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Dustin Browder, David Kim Interviews

Forum Index > SC2 General
494 CommentsPost a Reply
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TL.net ESPORTS
Profile Joined July 2011
4 Posts
June 13 2012 02:58 GMT
#1


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TL+ Member
Ricemagical
Profile Joined November 2010
270 Posts
June 13 2012 03:01 GMT
#2
Great interviews!
INTOtheVOID
Profile Joined January 2012
United States225 Posts
Last Edited: 2012-06-13 03:06:15
June 13 2012 03:02 GMT
#3
Browder is surprised about Mothership being made in PvZ? WTF? Do these guys even pay attention to the game they are developing? I can't believe NP'ing a Mothership was a foreign concept to him.
Pink Floyd's music is like a beautiful girl walking down the street who won't talk to you.
PlosionCornu
Profile Joined August 2010
Italy814 Posts
June 13 2012 03:03 GMT
#4
Thank you.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
June 13 2012 03:03 GMT
#5
Was just looking for it, lucky :D
stormchaser
Profile Joined January 2011
Canada1009 Posts
Last Edited: 2012-06-13 03:03:56
June 13 2012 03:03 GMT
#6
Only 12 minutes, what took so long to upload x.x

Thanks anyway.
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
Last Edited: 2012-06-13 03:13:01
June 13 2012 03:04 GMT
#7
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
June 13 2012 03:04 GMT
#8
Thanks for this, nice username lol. 1 Post? Profile says 11?
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 13 2012 03:06 GMT
#9
TY FOR INTERVIEWS! :D
When I think of something else, something will go here
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-06-13 04:51:48
June 13 2012 03:06 GMT
#10
Dustin Browder doesn't know about Mothership being standard in late game PvZ ? Hmm that's odd. Thought that's why they kept the Mothership in HotS.

Well, maybe David Kim knows.

[Edit] NVM, it seems he was talking specifically about not knowing Neural Parasite on Mothership as an issue rather than Mothership in general.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
BraneSC2
Profile Joined May 2010
United States123 Posts
June 13 2012 03:08 GMT
#11
My favorite kind of interviews personally.
No fighting in the war room!
Brindled
Profile Blog Joined July 2011
United States508 Posts
June 13 2012 03:09 GMT
#12
Saw these through my subscription feed on youtube before I saw the post! Thanks for these!
Ua Mau ke Ea o ka ʻĀina i ka Pono @TL_Brindled11
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
June 13 2012 03:10 GMT
#13
Yes :D Listening to Dustin Browder now, I love Kennigit's interviews!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
June 13 2012 03:12 GMT
#14
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.
Shiori
Profile Blog Joined July 2011
3815 Posts
June 13 2012 03:13 GMT
#15
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.
aRyuujin
Profile Blog Joined January 2011
United States5049 Posts
June 13 2012 03:13 GMT
#16
Great interviews
can i get my estro logo back pls
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
June 13 2012 03:13 GMT
#17
I'm a sad panda. 99% of the time TL does written interviews. 100% of the time I'm on 56k Dialup. WHY TL WHY!

Transcript of interviews PLEASE.
Team Liquid needs more Terrans.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 13 2012 03:14 GMT
#18
On June 13 2012 12:13 Shiori wrote:
Show nested quote +
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.


Yeah I feel late game zvp is so boring and whoever makes a mistake loses. Hope that is gone in hots
When I think of something else, something will go here
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
June 13 2012 03:15 GMT
#19
DONT TAKE OUT THE CARRIER!

ITS COOL!
aka: KTVindicare the Geeky Bartender
destian
Profile Joined August 2010
141 Posts
June 13 2012 03:17 GMT
#20
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?
SMILOOON
Profile Joined January 2011
United States7 Posts
Last Edited: 2012-06-13 03:19:53
June 13 2012 03:17 GMT
#21
delete me pls... wrong interview for my snarky post
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-06-13 03:20:59
June 13 2012 03:18 GMT
#22
On June 13 2012 12:15 Vindicare605 wrote:
DONT TAKE OUT THE CARRIER!

ITS COOL!


I agree. I mean what's wrong with having so many units?

DotA does it (DotA keeps adding more and more heroes while removing very little throughout its whole life) and it's still being a competitive game.

I mean, you can make the argument that newbs who don't know better might think the Carrier is an actual good unit and build it (but that's silly, that's like the argument against big maps; newbs won't know where the expansions are or w/e which Blizzard finally let go of recently with all the new big maps).

Also, they never tried out giving Carrier BW mechanics (which is somewhat possible in the editor, I posted the instructions in the carrier thread before).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
June 13 2012 03:23 GMT
#23
Hahahahah, sweet sweet justice for the guy that uses MH against Dustin Browder on ladder. :D
stormchaser
Profile Joined January 2011
Canada1009 Posts
June 13 2012 03:24 GMT
#24
On June 13 2012 12:18 Goldfish wrote:
Show nested quote +
On June 13 2012 12:15 Vindicare605 wrote:
DONT TAKE OUT THE CARRIER!

ITS COOL!


I agree. I mean what's wrong with having so many units?


Bloats the game with extra crap, honestly i think it's dumb that these silly units are in the game.

Let the carrier stay in WOL, new units will define HOTS, and LOTV
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
June 13 2012 03:24 GMT
#25
On June 13 2012 12:18 Goldfish wrote:
Show nested quote +
On June 13 2012 12:15 Vindicare605 wrote:
DONT TAKE OUT THE CARRIER!

ITS COOL!


I agree. I mean what's wrong with having so many units?

DotA does it (DotA keeps adding more and more heroes while removing very little throughout its whole life) and it's still being a competitive game.

I mean, you can make the argument that newbs who don't know better might think the Carrier is an actual good unit and build it (but that's silly, that's like the argument against big maps; newbs won't know where the expansions are or w/e which Blizzard finally let go of recently with all the new big maps).

Also, they never tried out giving Carrier BW mechanics (which is somewhat possible in the editor, I posted the instructions in the carrier thread before).


and most people who play dota only play a few characters. competitive dota usually has a smaller subset of heros that are used in the current metagame and therefore many characters are considered irrelevant for periods. compare that to sc2, you have to KNOW what every unit does and what counters it etc to play competitively. not to mention, what is good for dota isn't what is good for SC2. They are completely different games, its a little like saying "harry potter games have 20 different spells, why can't HT's have 20 too?"
When there is nothing left to lose but your dignity, it is already gone.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-06-13 03:35:59
June 13 2012 03:25 GMT
#26
I still find it strange they've never across the Carrier argument that SC2 and BW Carriers don't even handle the same and that the BW version allows for skill rather than a boring 1a unit. Because I understand taking out the carrier as the SC2 carrier. But it's missing the key ability from BW that made it interesting.

Edit.

David Kim's
Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Natespank
Profile Joined November 2011
Canada449 Posts
June 13 2012 03:31 GMT
#27
"...not always fun to play..." - Browder

Good man.
densha
Profile Joined December 2010
United States797 Posts
June 13 2012 03:32 GMT
#28
Thanks for the interviews.

One thing, though. I have no idea what Kennigit was talking about with neural parasite. Has anyone ever heard of this complaint before? Are corruptors the only allowed counter to Mothership in some people's eyes? ZvP has a lot of issues on both sides but this was the one specific brought up? I just find it really odd.
If you wish to make an apple pie from scratch, you must first invent the universe.
R3DT1D3
Profile Joined January 2012
285 Posts
June 13 2012 03:32 GMT
#29
How was Blizzard looking at the big picture when they nerfed the thor because of the TSL game of Thorzain vs Nony?
ETisME
Profile Blog Joined April 2011
12385 Posts
June 13 2012 03:33 GMT
#30
really strange how he never seen mothership in late game pvz, been around for months already
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2012-06-13 03:36:54
June 13 2012 03:36 GMT
#31
On June 13 2012 12:06 Goldfish wrote:
Dustin Browder doesn't know about Mothership being standard in late game PvZ ? Hmm that's odd. Thought that's why they kept the Mothership in HotS.

On June 13 2012 12:33 ETisME wrote:
really strange how he never seen mothership in late game pvz, been around for months already



I think he was confused about the Neural Parasiting the Mothership thing. I don't watch many pro games, but I never seen it happen. I could be wrong, but I think Kennegit was just trying to help illustrate the ZvP "problem" where the game hinges on one moment...will the Vortex work or not. However, Kennegit brought up Neural Parasiting a Mothership, and D-Browds was focusing on that instead of the Mothership Vortex.
thehepp
Profile Joined December 2011
United States67 Posts
June 13 2012 03:36 GMT
#32
On June 13 2012 12:14 blade55555 wrote:
Show nested quote +
On June 13 2012 12:13 Shiori wrote:
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.


Yeah I feel late game zvp is so boring and whoever makes a mistake loses. Hope that is gone in hots

as opposed to making a mistake and winning?
nerak
Profile Blog Joined September 2011
Brazil256 Posts
June 13 2012 03:38 GMT
#33
Come on Dustin, let us have the Carrier. They will be like Infested Terrans in BW: the unit you make to humilliate your enemies.

Manner Carrier FTW!
"I am smiling" - Marauder Dynamite
WickedBit
Profile Joined August 2010
United States343 Posts
June 13 2012 03:38 GMT
#34
On June 13 2012 12:33 ETisME wrote:
really strange how he never seen mothership in late game pvz, been around for months already


That comment is very confusing since with other comments it seems he does have good knowledge of the game like with queen change etc. So I am wondering how he doesn't know about this...
PlosionCornu
Profile Joined August 2010
Italy814 Posts
Last Edited: 2012-06-13 03:42:33
June 13 2012 03:39 GMT
#35
Ok I'm listening to this, and david kim's reasoning behind "warhound and battle hellion being amovy is ok" is moot imo.
Just because protoss is a move based, you don't have to make every other race a move based too, you just have to fix protoss.

Basically it comes down to the the ol' chair with a shorter leg argument, it is better to cut down the other 3, or to make the shorter one longer, by attaching a piece of wood to it?

This way the oly thing they are going to achieve is homogenizing the races even more.
As an example the tempest : just a guardian with double range. Boring. And goes against the concept even himself stated, to make units which achieve a similar role, but differently.
Whole
Profile Blog Joined May 2010
United States6046 Posts
June 13 2012 03:39 GMT
#36
On June 13 2012 12:36 thehepp wrote:
Show nested quote +
On June 13 2012 12:14 blade55555 wrote:
On June 13 2012 12:13 Shiori wrote:
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.


Yeah I feel late game zvp is so boring and whoever makes a mistake loses. Hope that is gone in hots

as opposed to making a mistake and winning?

No, we'd prefer making a small mistake, then getting punished, but still have a chance. Currently, it's One Good Vortex = Protoss Wins; Missing Vortexes = Zerg Wins.
AKomrade
Profile Blog Joined March 2010
United States582 Posts
June 13 2012 03:39 GMT
#37
I REALLY like what DKim said about HoTS. I mean, the reasoning is sound for everything and I thought it would be, but HEARING it is some important for me because I feel its not just some crapshoot or just random development for tiers of play, instead they actually are clearly considering different playstyles and want to keep racial differences in the game. I'm again excited for HoTS.

Also

YOU USED ONE OF MY QUESTIONS! (I'm pretty sure)
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2012-06-13 03:40:33
June 13 2012 03:39 GMT
#38
On June 13 2012 12:36 thehepp wrote:
Show nested quote +
On June 13 2012 12:14 blade55555 wrote:
On June 13 2012 12:13 Shiori wrote:
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.


Yeah I feel late game zvp is so boring and whoever makes a mistake loses. Hope that is gone in hots

as opposed to making a mistake and winning?


What I mean is it's different. It's literally both players have deathballs, if zerg lets vortex get half or more of his bl's he loses, if zerg neurals the mothership and wastes the vortexes he wins. This is stupid and incredibly boring to watch and play.

I hope this is fixed as it's just boring to play and watch and makes zvp imo one of if not the most boring mu in the game.
When I think of something else, something will go here
Bagi
Profile Joined August 2010
Germany6799 Posts
June 13 2012 03:40 GMT
#39
On June 13 2012 12:25 Falling wrote:

Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I don't think he ever explicitly said that he want's the terran deathball to function as a-movish that the protoss army tends to become, just that he wants to give terrans a way to play a more passive game instead of the current hyper-aggressive bioplay.

If you consider that tanks tend to be the backbone of mech, as well as the inclusion of widow mines, I think we terrans are on the right track for now.
PlosionCornu
Profile Joined August 2010
Italy814 Posts
Last Edited: 2012-06-13 03:40:55
June 13 2012 03:40 GMT
#40
Please delete this post, I fucked up.
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
June 13 2012 03:41 GMT
#41
just saw the browder interview, i guess someone needs to make a case to him about why carrier is actually useful in late game pvz if u can get 5 bases? (could be wrong)

also, kerrigan's ass is quite distracting
fuck lag
hangene92
Profile Blog Joined October 2011
Canada258 Posts
June 13 2012 03:42 GMT
#42
Good interview guys
"You may say I'm a dreamer, but I'm not the only one"
AndAgain
Profile Joined November 2010
United States2621 Posts
June 13 2012 03:48 GMT
#43
I liked the collective looks when David Kim "It's hurting ESPORTS."
All your teeth should fall out and hair should grow in their place!
densha
Profile Joined December 2010
United States797 Posts
June 13 2012 03:48 GMT
#44
On June 13 2012 12:38 WickedBit wrote:
Show nested quote +
On June 13 2012 12:33 ETisME wrote:
really strange how he never seen mothership in late game pvz, been around for months already


That comment is very confusing since with other comments it seems he does have good knowledge of the game like with queen change etc. So I am wondering how he doesn't know about this...


He was confused about what Kennigit meant about NP being the problem (I was confused too).

Isn't the "problem" the giant Protoss deathball that kills 20 BLs with one archon toilet and *not* the Zerg attempting to counter it with NP? I think that's why it was such a confusing moment.
If you wish to make an apple pie from scratch, you must first invent the universe.
coolcor
Profile Joined February 2011
520 Posts
June 13 2012 03:49 GMT
#45
On June 13 2012 12:32 R3DT1D3 wrote:
How was Blizzard looking at the big picture when they nerfed the thor because of the TSL game of Thorzain vs Nony?


David Kim made it clear that the big picture was that the thor build was "hurting esports!" And we know team liquid hates things that hurt esports so everyone here should be thrilled that they eliminated that esports hurting strategy from the game.
RandomPlayer
Profile Joined April 2012
Russian Federation390 Posts
June 13 2012 03:49 GMT
#46
can anyone tell me about those 2 qualifiers by hacking? what is that blink stalker hack and another one?? :O thx!!
WickedBit
Profile Joined August 2010
United States343 Posts
June 13 2012 03:50 GMT
#47
On June 13 2012 12:48 densha wrote:
Show nested quote +
On June 13 2012 12:38 WickedBit wrote:
On June 13 2012 12:33 ETisME wrote:
really strange how he never seen mothership in late game pvz, been around for months already


That comment is very confusing since with other comments it seems he does have good knowledge of the game like with queen change etc. So I am wondering how he doesn't know about this...


He was confused about what Kennigit meant about NP being the problem (I was confused too).

Isn't the "problem" the giant Protoss deathball that kills 20 BLs with one archon toilet and *not* the Zerg attempting to counter it with NP? I think that's why it was such a confusing moment.


Ok that makes sense. Even I was under the impression that the archon toilet is the problem.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
June 13 2012 03:50 GMT
#48
No bnet questions? I was hoping for someone to take a critical approach to Blizzard and ask tough questions for once.
Questions like 'Why does the bnet interface suck so much? Did you hire a chimpanzee to do the feature specifications?'
Otherwise i'm happy to see Blizzard doing something to break up the balls! My main complain about SC2 compared to BW is that the lategame is not as interesting (to watch, mostly)
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Bagi
Profile Joined August 2010
Germany6799 Posts
June 13 2012 03:50 GMT
#49
On June 13 2012 12:32 R3DT1D3 wrote:
How was Blizzard looking at the big picture when they nerfed the thor because of the TSL game of Thorzain vs Nony?

You're making a pretty big assumption thinking it was nerfed because of one single game.
Waxangel
Profile Blog Joined September 2002
United States33357 Posts
June 13 2012 03:50 GMT
#50
On June 13 2012 12:39 AKomrade wrote:
I REALLY like what DKim said about HoTS. I mean, the reasoning is sound for everything and I thought it would be, but HEARING it is some important for me because I feel its not just some crapshoot or just random development for tiers of play, instead they actually are clearly considering different playstyles and want to keep racial differences in the game. I'm again excited for HoTS.

Also

YOU USED ONE OF MY QUESTIONS! (I'm pretty sure)


I may have D: I did look through the thread
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Sif_
Profile Joined January 2011
Brazil3106 Posts
June 13 2012 03:50 GMT
#51
He said none of the matchups are skewed for more than 1% towards any race, except for PvZ. Well then i guess there is a terran tearing every single zerg apart, since my winrate on that MU is absolutely awful, hahahaha.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-13 03:54:30
June 13 2012 03:51 GMT
#52
On June 13 2012 12:50 Mr.Pyro wrote:
No bnet questions? I was hoping for someone to take a critical approach to Blizzard and ask tough questions for once.
Questions like 'Why does the bnet interface suck so much? Did you hire a chimpanzee to do the feature specifications?'
Otherwise i'm happy to see Blizzard doing something to break up the balls! My main complain about SC2 compared to BW is that the lategame is not as interesting (to watch, mostly)


That was mostly covered in the Gamespot Esports one by chobopeon when he's talking to Chris Sigaty.

Decent interviews, It's so tough to watch them though because I have so many follow-up questions and they don't give interviews often, most pressingly: what does the tempest give that the carrier doesn't? Is the 22 range just a ridiculous war of range escalation and to what end?
Waxangel
Profile Blog Joined September 2002
United States33357 Posts
Last Edited: 2012-06-13 03:52:05
June 13 2012 03:51 GMT
#53
On June 13 2012 12:41 ZidaneTribal wrote:
just saw the browder interview, i guess someone needs to make a case to him about why carrier is actually useful in late game pvz if u can get 5 bases? (could be wrong)

also, kerrigan's ass is quite distracting


I mentioned crank's recent games casually after we stopped filming, he said that there's no doubt they can be useful in certain situations on certain maps, but they haven't seen anything that suggests they have viability on a wider scale yet
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
PlosionCornu
Profile Joined August 2010
Italy814 Posts
Last Edited: 2012-06-13 03:53:30
June 13 2012 03:51 GMT
#54
On June 13 2012 12:50 Mr.Pyro wrote:
No bnet questions? I was hoping for someone to take a critical approach to Blizzard and ask tough questions for once.
Questions like 'Why does the bnet interface suck so much? Did you hire a chimpanzee to do the feature specifications?'
Otherwise i'm happy to see Blizzard doing something to break up the balls! My main complain about SC2 compared to BW is that the lategame is not as interesting (to watch, mostly)


Look for the interview with hair chris (Sigaty) on gamespot.

He just says, yes community is right, it is just a new infrastructure and we have to build everything from the ground up though.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
June 13 2012 03:52 GMT
#55
On June 13 2012 12:18 Goldfish wrote:
Show nested quote +
On June 13 2012 12:15 Vindicare605 wrote:
DONT TAKE OUT THE CARRIER!

ITS COOL!


DotA does it (DotA keeps adding more and more heroes while removing very little throughout its whole life) and it's still being a competitive game.


