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Developers Update : Heart of the Swarm - Page 77

Forum Index > SC2 General
1844 CommentsPost a Reply
Prev 1 75 76 77 78 79 93 Next
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 14 2012 22:13 GMT
#1521
Longer range unit seems pretty lame IMO.

Invisible air-to-air mine with AOE, on the other hand, sounds awesome. Like an observer thats not cloaked when it's moving but kills stacked mutas
Revolutionist fan
Big J
Profile Joined March 2011
Austria16289 Posts
April 14 2012 22:17 GMT
#1522
On April 15 2012 07:13 Salteador Neo wrote:
Longer range unit seems pretty lame IMO.

Invisible air-to-air mine with AOE, on the other hand, sounds awesome. Like an observer thats not cloaked when it's moving but kills stacked mutas


I don't think it is meant to be cloaked.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 14 2012 22:19 GMT
#1523
On April 15 2012 07:17 Big J wrote:
Show nested quote +
On April 15 2012 07:13 Salteador Neo wrote:
Longer range unit seems pretty lame IMO.

Invisible air-to-air mine with AOE, on the other hand, sounds awesome. Like an observer thats not cloaked when it's moving but kills stacked mutas


I don't think it is meant to be cloaked.


Then I'm missing something. They can't expect people to derp their mutas into a mine that they can see xD
Revolutionist fan
Dfgj
Profile Joined May 2008
Singapore5922 Posts
April 14 2012 22:23 GMT
#1524
On April 15 2012 07:19 Salteador Neo wrote:
Show nested quote +
On April 15 2012 07:17 Big J wrote:
On April 15 2012 07:13 Salteador Neo wrote:
Longer range unit seems pretty lame IMO.

Invisible air-to-air mine with AOE, on the other hand, sounds awesome. Like an observer thats not cloaked when it's moving but kills stacked mutas


I don't think it is meant to be cloaked.


Then I'm missing something. They can't expect people to derp their mutas into a mine that they can see xD

That's like saying you can't expect people to fly their mutas into cannons or marines they can see.
Foreplay
Profile Joined May 2008
United States1154 Posts
April 14 2012 22:33 GMT
#1525
On April 12 2012 01:28 AusBox wrote:
YES NO REPLICANT!

It was an absolute disgrace of a unit. Good riddance.

It had so much potential for Blade Runner refrences, though.
Better than Pokebunny
Ameisenmann
Profile Joined April 2012
Albania296 Posts
April 14 2012 22:49 GMT
#1526
Even though some of the proposed new ideas are obviously not exactly ideal (as already stated many times by other people) I still look forward to hots, mainly because it will definately add some much needed variety to the game. More units, more choices, and to me choice is the thing I sometimes miss the most in SC 2. Sometimes it feels like there is always one optimal way to do things and not that much sets players apart from each other. However I feel like some people are a bit disappointed that blizzard doesn't seem to actually take the chance to fix some of the problems beneath the games surface, but will rather just add more stuff. Also I'm a bit confused by the fact that they seem to be going at this in a very trial-and-error like style. Many of their ideas so far just don't seem like they could possibly end up in the game anyways after enough thinking them through, but still they end up going for it.
Big J
Profile Joined March 2011
Austria16289 Posts
April 14 2012 22:55 GMT
#1527
On April 15 2012 07:19 Salteador Neo wrote:
Show nested quote +
On April 15 2012 07:17 Big J wrote:
On April 15 2012 07:13 Salteador Neo wrote:
Longer range unit seems pretty lame IMO.

Invisible air-to-air mine with AOE, on the other hand, sounds awesome. Like an observer thats not cloaked when it's moving but kills stacked mutas


I don't think it is meant to be cloaked.


