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Developers Update : Heart of the Swarm - Page 58

Forum Index > SC2 General
1844 CommentsPost a Reply
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Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 12 2012 15:26 GMT
#1141
On April 12 2012 23:56 Teoita wrote:
Show nested quote +
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


terran has units snipe can be used against, there are NO bio units for protoss that have range. this is the difference between being unfeasible and being entirely useless.
kawaiiryuko
Profile Blog Joined January 2011
United States368 Posts
April 12 2012 15:26 GMT
#1142
Man, I just want wall-climbing lings.
DeaDoXFighting
Profile Joined November 2010
Canada115 Posts
April 12 2012 15:27 GMT
#1143
As a protoss player, I am happy that the replicant is gone
Go Liquid Hero !!!!!
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
April 12 2012 15:28 GMT
#1144
On April 13 2012 00:26 kawaiiryuko wrote:
Man, I just want wall-climbing lings.

I want the burrow charge Ultras to survive until release.
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 15:28 GMT
#1145
On April 13 2012 00:16 Tinfoilhat wrote:

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.


The locusts are substantially more durable than zerglings though, with ridiculous DPS, and best of all, they cost nothing. You aren't losing minerals with each wave like you would be if you were hurling periodical clutches of lings at your opponent. Also even if they don't do any damage, they can still absorb damage for the rest of your army. Plus they're free scouting information, and have a ridiculous effective range (more than double a siege tank), although the further out you spawn them the less time they have to fight. Play around with the unit in HotS custom and you'll start to realize how useful it actually is. Also if the current stats are too weak they can always buff it during the beta.
"Show me your teeth."
mastergriggy
Profile Blog Joined May 2010
United States1312 Posts
April 12 2012 15:30 GMT
#1146
I don't understand why they couldn't just make shredders ignore scvs, probes, and drones. That would solve the problem that unit that. There was a natural thing on C&C Tiberium Sun: Firestorm, and any vehicle that went over it would be slowly destroyed, but infantry were safe. If they applied that same sort of principle, it would no longer affect workers and solve the problem.

Although I really don't care what units make it in to be honest, I'm just excited for a new game.
Write your own song!
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 15:36 GMT
#1147
On April 13 2012 00:30 mastergriggy wrote:
I don't understand why they couldn't just make shredders ignore scvs, probes, and drones. That would solve the problem that unit that. There was a natural thing on C&C Tiberium Sun: Firestorm, and any vehicle that went over it would be slowly destroyed, but infantry were safe. If they applied that same sort of principle, it would no longer affect workers and solve the problem.

Although I really don't care what units make it in to be honest, I'm just excited for a new game.


There were enough other problems with the shredder to justify it's removal than the mineral line drop abuse. For example it was pretty much useless outside of the TvZ matchup because of its short range.
"Show me your teeth."
ChriseC
Profile Joined December 2010
Germany440 Posts
Last Edited: 2012-04-12 15:52:12
April 12 2012 15:38 GMT
#1148
i still dont see how these changes affect turtle/deathball play
i would like to see some units that bring more dynamic into the game, especially in ZVP and maybe ZVZ/PVP
and why need a launcher for tvt tankplay? first of all mech is played alot less than bio/mech and watching mech vs mech in korean tvt doesnt seem boring at all. and still there are nukes that are extreamly powerful

also i really would like to see the thor removed and replaced by a more goliath like unit, maybe even without the splash(i think a cheap unit with splash would take away the very fun part of stacking mutas and sniping stuff and this would make the game alot less enjoyable). in pro play most players even skip the thors cuz they learned to play vs mutas, even so good that mutas became alot rarer than before, 75% of all TVZ is ling/infestor, i dont see a need of air spidermines at all, i even would say that it slows down muta/ling by alot cuz u have to be very careful not to run into them. they said its mostly to support mech cuz they feel like theres a lack of anti air and thors are magicboxed too easy, but i dont think mutas are the problem in ZVT vs mech. very good zergs that play vs mech dont even go for mutas are stop producing them as soon as they see mech and tech rapidly towards broodlords (nerchio and stephano are really good vs mech while idra always had alot of problems vs mech with his muta style).
ZenithM
Profile Joined February 2011
France15952 Posts
April 12 2012 15:41 GMT
#1149
On April 13 2012 00:38 ChriseC wrote:
i still dont see how these changes affect turtle/deathball play
i would like to see some units that bring more dynamic into the game, especially in ZVP and maybe ZVZ/PVP
and why need a launcher for tvt tankplay? first of all mech is played alot less than bio/mech and watching mech vs mech in korean tvt doesnt seem boring at all. and still there are nukes that are extreamly powerful