DotA is not really a fair comparison, because you only choose a finite number of heroes, you're limiting the complexity you might face in a single game. It would be like choosing what units you would want to be able to build in a game and letting the opponent know that in advance, so DotA is not really the best comparison.
Surely you realize that if Blizzard keeps adding units, and by the time of Void every race has 50 distinct units, it becomes impossible to anticipate your opponent. So i like that Blizzard are keeping it clean.
Quality > quantity.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
PlosionCornu
Profile Joined August 2010
Italy814 Posts
Last Edited: 2012-06-13 03:55:19
June 13 2012 03:53 GMT
#56
On June 13 2012 12:51 Waxangel wrote:
Show nested quote +
On June 13 2012 12:41 ZidaneTribal wrote:
just saw the browder interview, i guess someone needs to make a case to him about why carrier is actually useful in late game pvz if u can get 5 bases? (could be wrong)

also, kerrigan's ass is quite distracting


I mentioned crank's recent games casually after we stopped filming, he said that there's no doubt they can be useful in certain situations on certain maps, but they haven't seen anything that suggests they have viability on a wider scale yet


Yeah but, you can always tweak something there, like increase the range at which the interceptors can stray away from the banana or something.

Replacing such an interesting concept with a protoss guardian is boring as hell.
AndAgain
Profile Joined November 2010
United States2621 Posts
June 13 2012 03:54 GMT
#57
Apparently it doesn't occur to Browder that they can buff or redesign the carrier. It doesn't have to be copy-paste job into HOTS. (although I don't really care if the carrier gets removed.)
All your teeth should fall out and hair should grow in their place!
Teddimijia
Profile Joined February 2011
United States14 Posts
June 13 2012 03:55 GMT
#58
I think they should leave the carrier in for now. I think they should see if it can fit in with the new units... and a real reason why it should stay in? Because it can do the most DPS in the game... 8 intercepters with 2 attacks each... and each attack does 8 damage? That's 8X2X8=128... and I'm pretty sure that's UN-upgraded... I think max upgrades is like 12 damage for each attack... the problem though is that the carriers get focused fired down to fast for them to really do a lot of damage... so... maybe... shrink the intercepter range and then do a massive increase in health and shields? Kinda make them air support for the Tempest? ...I don't know I think there are things that can be done with them.
I've spared with demons from the Nine Hells themselves, I shall barely break a sweat here today.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-06-13 03:56:04
June 13 2012 03:55 GMT
#59
On June 13 2012 12:04 Kennigit wrote:
Show nested quote +
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.


You didn't realize they set in the interview on "Faster", and 20 minutes interview time is actually 12 minutes real time huh?
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-06-13 04:03:29
June 13 2012 04:00 GMT
#60
On June 13 2012 12:40 Bagi wrote:
Show nested quote +
On June 13 2012 12:25 Falling wrote:

Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I don't think he ever explicitly said that he want's the terran deathball to function as a-movish that the protoss army tends to become, just that he wants to give terrans a way to play a more passive game instead of the current hyper-aggressive bioplay.

If you consider that tanks tend to be the backbone of mech, as well as the inclusion of widow mines, I think we terrans are on the right track for now.

It wasn't explicit and he certainly backed away from the idea that they were creating a new deathball. But he was talking about sitting back in your base like Protoss. Sitting back in your base and being passive is very different then mech style play. SC2 Protoss also plays passive and then pushes out with a giant army to destroy.

But Protoss passivity is very different then shutting down attack lanes to prevent backstabs and runbys, using defence in depth to seige down everything, and slow creeping across maps to gain positional advantages. I'm probably making too much of his comparison to the Protoss, but that's not a very happy comparison for me. I am looking to see what the widow mines do though. Warhounds and battlehellions don't really add to mech play though as they'r'e pretty interchangeable with an M&M mobile force.

Edit.
But awesome interviews. I always enjoy TL's interviews with Blizzard and I'm very happy that Blizzard is willing to explain their ideas with us.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-06-13 04:02:19
June 13 2012 04:01 GMT
#61
On June 13 2012 12:51 Waxangel wrote:
Show nested quote +
On June 13 2012 12:41 ZidaneTribal wrote:
just saw the browder interview, i guess someone needs to make a case to him about why carrier is actually useful in late game pvz if u can get 5 bases? (could be wrong)

also, kerrigan's ass is quite distracting


I mentioned crank's recent games casually after we stopped filming, he said that there's no doubt they can be useful in certain situations on certain maps, but they haven't seen anything that suggests they have viability on a wider scale yet


If they keep the Carrier in HOTS, I'll personally steal Stork's Carrier badge and give it to you for being the Savior of Carriers.

Edit: Kennigit asked so many softballs. Wax actually put David Kim's feet to the fire.
MMA: The true King of Wings
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2012-06-13 04:06:38
June 13 2012 04:05 GMT
#62
On June 13 2012 13:00 Falling wrote:
Show nested quote +
On June 13 2012 12:40 Bagi wrote:
On June 13 2012 12:25 Falling wrote:

Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I don't think he ever explicitly said that he want's the terran deathball to function as a-movish that the protoss army tends to become, just that he wants to give terrans a way to play a more passive game instead of the current hyper-aggressive bioplay.

If you consider that tanks tend to be the backbone of mech, as well as the inclusion of widow mines, I think we terrans are on the right track for now.

It wasn't explicit and he certainly backed away from the idea that they were creating a new deathball. But he was talking about sitting back in your base like Protoss. Sitting back in your base and being passive is very different then mech style play. SC2 Protoss also plays passive and then pushes out with a giant army to destroy.

But Protoss passivity is very different then shutting down attack lanes to prevent backstabs and runbys, using defence in depth to seige down everything, and slow creeping across maps to gain positional advantages. I'm probably making too much of his comparison to the Protoss, but that's not a very happy comparison for me. I am looking to see what the widow mines do though. Warhounds and battlehellions don't really add to mech play though as they'r'e pretty interchangeable with an M&M mobile force.

Edit.
But awesome interviews. I always enjoy TL's interviews with Blizzard and I'm very happy that Blizzard is willing to explain their ideas with us.



It may just be me, but it seems that DKim simplifies things and makes analogies to save time. So I wouldn't look into his statements with that much detail. When he said that he wanted mech to become more Protoss like, I viewed it as him wanting mech to become a viable alternative to the hyper-aggressive Bio. I never thought of his statements as mech becoming the new deathball a-move, but just as "Hey, if you don't want to harass all of the time, we want to make Mech viable." Nothing more, nothing less.
xTrim
Profile Joined April 2011
472 Posts
June 13 2012 04:11 GMT
#63
WHY ON EARTH WOULD YOU NOT MENTION RAVENS???
Goddd i was expecting them to comment on ravens so bad...

Apart from that, decent interviews... "I don't know mommaships were the go-to unit late game PvZ" I guess he's playing BW... -.-

rezoacken
Profile Joined April 2010
Canada2719 Posts
June 13 2012 04:13 GMT
#64
I just noticed something weird...

During the Dustin Browder interview I kept looking at his bald head.
During the DKim interview I kept looking at kerrigan's ass.

Wonder what it means Oo
Either we are alone in the Universe or we are not. Both are equally terrifying.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
June 13 2012 04:14 GMT
#65
On June 13 2012 13:05 Whole wrote:
Show nested quote +
On June 13 2012 13:00 Falling wrote:
On June 13 2012 12:40 Bagi wrote:
On June 13 2012 12:25 Falling wrote:

Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I don't think he ever explicitly said that he want's the terran deathball to function as a-movish that the protoss army tends to become, just that he wants to give terrans a way to play a more passive game instead of the current hyper-aggressive bioplay.

If you consider that tanks tend to be the backbone of mech, as well as the inclusion of widow mines, I think we terrans are on the right track for now.

It wasn't explicit and he certainly backed away from the idea that they were creating a new deathball. But he was talking about sitting back in your base like Protoss. Sitting back in your base and being passive is very different then mech style play. SC2 Protoss also plays passive and then pushes out with a giant army to destroy.

But Protoss passivity is very different then shutting down attack lanes to prevent backstabs and runbys, using defence in depth to seige down everything, and slow creeping across maps to gain positional advantages. I'm probably making too much of his comparison to the Protoss, but that's not a very happy comparison for me. I am looking to see what the widow mines do though. Warhounds and battlehellions don't really add to mech play though as they'r'e pretty interchangeable with an M&M mobile force.

Edit.
But awesome interviews. I always enjoy TL's interviews with Blizzard and I'm very happy that Blizzard is willing to explain their ideas with us.



It may just be me, but it seems that DKim simplifies things and makes analogies to save time. So I wouldn't look into his statements with that much detail. When he said that he wanted mech to become more Protoss like, I viewed it as him wanting mech to become a viable alternative to the hyper-aggressive Bio. I never thought of his statements as mech becoming the new deathball a-move, but just as "Hey, if you don't want to harass all of the time, we want to make Mech viable." Nothing more, nothing less.

Well that's fair enough. Wait and see and hope for the best.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
Last Edited: 2012-06-13 04:20:30
June 13 2012 04:16 GMT
#66
On June 13 2012 13:11 xTrim wrote:
WHY ON EARTH WOULD YOU NOT MENTION RAVENS???
Goddd i was expecting them to comment on ravens so bad...

Apart from that, decent interviews... "I don't know mommaships were the go-to unit late game PvZ" I guess he's playing BW... -.-



Ye me too, I think that suggested question thread had a healthy amount of folks wanting feedback on raven's state..a unit built less than hydra's or carriers.. sad it got overlooked.


Also Dustin is excited that terran's are losing in tournaments? isn't that pretty biased?
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2012-06-13 04:16:27
June 13 2012 04:16 GMT
#67
On June 13 2012 13:14 Falling wrote:
Show nested quote +
On June 13 2012 13:05 Whole wrote:
On June 13 2012 13:00 Falling wrote:
On June 13 2012 12:40 Bagi wrote:
On June 13 2012 12:25 Falling wrote:

Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I don't think he ever explicitly said that he want's the terran deathball to function as a-movish that the protoss army tends to become, just that he wants to give terrans a way to play a more passive game instead of the current hyper-aggressive bioplay.

If you consider that tanks tend to be the backbone of mech, as well as the inclusion of widow mines, I think we terrans are on the right track for now.

It wasn't explicit and he certainly backed away from the idea that they were creating a new deathball. But he was talking about sitting back in your base like Protoss. Sitting back in your base and being passive is very different then mech style play. SC2 Protoss also plays passive and then pushes out with a giant army to destroy.

But Protoss passivity is very different then shutting down attack lanes to prevent backstabs and runbys, using defence in depth to seige down everything, and slow creeping across maps to gain positional advantages. I'm probably making too much of his comparison to the Protoss, but that's not a very happy comparison for me. I am looking to see what the widow mines do though. Warhounds and battlehellions don't really add to mech play though as they'r'e pretty interchangeable with an M&M mobile force.

Edit.
But awesome interviews. I always enjoy TL's interviews with Blizzard and I'm very happy that Blizzard is willing to explain their ideas with us.



It may just be me, but it seems that DKim simplifies things and makes analogies to save time. So I wouldn't look into his statements with that much detail. When he said that he wanted mech to become more Protoss like, I viewed it as him wanting mech to become a viable alternative to the hyper-aggressive Bio. I never thought of his statements as mech becoming the new deathball a-move, but just as "Hey, if you don't want to harass all of the time, we want to make Mech viable." Nothing more, nothing less.

Well that's fair enough. Wait and see and hope for the best.

Yea, I can't say I'm thrilled for the Battle Hellion or Warhound either lol
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-06-13 04:20:09
June 13 2012 04:17 GMT
#68
On June 13 2012 12:24 emythrel wrote:
Show nested quote +
On June 13 2012 12:18 Goldfish wrote:
On June 13 2012 12:15 Vindicare605 wrote:
DONT TAKE OUT THE CARRIER!

ITS COOL!


I agree. I mean what's wrong with having so many units?

DotA does it (DotA keeps adding more and more heroes while removing very little throughout its whole life) and it's still being a competitive game.

I mean, you can make the argument that newbs who don't know better might think the Carrier is an actual good unit and build it (but that's silly, that's like the argument against big maps; newbs won't know where the expansions are or w/e which Blizzard finally let go of recently with all the new big maps).

Also, they never tried out giving Carrier BW mechanics (which is somewhat possible in the editor, I posted the instructions in the carrier thread before).


and most people who play dota only play a few characters. competitive dota usually has a smaller subset of heros that are used in the current metagame and therefore many characters are considered irrelevant for periods. compare that to sc2, you have to KNOW what every unit does and what counters it etc to play competitively. not to mention, what is good for dota isn't what is good for SC2. They are completely different games, its a little like saying "harry potter games have 20 different spells, why can't HT's have 20 too?"


Of course, I knew that (that few heroes were used on competitive tournament) which is why I made that comment (if carriers aren't used competitive, so what?).

Despite the small hero in competitive play, the rest of the heroes are given to the pubbers to play with.

So what's wrong with letting Carriers stay for some random fun with pubbers or non competive games?

Also DotA is a good argument because it's played competitive.

The fact that only few heroes are used competitively is similar to the situation with the Carrier and it being removed or not in HotS (aka, if no one cares, don't use the carrier; if you do care and want to play around, play with the carrier).

I honestly don't see the problem.

[Edit] I guess there is a problem - more cheeses? Imagine a carrier rush (Why did I forget that unit existed! - A quote from Tasteless).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
SheaR619
Profile Joined October 2010
United States2399 Posts
June 13 2012 04:18 GMT
#69
I wish they talked about the warhound and the warpin on high ground
I may not be the best, but i will be some day...
cozzE
Profile Joined September 2010
Australia357 Posts
June 13 2012 04:18 GMT
#70
On June 13 2012 12:39 PlosionCornu wrote:
Ok I'm listening to this, and david kim's reasoning behind "warhound and battle hellion being amovy is ok" is moot imo.
Just because protoss is a move based, you don't have to make every other race a move based too, you just have to fix protoss.

Basically it comes down to the the ol' chair with a shorter leg argument, it is better to cut down the other 3, or to make the shorter one longer, by attaching a piece of wood to it?

This way the oly thing they are going to achieve is homogenizing the races even more.
As an example the tempest : just a guardian with double range. Boring. And goes against the concept even himself stated, to make units which achieve a similar role, but differently.


Terran really doesn't have any a-move friendly units and If you consider bio play as a-move friendly then chances are you ahve no idea what you're doing. This is why you basically only see top Korean players utilizing the race to its full potential. With perfect micro, Terran stands to gain the most in engagements over the other races.

In WOL's current state, Terran's ability to sit back and defend is inherently limited without spending resources on static defense (PF, bunkers, build armor upgrades etc). Just because Terran get more defensive options doesn't make the race any 'easier'.
polyphonyEX
Profile Joined May 2012
United States2539 Posts
June 13 2012 04:21 GMT
#71
Mic needed to be closer for the browder interview
Falling
Profile Blog Joined June 2009
Canada11349 Posts
June 13 2012 04:22 GMT
#72
On June 13 2012 13:17 Goldfish wrote:
Show nested quote +
On June 13 2012 12:24 emythrel wrote:
On June 13 2012 12:18 Goldfish wrote:
On June 13 2012 12:15 Vindicare605 wrote:
DONT TAKE OUT THE CARRIER!

ITS COOL!


I agree. I mean what's wrong with having so many units?

DotA does it (DotA keeps adding more and more heroes while removing very little throughout its whole life) and it's still being a competitive game.

I mean, you can make the argument that newbs who don't know better might think the Carrier is an actual good unit and build it (but that's silly, that's like the argument against big maps; newbs won't know where the expansions are or w/e which Blizzard finally let go of recently with all the new big maps).

Also, they never tried out giving Carrier BW mechanics (which is somewhat possible in the editor, I posted the instructions in the carrier thread before).


and most people who play dota only play a few characters. competitive dota usually has a smaller subset of heros that are used in the current metagame and therefore many characters are considered irrelevant for periods. compare that to sc2, you have to KNOW what every unit does and what counters it etc to play competitively. not to mention, what is good for dota isn't what is good for SC2. They are completely different games, its a little like saying "harry potter games have 20 different spells, why can't HT's have 20 too?"


Of course, I knew that (that few heroes were used on competitive tournament) which is why I made that comment (if carriers aren't used competitive, so what?).

Despite the small hero in competitive play, the rest of the heroes are given to the pubbers to play with.

So what's wrong with letting Carriers stay for some random fun with pubbers or non competive games?

Also DotA is a good argument because it's played competitive.

The fact that only few heroes are used competitively is similar to the situation with the Carrier and it being removed or not in HotS (aka, if no one cares, don't use the carrier; if you do care and want to play around, play with the carrier).

Well the Dota argument is no good in the sense that Starcraft has always been about using only a handful of units, but because they require so much skill to use, they're all awesome (even most of the a-move units could also be microed- vultures, dragoons, and muta) Versus other RTS games that have hundreds of redundant units. And so in that sense, I'd agree with trimming the fat if they have useless units. I just think the carrier is unused progaming skill potential that was just designed wrong so it's boring out of the box, but that it's fixable if they know what to change.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-06-13 04:30:13
June 13 2012 04:23 GMT
#73
On June 13 2012 12:39 PlosionCornu wrote:
Ok I'm listening to this, and david kim's reasoning behind "warhound and battle hellion being amovy is ok" is moot imo.
Just because protoss is a move based, you don't have to make every other race a move based too, you just have to fix protoss.

Basically it comes down to the the ol' chair with a shorter leg argument, it is better to cut down the other 3, or to make the shorter one longer, by attaching a piece of wood to it?

This way the oly thing they are going to achieve is homogenizing the races even more.
As an example the tempest : just a guardian with double range. Boring. And goes against the concept even himself stated, to make units which achieve a similar role, but differently.


The Tempest is a different unit than a guardian. The guardian does high burst damage and can be used in front lines (with some support).

The Tempest is more of a long range support attacking unit that can either be used (along with the Oracle) to take out workers or to slowly push away siege lines from afar. (It's DPS is similar to just one Roach AFAIK.)

Of course, I don't understand how much it will apply in practice (haven't played or seen much of HotS yet) but I do understand their thinking behind the Tempest.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Adron
Profile Joined February 2010
Netherlands839 Posts
June 13 2012 04:25 GMT
#74
I always wonder how the whole pro-feedback goes. Who does Blizzard deem "pros", do they ask general advice or specific, do they wait for a pro to speak up? Same thing for the analysers (Imho Nazgul has a big red phone wich dials Browders number automaticly).

As long as they take into consideration what they hear, im all for it by the way.
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
June 13 2012 04:25 GMT
#75
I haven't watched the Browder interview yet, but the David Kim interview was actually pretty cool. Respect.
Goldfish
Profile Blog Joined August 2010
2230 Posts
June 13 2012 04:29 GMT
#76
On June 13 2012 12:25 Falling wrote:
I still find it strange they've never across the Carrier argument that SC2 and BW Carriers don't even handle the same and that the BW version allows for skill rather than a boring 1a unit. Because I understand taking out the carrier as the SC2 carrier. But it's missing the key ability from BW that made it interesting.



I agree. I posted this already but - "Also, they never tried out giving Carrier BW mechanics (which is somewhat possible in the editor, I posted the instructions in the carrier thread before)."

Here's what you do in the editor to make BW style Carriers (not exactly the same but close. Also this only takes 2 minutes of using the editor to do).
+ Show Spoiler +

To make Interceptors mimic the BW AI - Go to Unit Tab > Interceptors > Combat Tab > Set the "Default Acquire Level" to "Offensive" instead of None.

Then click on the Carrier - Set the "Minimum Scan Range" to 16. Finally go to the rightmost tab on the weapon, and under "Target Sorts" add "TSPriority" (make sure TSPriority is the topmost one) and "TSDistance" (this makes it so the Interceptors automatically go after anything that is attacking, then if there are the same, they go after the nearest target)
(Overall what the changes do is make the Interceptors automatically attack every enemy within 16 range. That also means that as long as there are enemies present, the Interceptors will never return to the Carrier unless you move out of the "16 leash" range distance or you press stop.)

There you go. Carrier Brood War style!

Additionally, if you want to keep SC2 Interceptor AI but allow an upgrade that upgrades the Interceptor into BW AI + Show Spoiler +
First give the Interceptors a behavior that has "Passive Flag" on it "after" the above changes are made (give the behavior to the interceptor of course). Passive makes it so the interceptors won't auto acquire (it will still attack anything the Carrier attacks; again this should be done after the above changes).

