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Does this really surprise anyone given how badly Browder has designed games before?
I doubt I'll buy HotS or LotV when they first come out.
Blizzard needs to hire someone who is actually good at designing games.
i'm with you
rick goodman is better than dustin browder
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Canada11262 Posts
@arbiter: i dont see how the arbiter is supposed to be more balanced than the nexus recall. as far as i know the nexus-recall is supposed to bring units home, not in the enemies base, which seems to be what everybody is worried about. The point isn't balance as that can always be tweaked. The point is they are already stealing an old spell ability. But when the ability is attached to a unit, it requires planning to build and to sneak it in to the right position at the right time. It can be emp'd. It can be killed by stimmed marines or anti air. It's not a god spell, but an ability that can be microed and countered by micro.
Battle for middle earth, I can't say too much about it. I played it for a very short time, loved the atmosphere and everything apart from the Herodependence.
Battle for Middle Earth suffers the same problem most modern RTS have these days. The units' response time between clicking and moving is extremely sluggish and therefore unmicroable no matter how many years the game has been out. Cool atmosphere I agree, but I couldn't stand playing it for every long. Think of every unit with all the response time and speed of the Thor.
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I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much.
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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
I heard that the ghost in WoL has something similar in his arsenal... I mean what the difference between nuke play in TvT to breaking siege lines and this new missile? The nuke is a long range missile launched from the base of the Terran player and now there's another missile presumably without nuclear cargo.
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On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much.
wait... there is a game like this, but i don't remember the name right now, the only thing that i know, is that, is the best RTS ever created
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On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much.
Really seems like you are playing the wrong game.
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On April 15 2012 05:41 To3-Knee wrote:Show nested quote +On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much. Really seems like you are playing the wrong game. How so?
I've been playing Blizzard games since 1998 and I think I have some knowledge as to what is best.
I don't have a big confidence in a red alert 2 and battle for middle earth game designer. I'd rather have the old starcraft game designer instead of Dustin Browder.
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On April 15 2012 05:41 To3-Knee wrote:Show nested quote +On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much. Really seems like you are playing the wrong game.
Lol i was just thinking that, this poster might get some utility out of searching for a broodwar to sc2 mod
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On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much.
I'm with you but 110 damage over 4 secs would be overpowered as fuck, especially with smartcasting.
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On April 15 2012 04:15 Falling wrote:Show nested quote +@arbiter: i dont see how the arbiter is supposed to be more balanced than the nexus recall. as far as i know the nexus-recall is supposed to bring units home, not in the enemies base, which seems to be what everybody is worried about. The point isn't balance as that can always be tweaked. The point is they are already stealing an old spell ability. But when the ability is attached to a unit, it requires planning to build and to sneak it in to the right position at the right time. It can be emp'd. It can be killed by stimmed marines or anti air. It's not a god spell, but an ability that can be microed and countered by micro.
Well to be fair, none of those countermeasures work if you just keep the arbiter at home to bring your units back. I think the difference you're really looking for is the fact that the arbiter is at the top of 2 different tech trees.
If I was going to shoot out a random idea, I'd say put a small recall on the warp prism as a 125-150 energy spell, and change the prism cost to something like 125m/125g.
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On April 15 2012 06:07 Resistentialism wrote:Show nested quote +On April 15 2012 04:15 Falling wrote:@arbiter: i dont see how the arbiter is supposed to be more balanced than the nexus recall. as far as i know the nexus-recall is supposed to bring units home, not in the enemies base, which seems to be what everybody is worried about. The point isn't balance as that can always be tweaked. The point is they are already stealing an old spell ability. But when the ability is attached to a unit, it requires planning to build and to sneak it in to the right position at the right time. It can be emp'd. It can be killed by stimmed marines or anti air. It's not a god spell, but an ability that can be microed and countered by micro. Well to be fair, none of those countermeasures work if you just keep the arbiter at home to bring your units back. I think the difference you're really looking for is the fact that the arbiter is at the top of 2 different tech trees. If I was going to shoot out a random idea, I'd say put a small recall on the warp prism as a 125-150 energy spell, and change the prism cost to something like 125m/125g. And thus Warp Prism becomes the first (non-massive) non- 1 shottable unit by feedback =P
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Sorry to bash blizzard but the preveius units made me think that they dont know what thair game is, think its a warcraft 3 with a bw background which gave it its esports scene. Comeon this isnt a singleplayer game blizz why would you give us the replicent? Glad to se blizzards stupidity being beaten out of them by the community.
Now all that remains is making the game harder.
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On April 15 2012 05:47 TheMatrix wrote:Show nested quote +On April 15 2012 05:41 To3-Knee wrote:On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much. Really seems like you are playing the wrong game. How so? I've been playing Blizzard games since 1998 and I think I have some knowledge as to what is best. I don't have a big confidence in a red alert 2 and battle for middle earth game designer. I'd rather have the old starcraft game designer instead of Dustin Browder.
