Developers Update : Heart of the Swarm - Page 57
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BBQSAC
Australia89 Posts
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Sapphire.lux
Romania2620 Posts
On April 12 2012 23:37 ProxyKnoxy wrote: 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. | ||
Shiladie
Canada1631 Posts
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... | ||
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Teoita
Italy12246 Posts
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 | ||
mordek
United States12704 Posts
![]() 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! | ||
REFLEX_500
162 Posts
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REFLEX_500
162 Posts
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Zuxo
Sweden395 Posts
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SnipedSoul
Canada2158 Posts
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
United States543 Posts
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. | ||
omgimonfire15
United States233 Posts
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Noocta
France12578 Posts
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.. | ||
jaminski
England84 Posts
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sweetbabyjesus
Denmark168 Posts
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Tinfoilhat
Afghanistan3 Posts
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? | ||
0neder
United States3733 Posts
On April 12 2012 23:56 Teoita wrote: That's already in sc2. Snipe is terribad vs terran. Tell that to QXC. | ||
SmileZerg
United States543 Posts
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. | ||
Borfius
Belgium21 Posts
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
Sweden15 Posts
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Tinfoilhat
Afghanistan3 Posts
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! | ||
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