Once the upgrade is researched, you could have a validator disable the buff and thus enabling BW Interceptor AI for the Carrier. You'd need a Validator that checks if an upgrade is "not" researched.

So - make a requirement that has "this upgrade is complete" under "use", make a Validator that does "not" have "Find" check and make it target that requirement, then add that Validator under "Disable" to the Behavior with the passive flag on it, finally add the behavior to the interceptor.


Anyway that's how you can mimic the Brood War Interceptor AI for SC2.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
larse
Profile Blog Joined March 2012
1611 Posts
June 13 2012 04:32 GMT
#77
On June 13 2012 12:02 INTOtheVOID wrote:
Browder is surprised about Mothership being made in PvZ? WTF? Do these guys even pay attention to the game they are developing? I can't believe NP'ing a Mothership was a foreign concept to him.


On June 13 2012 12:06 Goldfish wrote:
Dustin Browder doesn't know about Mothership being standard in late game PvZ ? Hmm that's odd. Thought that's why they kept the Mothership in HotS.

Well, maybe David Kim knows.

[Edit] NVM, it seems he was talking specifically about not knowing Neural Parasite on Mothership as an issue rather than Mothership in general.


Wow. You guys really have difficulties hearing words. What Dustin doesn't know is that he doesn't know that "mothership getting neural parasite is a big issue". What Dustin said is correct, meanwhile the interview guy kinda didn't know what's the important issues in SC2. Sad. Don't waste these precise opportunities by asking unimportant questions.
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 13 2012 04:34 GMT
#78
I was rolling on the floor laughing my ass off in amazement of David Kim's answer to the Thor nerf. Not only was it absolutely bizzare, but it was extremely stupid.

I'm sad you guys didn't bring up the Snipe nerf though and the -25 vs Massive arguement. That's still a pretty strong debate whenever it's brought up.
magnaflow
Profile Joined August 2011
Canada1521 Posts
June 13 2012 04:38 GMT
#79
I can see alot of people jumping on DK for what he is saying, but IMO I think he knows exactly what is going on and just doesn't know how too explain it well.

Thanks Kennigit!!

And personally I love how the game looks now, and look forward to what it will be like in the future
magnaflow
Profile Joined August 2011
Canada1521 Posts
June 13 2012 04:39 GMT
#80
On June 13 2012 13:25 Adron wrote:
I always wonder how the whole pro-feedback goes. Who does Blizzard deem "pros", do they ask general advice or specific, do they wait for a pro to speak up? Same thing for the analysers (Imho Nazgul has a big red phone wich dials Browders number automaticly).

As long as they take into consideration what they hear, im all for it by the way.



I would think mostly Koreans. Is DK Korean?
Whole
Profile Blog Joined May 2010
United States6046 Posts
June 13 2012 04:41 GMT
#81
I just finished the David Kim interview and it was amazing. The interviewer (Waxangel?) could use a little more confidence, but whatever. That's nitpicking, and I never seen him interview before. I really liked D-Kim answers. He actually made me agree with the concept of the Battle Hellion and Warhound...kind of. Although I still can't wrap my head around the Tempest...but they said that the Tempest kind of sucked in internal testing, so whatever if it's Carrier 2.0. I'm kind of iffy on the answer of "homogenizing of races" question. I don't agree that there should be different units for basically the same purpose...but Zerg desperately needs some Space Control option imo. And the stage in which the space control comes in the game is a big factor that makes me appreciate the similarity but difference.
johnny123
Profile Joined February 2012
521 Posts
Last Edited: 2012-06-13 04:46:28
June 13 2012 04:42 GMT
#82
i think people are really making bad assumptions and stuff from this thread. Specifically when Kim said he wanted Terran to get the option to mass up a bunch of units without having to harass all the time. AKA building up a deathball.

I like that he is catering to the people that prefer a less harass focused gamestyle and more about positioning and economy.

Now the part where people are going overboard in, is that people are now saying "well now terran has a deathball too". as if we are worst off than before.

I thoroughly disagree. Maybe that would be the case in Wings of liberity with the current set of units, but NOT in heart of the swarm.

Look at the stuff blizzard has put in that can handle "death balls"

Viper Adbuct = we saw a shitload of people sayign "oh they makes tanks or colosus useless". Here we have an "anti deathball unit". And we shit all over it because it takes key units out of DEATH BALLS.

-Then we have Widow Mines from terran= That if microed correctly can take out some really fucking strong units with a one shot kill that also has the potiential to destroy death balls if not microed out of . Lets say in TvT a ball of death is moving around with mass tanks/battlehellions, If 3 of those units walk over widow mines they are way to slow to get out of the way fast enough to reduce the damage. A bunch of units will be heavily damaged, the same can be said with clumped up colosus or clumped up broodlords. even if the widow mine does not get of a full AOE damage hit. It will still do huge damage to these "uber units"


-Then we have 22 range Tempest, Which will be a key unit in picking apart the death balls from untouchable ranges.




I mean you people need to stop with the retarded complaints. Its all lookign really good so far. Heart of the swarm is shaping up to be a much harder game than Wings Of Liberity. Its going to change the game entirely.
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 13 2012 04:43 GMT
#83
On June 13 2012 13:39 magnaflow wrote:
Show nested quote +
On June 13 2012 13:25 Adron wrote:
I always wonder how the whole pro-feedback goes. Who does Blizzard deem "pros", do they ask general advice or specific, do they wait for a pro to speak up? Same thing for the analysers (Imho Nazgul has a big red phone wich dials Browders number automaticly).

As long as they take into consideration what they hear, im all for it by the way.



I would think mostly Koreans. Is DK Korean?

Yeah. He grew up and went to school in Korea, watching the rise of pro BW during his youth. He even showed up at the GSL Blizzard Cup finals and gave a speech in Korean. So I think he can keep contact with Korean pros without too much of a language barrier, if any, in place.
ㅇㅅㅌㅅ
NKexquisite
Profile Joined January 2009
United States911 Posts
June 13 2012 04:44 GMT
#84
DK interview was quite insightful, thanks
Whattttt Upppppppp Im Nesteaaaaaa!!
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
June 13 2012 04:46 GMT
#85
Loved David kim interview. All his quotes were legit.
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
June 13 2012 04:47 GMT
#86
After dealing with Blizzards Diablo3 side of things, the SC2 side seems pretty glorious actually. GLORIOUS!
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
June 13 2012 04:47 GMT
#87
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2012-06-13 04:52:49
June 13 2012 04:50 GMT
#88
On June 13 2012 13:42 johnny123 wrote:
i think people are really making bad assumptions and stuff from this thread. Specifically when Kim said he wanted Terran to get the option to mass up a bunch of units without having to harass all the time. AKA building up a deathball.

I like that he is catering to the people that prefer a less harass focused gamestyle and more about positioning and economy.

Now the part where people are going overboard in, is that people are now saying "well now terran has a deathball too". as if we are worst off than before.

I thoroughly disagree. Maybe that would be the case in Wings of liberity with the current set of units, but NOT in heart of the swarm.

Look at the stuff blizzard has put in that can handle "death balls"

Viper Adbuct = we saw a shitload of people sayign "oh they makes tanks or colosus useless". Here we have an "anti deathball unit". And we shit all over it because it takes key units out of DEATH BALLS.

-Then we have Widow Mines from terran= That if microed correctly can take out some really fucking strong units with a one shot kill that also has the potiential to destroy death balls if not microed out of . Lets say in TvT a ball of death is moving around with mass tanks/battlehellions, If 3 of those units walk over widow mines they are way to slow to get out of the way fast enough to reduce the damage. A bunch of units will be heavily damaged.


-Then we have 22 range Tempest, Which will be a key unit in picking apart the death balls from untouchable ranges.




I mean you people need to stop with the retarded complaints. Its all lookign really good so far. Heart of the swarm is shaping up to be a much harder game than Wings Of Liberity.


While the post is very aggressive I generally agree with it, but as far as Terran Deathball goes, I believe it's less of the "Deathball" status and more of the fact that the units, outside of the Widow Mine, have very niche roles.

The battle hellions are solely there to take care of Chargelots (which is sorely needed actually, IMO), while the Warhound is there to be the Anti-Tank/Anti-Protoss unit. There's not a whole lot to these units in comparison to all the new stuff that Zerg and Protoss got, though if the HotS stats for Warhound stays true, I see a lot of micro potential with it.

On June 13 2012 13:46 StarscreamG1 wrote:
Loved David kim interview. All his quotes were legit.


Yeah, DK's interview was great, with the exception of his answer for the Thor nerf. Maybe someone has to make some sense of that to me but that answer was just bizzare.
AzureD
Profile Joined September 2010
United States320 Posts
Last Edited: 2012-06-13 04:55:55
June 13 2012 04:52 GMT
#89
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.
skeldark
Profile Joined April 2010
Germany2223 Posts
June 13 2012 04:54 GMT
#90
good interview.
On the balance site i agree to most points and think they know what they do.
I wish i could say the same about the game platfrom and support.
Save gaming: kill esport
NKexquisite
Profile Joined January 2009
United States911 Posts
June 13 2012 04:55 GMT
#91
I would have loved to hear a question on the role of the reaper now and as it is re-designed in HOTS.
Whattttt Upppppppp Im Nesteaaaaaa!!
phunnykidd
Profile Joined January 2012
United States22 Posts
June 13 2012 04:55 GMT
#92
why does every Blizzard employee say "right?? right????/ right?!!?! RIGHT?!!?!!1"
Nabes
Profile Joined November 2010
Canada1800 Posts
June 13 2012 04:55 GMT
#93
On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


I'm sure he was aware, keneggit was asking about neural specifically.

I still dont see why they dont buff/change the carrier, they never touched it at all. Make intercepters have a longer range or be immune to damage or lower the build time of the carrier, just do something with it before scrapping it for that freaking tempest.
PlosionCornu
Profile Joined August 2010
Italy814 Posts
June 13 2012 04:55 GMT
#94
On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


He's aware of it, it just does not equate to a "problem" to him, atleast not one of the biggest ones.

I honestly agree with him, I even think the mothership vs bl/infestor lategame is fun, to watch atleast. (I'm terran so..)
Nosferatos
Profile Joined April 2010
Norway783 Posts
June 13 2012 04:55 GMT
#95
Wax needs to take a chill pill, acting like every statement from DK was bad for us all, had a double meaning or just spun it into something else. Almost felt like I was watching Fox news doing a 1-on-1 interview with some1 not sharing their viewpoint.

Other than that I liked the interviews. Sad to see the carrier go, but it's time too take it behind the sheed and put an bullet between it's head.
"Show me the Raven" ~ HMS turns into a mini-nuke, going twice as fast and doing 250 damage over a large area.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 13 2012 04:56 GMT
#96
On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Are you trying to intentionally misrepresent what he said?

He actually says that the mothership has found it's place in the game which is why they bought it back (with changes to address this exact problem).

It was just a poorly phrased question, the issue isn't that mothership's are being neural parasited and wrecking havoc it's that vortexes, if they land are completely destroying the army so one of the only chance you have IS to land a neural, but it rarely happens.
StarGalaxy
Profile Joined March 2011
Germany744 Posts
Last Edited: 2012-06-13 05:00:51
June 13 2012 04:57 GMT
#97
Very nice interview by Waxangel. Very good questions and a lot of good answers by Davin Kim. I got great insight in the thought process of the Hots units.

Every time i watch an interview of those two i get the impression that they only watch the Korean scence (and maybe a few games of MLG). HasuObs e.g. uses Carriers in every late game against Zerg. And it's also odd that they state the top korean gm's TvP stats. It always seemed to me as mostly the foreigner terrains (except thorzain, kas, happy) have problems against late game protoss. To take those korean stats and say everything looks fine is very tricky.

The Dustin Browder interview was kinda short and didn't give that much insight. The only thing that stood out was that he has no idea about the hacker problem. Maybe somone else at blizzard does some work there or maybe they just don't care.
Cj hero | Zest
CtrlShiftAltGrrrrrrr
Profile Joined June 2012
544 Posts
Last Edited: 2012-06-13 04:57:48
June 13 2012 04:57 GMT
#98
On June 13 2012 13:41 Whole wrote:
I just finished the David Kim interview and it was amazing. The interviewer (Waxangel?) could use a little more confidence, but whatever. That's nitpicking, and I never seen him interview before. I really liked D-Kim answers. He actually made me agree with the concept of the Battle Hellion and Warhound...kind of. Although I still can't wrap my head around the Tempest...but they said that the Tempest kind of sucked in internal testing, so whatever if it's Carrier 2.0. I'm kind of iffy on the answer of "homogenizing of races" question. I don't agree that there should be different units for basically the same purpose...but Zerg desperately needs some Space Control option imo. And the stage in which the space control comes in the game is a big factor that makes me appreciate the similarity but difference.


in what regard does z needs space control u already map control as a given and units that freeze while doing splash that u can couple with unreachable flying siege tanks, alongside moveable planetarys fortress

lol at hurting esport btw wonder what rakaka would do with that one
awaiting the return of the space cowboy
RampancyTW
Profile Joined August 2010
United States577 Posts
June 13 2012 04:58 GMT
#99
On June 13 2012 13:52 AzureD wrote:
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

Show nested quote +
On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.
I don't understand it either. 30 banelings is 15 supply, and although that is far from negligible, sacrificing 3 brood lords, a drone, and an Infestor out of your maxed army in exchange for a vortex-deterrent is absolutely worth it. There is nothing that 22 brood lords can do that 19 brood lords cannot.
xTrim
Profile Joined April 2011
472 Posts
Last Edited: 2012-06-13 05:01:02
June 13 2012 04:58 GMT
#100
I got it..
Knutzi
Profile Joined July 2009
Norway664 Posts
June 13 2012 04:59 GMT
#101
wish someone would have asked why carrier is pretty much the only unit that have been complained about since release yet they never even tried to patch it.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
June 13 2012 04:59 GMT
#102
I love how wax just cracked up when DK said "hurting esports"
moo...for DRG
TheRavensName
Profile Joined August 2011
United States911 Posts
June 13 2012 05:00 GMT
#103
I've seen more Carriers then Battle Cruisers sense I think SC2 hit beta... and they want to remove the Carrier because its useless? I've atleast seen people win. Even in TvT, the only match up you really see the BC, its just kinda wiped out unless you rush it earlier verse a guy with only marines....
I once breadcrumbed watcher in a game with no watchers in the setup.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 13 2012 05:00 GMT
#104
Bah, I wasn't a fan of the questions asked or how they were asked, they didn't really seem to get the actual opinions of the community out there.

But even more so I'm incredibly discouraged with how Blizzard is approaching things. Seems awful to me, I've heard Browder speak before and he has too much of a "what I envision" rather than what the community wants. I mean, he didn't even know BW well. Ugh...

And NP on mothership is definitely a huge issue. If you get it off successfully usually the game will instantly win for the Zerg.
xTrim
Profile Joined April 2011
472 Posts
June 13 2012 05:01 GMT
#105
RAVENS????????????
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 13 2012 05:01 GMT
#106
On June 13 2012 14:00 TheRavensName wrote:
I've seen more Carriers then Battle Cruisers sense I think SC2 hit beta... and they want to remove the Carrier because its useless? I've atleast seen people win. Even in TvT, the only match up you really see the BC, its just kinda wiped out unless you rush it earlier verse a guy with only marines....


There's been a helluva lot more Battlecrusiers than Carriers. They're pretty legit in TvP as well with Ghost support.
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
June 13 2012 05:01 GMT
#107
maybe he should look at the TOP tier ZvT in the GSL lately statistics.. oh well good interview. Thanks
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-06-13 05:04:18
June 13 2012 05:03 GMT
#108
Disappointing there was no follow up to Dustin Browder's comment about carriers. He generalizes the entire debate. Ignoring the arguments many brought up, and the general reasons they want to remove the carrier are based off incorrect facts. I'm not sure which community he listens to, cause they chime the same argument in unison. Made me sad and cynical again of Blizzard.

David Kim interview was pretty interesting. I'm glad it was much longer.
Wampaibist
Profile Joined July 2010
United States478 Posts
June 13 2012 05:05 GMT
#109
I really liked wax's interview with david kim.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 13 2012 05:06 GMT
#110
On June 13 2012 13:52 AzureD wrote:
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

Show nested quote +
On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.


IT can be good but the issue is that you'll still lose all your BL to archons, then toss just sacks his archons. Now what? You have no energy on your infestors - they're taking up supply, and if toss remaxes on something you're boned. You have to be careful with teh energy, and it's not like Toss throws their entire army into the toilet. It's meant to get the Zerg army coupled with Toss archons, and some blink stalkers. That's it. Which is also why banes, which are fickle due to storm and colossi being in play, are also not used. You going to throw in banes to do splash dmg to archons? It' snot like the banes get to hit every unit in the toilet - archons only work because they're so good vs the air. Also, vortex is used to phase out certain units from a battle as well, not just for the toilet.
SurvivorMMA
Profile Joined June 2012
United States14 Posts
June 13 2012 05:06 GMT
#111
Battle Hellions are so boring
!SlayerS_MMA! fighting~ Please return to GSL soon CoCa! PM me if you love the show Survivor (:
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 05:07 GMT
#112
I think overall, Blizz is a little too optimistic about WOL. It's a great game, but it does have many flaws.

From the sounds of it in the interview, they are building HOTS around/over these flaws rather than doing the gutsy move and fixing them on the spot.
MMA: The true King of Wings
Belha
Profile Joined December 2010
Italy2850 Posts
June 13 2012 05:07 GMT
#113
Just listen the interview with Dustin. Not as impressive as the 2011 one.

On the other hand, i enjoyed a LOT the interview with Grubby. Kinda sad to see that indeed Sc2 is a bit coinflippy even at higher levels u.u

Chicken gank op
CtrlShiftAltGrrrrrrr
Profile Joined June 2012
544 Posts
June 13 2012 05:08 GMT
#114
On June 13 2012 14:01 HeroMystic wrote:
Show nested quote +
On June 13 2012 14:00 TheRavensName wrote:
I've seen more Carriers then Battle Cruisers sense I think SC2 hit beta... and they want to remove the Carrier because its useless? I've atleast seen people win. Even in TvT, the only match up you really see the BC, its just kinda wiped out unless you rush it earlier verse a guy with only marines....


There's been a helluva lot more Battlecrusiers than Carriers. They're pretty legit in TvP as well with Ghost support.


Carriers are the ultimate units PvZ so u know. kinda ignorant, really sad ppl have to go to the game developpers and tell them their units are actually used in the gsl, wonder when they watch it, since they do so much...
awaiting the return of the space cowboy
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-06-13 05:08:47
June 13 2012 05:08 GMT
#115
I think overall, Blizz is a little too optimistic about WOL. It's a great game, but it does have many flaws.

From the sounds of it in the interview, they are building HOTS around/over these flaws rather than doing the gutsy move and fixing them at the source.
MMA: The true King of Wings
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-06-13 05:15:37
June 13 2012 05:13 GMT
#116
I think they're actually replacing the Archon Toilet with something stronger against Zerg. Stasis Field against air units. If all air units are negated than the Protoss can just a-move and kill all the ground units (as the current zerg ground units aren't as strong). Once Stasis Field wears off, the air units will then be easy to deal with (not sure how big the radius/range on Stasis Field is on the HotS Mothership though). Though, we'll see how it goes.

Also this is good game on how Zero dealt with an attempt at an Archon Toilet (he split up his BL and put them under a group of spines).
+ Show Spoiler +



Of course in sudden engagements where you just notice the Protoss army moving out, it will be sort of a coinflip to see who wins (whether the Vortex will miss or you can NP before Vortex hits).