It's korean TvT though. Just watch some European competition or European streams, and TvT becomes long, and most of the time boring as fuck.
I think Blizzard wants to fix that for all levels. But I don't know if a big-ass rocket launcher is the right way to achieve it.
Noocta
Profile Joined June 2010
France12578 Posts
April 12 2012 15:41 GMT
#1150
On April 13 2012 00:36 SmileZerg wrote:
Show nested quote +
On April 13 2012 00:30 mastergriggy wrote:
I don't understand why they couldn't just make shredders ignore scvs, probes, and drones. That would solve the problem that unit that. There was a natural thing on C&C Tiberium Sun: Firestorm, and any vehicle that went over it would be slowly destroyed, but infantry were safe. If they applied that same sort of principle, it would no longer affect workers and solve the problem.

Although I really don't care what units make it in to be honest, I'm just excited for a new game.


There were enough other problems with the shredder to justify it's removal than the mineral line drop abuse. For example it was pretty much useless outside of the TvZ matchup because of its short range.


It could be great for dealing with TvP zealot harass too. Dealing with DT too since they don't need detection to do damage.
And Blizzard never really had a problem with things only used in 1 match up, partially in others.
" I'm not gonna fight you. I'm gonna kick your ass ! "
CakeSauc3
Profile Joined February 2011
United States1437 Posts
April 12 2012 15:44 GMT
#1151
On April 13 2012 00:25 Tinfoilhat wrote:
Show nested quote +
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!


lolz, this. Give reapers a "flying jetpack" upgrade that can be researched after the starport. That's all I want for Christmas, Blizzard
Assirra
Profile Joined August 2010
Belgium4169 Posts
April 12 2012 15:47 GMT
#1152
On April 13 2012 00:28 SmileZerg wrote:
Show nested quote +
On April 13 2012 00:16 Tinfoilhat wrote:

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.


The locusts are substantially more durable than zerglings though, with ridiculous DPS, and best of all, they cost nothing. You aren't losing minerals with each wave like you would be if you were hurling periodical clutches of lings at your opponent. Also even if they don't do any damage, they can still absorb damage for the rest of your army. Plus they're free scouting information, and have a ridiculous effective range (more than double a siege tank), although the further out you spawn them the less time they have to fight. Play around with the unit in HotS custom and you'll start to realize how useful it actually is. Also if the current stats are too weak they can always buff it during the beta.

Unless they are changed since blizzcon they are just way to slow to ever reach their goal.
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 15:49 GMT
#1153
On April 13 2012 00:41 Noocta wrote:
Show nested quote +
On April 13 2012 00:36 SmileZerg wrote:
On April 13 2012 00:30 mastergriggy wrote:
I don't understand why they couldn't just make shredders ignore scvs, probes, and drones. That would solve the problem that unit that. There was a natural thing on C&C Tiberium Sun: Firestorm, and any vehicle that went over it would be slowly destroyed, but infantry were safe. If they applied that same sort of principle, it would no longer affect workers and solve the problem.

Although I really don't care what units make it in to be honest, I'm just excited for a new game.


There were enough other problems with the shredder to justify it's removal than the mineral line drop abuse. For example it was pretty much useless outside of the TvZ matchup because of its short range.


It could be great for dealing with TvP zealot harass too. Dealing with DT too since they don't need detection to do damage.
And Blizzard never really had a problem with things only used in 1 match up, partially in others.


Some good points but it seems like the problems outweighed the possible applications. I'll wait to see what else Blizz comes up with before lamenting the loss of the shredder.
"Show me your teeth."
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-04-12 15:53:33
April 12 2012 15:50 GMT
#1154
On April 13 2012 00:26 Shiladie wrote:
Show nested quote +
On April 12 2012 23:56 Teoita wrote:
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


terran has units snipe can be used against, there are NO bio units for protoss that have range. this is the difference between being unfeasible and being entirely useless.


After the nerf, the ghost autoattack does more damage than snipe to anything that isn't psionic no?

@Assira: then they can change the locust speed. I don't see the big deal; as of now what's important is the concept of a unit not the number. For example:
Replicant: impossible to balance in a reasonable way, good thing it's out of the game
Tempest: flying colossi...not good. If they want protoss to have broodlord-like units too, just put bw mechanics into carriers
Oracle: why not sounds interesting.
Shredder: very hard to balance, causes more problems than it's worth
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
DogBite
Profile Joined May 2011
37 Posts
April 12 2012 15:52 GMT
#1155

We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider.