Then I'm missing something. They can't expect people to derp their mutas into a mine that they can see xD


that is completly depend on how the mine works exactly.
Maybe it is around mutaspeed and activates at 6range, so it becomes very hard to split against it and just zones out areas very costefficiently.
Maybe it's just cheap, so that you can massproduce it in ways, that it just becomes humanly impossible to avoid them.
Maybe they just have a huge radius, so that they pretty much always get the damage in.

So many possibilities, no real use discussing if this mine will be good or bad against something.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 14 2012 22:56 GMT
#1528
On April 15 2012 07:23 Dfgj wrote:
Show nested quote +
On April 15 2012 07:19 Salteador Neo wrote:
On April 15 2012 07:17 Big J wrote:
On April 15 2012 07:13 Salteador Neo wrote:
Longer range unit seems pretty lame IMO.

Invisible air-to-air mine with AOE, on the other hand, sounds awesome. Like an observer thats not cloaked when it's moving but kills stacked mutas


I don't think it is meant to be cloaked.


Then I'm missing something. They can't expect people to derp their mutas into a mine that they can see xD

That's like saying you can't expect people to fly their mutas into cannons or marines they can see.


But cannons have high HP and marines move pretty fast with stim dude, it's not even close to the same.

A mine has very little hp and goes off only once. If it can be seen and it doesn't "attack move", its pretty much worthless. Just like detected burrowed banelings.
Revolutionist fan
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
April 14 2012 22:57 GMT
#1529
On April 15 2012 07:33 Foreplay wrote:
Show nested quote +
On April 12 2012 01:28 AusBox wrote:
YES NO REPLICANT!

It was an absolute disgrace of a unit. Good riddance.

It had so much potential for Blade Runner refrences, though.

I must agree on that one...sad sad face for it not happening.
Forever Vulture.. :(
Asymmetric
Profile Joined June 2011
Scotland1309 Posts
Last Edited: 2012-04-14 23:17:01
April 14 2012 23:06 GMT
#1530
On April 12 2012 01:20 NeWeNiyaLord wrote:
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 can envisage this being something similar to the tomahawk launcher in C&C generals or the V3 from Red Alert2. I believe Dustin Browder happened to work on both these games so wouldn't be out of his scope at any rate.


Tomahawk launcher

[image loading]




V3 Launcher

[image loading]





An extremely long range, high damage slow moving projectile intended to take out static targets like base defences, sieged tanks, buildings, etc. I expect mobile units can probably be microed out of the way to avoid the blast, making it a true "siege unit" and suspectible to direct assault unlike siege tanks whose attacks are unaviodable and instant.



KULA_u
Profile Joined March 2010
Switzerland107 Posts
April 14 2012 23:21 GMT
#1531
On April 15 2012 07:12 Sandermatt wrote:
Show nested quote +
On April 15 2012 06:57 Gackt_ 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.


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.


no, it's not. what he is proposing is a sequel to BW. (instead of a very different new game that just rides on the brand.)

to just discount every argument that would make SC2 a better game by introducing vertain aspects of BW is a really cheap way to argument your point that SC2 is great as it is (if it can even be called an argument)

as for the_matrix + gackt:
I think most units listed are pretty much unfixable/hard to fix designwise (colossus, void ray, corruptor) or don't fit the race (marauder)

I think the baneling could be fixable somehow, though, by lowering its damage and/or changing its role slightly. I also don't agree with removing the sentry as I like it aside from force fields (which should be either of much, much lower duration, destructible with low HP (e.g. ~75), or be replaced with another spell)

I also think that warp in makes protoss rather boring and that it should be either turned into late game tech or removed, allowing for much more interesting units.
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
April 14 2012 23:30 GMT
#1532
Shredder and Warhound is cut? And replicant is cut? I guess the weren't really good units.. Although i want a unit similar to the goliath back
Bomber & Jaedong & FlaSh & SNSD <3
foxmulder_ms
Profile Joined February 2011
United States140 Posts
April 14 2012 23:51 GMT
#1533
On April 15 2012 02:26 brimestone wrote:
S

The way i see it. terrans already has alot of options, it is really kinda pointless in giving them more options.