I know that in HotS, Hydralisk / Viper / Swarm Host (at least from that Battle Report) seem to be really effective late game. They said they wanted the older unit compositions to still work but it seems the new Mothership ability is actually stronger than the Archon Toilet (again, I don't know the range of Stasis Field but being able to Stasis all air units to divide the army seem really strong).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
larse
Profile Blog Joined March 2012
1611 Posts
June 13 2012 05:14 GMT
#117
The best part of the David Kim interview is at 24:00, when he talks about why they introduce two 1-A units to Terran and two not-1-A units to Protoss. Smart thing they did there. I was intensively criticizing the warhound and battlehellion, and I didn't see their intention is kinda legit in some way.
Teriyaki-Boy
Profile Joined August 2011
United States26 Posts
June 13 2012 05:15 GMT
#118
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST
What is love? baby don't hurt me, don't hurt me no more......
NGrNecris
Profile Joined January 2011
New Zealand855 Posts
June 13 2012 05:16 GMT
#119
haha david kim giving terrans the "protoss playstyle" refusing to say deathball
Irave
Profile Joined October 2010
United States9965 Posts
June 13 2012 05:18 GMT
#120
Great interviews they turned out well. David Kim seems like an alright guy.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44250 Posts
June 13 2012 05:18 GMT
#121
Really nice interviews! I always feel like Dustin Browder and David Kim are honest and have good intentions when they talk to the community. Good stuff Thanks for these ^^
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
VPCursed
Profile Blog Joined May 2011
1044 Posts
June 13 2012 05:19 GMT
#122
someone make a meme with A pic of just david kim.. possibly with arms crossed and at the top of the pic say " Warpgate is imba" and on the bottom put... the data or statistics disagree
johnny123
Profile Joined February 2012
521 Posts
Last Edited: 2012-06-13 05:26:05
June 13 2012 05:22 GMT
#123
On June 13 2012 14:15 Teriyaki-Boy wrote:
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST



i kinda disagree with all this "dont remove the carrier" . Why do people want to see the carrier? It is the true defination of a deathball unit. Its obvious that 1 or 2 carriers will always suck, but when you have like 8 + carriers that is a really strong 1A deathball in the air.

So not only will toss have 1A on the ground, but a buff to the carrier means 1A in the air as well. I disagree with buffing the carrier, I say leave it as it is,If people can find a use for it then good, but also bring in the Tempest.( Have both in). That unit to me has more of an interesting role than the carrier. You can send 1 or 2 tempest to harass bases early. They are not there to add towards a deathball. They are for like harassing and picking apart strong compositions from a far distance. The carrier to me is the boring unit.
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 13 2012 05:23 GMT
#124
On June 13 2012 14:19 VPCursed wrote:
someone make a meme with A pic of just david kim.. possibly with arms crossed and at the top of the pic say " Warpgate is imba" and on the bottom put... the data or statistics disagree


It's what http://www.quickmeme.com/ was made for!
Vogin
Profile Blog Joined June 2011
Czech Republic926 Posts
June 13 2012 05:23 GMT
#125
On June 13 2012 14:22 johnny123 wrote:
Show nested quote +
On June 13 2012 14:15 Teriyaki-Boy wrote:
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST



i kinda disagree with all this "carrier stuff" . Why do people want to see the carrier? Its the true defination of a deathball . Its obvious that 1 or 2 carries suck, but when you have like 8 + carriers that is a really strong 1A deathball.

So not only will toss have 1A on the ground, but a buff to carrier means 1A in the air as well. I disagree with buffing the carrier, I say leave it as it is,If people can find a use for it then good, but also bring in the Tempest. That unit to me has more of an interesting role than the carrier. You can also send 1 or 2 tempest to harass bases early. They are not there to add towards a deathball. They are for like harassing and picking apart strong compositions from a far distance. The carrier to me is the boring unit.


Carriers are the Protoss icon...
http://scvrush.com - Your Starcraft Home
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 05:24 GMT
#126
With the Mothership Core's defensive abilities, PvP will be less volatile in the early game, we'll likely see more late game PvP.

Unfortunately, War of the Worlds will still be the dominant late game PvP strat. The Colossus really needs some changes (make it slower and more a glass cannon?) or else is doomed to have the worst mirror in HOTS as well.
MMA: The true King of Wings
IamTheArchitect
Profile Joined June 2011
United States46 Posts
June 13 2012 05:24 GMT
#127
So let me get this straight. David Kim says Blizzard wants for there to be more variety in the game, saying it's bad that Terran only really has 1 style of play in TvP. Yet when a possible alternative arises (Thors), they nerf the hell out of it...because it makes it harder for spectators to know exactly what is going on? Seriously? That sounds like the most ridiculous thing I've ever heard. I can't believe I've had to put up with a year of boring TvP (either 1/1/1 or 2-base MMM) because of something so trivial.

I heard that part correctly, right? He was joking when he they talked about Thorzain but then he was serious about how the Thor blocks marines and marauders from being visible? Couldn't they just have made the thor radius bigger? Wouldn't this even perhaps have been an appropriate nerf (can't clump thors together as much so not quite as effective), as opposed to a "never use this strategy again" nerf?

Concordantly while your first question may seem the most pertinent, you may or may not realize it is also that most irrelevant.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 13 2012 05:26 GMT
#128
On June 13 2012 14:22 johnny123 wrote:
Show nested quote +
On June 13 2012 14:15 Teriyaki-Boy wrote:
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST



i kinda disagree with all this "carrier stuff" . Why do people want to see the carrier? Its the true defination of a deathball . Its obvious that 1 or 2 carries suck, but when you have like 8 + carriers that is a really strong 1A deathball.

So not only will toss have 1A on the ground, but a buff to carrier means 1A in the air as well. I disagree with buffing the carrier, I say leave it as it is,If people can find a use for it then good, but also bring in the Tempest. That unit to me has more of an interesting role than the carrier. You can also send 1 or 2 tempest to harass bases early. They are not there to add towards a deathball. They are for like harassing and picking apart strong compositions from a far distance. The carrier to me is the boring unit.


You can't ever 1a carriers. You couldn't in BW, you can't in SC2. Even if you get a lot, you can't 1a them. You have 10 carriers in BW vs T, if you A-move, your carriers will be dead in seconds. Carriers are only good on maps with lots of cliffs, they're made for eventually powerful raiding and engaging with the enemy army where only the interceptors themselves are being attacked while the carrier itself is constantly being microed out of range.
tsuxiit
Profile Joined July 2010
1305 Posts
June 13 2012 05:26 GMT
#129
Browder has no idea about ZvP.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44250 Posts
June 13 2012 05:30 GMT
#130
On June 13 2012 14:26 tsuxiit wrote:
Browder has no idea about ZvP.


To be fair, the common complaint isn't really about NP... it's about hitting or missing the vortex.

But it did seem like he hadn't heard anything about ZvP late game being decided by mothership accuracy.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-06-13 05:34:22
June 13 2012 05:32 GMT
#131
On June 13 2012 14:22 johnny123 wrote:
Show nested quote +
On June 13 2012 14:15 Teriyaki-Boy wrote:
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST



i kinda disagree with all this "carrier stuff" . Why do people want to see the carrier? Its the true defination of a deathball . Its obvious that 1 or 2 carries suck, but when you have like 8 + carriers that is a really strong 1A deathball.

So not only will toss have 1A on the ground, but a buff to carrier means 1A in the air as well. I disagree with buffing the carrier, I say leave it as it is,If people can find a use for it then good, but also bring in the Tempest. That unit to me has more of an interesting role than the carrier. You can also send 1 or 2 tempest to harass bases early. They are not there to add towards a deathball. They are for like harassing and picking apart strong compositions from a far distance. The carrier to me is the boring unit.

SC2 Carriers are 1a as far as I can tell. And for that reason, it might as well get cut. BW Carriers were attack and fade. If you got caught in the open, it was dead, so you had to constantly keep them moving to avoid the incoming anti-air. But you could move while attacking which made them extremely mobile. And you used the terrain to protect the carriers- attacking along cliffs so you could retreat where ground based anti-air couldn't catch them. It was hit and run tactics and very interesting play.

SC2 you park them wherever they're supposed to attack. Interceptors fly out to attack. When it's time to move, they recall the interceptors and move to the next spot. Stop. Then launch interceptors.Very uninspired play and it's no wonder Blizzard want to get rid of it. But it doesn't have to be that way.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-13 05:36:37
June 13 2012 05:35 GMT
#132
On June 13 2012 14:22 johnny123 wrote:
Show nested quote +
On June 13 2012 14:15 Teriyaki-Boy wrote:
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST



i kinda disagree with all this "carrier stuff" . Why do people want to see the carrier? Its the true defination of a deathball . Its obvious that 1 or 2 carries suck, but when you have like 8 + carriers that is a really strong 1A deathball.

So not only will toss have 1A on the ground, but a buff to carrier means 1A in the air as well. I disagree with buffing the carrier, I say leave it as it is,If people can find a use for it then good, but also bring in the Tempest. That unit to me has more of an interesting role than the carrier. You can also send 1 or 2 tempest to harass bases early. They are not there to add towards a deathball. They are for like harassing and picking apart strong compositions from a far distance. The carrier to me is the boring unit.


Problem is they made the carrier worse in the transition from BW to Sc2 in a way that made it uninteresting, then refused to try putting those changes back, it used to have really interesting interactions with terrain where you could throw out the interceptors then retreat the main carrier away from short ranged units and while it still has that it's a lot more subtle.

The interceptors used to heal when they returned to the carrier so they couldn't just be shot down as easily you needed more bursty fire on them, they also all attacked pretty much in unison making them a bit more bursty for quickly killing high value targets.

And then on top of that because the interceptors have to be rebuilt they provide a nice way to trade excess minerals for continued siege potential.

The tempest on the other hand clicks on something at 22 range and then you wait for it to die, the only way it's interesting is because they increased it's range to an almost comical degree with an upgrade and a range that's almost impossible to fit on a single screen making for a TERRIBLE spectator experience. It has some interesting interplay with sight and that's it.

It has no interesting resource distribution, no micro and even inherits some of the carriers flaws like the long build time and large cost because if you get to many of them, stuff starts getting 1 hit making the upfront hit but low dps of the tempest a moot point.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-06-13 05:40:28
June 13 2012 05:39 GMT
#133
On June 13 2012 14:32 Falling wrote:
Show nested quote +
On June 13 2012 14:22 johnny123 wrote:
On June 13 2012 14:15 Teriyaki-Boy wrote:
As much as the 22 range tempest sound cool and all but it just an A-move unit nothing special about it. The carrier on the other hand has potential, if they actually fix the way carrier are suppose to function and with carrier you can actually micro them, which mean is more fun to used.CARRIER>>>TEMPEST



i kinda disagree with all this "carrier stuff" . Why do people want to see the carrier? Its the true defination of a deathball . Its obvious that 1 or 2 carries suck, but when you have like 8 + carriers that is a really strong 1A deathball.

So not only will toss have 1A on the ground, but a buff to carrier means 1A in the air as well. I disagree with buffing the carrier, I say leave it as it is,If people can find a use for it then good, but also bring in the Tempest. That unit to me has more of an interesting role than the carrier. You can also send 1 or 2 tempest to harass bases early. They are not there to add towards a deathball. They are for like harassing and picking apart strong compositions from a far distance. The carrier to me is the boring unit.

SC2 Carriers are 1a as far as I can tell. And for that reason, it might as well get cut. BW Carriers were attack and fade. If you got caught in the open, it was dead, so you had to constantly keep them moving to avoid the incoming anti-air. But you could move while attacking which made them extremely mobile. And you used the terrain to protect the carriers- attacking along cliffs so you could retreat where ground based anti-air couldn't catch them. It was hit and run tactics and very interesting play.

SC2 you park them wherever they're supposed to attack. Interceptors fly out to attack. When it's time to move, they recall the interceptors and move to the next spot. Stop. Then launch interceptors.Very uninspired play and it's no wonder Blizzard want to get rid of it. But it doesn't have to be that way.


They're more 1a than every different implementation of the Tempest? I mean, you realize they CAN'T micro like they could in BW which is a huge nerf to being able to use them at any time EARLIER than when you're maxed with a huge army to support them, right?

I'm not sure how you can say they were a different unit in BW when they literally amoved exactly as they do now. The only difference is the nerfed clunky AI, reduced armor and a different meta game surrounding them.
Korinai
Profile Joined February 2011
Canada413 Posts
June 13 2012 05:45 GMT
#134
Ol' Dusty doesn't know about motherships in late game pvz? ARE WE PLAYING THE SAME FUCKING GAME HERE? Jesus christ.
"There is nothing more cool than being proud of the things that you love." - Day[9]
RifleCow
Profile Joined February 2008
Canada637 Posts
June 13 2012 05:49 GMT
#135
On June 13 2012 14:45 Korinai wrote:
Ol' Dusty doesn't know about motherships in late game pvz? ARE WE PLAYING THE SAME FUCKING GAME HERE? Jesus christ.


Please clean out your ears and actually listen to what he says becuase he spoke about mothership usage in multiple sections in the video. He didn't know that zergs were trying to neural parasite the motherships, which is what Kennigit was asking.
hohoho
goldendwarf
Profile Joined January 2011
Canada170 Posts
June 13 2012 05:52 GMT
#136
On June 13 2012 14:45 Korinai wrote:
Ol' Dusty doesn't know about motherships in late game pvz? ARE WE PLAYING THE SAME FUCKING GAME HERE? Jesus christ.


Dustin Browder does know about the mothership. What he didn't know about was that it was a "problem" when people would be forced to NP a mothership or lose, which it isn't a problem.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
June 13 2012 06:07 GMT
#137
I'm not sure how you can say they were a different unit in BW when they literally amoved exactly as they do now. The only difference is the nerfed clunky AI, reduced armor and a different meta game surrounding them.

Well if carriers attack the same as their BW counterpart, then I'm wrong about SC2 Carriers being boring. That also means they aren't inherently a-move units either. There's a difference between units that can be a-moved and units that that's all you can do with them. For instance muta and vutures in BW. You certainly could a-move them. But you could also micro them like crazy to get far more interesting results. So if the same thing exists with the SC2 carrier, then it's shame it's getting cut.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
MrCash
Profile Joined October 2011
United States1504 Posts
Last Edited: 2012-06-13 06:12:22
June 13 2012 06:11 GMT
#138
You could never just attack until colossus or broodlords either, which are defending their armies.
Undefended siege tanks are just as vulnerable as the other two.
Sure if you have 10 of them, you aren't killing them with 20 supply of any ground unit, same for colossus and broodlords.
Siege units are siege units, terran simply can get them fast, because they have the least tech and defensive flexibility.
Goibon
Profile Joined May 2010
New Zealand8185 Posts
June 13 2012 06:13 GMT
#139
Great interviews. Thje thing which bothers me about the Carrier answer is that it appears that they don't feel they have any responsibility whatsoever to make it a unit people will build. It felt as though they were putting the onus on the players do justify the unit. To me that's very backward and rubbed me the wrong way. Sort of a game designer's verson of constructive dismissal.

I dunno what they can do about it. I watched some BW a number of months back and saw a dude going mass carrier against mass goliath. It was some of the most intense micro i've ever seen with two of the coolest units ever created and it made me hard.

It's also funny how you would hear them talk so often about cool units in the past as if it was more important than balance etc. Times like these i almost miss that kind of talk
>_>
<_<

LOL'd @ the Thor answer. Did David get why everyone was laughing? Great stuff. I also like how David's interviewer challenged him on a lot of answers. It may have come across as nitpicky, but it allowed David to elaborate and clarify his points.

GREAT JOB A+
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
June 13 2012 06:15 GMT
#140
On June 13 2012 14:30 DarkPlasmaBall wrote:
Show nested quote +
On June 13 2012 14:26 tsuxiit wrote:
Browder has no idea about ZvP.


To be fair, the common complaint isn't really about NP... it's about hitting or missing the vortex.

But it did seem like he hadn't heard anything about ZvP late game being decided by mothership accuracy.


Right, he mentioned 'I haven't seen mother-ships used lately", "they are not that viable" before talking about the NP. Folks are just using the NP part to excuse his apparent lack of knowledge about late game ZvP.


Also I though it was very uncalled for that he mentioned they are "excited" terran's are losing tournaments lately.. I mean wtf??
IshinShishi
Profile Joined April 2012
Japan6156 Posts
June 13 2012 06:17 GMT
#141
It's funny how David Kim says that he thinks that players affect balance heavily and yet keeps bringing stats up to justify anything, any time, 10 T 10 P 10 Z in the GSL or other major tournaments shouldn't really mean much regarding the balance of the game, and yet it seems like it has great impact on how they see it, those could be forced numbers for all I care, there are many variables to take into consideration, but when random JoeDoe NA zerg that trains 2 hours/day at most can consistently beat Forgg/Polt etc. that dedicate way more time, something is very wrong, period.I wish someone asked what do they think of the fact that foreign terrans only come even close to winning anything big once in a blue moon, and how mediocre their performances are compared to their protoss and zerg counterparts, even when new blood is taken into account.
So... what that make you? Good? You're not good. You just know how to hide, how to lie
hagrin
Profile Joined May 2010
United States278 Posts
June 13 2012 06:23 GMT
#142
Fat Thors are hurting esports!!!!
tyrless
Profile Joined July 2010
United States485 Posts
June 13 2012 06:23 GMT
#143
How can you not like DBro? (and Davyie is cool too). I was worried about Browder when they first started making SC2, because of his work on the shit C&C games, and there is a bit of that design sloppiness that creeps into SC2 sometimes, but overall he clearly cares and knows what he's doing.

Although I am sad that he seemed to both "get it" and "not get it" at different points in the interview with regards to how important it is for SC2 as an e-sport that it be watchable. If the goal is to make it a legitimate e-sport, it needs to be fun to watch first and foremost (for a mainstream audience, NOT angsty teenagers who post on TL). Well actually first they need to actually do something about the hacking but so far they are totally outclassed on that front. So anyways he was right when he talked about how there needs to be big moments that CAN happen that will totally change the course of the game, that tension is huge.

But then he talks about how the Tempest is a better alternative to the Carrier, and yet a unit like the Carrier will always be more fun to watch than the Tempest, both because of the art and how it affects the battlefield mechanically. The Tempest is another classic boring unit (like the roach, or marauder) that does little to spice up the viewing experience. It's very good that they are keeping the Mothership and Thor (so far at least), because people love to watch those units (they are very memorable even to non-players).

As far as the interviews, the DBro one was too short and the interviewer w/ David Kim was...awkward.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-06-13 06:35:25
June 13 2012 06:26 GMT
#144
Kennigit's face while Browder says he has never heard of PvZ motherships is hilarious.

edi: also it's annoying how they don't realize that the reason the Carrier is so popular, are that it was a much much better unit in BW, that took a lot more skill to use than the current sc2 Carrier.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
phar
Profile Joined August 2011
United States1080 Posts
Last Edited: 2012-06-13 06:30:28
June 13 2012 06:29 GMT
#145
On June 13 2012 12:13 iTzSnypah wrote:
I'm a sad panda. 99% of the time TL does written interviews. 100% of the time I'm on 56k Dialup. WHY TL WHY!

Transcript of interviews PLEASE.

Dustin Browder interview. Don't have time to do David Kim's, it's 3x longer:
(transcriber’s notes: Most errors are from the speakers. Bear in mind that spoken English is very different than written English, so don’t read into the excessive filled pauses, broken sentences, etc. That’s how almost everybody talks off-script.

this is actually TL interviewing, right? I have no idea.

Also ****ing hell Dustin Browder talks really fast)


Anonymous Team Liquid Interviewer: Hi guys we're here at MLG Anaheim day 1 with game director of SC2 Dustin Browder, how are you doing this weekend?

Dustin Browder: Very good, it's a very exciting place to be this weekend.

TL: It is, uh, and we just had a conference with you where we saw a lot of the new units and saw some of the new changes. And before we kinda go into that stuff I wanna roll back a little bit and start talking about the stuff we've been experiencing from the community side. So let's talk about the balance changes you guys have made recently. Um, a lot of pro players have been humming and hawing about zerg, and with those changes you guys rolled out for the queen, the range on queen specifically, how do you guys feel that went over, now that it's been live for awhile? You know, what did you think of the feedback, statistically, and from the pros? Where do you see this going in the future?