Dustin Browder has been designing games since 1995, some of his games becoming best strategy game of a year, I think he has like infinitly more knowledge than you when it comes down to what is best (not to mention that "best" is a dumb discussion to begin with. Different game --> different "best")
Also noone around here has a lot of confidence in a guy, whose first post in an SC2 forum is about turning SC2 into Broodwar. Seems like you just clicked the wrong button, there is a Broodwar forum, go and use it.
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On April 15 2012 05:47 TheMatrix wrote:Show nested quote +On April 15 2012 05:41 To3-Knee wrote:On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much. Really seems like you are playing the wrong game. How so? I've been playing Blizzard games since 1998 and I think I have some knowledge as to what is best. I don't have a big confidence in a red alert 2 and battle for middle earth game designer. I'd rather have the old starcraft game designer instead of Dustin Browder. I think you didnt understand what he meant.
Play Broodwar if you want to play Broodwar, or just search for SCII:BW in the customs.
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Canada11262 Posts
On April 15 2012 06:07 Resistentialism wrote:Show nested quote +On April 15 2012 04:15 Falling wrote:@arbiter: i dont see how the arbiter is supposed to be more balanced than the nexus recall. as far as i know the nexus-recall is supposed to bring units home, not in the enemies base, which seems to be what everybody is worried about. The point isn't balance as that can always be tweaked. The point is they are already stealing an old spell ability. But when the ability is attached to a unit, it requires planning to build and to sneak it in to the right position at the right time. It can be emp'd. It can be killed by stimmed marines or anti air. It's not a god spell, but an ability that can be microed and countered by micro. Well to be fair, none of those countermeasures work if you just keep the arbiter at home to bring your units back. I think the difference you're really looking for is the fact that the arbiter is at the top of 2 different tech trees. If I was going to shoot out a random idea, I'd say put a small recall on the warp prism as a 125-150 energy spell, and change the prism cost to something like 125m/125g. Or all of the above. The nice thing about the spell being attached to a unit is it can be used as creatively as the player can think up uses for. When it's on a Nexus, it is a shoe-horned ability is designed to do one thing and one thing only. Take the army back to a Nexus. I like units and abilities that have the potential to do more than the designed purpose. Rather than, to harass, make harass unit. To defend, make defence unit. To attack, make attack unit. And never the three shall meet.
Also, base recall reminds me more of those 'god' spells from Battle for Middle Earth 2 or Age of Mythology.
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On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much.
Skip the Sentry aswell and give me back the Scourge and Im happy.
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Not adding an anti air AoE for protoss because they just added the upgrade for phenix is so wrong. At least if they reevaluate storm just like fungal, against light unit keeping it at 20dmg/sec but 30 or 32dmg/sec againstarmored( so 80 dmg on light, 140 ~152 on armored). Storm just does not work enough on all the high health or high speed units. Templars are extremely strong in defense, if the opponent want to engage you he will have to be hit by some of them, but they are so slow that fast high unit can just ignore them, flank, go for a counter attack, of just tank them once on tier 3 units with a bit of split. Even if 2 storms hit, fast unit will dodge any fatal damage, and slow units will just survive them. Being aggressive with high templars is maybe one the riskier play one can make due to the overwhelming presence of fast units in mid-game(marauders, roach) and the fact that if the opponent loses his whole army to the storms, it's more due to a mistake of his than any good play from you.
I really don't get what will be the purpose of the tempest. Unless it has more than 9 range, it will be something like a colossus that doesn't AoE but can't be killed by units that doesn't shoot up or a carrier that doesn't confuse the AI but always doesn't burn your mineral if the ennemy just kills the interceptors.. But it will probably be armored, and massive which will just make the terran or Zerg go for the already used Vikings and corruptors in the current game when sighting any kind of colossus/carriers/mothership/voidray play.
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I still fail to see how Blizzard are removing units instead of fixing them upright. This is so against their previous games where they would strive to make every single unit dynamic with each other. Instead of facing the problems as a challenge, they decide to simply be indolent and do everything the 'easy' way.
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On April 15 2012 06:57 Gackt_ wrote:Show nested quote +On April 15 2012 05:21 TheMatrix wrote: I don't like these changes or lack thereof.
For the Zerg race I'd like to see the baneling, roach and corrupter gone and the lurker and 2 more units introduced.
For the Protoss race I'd like to see the Colossus and VoidRay gone and the reaver and one more units introduced.
For the Terran race I'd like to see the Marauder, Viking and Thor gone and firebat and valkyrie introduced.
I'd also like to see fungal growth be a slow spell, rather than immobilizing spell. Something like 30% to 50% reduction in speed for 4 seconds.
I'd also like to see storm do 110 damage over 4 seconds.
On the general gameplay side of things I'd like to see unit selection points to be bigger so they don't clump up so much. Skip the Sentry aswell and give me back the Scourge and Im happy.
Is it the fact that BW isn't that popular outside of korea why you don't play BW instead of SC2? What you propose is just BW with new graphics.
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