The idea's sound, but this makes me really question how much their developers actually play SC2. Zerg can already make creep highways really easily with overlords- we just don't, because creep highways are only useful for big hydra/roach pushes and those are super easy to defend.

The worm that attacks buildings risks being useless too, at a pro-level anyway. People keep their important buildings in their central base, and generally have vision for miles around, so there's no way you can sneak a nydus worm in.
ChriseC
Profile Joined December 2010
Germany440 Posts
April 12 2012 15:53 GMT
#1156
On April 13 2012 00:41 ZenithM wrote:
Show nested quote +
On April 13 2012 00:38 ChriseC wrote:
i still dont see how these changes affect turtle/deathball play
i would like to see some units that bring more dynamic into the game, especially in ZVP and maybe ZVZ/PVP
and why need a launcher for tvt tankplay? first of all mech is played alot less than bio/mech and watching mech vs mech in korean tvt doesnt seem boring at all. and still there are nukes that are extreamly powerful

It's korean TvT though. Just watch some European competition or European streams, and TvT becomes long, and most of the time boring as fuck.
I think Blizzard wants to fix that for all levels. But I don't know if a big-ass rocket launcher is the right way to achieve it.


well its rare to see mech vs mech in non korean tvts, since bio or biomech became alot more popular
but u are right, it may be boring but i feel its more like a nerf against mech than a way to make it more dynamic
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
Last Edited: 2012-04-12 15:54:42
April 12 2012 15:54 GMT
#1157
Most of this seems really cool! Like that the Shredder and the Replicant are cut! Also disliked the old tempest, this seems better.

Still think the Thor should be kept but changed to a higher tier (And changed). I want a Goliath/warhound unit for Terran!!!
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Big J
Profile Joined March 2011
Austria16289 Posts
April 12 2012 15:55 GMT
#1158
On April 13 2012 00:47 Assirra wrote:
Show nested quote +
On April 13 2012 00:28 SmileZerg wrote:
On April 13 2012 00:16 Tinfoilhat wrote:

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.


The locusts are substantially more durable than zerglings though, with ridiculous DPS, and best of all, they cost nothing. You aren't losing minerals with each wave like you would be if you were hurling periodical clutches of lings at your opponent. Also even if they don't do any damage, they can still absorb damage for the rest of your army. Plus they're free scouting information, and have a ridiculous effective range (more than double a siege tank), although the further out you spawn them the less time they have to fight. Play around with the unit in HotS custom and you'll start to realize how useful it actually is. Also if the current stats are too weak they can always buff it during the beta.

Unless they are changed since blizzcon they are just way to slow to ever reach their goal.


yeah, let's all critizise the exact stats of things that are being tested. You know, it's not like that is what their tests and the upcoming beta are for.
SmileZerg
Profile Joined March 2012
United States543 Posts
April 12 2012 15:55 GMT
#1159
On April 13 2012 00:47 Assirra wrote:
Show nested quote +
On April 13 2012 00:28 SmileZerg wrote:
On April 13 2012 00:16 Tinfoilhat wrote:

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.


The locusts are substantially more durable than zerglings though, with ridiculous DPS, and best of all, they cost nothing. You aren't losing minerals with each wave like you would be if you were hurling periodical clutches of lings at your opponent. Also even if they don't do any damage, they can still absorb damage for the rest of your army. Plus they're free scouting information, and have a ridiculous effective range (more than double a siege tank), although the further out you spawn them the less time they have to fight. Play around with the unit in HotS custom and you'll start to realize how useful it actually is. Also if the current stats are too weak they can always buff it during the beta.

Unless they are changed since blizzcon they are just way to slow to ever reach their goal.


Like I said, test it out in HotS custom. It will surprise you.
"Show me your teeth."
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 12 2012 15:55 GMT
#1160
On April 13 2012 00:36 SmileZerg wrote:
Show nested quote +
On April 13 2012 00:30 mastergriggy wrote:
I don't understand why they couldn't just make shredders ignore scvs, probes, and drones. That would solve the problem that unit that. There was a natural thing on C&C Tiberium Sun: Firestorm, and any vehicle that went over it would be slowly destroyed, but infantry were safe. If they applied that same sort of principle, it would no longer affect workers and solve the problem.

Although I really don't care what units make it in to be honest, I'm just excited for a new game.


There were enough other problems with the shredder to justify it's removal than the mineral line drop abuse. For example it was pretty much useless outside of the TvZ matchup because of its short range.


and in TvZ stacking 3 of them on a choke made it invulnerable to all attack pre-broodlord (because hydras are still useless as well)
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