DB: Statistically we're still looking really good on that, but we'll wait and see. Any time we make any kind of change like this, there's usually a bump, for a lot of our players that requires them to adjust to the changes in the game. We're not sure 100% yet how that's gonna go, like I know it's been a little while, but it hasn't been long enough I think at this point. So we're gonna wait and see and see how things settle down at this point. We're certainly seeing terrans win a little bit less, which is exciting for us to see. Um, and we don’t know. You know, you don't know what's going to happen in the near future, so we're still watching that one very very closely.

TL: What are your thoughts on the metagame overall? Players the pro level have complained about things like, uh, late game ZvP where you have this dynamic that if you can neural parasite a mothership, you can just change the game. Um, and it's not something where, uh... a lot of Starcraft is based on the idea that you can kinda come back from situations. But this is one of those situations where you know you can just lose your entire army or destroy his entire army in a couple actions, so what are your thoughts on that?

DB: It's funny, I had not heard that about neural parasiting a mothership. I have not seen enough motherships in play, um, to think that was a serious concern, you know in the GSL that we were suddenly going to see neural parasited motherships. There has always been a concern with neural parasite that it would push units out of the game, you know, that we would because of that the unit, because of that ability to see that kind of switch, that motherships would simply never be built. So I'm a little bit surprised to hear that that's the biggest concern we have in the metagame right now. I know we've got a lot of concerns I've heard, you know concerns about um, zergs, uh, against protoss being able to do mass roach strategies. Stephano did a build like this. Um, you know we've heard concerns about the tvz matchup with the queen change, but I hadn't heard that neural parasited mothership was biggest problem in the game right now at this point.

TL: Well it's not the biggest problem, but it is a problem, well, you can debate whether or not it's a problem or not, where it's just a, it's not a coinflippy situation, but it's a situation where the game just dramatically change either way.

DB: (interrupting) totally turns on a dime. And we certainly see that, I would argue we see that throughout the game. You know, certainly we see that with emps and high templars, where there's really a couple of moments and a couple of clicks that can make a very significant deciding factor in this outcome. Would we want to smooth those out some (emphasis in original)? Ahh, it's a line, right? Have we gone too far? Have we not gone f... you know, where are we at on it? I certainly feel like if I were to pick a moment that I would be more upset about it would certainly be the high templar ghost moment where I feel like it's very very close. And there is some good dancing that our players have learned to do with that so it's not quite so crucial. Splitting up their ghosts, or moving their high templars apart and that kinda stuff, but it's still hangs on a couple of clicks in some cases. But, it is part of the game at this point, right, that's not something that we can easily just wipe out that whole concept. We can certainly look in fixing infested mothership because I had not heard that feedback, that's not one that from this conversation I would take all that seriously. I haven't seen enough motherships for that to be viable, but there are places like what you're saying, that's a very viable question. Um, and I think at this point and some of that is real. It's a question of a line for us, and we do allow some of that, especially when it gets towards the end game, it can now get really crucial, right, at those moments, and we do like that tension we think it is fun to watch, it's not always as fun to play. But it is fun to watch those really tense moments, and that's certainly true of almost all sports, right, when it comes down to a couple of inches here will determine the course of the whole game (emphasis original). Right, and we feel like that is a valid part of an eSport. But it is a line, I don't know if we've crossed it yet or not.

TL: And uh, are you happy with the way balance is overall right now, is there anything you're looking at particularly?

DB: We're always looking at everything that's going on all the time. You know, every time we hear a complaint we're always checking stuff out, like you say, we are watching right now zerg versus protoss very carefully, we're continuing to watch this change to the queen's range, to see how that's affecting tvz specifically. Um, we made that change primarily because we felt like zerg were too easily contained by just like a handful of hellions. We wanted them to be able to protect their tumors, more easily protect their bases. A lot of terran players were just trading hellions for drones at some point in the game. And there was not a lot that zerg could seem to be able to do about it, we kinda thought that was legitimate, that there really wasn't much they could do about it. They weren't gonna learn something at some point down the road here, this was real. And so we felt like we had to try to do something. It will upend that matchup a little bit. It means the terran player's gonna work a little harder um, in terms of the numbers, we're still seeing really good numbers, but that can change at the drop of a hat. You know, we looked at the numbers this morning, coming down here, you know we were going to get these kinds of questions, obviously. Um, we are within 1% win-loss across the world, everywhere. Um, masters, grandmasters, everywhere else. Except for North America, zerg versus protoss, where the zerg have an advantage right now. Um, and so I want to see if that spreads. Does that go to Korea and Europe? Does it stay in North America? Does it get destroyed in North America and we go back to stability there? Don't know. Um, so we're watching that very closely as well.

TL: Um, I'm gonna switch topics a little bit, and, it's to an issue that's affecting a lot of players and a lot of pros right now, and it's kinda a big conversation. It's about kinda the state of battle.net and hacking, and I know you're obviously not battle.net security. Um, but, you know with the world championship this weekend, you know, we have a 98% chance that there's two guys we kinda confirmed were hacking that qualified, and of course that didn't get picked up by Warden. And so, a lot of pros are saying, "yea this is something I deal with on a day to day basis." Whether it's that camera locking thing, or the blink stalker hack. Um, so can you, is there you know on the Blizzard end that they're working on to kind of alleviate this?

DB: We're al..., we're always chasing these guys, right. Every time that they, you know, are trying to break into it, we're updating Warden, we're doing everything we can to make sure we stomp out these hacks. And it all just depends, we have different points in time where sometimes we're ahead of them and sometimes they're ahead of us. But it's a constant battle waged behind the scenes, the secret war between Blizzard and the hackers to try to make this stuff go away. But we're very serious about it, we're very committed to it, we know it's terrible. Like we know when those things happen, I've been hacked. You know, I've been in games where you know I have a guy who you know is looking at my base and he hasn't scouted me yet. In the first five minutes. It's like, you're map hacking dude. You know, um, and so it's always you know frustrating when those occur, but we're doing everything we can you know to get on top of these, but I don't know specifics. You know about what hacks are currently in... I don't even know if I would tell you if I knew, like I don't want these guys to know. We'll do everything we can to keep fighting these. But I hear the complaints, we agree with the complaints, the complaints are real, right, and we'd like to do better with this.
(transcriber's comment: from the perspective of the computer security world in general, everything Dustin says here is spot on fucking accurate. The never ending battle is true everywhere.)

TL: Sure. And do you think with the world championship, because it's uh, been opened up to pretty much everybody. You're dealing with a lot of online qualifiers where, you know.

DB: It's a risk.

TL: Yea it's a risk.

DB: It's a risk, and it's a concern, and it's something that the guys that are running the tournaments are gonna have to very aggressively deal with. And make sure that they find players that won legitimately. And that's going to be an absolute concern for us.

TL: Um, so let's switch to a nicer subject, which is Heart of the Swarm. Um, so you uh, you talked a little bit about some of these new units. Um, can you go over a little bit more about uh, breaking up the ball. Because that's a big dynamic in uh, Starcraft 2 right now. That players complain about is, protoss deathball, zerg deathball.

DB: There's there's two big sort of philosophical complaints that we heard. And there was many many more of course so I don't want to discount anything. But there's two big philosophical complaints that we've heard that we totally agreed with. One was, the death balls can get a little complicated and a little too big. There's obviously at some point there's gonna be a big mess of units, right. But how weird and diverse it is, and how much the composition matters was a legitimate complaint. And the second complaint was there was not as many sort of... Siege tank is totally a board control unit. Right, they can sort of force you to think, “Ok, I can't just push into that, it doesn't matter how much I have. I can't push into that. Um, how do I go around, how do I maneuver against that.” And that, that was really the one race that had that ability, right. So we're trying to add more of that kinda stuff. We're trying to give you know the protoss, or excuse me the zerg the ability to create areas of control with the swarm host. We're trying to create things like the widow mine and the oracle, that pull resources away from the main army. Um, and distribute those resources elsewhere on the map, so there's more opportunity for combat all over the map, and more small engagements that are occurring. And I think we've done a pretty good job with that with things like drops, but still we want to try to better. So it's a goal, how much can we succeed with that it's impossible to say. Obviously players, while they don't want that, it's the easiest way to play is with the death ball. Right, that would be the way players will always try to get back to that if they can. Right, how can I get everything into one spot so I can just kill you, right, that would be awesome (emphasis originial). Right, and so we're trying to find ways to, um, to make that less attractive. And certainly you know things like abduct on the viper, and blanketing cloud on the viper, can provide additional ways to sort of mess with the other guy's death ball, and make it a little less attractive to just clump up, and try to spread out a little bit more, might make himself a little bit more effective. But, we'll see, those are sort of two main goals. Reasons to go around, and reasons to spread out, would be thigns we would like to try to achieve. At the end of the day, if we just end up creating a bunch of cool new strategies, that would be awesome. But these are sort of the high level philosophies we'd also like to address.

TL: Um, so, with that idea of you know breaking apart that death ball, one of the units you'd introduced previously was the shredder, which is no longer in the game. Um, and for those who don't know, of course it was a unit that you could drop and it had like an AoE attack that would damage units. What was it about that unit that you guys found just wasn't gonna work?

DB: There was a couple of things that were flawed about the shredder. It was very difficult to find a balance point for that unit that was really effective. It was either way too strong, or way too weak. And we could never find that sweet spot for it. That was one problem with it. Um, the second problem with that unit was it was very confusing. It would turn off if friendly forces got into play, but if enemy forces were nearby, only the enemy force would take damage (emphasis originial). Players, even very high level players, grandmaster level players kept accidentally turning off their own shredders, by actually moving one thing just a pixel too close. It was very fiddly, you know, to use. The last bit that was very destructive is that probably at gold and below, it was just used as a raider, to wipe out the other guy's worker line, and it was annihilation. And, we, we couldn't reasonably feel like we could do something like say, "Well it doesn't affect hover units, but it affects air, but wait, so that means archons can kill it?" You know, it was it was very awkward, you know all the things um, that were problems, and we tried things like, "We'll just make it doesn't affect workers, but it affects everything else." And ok, what is this unit now? It was getting very complicated and very strange, and we were seeing players like literally rush in and kill it with scvs, because workers were immune. But then if you didn't have that you were raiding like crazy. So, it had complexity problems at the end of the day. And we feel like the widow mine removes a lot of those complexity problems, does a lot of the same things, but was a much cleaner and much clearer unit that has more strategy.

-- fade in and out

TL: One of the points that you made in the presentation was that you'd kind of had a change in philosophy based on community feedback as far as, what,

DB: removing units

TL: um, the unit you focus in on that you're still debating is the carrier. Um, what is it about the carrier that is making you question whether it should be in or not?

DB: Well we have the tempest. And the carrier rarely gets used. And the biggest reason I've heard why the carrier has to stay is 'cus it's cool. Right, well 'cus it's a carrier you can't take out the carrier 'cus it's the carrier (emphasis original). So it's like, ughh, I don't know if that's enough, right? Like everything else we've found an actual mechanical use for, right. Like, oh no wait, they do use the mothership, and they use it in this way and it's really cool. Right, or no, you know what, actually, overseers do find a use in this way, if we do this to the balance, right. We've found ways to make these other units work, and the carrier I feel like we have a legitimate replacement for, that is still a big gold ship, still looks cool, and does more different cooler stuff, hopefully. Um, so in that scenario we're just not sure that it's necessary to do it. But we'd be open to feedback as to why the carrier needs to stay as opposed to having a tempest replace it, other than "Please don't I like it." Um, even that could be enough. You know what I don't know, we're still arguing about it, I'm sort of on the fence to say, "Yea you know what it's dumb, it doesn't have any use, it will never have any use, but we'll just leave it in. And, who cares." Right, um, and that's I guess that's an option to take. And then we'll debate about it and say, "c’mon dude don't wuss out." Make the game tight, make it clean, make it clear, focus on making a quality experience, and don't just give in because it's cool. Give in because it has a really mechanical reason to be there. And those are the two sides of it, right. Should we just let it be there 'cus it's cool, or should we say, "No no, we have something cooler, and it doesn't need to be there, it's time for it to come out."

-- fade in and out

TL: Last question

DB: Sure

TL: Uh, you guys had released a blog pretty recently detailing some of these new featuers that you have on a wish list for Heart of the Swarm. Specifically, multiplayer replays, and a reconnect feature, and you guys didn't show anything with that today. Um, can you tell us like what the status is of those and where they are in development?

DB: Still totally in progress. We're still working on those, we just spent a ton of time doing this arcade 1.5 patch, I don't know have you seen this yet, but it's up on beta right now. And it was a ton of work for us to get that out, we put that out free to the community for everybody to have. Um, and we feel like that is finally getting us to a slightly better place at least for arcade, but we put a lot of work into that (emphasis original). And now we're able to move on to these other features we've been dying to do for years. And so we'll hopefully have something to roll out to you guys really soon.

TL: Great, thanks very much for your time. Appreciate it.

DB: Thanks man

TL: Thanks
Who after all is today speaking about the destruction of the Armenians?
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2012-06-13 06:36:53
June 13 2012 06:35 GMT
#146
@Thor nerf:
or david kim... MODIFY THE GRAPHICS of the thor -_-

zzz
Twitter: @zhurai | Site: http://zhurai.com
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
June 13 2012 06:37 GMT
#147
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 13 2012 06:46 GMT
#148
Great stuff from TL as usual. You can tel Kennigit trying to make the best out of a bad situation. You would think that the Blizz lead designer would make more time to answer questions to the premier SC2 community site, the only place where relevent community questions can be hand picked and asked.

The Carrier stuff is cringe worthy. It's like they made the shitiest interpretation of the unit, spent no time in trying to tweek it, all just to have a reason to ditch it and push forward other ideas "look!! this new original unit is better then the old one, i'm such a good game designer!!".

It looks like they are treating mech as the 1a easy to play alternative, instead of the positional play it should be. I'm sad you didn't ask about the siege tank and the simingly ever incresing ways of nullifying it. 1a FTW
Head Coach Park: "They should buff tanks!"
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 13 2012 06:46 GMT
#149
Browder is lying so damn hard about TvZ, I can't even believe it. "I just saw the numbers this morning, TvZ is only 1% difference, so great balance atm". Come on, every single terran I know in masters or above is losing at least 60% of his TvZ!
HoriZoNXI
Profile Joined May 2012
Australia310 Posts
June 13 2012 06:46 GMT
#150
Someone tell David Kim he actually has to pull a funny face to be made into a meme.
KanoCoke
Profile Joined June 2011
Japan863 Posts
Last Edited: 2012-06-13 07:00:27
June 13 2012 06:55 GMT
#151
Have a shot of whiskey every single time Waxangel says "So, you're telling me that..." and its variants in the David Kim interview.
Will always cheer for: MMA Bomber Taeja Curious Life herO Zest
PandaTank
Profile Blog Joined September 2010
South Africa255 Posts
June 13 2012 06:56 GMT
#152
Oh my GOD?!?! He doesn't even realise what is going on late game in PvZ? You have got to be freaking kidding me. Nearly every single pro has complained about the late game saying its broken, even including the zergs.The only reason we haven't seen the neural\mothership dynamic in the GSL is because the Korean protoss's are intelligent to know if you let the zerg make broodlords you lose. So they finish the game before that, or die trying.
facebook.com/PandaTank \\\ @PandaTankSC2
Woizit
Profile Joined June 2011
801 Posts
June 13 2012 06:58 GMT
#153
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.
cablesc
Profile Blog Joined August 2009
United States1540 Posts
June 13 2012 06:59 GMT
#154
On June 13 2012 15:37 BrosephBrostar wrote:
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.


That raider not killing workers comment was about adding a different dynamic to the game and Protoss in particular. What's wrong with giving Protoss a different way to harass the mineral line than just killing workers?

Also I don't see what's so bad about having deathball compositions in the game, if there are ways for your opponent to counter it and pick it apart. And with stuff like the Viper and widow mines, they're putting those options into the game.
Slayers Forever! Rip. :( - Not the eSports organizer, that's CableStarcraft.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 13 2012 07:01 GMT
#155
Can someone give a short summary of the interviews (can't watch them during the next couple days ).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 13 2012 07:06 GMT
#156
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
Last Edited: 2012-06-13 07:08:53
June 13 2012 07:07 GMT
#157
On June 13 2012 15:59 cablesc wrote:
Show nested quote +
On June 13 2012 15:37 BrosephBrostar wrote:
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.


That raider not killing workers comment was about adding a different dynamic to the game and Protoss in particular. What's wrong with giving Protoss a different way to harass the mineral line than just killing workers?

Also I don't see what's so bad about having deathball compositions in the game, if there are ways for your opponent to counter it and pick it apart. And with stuff like the Viper and widow mines, they're putting those options into the game.


I was actually thinking about blue flame more than the oracle. Anything that can kill a lot of workers will also be able to kill a lot of regular units, but Blizzard seems adamant about not allowing units that hard counter the deathball.

On June 13 2012 16:06 Snowbear wrote:
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.


I have to disagree there. I thought the way terrans had 2 unique armies in BW was an interesting feature. The recent trend for terrans to switch to mech compositions against zerg is actually pretty disappointing.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-06-13 07:11:54
June 13 2012 07:10 GMT
#158
On June 13 2012 16:07 BrosephBrostar wrote:
Show nested quote +
On June 13 2012 15:59 cablesc wrote:
On June 13 2012 15:37 BrosephBrostar wrote:
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.


That raider not killing workers comment was about adding a different dynamic to the game and Protoss in particular. What's wrong with giving Protoss a different way to harass the mineral line than just killing workers?

Also I don't see what's so bad about having deathball compositions in the game, if there are ways for your opponent to counter it and pick it apart. And with stuff like the Viper and widow mines, they're putting those options into the game.


I was actually thinking about blue flame more than the oracle. Anything that can kill a lot of workers will also be able to kill a lot of regular units, but Blizzard seems adamant about not allowing units that hard counter the deathball.

Show nested quote +
On June 13 2012 16:06 Snowbear wrote:
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.


I have to disagree there. I thought the way terrans had 2 unique armies in BW was an interesting feature. The recent trend for terrans to switch to mech compositions against zerg is actually pretty disappointing.


What do you mean? Isn't it great that in HOTS I can say: hmmm, let's play bio now, and the next match I can go mech, and both options are very viable.
Animzor
Profile Joined March 2011
Sweden2154 Posts
June 13 2012 07:10 GMT
#159
On June 13 2012 15:59 cablesc wrote:
Show nested quote +
On June 13 2012 15:37 BrosephBrostar wrote:
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.


That raider not killing workers comment was about adding a different dynamic to the game and Protoss in particular. What's wrong with giving Protoss a different way to harass the mineral line than just killing workers?

Also I don't see what's so bad about having deathball compositions in the game, if there are ways for your opponent to counter it and pick it apart. And with stuff like the Viper and widow mines, they're putting those options into the game.


Stop defending Blizzard, they're making shitty decisions.
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
June 13 2012 07:13 GMT
#160
On June 13 2012 16:10 Snowbear wrote:
Show nested quote +
On June 13 2012 16:07 BrosephBrostar wrote:
On June 13 2012 15:59 cablesc wrote:
On June 13 2012 15:37 BrosephBrostar wrote:
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.


That raider not killing workers comment was about adding a different dynamic to the game and Protoss in particular. What's wrong with giving Protoss a different way to harass the mineral line than just killing workers?

Also I don't see what's so bad about having deathball compositions in the game, if there are ways for your opponent to counter it and pick it apart. And with stuff like the Viper and widow mines, they're putting those options into the game.


I was actually thinking about blue flame more than the oracle. Anything that can kill a lot of workers will also be able to kill a lot of regular units, but Blizzard seems adamant about not allowing units that hard counter the deathball.

On June 13 2012 16:06 Snowbear wrote:
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.


I have to disagree there. I thought the way terrans had 2 unique armies in BW was an interesting feature. The recent trend for terrans to switch to mech compositions against zerg is actually pretty disappointing.


What do you mean? Isn't it great that in HOTS I can say: hmmm, let's play bio now, and the next match I can go mech, and both options are very viable.


