals will rain fire down on them and destroy them. Swarm Host is good because it can be out of range of all of that and is dangerous enough that if left alone, will eventually break down the wall (depending on number of defensive units) but are not strong enough that they would survive if the enemy pushed. But they need to get rid of burrowed moving banelings, that is so imba in every single way.


The only reason the Swarm Host bothers me is it has no guaranteed damage, it sends out little units but what about when your opponent has enough firepower to just kill them before they get in melee range? It basically seems to fulfill the same role as if I were to simply throw small groups of Zerglings into a meat grinder periodically. In terms of being a siege unit I just don't see it happening quite yet, the only practical use I can see for the Swarm Host is to cut off enemy reinforcement lines, again, the same role a small group of Zerglings can fulfill.



On April 13 2012 00:12 jaminski wrote:
i dont like the sound of this viper blind skill its going to make protoss deathball or terran mass bio completely useless itll force armys to run close to the zerg army or to be constantly on the run so they dont get blinded i think its a really bad skill especially as its an AoE


Or maybe it will force people to not keep their units in a ball?
Allah Ackbar!
0neder
Profile Joined July 2009
United States3733 Posts
April 12 2012 15:20 GMT
#1136
On April 12 2012 23:56 Teoita wrote:
That's already in sc2. Snipe is terribad vs terran.

Tell that to QXC.
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 15:20 GMT
#1137
On April 13 2012 00:12 jaminski wrote:
i dont like the sound of this viper blind skill its going to make protoss deathball or terran mass bio completely useless itll force armys to run close to the zerg army or to be constantly on the run so they dont get blinded i think its a really bad skill especially as its an AoE


Once again, people are not reading before responding. How is it supposed to make the protoss deathball useless when the update just stated it now only affects bio? Oh my god all those zealots reduced to range 1! Oh wait. Also, with good splitting it isn't going to do much in the open. It is intended to be used for breaking chokes and stationary defensive positions.
"Show me your teeth."
Borfius
Profile Joined March 2011
Belgium21 Posts
April 12 2012 15:22 GMT
#1138
I would like to see them keep the mothership but remove the limit on how many u can have ( like the "arbiter" from sc1 i think)
scale down the size a bit and the recall area, would be fun to instantly drop stuff with something that can take a few hits ( warp prism just doesnt do it for me)

also the floating spidermine thingy seems kinda op, just give the reaper some kinda mine like in the campagne, would bring back a fun unit ....
Moonalisa
Profile Joined August 2011
Sweden15 Posts
April 12 2012 15:22 GMT
#1139
Swarm host + Broodlord = ultimate lategame army? Add something for antiair as well maybe...
Samma som vanligt
Tinfoilhat
Profile Joined March 2011
Afghanistan3 Posts
April 12 2012 15:25 GMT
#1140
On April 13 2012 00:22 Borfius wrote:
I would like to see them keep the mothership but remove the limit on how many u can have ( like the "arbiter" from sc1 i think)
scale down the size a bit and the recall area, would be fun to instantly drop stuff with something that can take a few hits ( warp prism just doesnt do it for me)

also the floating spidermine thingy seems kinda op, just give the reaper some kinda mine like in the campagne, would bring back a fun unit ....


I think reapers should just be able to fly and hit air, problem solved! We can all have some epic Muta vs Reaper wars!
Allah Ackbar!
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