This. That simple
TheMatrix
Profile Blog Joined April 2012
51 Posts
April 15 2012 00:36 GMT
#1534
On April 15 2012 06:18 Big J wrote:
Show nested quote +
On April 15 2012 05:47 TheMatrix wrote:
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.


So what? His best game he's worked on was Vigilante 8 and did a good job with Red Alert 2. Either way Red Alert 2 was as unbalanced as one game can be and all of the other games he designed were arcade type strategy games with no micro, macro or strategy.

He is not the guy who knows anything on how to continue in the footsteps of Brood War.

Shane Dabiri and Rob Pardo should have been the game designers and not Dustin Browder.
Archeon
Profile Joined May 2011
3261 Posts
Last Edited: 2012-04-15 03:00:11
April 15 2012 02:43 GMT
#1535
can you please stop arguing about browder's competence to build a good game? it's not like he hasnt it done before, nor is it the way that sc2 isnt popular on every aspect they intended it to be popular.

i like broodwar in terms of design way more, but especially in terms of being beginner-friendly sc2 beats bw with ease and it's currently overall more successful in e-sports too. apart from that it's not like every single bw-unit had it's use and was perfectly designed or balanced.

to be honest i think a redesign of the colossus is way more needed than a redesign of the carrier. as many have said, increase it's basic attack-range, make interceptors bulkier and/or let them spread better and the carrier is probably fine. it's not like it's impossible that the tempest will become awesome, but the main problem of the carrier imho is the colossus and that it will be hard to change that with the tempest.

he had to be able to deal with some units that the colossus cant, but are common in matchups, which mainly leaves air.
but i highly doubt that toss will get a tool to get air-dominance in mid-late as long as the colossus exists.

or he had to be more effective than the colossus (which is even more probable and wouldnt change the problem), or not be countered by exactly the same units. e.g. if vipers become popular in the mu, limiting it's tongue's use to ground units.

On April 15 2012 11:53 usethis2 wrote:
Well if the nexus recall is anything like scroll of town portal in WC3, I am building a macro nexus next to every expansion.


...and probably immediately die to the first push in the game. no offense to your defending skills, but having 2 gateways less ready against a 1-1-1, a stim-2 medivac-push or even the mass-roach production from zergs fast 3rd might actually kill you.
low gravity, yes-yes!
usethis2
Profile Joined December 2010
2164 Posts
April 15 2012 02:53 GMT
#1536
Well if the nexus recall is anything like scroll of town portal in WC3, I am building a macro nexus next to every expansion.
Dental Floss
Profile Joined September 2009
United States1015 Posts
Last Edited: 2012-04-15 02:58:11
April 15 2012 02:57 GMT
#1537
perfect seige tank fix: Upgrade at the factory that increases tank range by +1. BOOM PERFECT.

Here is the catch; the first time you research it it costs 100,100. Then the next time you get it its 200,200, thien 300,300 and you can research it as many time as you want. Then TvT you can just seige your tanks in your base and scan wherever you need them to attack.

edit: you're welcome blizzard
Kim Tae Gyun.... never forget Perfectman RIP
FlyingDike
Profile Joined December 2011
United States221 Posts
April 15 2012 03:06 GMT
#1538
They should add the goliath and make the game more like BW.
Ballistixz
Profile Joined January 2010
United States1269 Posts
April 15 2012 03:08 GMT
#1539
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.



for fucks sake, just go back to brood war already. the game is still alive and kicking.
usethis2
Profile Joined December 2010
2164 Posts
April 15 2012 03:11 GMT
#1540
I wish they can somehow make Void Rays more exciting and useful while balanced. They've got a great concept (varying level of damage as charging), good look, and overall well fitting theme of protoss. They're also definitely a unit that can benefit hugely from micro. They're too good a concept to throw away.
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