I think the way you had to approach each matchup differently was an interesting dynamic. It almost made it like there were actually 4 races instead of 3.
paddyz
Profile Joined May 2011
Ireland628 Posts
June 13 2012 07:15 GMT
#161
What is stopping blizz from making the carrier build faster and be made a little stronger? Surely they only need to buff/change it to make it viable.
How the hell do people who play this game not know that a mothersip can be neuraled?! Mothership has become common late game PvZ against the infestor/broodlord composition mainly to harrass then recall or to vortex the broodlords if they are clumped up..this can all be prevented if the infestor neurals the mothership as then it is simply a matter of wasting the energy on vortexes (haven't seen them use recall with a neuraled mothership in a tournament yet :p).
I hope blizzard make changes so that zerg start using more diverse unit compositions in ZvP as at the moment I see many games where zerg only make roaches or just make roaches early game, add infestors in mid game then finish the game with broodlords.
Would also like to see more then MMMVG from T in TvP but overall TvP is still my favourite matchup.

Havent got to really test this but I would like it to be tested: Let the oracle be able to disable a nexus/command centre/orbital command/planetary/hatch/lair/hive rather then just the mineral patches so that way they can stop gas mining and worker building (could make it to stop larva/scans/mules/chrono etc aswell)
Nizzy
Profile Blog Joined November 2010
United States839 Posts
Last Edited: 2012-06-13 07:21:12
June 13 2012 07:17 GMT
#162
Kenn,

Thanks for uploading the videos good job.

Man I just don't know about Browder going forward. I know he has a ton of RTS experience but he didn't design the best one ever in SC, SC:BW. So I'm worried. I feel like he wants to put too many units into the game that do too much..when what made SC1 so great was basic units and how the user made them do a lot.

I don't know why they just don't make the Carrier stronger, if its stronger people will use them more. Maybe tweet the upgrades. Don't make the Tempest and give it 22 range, just give the Carrier little ships +3 range to fly out of the carrier so they can pick off seige tanks then the ground army can move in...

See, basic things like that, over the extreme change Browder wants.. I just don't like his mindset sometimes.


On June 13 2012 16:15 paddyz wrote:
What is stopping blizz from making the carrier build faster and be made a little stronger? Surely they only need to buff/change it to make it viable.
How the hell do people who play this game not know that a mothersip can be neuraled?! Mothership has become common late game PvZ against the infestor/broodlord composition mainly to harrass then recall or to vortex the broodlords if they are clumped up..this can all be prevented if the infestor neurals the mothership as then it is simply a matter of wasting the energy on vortexes (haven't seen them use recall with a neuraled mothership in a tournament yet :p).
I hope blizzard make changes so that zerg start using more diverse unit compositions in ZvP as at the moment I see many games where zerg only make roaches or just make roaches early game, add infestors in mid game then finish the game with broodlords.
Would also like to see more then MMMVG from T in TvP but overall TvP is still my favourite matchup.

Havent got to really test this but I would like it to be tested: Let the oracle be able to disable a nexus/command centre/orbital command/planetary/hatch/lair/hive rather then just the mineral patches so that way they can stop gas mining and worker building (could make it to stop larva/scans/mules/chrono etc aswell)



yup, funny we post the same opinion same time...

just buff / slightly mod the carrier no biggie.

As far as NP on the mothership goes, just take it away. I liked it when you couldn't NP Thors, Mothership, BCs...
AxionSteel
Profile Joined January 2011
United States7754 Posts
June 13 2012 07:20 GMT
#163
On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


I know right....My heart sank and my interest in the interview kind of declined from that point. Absolutely bizarre.

beatitudes
Profile Joined January 2012
United States167 Posts
June 13 2012 07:20 GMT
#164
browders interview really didnt impress me at all. =( i felt he was just dodging a lot and he seriously didnt know about mothership in pvz?
<3
cmen15
Profile Blog Joined December 2010
United States1519 Posts
June 13 2012 07:21 GMT
#165
Thanks for getting these interviews!!!
Greed leads to just about all losses.
vorxaw
Profile Joined April 2011
Canada245 Posts
June 13 2012 07:22 GMT
#166
Maybe he doesnt watch many games himself, but have people informing him of issues, and they forget to tell him about the vortex -vs-neuralvortex battle in pvz
But I like the overall trend of adding choices into the game play, give other races microintensive units as well so some with better contol can take advantage of it
Woizit
Profile Joined June 2011
801 Posts
June 13 2012 07:22 GMT
#167
On June 13 2012 16:20 AxionSteel wrote:
Show nested quote +
On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


I know right....My heart sank and my interest in the interview kind of declined from that point. Absolutely bizarre.



I couldn't follow the rest of the interview right after hearing that either. I just can't fathom why he feels that siege tanks have to be made useless.
jeffvip
Profile Joined June 2011
211 Posts
June 13 2012 07:29 GMT
#168

On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


Part of me is dying inside. Siege Tank have been nerf too much yet DK still stated it is OP. Look at BW Siege Tank if you want to know what is OP.

Marine is Terran strongest unit but it might be Terran's biggest weakness. Bcos of Marine so OP, other Terran unit regrettably have to be weak..
cablesc
Profile Blog Joined August 2009
United States1540 Posts
June 13 2012 07:30 GMT
#169
On June 13 2012 16:10 Animzor wrote:
Show nested quote +
On June 13 2012 15:59 cablesc wrote:
On June 13 2012 15:37 BrosephBrostar wrote:
I think Blizzard makes too many traps for themselves. They want to make "raider" units, but they don't want them to be able to kill lots of workers. They know everyone wants the deathball to go away, but they won't do anything to kill it. I don't see how anything is going to get better with this kind of attitude.


That raider not killing workers comment was about adding a different dynamic to the game and Protoss in particular. What's wrong with giving Protoss a different way to harass the mineral line than just killing workers?

Also I don't see what's so bad about having deathball compositions in the game, if there are ways for your opponent to counter it and pick it apart. And with stuff like the Viper and widow mines, they're putting those options into the game.


Stop defending Blizzard, they're making shitty decisions.


LOL dude. Thanks for your input. You really set me straight.

On June 13 2012 16:06 Snowbear wrote:
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.


I liked that aspect too. Also nobody is talking about the adjustments to zerg where speed hydra's will give an alternative in the late-game to the zerg-deathball. It's clear that Blizzard is looking to add different options to the game so there isn't just one style for each race or match-up. I personally think that's the right way to flesh out the game and give it dimensions.
Slayers Forever! Rip. :( - Not the eSports organizer, that's CableStarcraft.
IshinShishi
Profile Joined April 2012
Japan6156 Posts
Last Edited: 2012-06-13 07:31:42
June 13 2012 07:31 GMT
#170
On June 13 2012 16:22 Woizit wrote:
Show nested quote +
On June 13 2012 16:20 AxionSteel wrote:
On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


I know right....My heart sank and my interest in the interview kind of declined from that point. Absolutely bizarre.



I couldn't follow the rest of the interview right after hearing that either. I just can't fathom why he feels that siege tanks have to be made useless.

Statistics are telling him that siege tanks are too strong, ergo a bunker build time nerf will follow.Also terran has too many options and poor zergies can't do anything vs scary hellions killing drones,that's why the bunk... err the queen was buffed.
So... what that make you? Good? You're not good. You just know how to hide, how to lie
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
Last Edited: 2012-06-13 07:37:49
June 13 2012 07:36 GMT
#171
Can't believe what they said about the siege tank ... and oracle being a micro-oriented unit is hilarious, it's a one-click 100% secure spell unit meanwhile the harassed player has to work his ass off if he wants to disminish its effect.

You really should've asked about ghosts and ravens, 45 minutes of i-views and nothing about them T_T
Terran & Potato Salad.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
June 13 2012 07:38 GMT
#172
playing soft ball on dustin browder isnt that good of an idea... wax tried to attack David Kim but sadly he cant do it well enough which make the interview drag out as well as awkward. Thanks for the contents though
Im daed. Follow me @TL_NB
Luoson
Profile Joined May 2010
New Zealand153 Posts
June 13 2012 07:42 GMT
#173
Why not keep the carrier but give it an upgrade to also have the tempests long shot cannon
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
June 13 2012 07:42 GMT
#174
On June 13 2012 16:36 Lukeeze[zR] wrote:
Can't believe what they said about the siege tank ... and oracle being a micro-oriented unit is hilarious, it's a one-click 100% secure spell unit meanwhile the harassed player has to work his ass off if he wants to disminish its effect.

You really should've asked about ghosts and ravens, 45 minutes of i-views and nothing about them T_T


agree, the way oracle can pop in and out is infuriating even when only watching a video about them lol

It always seems to me like Bliz guys are a couple weeks behind in the metagame / issues arising / what is smashing players.

For example, Tosses were getting demolished by fast mass muta balls left and right for a loooong time. But eventually with blink, archons, etc the metagame caught up and tosses started to defend it quite well. Towards the end of this period is when the phoenix range upgrade was introduced- and how many times have you seen that gotten in PvZ matches? o.o

Thanks for the interviews- always great to see Blizzard's point of view
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
rpdla
Profile Joined January 2012
Korea (South)11 Posts
June 13 2012 07:55 GMT
#175
haha, wonder if david kim gets angry about balance after losses because it would be a different situation seeing as he can control the balance of the game.
Nizzy
Profile Blog Joined November 2010
United States839 Posts
June 13 2012 07:56 GMT
#176
Go ahead david kim

say RIGHT one more time I dare you.

I can tell he's an extremely nice and intelligent person. However there's no way I would be able to work with him, his tone of voice and repetitive style of speech drives me nuts.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2012-06-13 08:04:35
June 13 2012 08:02 GMT
#177
From what dustin said, it seems like most of what he was asked, he just simply disagreed with (or he didn't explain himself well, or was missing what the interviewer was getting at).

For David, he gave some interesting points on the design. I liked that. He gave some other interesting info, such as the battle hellion and warhound being "a-move" units because terran has to fucking micro so much. Wow, I didn't even think of that was a goal. So bio is like a micro oriented harass aggressive style, while mech is almost like the opposite I guess. I just hope that the warhound doesn't push tanks out of the picture. Warhound/hellion and tank/hellion I hope will both work in different ways, similar to thor/hellion and tank/hellion right now.

Also I did not realize the viper+somethingelse thing was supposed to give a different style of play. No wonder we didn't see infestors/BLs with that. They were trying to show some new style that you could play, instead of transitioning into the zerg deathball we almost always see these days. I think the casters forgot or didn't emphasize that enough in the battle report. Well, gj David for pointing that out.

Overall their decisions and focus points seem pretty spot on. We can only hope that their goals can be reached, of course. So far it looks ok, but since i'm not even on the team, which must have spent a good deal of time testing stuff out, i'm sure it is at worst decent (overall improved, decent as an expansion I mean).



Nice interviews guys!

LOL I just got to the thor part, hilarious, david is a troll after all.

Oh and I forgot, lol at the dustin/david/face/rock/funny-picture thing at the beginning xD

LOL hurting esports quote.

@Nizzy

I think it has to do with simply being under pressure, and I guess less public speaking experience. I mean dustin browder seems really natural, but david seems a bit... uncomfortable, like all the "uhs", or when he's thinking of how to word something, or saying repetitive things like "right" as you mentioned. I get those problems too xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
NET
Profile Blog Joined February 2009
United States703 Posts
June 13 2012 08:04 GMT
#178
On June 13 2012 16:42 Luoson wrote:
Why not keep the carrier but give it an upgrade to also have the tempests long shot cannon


I like this suggestion.

In the Dustin interview, I understand his view where a really fun game to watch comes down to a few inches or plays. As a player I think it could be rather frustrating though if you lose an entire game because of a couple of clicks, but then again, it teaches you how to be a better player in future endeavors.

But as an E-sport, I totally agree with his view on this matter. Enjoyed the first interview, it was short and sweet. The second interview seemed to drag on in some parts, but overall it was very informative. Saying his favorite player to watch is MMA is pretty cool too, my favorite Terran as well. Thanks for the cool interviews.
"Dark Templar are the saviors of the Protoss Race." -Artosis
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 13 2012 08:04 GMT
#179
DK really said the tank is to strong? WTF!
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Bashion
Profile Joined February 2011
Cook Islands2612 Posts
June 13 2012 08:06 GMT
#180
Wax, you deserve a laptop too!!

Thank you for the interviews!
I've got moves like Jagger
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
June 13 2012 08:13 GMT
#181
That david kim interview was awesome.

Pretty much nailed every question imo.
aka: KTVindicare the Geeky Bartender
Kabras
Profile Joined June 2011
Romania3508 Posts
June 13 2012 08:13 GMT
#182
"A lot of the existing protoss units are good at attack-move" GG David
"So playing SF in pubs, everyone remember that a very important point is that when using a carry hero like this you must be very selfish. Because working with team mates is a very dangerous thing" - 2009
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2012-06-13 08:29:25
June 13 2012 08:17 GMT
#183
On June 13 2012 17:04 dezi wrote:
DK really said the tank is to strong? WTF!


I missed that... but I agree! With the popularity of just pure MMM in TvZ, it seems there may need to be more incentive to get tanks in TvZ. By making tanks stronger, they could give T more supply to use for other units instead, making lategame TvZ easier (if that actually is a problem), but if it's not, that new viper/harass style, giving zerg more options, should be enough to help. And making tanks stronger would make mech much more viable in TvP. Also it doesn't seem buffing tanks would change too much in TvT neither -- mech in TvT is already pretty rare/weak. Yeah, there are arguments that if you play "perfectly", it is the strongest. But no one is perfect; there are always mistakes. Anyways, if someone were to be able to play mech perfectly, then you could theorize that someone could micro their MMM perfectly, stutter stepping to the exact frame, and splitting insanely well, etc. For marine/tank TvT, there should be no real problem because both of them have tanks anyway, though they might not like being able to 1 shot marines with tanks (though really I don't think it's a big deal, that would only apply for marines being hit by 1 single tank shot, and that one target marine dying or not dying).


Anyways those are just my thoughts, I think the tank is such an important unit for Terran, it really opens up a lot of strategies. And I mean it's just so traditional, giving terran a real terran feel. Terrans are supposed to also be able to be defensive, right? Or was that only BW? Walls, tanks, turrets, mines, bunkers, etc.. Terran had a lot of defensive tools, and now they have PFs too and soon widow mines. I know David said they definitely want to allow terran to have more options, instead of just bio TvP, which is awesome, but I just hope the tank doesn't become obsolete with the warhound, or that tank play becomes very minimal or rare.


On June 13 2012 16:31 IshinShishi wrote:
Show nested quote +
On June 13 2012 16:22 Woizit wrote:
On June 13 2012 16:20 AxionSteel wrote:
On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


I know right....My heart sank and my interest in the interview kind of declined from that point. Absolutely bizarre.



I couldn't follow the rest of the interview right after hearing that either. I just can't fathom why he feels that siege tanks have to be made useless.

Statistics are telling him that siege tanks are too strong, ergo a bunker build time nerf will follow.Also terran has too many options and poor zergies can't do anything vs scary hellions killing drones,that's why the bunk... err the queen was buffed.



Haha hilarious, thanks.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Naphal
Profile Joined December 2010
Germany2099 Posts
June 13 2012 08:23 GMT
#184
i think it is fine that certain units are not as prevalent in some matchups (tanks in TvP for example, apart from certain allins)
but the warhound is poor design, by giving him an antimech attack they just slap a HUGE "not to use in TvZ" on it, please design units a bit more openly, even if it turns out that they get rarely used in specific matchups -.-
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
June 13 2012 08:33 GMT
#185
On June 13 2012 17:23 Naphal wrote:
i think it is fine that certain units are not as prevalent in some matchups (tanks in TvP for example, apart from certain allins)
but the warhound is poor design, by giving him an antimech attack they just slap a HUGE "not to use in TvZ" on it, please design units a bit more openly, even if it turns out that they get rarely used in specific matchups -.-


When you look at it so simply it may look like it is stupid. I thought so too. But look more at the numbers, the long production time, the high HP per supply ratio, the 2:1 mineral:gas ratio, the relatively good HP to cost ration, the size of the warhounds allowing them to pack together more instead of thors, of which sometimes only the front ones can attack, etc., I can see many uses of having warhounds in TvZ. For example if you're at 180 supply and there's not much action going on, as in you are dealing with harass well and don't have any gaping holes, and are just watching your minimap and stuff, and so that you know you will have time to finish your production cycle to get to 200, you could build 10 warhounds, instead of 3 thors 2 warhounds. Then you would end up with 2200 HP instead of 1640 HP, and have about 230 DPS instead of 206 DPS. It may not seem much but this is only over a supply of 20.

And also the 45 second cooldown of the warhound provides another option other than thors, since a thors' long 60 second production time may cause problems of defending... Hellions don't work well against roaches, and tanks take quite a long time and are immobile and hard to use against roaches in small numbers especially if they get past your wall or whatever, and thors take a long time to get out like I said. So warhounds are an option there too.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 13 2012 08:39 GMT
#186
On June 13 2012 17:33 Yoshi Kirishima wrote:
Show nested quote +
On June 13 2012 17:23 Naphal wrote:
i think it is fine that certain units are not as prevalent in some matchups (tanks in TvP for example, apart from certain allins)
but the warhound is poor design, by giving him an antimech attack they just slap a HUGE "not to use in TvZ" on it, please design units a bit more openly, even if it turns out that they get rarely used in specific matchups -.-


When you look at it so simply it may look like it is stupid. I thought so too. But look more at the numbers, the long production time, the high HP per supply ratio, the 2:1 mineral:gas ratio, the relatively good HP to cost ration, the size of the warhounds allowing them to pack together more instead of thors, of which sometimes only the front ones can attack, etc., I can see many uses of having warhounds in TvZ. For example if you're at 180 supply and there's not much action going on, as in you are dealing with harass well and don't have any gaping holes, and are just watching your minimap and stuff, and so that you know you will have time to finish your production cycle to get to 200, you could build 10 warhounds, instead of 3 thors 2 warhounds. Then you would end up with 2200 HP instead of 1640 HP, and have about 230 DPS instead of 206 DPS. It may not seem much but this is only over a supply of 20.

And also the 45 second cooldown of the warhound provides another option other than thors, since a thors' long 60 second production time may cause problems of defending... Hellions don't work well against roaches, and tanks take quite a long time and are immobile and hard to use against roaches in small numbers especially if they get past your wall or whatever, and thors take a long time to get out like I said. So warhounds are an option there too.

The way i see it is that you choose between tanks and warhounts. Thors will still be vital for anti air. Or maybe the new mines will take some of the anti air responsibilities?
Head Coach Park: "They should buff tanks!"
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
Last Edited: 2012-06-13 09:15:07
June 13 2012 08:44 GMT
#187
how bout you FIX the carrier micro?

User was warned for this post
Jaedong.
Andreas
Profile Blog Joined January 2011
Norway214 Posts
June 13 2012 08:44 GMT
#188
This interview just strengthens my impression that the Blizzard balancing team don't really know the game all that well. Dustin Browder surprised to hear about Motherships being a concern in PvZ? Queen buff to let zerg deal with hellions when roaches are already an easy and fairly cheap way of doing it? Their skewed stats showing 50% winrate in TvP across all game lengths? There's so many suspicious statements.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
June 13 2012 08:53 GMT
#189
On June 13 2012 17:39 Sapphire.lux wrote:
Show nested quote +
On June 13 2012 17:33 Yoshi Kirishima wrote:
On June 13 2012 17:23 Naphal wrote:
i think it is fine that certain units are not as prevalent in some matchups (tanks in TvP for example, apart from certain allins)
but the warhound is poor design, by giving him an antimech attack they just slap a HUGE "not to use in TvZ" on it, please design units a bit more openly, even if it turns out that they get rarely used in specific matchups -.-


When you look at it so simply it may look like it is stupid. I thought so too. But look more at the numbers, the long production time, the high HP per supply ratio, the 2:1 mineral:gas ratio, the relatively good HP to cost ration, the size of the warhounds allowing them to pack together more instead of thors, of which sometimes only the front ones can attack, etc., I can see many uses of having warhounds in TvZ. For example if you're at 180 supply and there's not much action going on, as in you are dealing with harass well and don't have any gaping holes, and are just watching your minimap and stuff, and so that you know you will have time to finish your production cycle to get to 200, you could build 10 warhounds, instead of 3 thors 2 warhounds. Then you would end up with 2200 HP instead of 1640 HP, and have about 230 DPS instead of 206 DPS. It may not seem much but this is only over a supply of 20.

And also the 45 second cooldown of the warhound provides another option other than thors, since a thors' long 60 second production time may cause problems of defending... Hellions don't work well against roaches, and tanks take quite a long time and are immobile and hard to use against roaches in small numbers especially if they get past your wall or whatever, and thors take a long time to get out like I said. So warhounds are an option there too.

The way i see it is that you choose between tanks and warhounts. Thors will still be vital for anti air. Or maybe the new mines will take some of the anti air responsibilities?


Yea, it should be interesting. Since the warhound is pretty damn fast, perhaps there can be a more mobile mech style, I guess sort of like the thor/hellion there is now. As how bio can have tanks or no tanks, mech can have tanks or no tanks. Both bio and mech have 2 main kinds of styles it seems (based on the defense/slow/powerful vs aggressive/fast/harass thing). And maybe, since you're spending more minerals and less gas, your expansions can be more "normal", instead of sinking so many minerals into lots of macro OCs, and that can affect the style a lot too.

Seems like you could even go warhound heavy, with some thors for AA , a few mines around the map, and just a few support battle hellions (since they will be even better against lings now). Unlike Thors, you can't have your army NP'd so easily, since it would take roughly twice as many NPs to get all the warhounds, and that would be much less effective than it is now for tankless thor/hellion armies.

Anyways I'm seeing lots of new strategies and options, none of which I think i have a problem with yet :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-13 08:58:13
June 13 2012 08:57 GMT
#190
so browder, does not find a reason for not taking out the carrier, but they taking in, the colossus ....
hey but... the colossus is cool!!

and how about the freaking Raven?
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
June 13 2012 09:16 GMT
#191
David Kim is asking for it, bring on the memes!
Flying, sOs, free, Light, Soulkey & ZerO
mizU
Profile Blog Joined April 2010
United States12125 Posts
June 13 2012 09:18 GMT
#192
I like how the Asian interviews the Asian and...
if happy ever afters did exist <3 @watamizu_
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
June 13 2012 09:21 GMT
#193
I don't even know what to say about the TvZ comment, siege tank comment and how the battle hellion and warhound are a-move units because Terran has to micro to much...

[13:40] <Qbek> gosi i dreanmt about you
kochujang
Profile Joined July 2010
Germany1226 Posts
Last Edited: 2012-06-13 09:29:32
June 13 2012 09:29 GMT
#194
On June 13 2012 17:44 Andreas wrote:
This interview just strengthens my impression that the Blizzard balancing team don't really know the game all that well. Dustin Browder surprised to hear about Motherships being a concern in PvZ?

This post just strengthens my impression that a lot of users don't really listen/read when Blizzard makes a statement. DB was surprised to hear about NP'ed Motherships being a concern, which is not really the case.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
June 13 2012 09:48 GMT
#195
On June 13 2012 17:17 Yoshi Kirishima wrote:
Show nested quote +
On June 13 2012 17:04 dezi wrote:
DK really said the tank is to strong? WTF!


I missed that... but I agree! With the popularity of just pure MMM in TvZ, it seems there may need to be more incentive to get tanks in TvZ. By making tanks stronger, they could give T more supply to use for other units instead, making lategame TvZ easier (if that actually is a problem), but if it's not, that new viper/harass style, giving zerg more options, should be enough to help. And making tanks stronger would make mech much more viable in TvP. Also it doesn't seem buffing tanks would change too much in TvT neither -- mech in TvT is already pretty rare/weak. Yeah, there are arguments that if you play "perfectly", it is the strongest. But no one is perfect; there are always mistakes. Anyways, if someone were to be able to play mech perfectly, then you could theorize that someone could micro their MMM perfectly, stutter stepping to the exact frame, and splitting insanely well, etc. For marine/tank TvT, there should be no real problem because both of them have tanks anyway, though they might not like being able to 1 shot marines with tanks (though really I don't think it's a big deal, that would only apply for marines being hit by 1 single tank shot, and that one target marine dying or not dying).


Anyways those are just my thoughts, I think the tank is such an important unit for Terran, it really opens up a lot of strategies. And I mean it's just so traditional, giving terran a real terran feel. Terrans are supposed to also be able to be defensive, right? Or was that only BW? Walls, tanks, turrets, mines, bunkers, etc.. Terran had a lot of defensive tools, and now they have PFs too and soon widow mines. I know David said they definitely want to allow terran to have more options, instead of just bio TvP, which is awesome, but I just hope the tank doesn't become obsolete with the warhound, or that tank play becomes very minimal or rare.


Show nested quote +
On June 13 2012 16:31 IshinShishi wrote:
On June 13 2012 16:22 Woizit wrote:
On June 13 2012 16:20 AxionSteel wrote:
On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


I know right....My heart sank and my interest in the interview kind of declined from that point. Absolutely bizarre.



I couldn't follow the rest of the interview right after hearing that either. I just can't fathom why he feels that siege tanks have to be made useless.

Statistics are telling him that siege tanks are too strong, ergo a bunker build time nerf will follow.Also terran has too many options and poor zergies can't do anything vs scary hellions killing drones,that's why the bunk... err the queen was buffed.



Haha hilarious, thanks.



Am I out of my mind? :D Are you sure you didn't read "too weak" instead of "too strong"? :-)
Quotidian
Profile Joined August 2010
Norway1937 Posts
Last Edited: 2012-06-13 09:55:42
June 13 2012 09:53 GMT
#196
should've asked David Kim "but do you watch the GSL?" because I really don't get the impression that they do (beyond the finals)

these interviews really instill zero confidence in blizzard's balance team ;\
ULuMuGuLu
Profile Blog Joined September 2010
190 Posts
June 13 2012 10:11 GMT
#197
really great interviews, that david kim interview is really insightful, only thing i didn't like about the dustin interview was the length, seemed like kenigit ran out of questions :D
HKGxPython
Profile Joined March 2011
United States78 Posts
June 13 2012 10:26 GMT
#198
I'm interested in how the Tempest will affect TvP late game, and I haven't seen anything about that (I could have missed it of course), but if a Protoss has say 5 Tempest and 4 colossus, how will a Terran handle that? Vikings are good but they can't kill all of that, and because the Tempest takes care of that anti air, the need for Stalkers is virtually non-existent. I think we're going to see a big shift in that meta game, and while I started writing this post a little annoyed, now I'm just excited =D
Do, or do not. There is no try.
silentdecay01
Profile Joined February 2012
United States106 Posts
June 13 2012 10:29 GMT
#199
I love blizzard games, but since actvision merged with them, I feel like they lost a connection with their customers and don't really keep up with their own games while dev.

Honestly dispointed atm how david kim balances, seems to be out of the loop as of late, did a decent job @ start of starcraft but seem to lose track on what is balanced.

Do you guys think blizzard should mabey Hire one of the pro Korean gammers or cotches to work on game balance with david kim? I think it would be better if blizzard hired a outside source to help balance the game.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
June 13 2012 10:30 GMT
#200
On June 13 2012 19:26 HKGxPython wrote:
I'm interested in how the Tempest will affect TvP late game, and I haven't seen anything about that (I could have missed it of course), but if a Protoss has say 5 Tempest and 4 colossus, how will a Terran handle that? Vikings are good but they can't kill all of that, and because the Tempest takes care of that anti air, the need for Stalkers is virtually non-existent. I think we're going to see a big shift in that meta game, and while I started writing this post a little annoyed, now I'm just excited =D


lol, I went through the same process while reading your post, made my day.. :D
Callynn
Profile Joined December 2010
Netherlands917 Posts
June 13 2012 10:31 GMT
#201
Really great interviews, but I think the Tempest was kind of skipped in the DK interview. What I was really wondering is what role they had in mind for a large Protoss warship that really made them decide to go for a complete switch.

Just for an example, the enormous range on the Tempest could easily be given to the Carrier (increase the range at which interceptors may fly away from their Carrier) without punishing the strategies of their opponents too much. Right now, not going Spire against any Protoss (due to the Oracle, but also due to the Tempest) is just not going to be an option for Zerg. While if they were interceptors, at least anti air (such as spores and hydras) would have some use.

This seems to narrow down possible builds in the PvZ matchup for HotS instead of motivating to go for a more wider variety of strategies.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
Last Edited: 2012-06-13 10:34:54
June 13 2012 10:34 GMT
#202
oops~ edit
Give thanks and praise!
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
Last Edited: 2012-06-13 11:02:54
June 13 2012 10:50 GMT
#203
I really dont like the idea of 'the entire game boiled down to 1 vortex'. It sucks for both players and both races, its shit to play and shit to watch. Id rather have a dynamic game of back and forth harassing and fighting all over the map, than this 1 'coinflippy' engagement. I am disappointed that Dustin doesn't share this view.

EDIT : I share the view that it seems dustin doesn't know too much about the game (mothership was a surprise to him???). It seems like they only watch the battle.net forums, but unfortunatly for us, the quality is really lackluster.
So when he says they are fixing something based on community feedback, it probably means what is HOT on the battlenet forums, but we all know that the really important content is here, on TL.

I am disappoint. They have learned nothing.
razy
Profile Joined February 2010
Russian Federation899 Posts
June 13 2012 10:51 GMT
#204
In broodwar you could go both bio and mech in tvz -_-
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-14 01:10:45
June 13 2012 11:12 GMT
#205
Wrote up a transcript for those of you that can't watch the interview, it's a giant wall of text so I broke it up into spoiler tags:

+ Show Spoiler [Part 1 - Balancing Methodology and Com…] +
Wax Angel: Hey, we're here with David Kim game designer for starcraft 2
I'm just going to start out with questions I don't know, I don't do this lead in stuff well.

So in America or in the west a lot of people, the fans they point at Dustin Browder as the guy to blame all their balance complaints, and in Korea they all blame David Kim for some reason, so i think it would be good to just point out what exactly you do on the balance side, so we can clarify this stuff, is all this deserved?


David Kim: we actually work on a team, it's not just me and Dustin that work on the balance we actually have a group of multiplayer game designers that work on the balance. I just think those two names are more well known, it's kinda cool seeing Dustin Browders face and funny comments like the comment about rocks that we saw yesterday so it would be kinda cool if my face was there instead.


Wax: In the community there are these jokes, some jokes and some serious, like "blizzard doesn't pay attention to the games, they don't know what they're doing" so you know, take this as a chance to clarify some of that stuff things like "how many people are on the team and what kind of tournaments do you watch, how often do you watch them, with what kind of thoroughness" put some confidence in these people.



DK: Well we have a few people working on the multiplayer game and we actually try to watch every single major tournament so when ever there is a major event going on we try watch as many games as possible and we try to talk about what we observe. For example last week there was red bull battlegrounds we watched that pretty heavily too, so i guess we're watching almost every single major tournament around the world and we do try our best to listen to our community, sometimes we don't react as quickly to certain suggestions, but that's just the nature of it. We not only look at the community feedback we also look at pro feedback, we also look at the various different data that we have, so it's really difficult sometimes if all those three things disagree in terms of what they're saying so we cannot promise we will act on every single major complaint that the community has, but at the same time we try to analyze to the best of our abilities and really look into every issue.


Wax: So let's talk about that a little bit in detail so you say you look at pro feedback and that's actively talking to the pro's asking them for their opinions?



DK: Yes, but there's ups and downs to every method of feedback especially right, the pro's are generally a little more biased then not because they play one race, they have to win all the time, so they probably feel the most pressure so we do take that into account whenever we get pro feedback.

But on a similar side we don't just gather the verbal feedback that the pros give but also there are a lot of people within our company and outside the company that watch the game a lot, very heavily, so those people generally have a good unbiased view of the game. I think in terms of pro feedback whenever we say that we not only mean the actual pro feedback that the pro players are giving us but also we do have a bunch of people both internally and externally that are really good at analyzing the game, and the feedback we get from them is just as important as the feedback that we get from the pros.


Wax: Okay and another thing we hear as a complaint a lot from the community is that blizzard's making these changes because they want to cater to these silver league players, gold league players and they don't care about ESPORTS top level play. So obviously you have to cater somewhat to lower level play, at the same time us at team liquid we would love it if your main focus was on the highest level play.


DK: So, we do cater try to every single person who plays starcraft 2 but with that said, I think the most important is the pro level, and the reason for that is because that level not only affects the players that are playing at that level, but also so many people that are watching pro's play too. So we do think that is the most important but at the same time if there are completely broken things, so for example in the past we have made a lot of changes for the lower leagues, so for example a lot of the bunker nerfs that we did, or the warp gate nerfs that we did, we were seeing that at the lower levels of play it was pretty difficult for those guys to block those all-in rushes so we did take care of those problems, but these days we're actually not seeing a lot of low level issues. So the last patch for example none of those changes I don't think have a huge impact on the silver level but for a pro the 2 range difference is pretty crazy huge right (referring to the queen range change) or even the observer build speed, we reduced it by 10 seconds, that probably has almost no impact on a silver level player but for a pro who really measures timings that matters alot. So we've been kind of trending towards catering to the pro level not because we don't care about the lower levels but because of we're not seeing issues that are as prevalent as we were seeing before.


Wax: So you said that you look at stats a lot in terms of balance, and obviously stats don't tell the entire story so when you're looking at stats like win rate across the board but you also have to look at if the way the game is being played in a way that you think is balanced. What is a case that stats have said something is even but in terms of gameplay you didn't think it was actually working out the way it should be?


DK: I guess we have the perfect example of that right now, so just yesterday we checked the... there's the popular complaint among our forums that protoss vs terran in the late game, terran has no chance so we actually pulled up those numbers, we checked the highest level of GM players, only on Korea, and in the past 2 weeks of all their games and the win loss ratio across the board, at the 5 minute mark it was even, 10 minute mark same thing all the way up to say like the 45 minute mark it was all pretty close to 50% but we're actually not seeing that, just the like how our players are not seeing that also right, so that's an example where the actual stats vary depending on what we're seeing in tournaments right. And I think there are many reasons for that but one of the main reason I can think of is that the tournament experience is different from the ladder experience so while we can't just look at the tournament results alone, I think there are just pluses and minuses for every different stat we can look at.


Wax: So wait you think that, in tournaments, there's another aspect of the game compared to when laddering endlessly there's like the preparation so you could say protoss is more powerful with preparation than terran or something like that?


DK: I wouldn't say that, but what I do think is that you have more prep time against a specific player rather the whole race whereas on the ladder you don't know who you're going to play against next right? And also you only play 1 game against that opponent, maybe 2, maybe 3, but in a tournament setting you almost always play a best of 3 if not more right? So I think those kinds of minor differences actually make a much bigger difference in terms of the stats that we're seeing.


Wax: So you think that those differences they aren't applied equally to the races? Like they can make protoss more powerful than terran somehow?



DK: They could be yeah, but just overall what I think we're seeing at the top of the ladder is pretty solid, and in tournaments right now especially in the GSTL Zerg is performing pretty well but just overall when we look at the last 8 major tournaments around the world that's also looking pretty solid as well. So I wouldn't say that tournaments and ladder are completely different games I would say that they have their minor differences and we just have to pay attention to both numbers.


Wax: In the case of monitoring tournaments, there's obviously a hazard of falling into like looking at smaller numbers or looking at single players and making decisions based on that. How do you get around that? Are you very cautious about that? Because fans speculate that you see cases where something is happening because of one tournament or one player, does that really happen?



DK: Not really. We try out best to not do that, so when we watch tournaments we tend to look at the small picture so what we do to get around that problem is that I try to send out a report to our team on a weekly basis of say like the past 3 months of tournament results as well as the race makeup in those tournaments, as well as the winners, so in that sense we try to look at the bigger picture regularly so that we're not just focusing on one player, or not just focusing on one event.


Wax: So this is a more philosophical question that naz (Ed: Nazgul) wanted to ask, so, the metagame will shift on it's own and players will adjust to perceived imbalances and like within 4 months, 6 months time it will change so do you believe that the balance changes you're making now are just like not necessarily things that you have to do for the long term for the game to return to balance but things you're just doing to make sure things balance faster, they're like more short term fixes?



DK: I think how players play and their skill actually has a huge impact on the balance, I know a lot of people disagree but the way we're thinking of it is for example right, say marine spread on the Terran side is not as good and it will never be as good as it is now then banelings will perform a lot better than they are now so naturally if we never nerf it saying people can actually micro it a lot better and counter this a lot better then the game will be imbalanced all the way up to that point so I think we sort of have to do a bit of both, so sometimes we make fixes to make sure that something is okay until the players are able to use it, and other times we say okay we'll wait on this issue because we think they're getting there so we'll just wait and see. And if they never get there, say in a matter of months then we may make a move over there as well.


Wax: So you'd be okay say making a move, buff, and if it doesn't work out nerf again and back to status quo?


DK: I guess so, but that hasn't happened yet, but every time we make a patch there's a lot of... I guess for this last patch there's a lot of comments from both pros and players saying the queen buff was too much. So we are looking at that very closely and if that turns out to be flawed like people are saying then we will revert that.

+ Show Spoiler [Part 2 - HotS Changes and Match-up Bre…] +


Wax: Going into heart of the swarm you've added a lot of new units, you've changed a lot of abilities etc etc so In general are you happy with the state of the match-ups in wings of liberty and these are things you're adding to just change or add more variety? Or do you think there were problems with the way matches played out asides from balance like you didn't like the meta so you introduced this to change it up?



DK: So back in wings of liberty when we put in new units all we did was we said "Is this a fun unit? Does this unit create fun strategies?" but this time it's a little different because starcraft 2 is a game that everyone's playing right now so we do have to make note of the current meta-game and as well as the potential of how things will turn out, right? So some of the new units that we're putting in like the battle hellion, they're just going in to fill holes that we see in our game currently but overall we try to do a bit of both, we try to create new strategies that are fun to use and at the same time we want to be able to fill the holes that are existing in the game using the new units.

(Off Camera): We're at 12 minutes.


Wax: Okay, cool I can ask you about each match-up then So lets just go through match-up by match-up, and see what you like about it now and what you don't like about it now and what you might have changed to make it more, I dunno, more entertaining. So lets say start TvZ. What do you feel about the situation, like the meta now, and why you made the changes you made?



DK: So TvZ we feel that the defense on the Terran side is a little too strong, so we wanted to introduce, you know especially the siege tanks right, not just siege tanks in your base but also if you have siege tanks set up at the watch tower or in front of the zerg base it's really difficult for the zerg to crack that. So that's why we have units like the swarm host or the Viper that are good at dealing with siege tanks specifically. And on the Terran side, not just in the TvZ match-up, but Terran in general don't have as solid of a mechanical Terran game as the more biological Terran right? So the issue we're seeing with the biological Terran is that you're forced to harass constantly. And I think that's one of the complaints in TvP also. So if you are not a player that is good at using the drop ships and you don't harass throughout the whole game you're not as successful as the other races. So by adding the three new mechanical units we focus more-so on having solid units that you can just mass up in your base you don't have to harass the enemy base and you can go head to head against a zerg army or against a protoss army. So I think those were the main focuses in that match-up


Wax: Well if I had to make a criticism, that sounds a lot like you're making the death ball a requirement even more so than it is now.


DK: Actually I'm not saying that, I'm just saying it would be cool to have a choice of the two right? Because I think biological terran will be strong no matter what because it's already strong and because Terrans are doing the best out of the three races in all the major tournaments right? So it's not a weak strat and I'm not saying the new mechanical style will be stronger then that strat, I'm saying if you choose to play a more harass type of gameplay you can go that strat, and if you choose to go a more protoss like strategy then you go mechanical or you can go a mix of both. I think just adding more choice to the players on the Terran side is cooler than just having one way to play.


Wax: So you're saying that, like, In broodwar you could only play mech in TvP and you could only play Bio in TvZ and you would rather things work out where you have more choices in each match-up?


DK: Yeah for sure. Because we know that the marine marauder drops based strategies work in both match-ups, well, all 3 match-ups pretty well so by adding this new strategy hopefully we'll keep the existing strat as strong as possible, as strong as it is now, and just provide new options. We don't necessarily want per match-up for Terran's to only have one option in terms of unit composition that they use.


Wax: Okay so how about PvZ then, how do you feel about it now and what kind of changes are you trying to make?


DK: So in PvZ, I guess protoss in general, don't have a lot of ways to harass with, their only options are early on with a stargate which a lot of pros are using currently and the other thing is harassment using warp prisms which is kind of all or nothing because whatever you warp in at the enemies base if you warp in more than 4 things those are all wasted, right? And just harassment units in general in Wings of Liberty they all harass by killing workers. So marine drops, templar drops, hellion run bys all those things harass the enemy by killing their workers. So for the protoss we wanted to create something that you can constantly use throughout the whole game if you're good enough and while you're not killing their workers it's still a strong method of harassment. So if you take a look at the oracle in the battle report that we did in the PvZ battle report, I think that shows our intent pretty well. I'm not saying that's how pros are going to use it 100% of the time or anything but because that unit has really fast movement speed and all you need to do is tag the mineral patches once and get out of there if you're paying attention to that harass it would be really easy to not lose that unit throughout the course of the whole game and just constantly harass the enemy mineral line without killing a single unit but at the same time you're actually doing a lot of heavy damage.


Wax: How about Zergs position in that match-up? Do you like how it's working out, because right now it's works out in a way that at lair you can get owned by forcefields and colossi and then you have to work your way up to hive to have a chance. You've said before you don't mind the dynamic where certain races are better in a certain period of the game but what are you trying to change with Zerg in Heart of the Swarm?


DK: So on the Zerg side, as you said, I think the reason that force fields feel so strong in the mid-game is that zerg doesn't have long range options so unless they bring out units like the broodlord, I guess that's the only one. So we're introducing the swarm hosts, and you can actually counter the locusts pretty well using forcefields, but at the same time I don't really feel bad because those are free units that I have, right? I guess that's a pretty good counter to the forcefields in the mid-game. And in the late game with the viper, the main goal for that was zerg in the late game if they don't bring ultras or broodlords out, I guess against protoss you don't really use ultras but you do use Broodlords. If you don't get broodlords out in the late game your 200 pop composition is not as strong as the protoss army so we wanted to create a new unit that can combo well with existing units such as roaches, zerglings or hydras. That's why we included the speed upgrade on the hydralisk and the viper combos really well with fast moving units naturally because if you're trying to pull things and catch them off-guard in that moment you don't want slow units because when you pull something it will get away if I can't chase him down. So like in the battle reports the viper actually combos really well with the new hydralisks and we're seeing in our internal playtests that's not only the case with the hydras but also with zerglings and roaches the vipers are really strong. So we're kind of hoping to create a different sort of option in tier 3 where you can go the mass zerg style army and use vipers to compliment that and you can still go the old ultralisk or broodlord based army.


Wax: So you're saying that you didn't think it was ideal that the only way that zerg could play was to like make a giant gas heavy army of all infestors and broodlords all the minerals you just dump into spines or whatever.


DK: Yeah, I just think that's one cool way to play and just yesterday we saw a ZvZ between Leenock and Violet where both of the players made like 15 ultralisks each and I think those moments are really cool but I just think if Zerg players to go that or the mass swarm army, that would be cool also.


Wax: So mostly the changes are about giving people more than one ideal composition at various points of the game right?


DK: Yeah for sure


Wax: Okay so let's move on to TvP, Where do you think the matchup is at right now and what are you trying to fix?


DK: In TvP I guess that's one of the biggest complained about match-ups right now so we naturally need to look at the terran strength in the mid-game as well as the protoss strength in the late game. So in the mid game the terrans biggest strength is that they can harass multiple locations at once right? So by introducing the mothership (core) and the purify ability you'll be able to take care of at least one spot fairly easily compared to before while your army takes care of another spot but what we're not trying to do, is we don't want the harassing to stop altogether. So the goal for purify is to find a point where harassment attacks from the Terran side are a little easier to stop, but it's not so dominantly strong that Terran players don't want to drop anymore. So that we're hoping that protoss will have a better time in the mid-game and in the late game the unit composition that Terran's struggle the most with is the mass zealot archon strategy right? So that's why we introduced the battle hellion which is very strong against charge zealots specifically. So while we keep the terran strength in the mid-game, and the protoss strength in the late game we want to make that gap a little smaller So that it's not as seemingly all or nothing as it is now.

+ Show Spoiler [Part 3 - Design Philosophy and Lightni…] +


Wax: So this is a kind of question about just overall. You talk a lot about controlling space, and giving zerg a ranged option etc etc, do you think it's maybe homogenizing the races like the tools they have? I guess the obvious comparison is Broodwar not all the races had those tools but they were forced to make do with the tools they did have?


DK: That's just something that we have to watch out for right? So what we tried to do when creating the seige unit on the zerg side is that we didn't want it to feel like the colossus or the siege tank because both those units kind of feel similar, you know aside from the fact that the siege tank has to set up to do damage those two units are actually pretty similar units. And what those units have in common is the high damage burst splash damage combined with the siege range. So with the swarm host what we wanted to do was the complete opposite which is they constantly spawn these little guys that do small amounts of damage but over time you wear the enemy down. So this new zerg option is a whole different way to siege your opponent compared to before. So that is something we are looking out for all the time and we do try to make really asymmetric differences even when we're trying to make something that do similar things. And I guess the oracle is another good example right? Terran harasses using marine drops that kill workers but the oracle harasses the mineral line but doesn't actually kill anything.


Wax: So that's another, you mentioned the battle hellions, and I know this is a kind of weird complicated question but you introduced something like the battle hellions and the warhound, and those are kind of 1-a counter this unit units, like battle hellions destroy melee and warhounds destroy mechanical units you just 1-a them. And yet you introduce a unit like the window mines and that's like a very micro intensive, to counter it you have to do a lot of clicks so it's kind of an interesting thing I thought in some cases you have units that reduce the amount of micro you do and some units that increase the amount of micro you need on both sides significantly.


DK: So on the Terran side we tried to create some very attack move friendly units because all of the units they have now you need a lot of micro right, so even the existing hellions right now right if you have terrible micro you're not going to get the full effect out of that unit. So on the Terran side we tried to introduce more of the easy to use units but at the same time we didn't want to create just easy to use units that's why we created the widow mine also and on the protoss side for example a lot of their existing units currently are good at attack move so both of the new units we created are pretty positional dependent, pretty difficult to use and depending on your micro you're going to get bigger results.


Wax: Well what's the reason for adding more attack move friendly units to Terran. I guess it falls into the whole "Blizzard is catering too much to casuals" or whatever argument do you have anything to say about that?


DK: I mean, like I said before, the more barracks units on the Terran side are really micro intensive and you need to be constantly attacking all the time so when trying to create a different option of being able to play a little more defensive we just naturally had to include something that's more attack move friendly. And I don't think that's catering to the lower level players only because even on the pro side there are strategies that involve easy to use units but those strategies focus on other aspects of the game such as having a better econ game or being able to attack even MORE locations at once stuff like that right? So I think just having the variety in units is more important. And I wouldn't say just because a unit is more attack move friendly that it's catered more towards the casual players and just because a unit is more micro intensive it's only catering towards the pro-players.


Wax: So I have to ask a little about map balance or how you guys use maps. So obviously you can't try to patch a game or create units for a game without having some kind of idea about what a default map is whether it's like 8 minerals 2 gas, 40 seconds rush between all the bases so generally do you have a concept for what a default map is that you want to make the game move around that or are you more open to like maps totally changing the way the game is played like in Broodwar.



DK: We do try to stick to that rule which is 8 mineral patches 2 geysers at normal expansions and 6 mineral patches and 2 normal geysers on high yield expansions and the reason for that is because we think even as is, it's pretty difficult as a pro player to figure out what your income rate is in a given game vs what mine is at a given point in time so for example say I have 3 expansion you have 2 expansions but you have more probes how much of an econ advantage do I have right? So figuring that out is already too difficult, so we don't want to alter that and make it even more impossible for everyone to figure out. Other than that we try to cater to... It's specifically for the 1v1 map pool as you know we've been using tournament maps only for quite a while now and that's actually working out pretty well. So naturally our game balance leads to those more larger maps that follow a similar formula. So for example maps in the past it was difficult to get your second expansion up but maps these days your main base, natural and second expansions are actually pretty close to each other and easily defend able so those kinds of basic map rules we follow for 1v1 and for team maps we actually try to go as diverse as possible especially in the 3's and 4's format because we believe that those formats are not really for pro players to play tournaments in they're more for the variety and the fun.


Wax: Okay, So we're running out of time here so I'm going to ask you a few quick questions.
Is it true you nerfed thors just because of Thorzain and the Thorzain build?


DK: Of course!


Wax: That one thing?


DK: No. (laughs) We nerfed thors because thors actually suffer from an art issue. As the thor is now the radius of the thor is pretty small compared to the art. So if you spawn in a bunch of thors as well as some marines and marauders together with thors and clump them up it's almost impossible to tell how many marines and marauders are in the field so when we started seeing strategies involving large numbers of thors we felt this was hurting ESPORTS because...


Wax: (laughs)


(laughter is heard off camera)

DK: ... the viewers can't really see what exactly the player has. So we decided to nerf it a little bit so that thors are more viable in smaller numbers but at the higher numbers at the same time people don't build mass numbers of thors.


Wax: Okay, What is your favorite match-up to watch?


DK: I like all match-ups actually, but I guess the non-mirror match-ups have always been more fun then the mirror match-ups but these days I'm actually enjoying ZvZ a lot because I mean it seems to have evolved a lot. Considering even the end of last year all we were seeing was ling baneling wars all the time right? And now that we're seeing a lot of mid and late game scenarios especially the game we saw yesterday where 15 ultralisks went up against 15 ultralisks I think there is a lot more potential for that match-up to evolve and for that reason it's pretty exciting to watch right now.


Wax: And who's your favorite player?


DK : I actually have a lot of favorite players I think my favorite players in general are players that use a variety of strats, so while I respect a player like marine king because his micro is so amazing I do tend to cheer more for players like MMA who try to use different strats in every tournament and even though he's not as successful right now I'm really hoping he does well in future.


Wax: 2 Terrans! Nah, I'm just kidding. alright.


DK: Well I'm wearing the shirt!


Wax: That's true. If you were a player we'd ask you to shout out your sponsors... Blizzard I guess but yeah just say what ever you need to say at the end that someone or what ever.



DK: Thanks for having interest in Heart of the Swarm and during the beta and even before the beta please give us a lot of constructive feedback so we can fine tune all the new units going in to the beta and I'm really looking forward to playing against all of you guys!
Quotidian
Profile Joined August 2010
Norway1937 Posts
Last Edited: 2012-06-13 11:14:59
June 13 2012 11:14 GMT
#206
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2012-06-13 11:44:58
June 13 2012 11:31 GMT
#207
Thanks for posting! If anyone could be totally awesome and upload the mp3's to soundcloud (I can't go on youtube or TL at work) that'd be amazing! If not, I'm emailing those transcripts to myself to read :D

Watching the Browder interview, it seems like maybe it wasn't the best idea to bring up specifically neural parasite on mothership on ZvP. The neural parasite is what got focused on and I think most people dislike the idea of the game hinging on a vortex in the first place, and this dynamic wasn't discussed at all. What could've been an awesome discussion boiled down to "geeze, is that really a problem?" (I felt the same way as Browder). I also didn't realize the neural parasite was such a concern in the ZvP Mothership vs Brood Lord metagame.
Qgelfich
Profile Joined November 2011
Germany90 Posts
June 13 2012 11:32 GMT
#208
Great interviews!
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2012-06-13 11:36:52
June 13 2012 11:32 GMT
#209
Loved the DK interview, seems like such a smart guy.
He explained everything in the light of some overviewing principles, which I like. It makes me think they're not doing things randomly.
Also loved taking into account pro's bias and the 'it's hurting e-sports' comment. :D

"I share the view that it seems dustin doesn't know too much about the game (mothership was a surprise to him???)"
You should listen better. He thought NPing a mothership was not a problem in particular. Not that the mothership at all was a surprise to him. Personally, I think it was a case of bad questioning. The real problem is landing the vortex or not, comparable with the ht/ghost problem in tvp, which he identified correctly imo.
By narrowing the question down to nping a mothership, the discussion was specified, and thus for the match-up less relevant.
Flightan
Profile Joined June 2010
France147 Posts
June 13 2012 11:34 GMT
#210
On June 13 2012 20:12 Dingobloo wrote:
Wrote up a transcript for those of you that can't watch the interview, it's a giant wall of text so I broke it up into spoiler tags:

+ Show Spoiler [Part 1 - Balancing Methodology and Com…] +
Wax Angel: Hey, we're here with David Kim game designer for starcraft 2
I'm just going to start out with questions i don''t know i don't do this lead in stuff well

So in America or in the west a lot of people, the fans they point at Dustin Browder as the guy to blame all their balance complaints, and in Korea they all blame David Kim for some reason, so i think it would be good to just point out what exactly you do on the balance side, so we can clarify this stuff, is all this deserved?


David Kim: we actually work on a team, it's not just me and Dustin that work on the balance we actually have a group of multiplayer game designers that work on the balance. I just think those two names are more well know, it's kinda cool seeing Dustin Browders face and funny comments like the comment about rocks that we saw yesterday so it would be kinda cool if my face was there instead.


Wax: In the community there are jokes some jokes and some serious like "blizzard doesn't pay attention to the games, they don't know what they're doing" so you know take this as a chance to clarify some of that stuff things like "how many people are on the team and what kind of tournaments do you watch, how often do you watch them, with what kind of thoroughness" put some confidence in these people.



DK: Well we have a few people working on the multiplayer game and we actually try to watch every single major tournament so when ever there is a major event going on we try watch as many games as possible and we try to talk about what we observe. For example last week there was red bull battlegrounds we watched that pretty heavily too, so i guess we're watching almost every single major tournament around the world and we do try our best to listen to our community, sometimes we don't react as quickly to certain suggestions, but that's just the nature of it. We not only look at the community feedback we also look at pro feedback, we also look at the various different data that we have, so it's really difficult sometimes if all those three things disagree in terms of what they're saying so we cannot promise we will act on every single major complaint that the community has, but at the same time we try to analyze to the best of our abilities and really look into every issue.


Wax: So let's talk about that a little bit in detail so you say you look at pro feedback and that's actively talking to the pro's asking them for their opinions?



DK: Yes, but there's ups and downs to every method of feedback especially right, the pro's are generally a little more biased then not because they play one race, they have to win all the time, so they probably feel the most pressure so we do take that into account whenever we get pro feedback.

But on a similar side we don't just gather the verbal feedback that the pros give but also there are a lot of people within our company and outside the company that watch the game a lot, very heavily, so those people generally have a good unbiased view of the game. I think in terms of pro feedback whenever we say that we not only mean the actual pro feedback that the pro players are giving us but also we do have a bunch of people both internally and externally that are really good at analyzing the game, and the feedback we get from them is just as important as the feedback that we get from the pros.


Wax: Okay and another thing we hear as a complaint a lot from the community is that blizzard's making these changes because they want to cater to these silver league players, gold league players and they don't care about ESPORTS top level play. So obviously you have to cater somewhat to lower level play, at the same time us at team liquid we would love it if your main focus was on the highest level play.


DK: So, we do cater try to every single person who plays starcraft 2 but with that said, I think the most important is the pro level, and the reason for that is because that level not only affects the players that are playing at that level, but also so many people that are watching pro's play too. So we do think that is the most important but at the same time if there are completely broken things, so for example in the past we have made a lot of changes for the lower leagues, so for example a lot of the bunker nerfs that we did, or the warp gate nerfs that we did, we were seeing that at the lower levels of play it was pretty difficult for those guys to block those all-in rushes so we did take care of those problems, but these days we're actually not seeing a lot of low level issues. So the last patch for example none of those changes I don't think have a huge impact on the silver level but for a pro the 2 range difference is pretty crazy huge right (referring to the queen range change) or even the observer build speed, we reduced it by 10 seconds, that probably has almost no impact on a silver level player but for a pro who really measures timings that matters alot. So we've been kind of trending towards catering to the pro level not because we don't care about the lower levels but because of we're not seeing issues that are as prevalent as we were seeing before.


Wax: So you said that you look at stats a lot in terms of balance, and obviously stats don't tell the entire story so when you're looking at stats like win rate across the board but you also have to look at if the way the game is being played in a way that you think is balanced like what's a case that stats have said something is even but in terms of gameplay you didn't think it was actually working out the way it should be?


DK: I guess we have the perfect example of that right now, so just yesterday we checked the, there's the popular complaint among our forums that protoss vs terran in the late game, terran has no chance so we actually pulled up those numbers, we checked the highest level of GM players, only on Korea, and in the past 2 weeks of all their games and the win loss ratio across the board, at the 5 minute mark it was even, 10 minute mark same thing all the way up to say like the 45 minute mark it was all pretty close to 50% but we're actually not saying that, just the like how our players are not seeing that also right, so that's an example where the actual stats vary depending on what we're seeing in tournaments right. And I think there are many reasons for that but one of the main reason I can think of is that the tournament experience is different from the ladder experience so while we can't just look at the tournament results alone, I think there are just pluses and minuses for every different stat we can look at.


Wax: So wait you think that, in tournaments, there's another aspect of the game compared to when laddering endlessly there's like the preparation so you could say protoss is more powerful with preparation than terran or something like that?


DK: I wouldn't say that, but what I do think is that you have more prep time against a specific player rather the whole race whereas on the ladder you don't know who you're going to play against next right? And also you only play 1 game against that opponent, maybe 2, maybe 3, but in a tournament setting you almost always play a best of 3 if not more right? So I think those kinds of minor differences actually make a much bigger difference in terms of the stats that we're seeing.


Wax: So you think that those differences they aren't applied equally to the races? Like they can make protoss more powerful than terran somehow?



DK: They could be yeah, but just overall what I think we're seeing at the top of the ladder is pretty solid, and in tournaments right now especially in the GSTL Zerg is performing pretty well but just overall when we look at the last 8 major tournaments around the world that's also looking pretty solid as well. So I wouldn't say that tournaments and ladder are completely different games I would say that they have their minor differences and we just have to pay attention to both numbers.


Wax: In the case of monitoring tournaments, there's obviously a hazard of falling into like looking at smaller numbers or looking at single players, and making decisions based on that. How do you get around that are you very cautious about that? Because fans speculate that you see cases where something is happening because of one tournament or one player, does that really happen?



DK: Not really we try out best to not do that, so when watch tournaments we tend to look at the small picture so what we do to get around that problem is that I try to send out a report to our team on a weekly basis of say like the past 3 months of tournament results as well as the race makeup in those tournaments, as well as the winners, so in that sense we try to look at the bigger picture regularly so that we're not just focusing on one player, or not just focusing on one event.


Wax: So this is a more philosophical question that naz (Ed: Nazgul) wanted to ask, so, the metagame will shift on it's own and players will adjust to perceived imbalances and like within 4 months 6 months time it will change so do you believe that the balance changes you're making now are just like not necessarily things that you have to do for the long term for the game to return to balance but things you're just doing to make sure things balance faster, they're like more short term fixes?



DK: I think how players play and their skill actually has a huge impact on the balance, I know a lot of people disagree but the way we're thinking of it is for example right, say marine spread on the Terran side is not as good and it will never be as good as it is now then banelings will perform a lot better than they are now so naturally if we never nerf it saying people can actually micro it a lot better and counter this a lot better then the game will be imbalanced all the way up to that point so I think we sort of have to do a bit of both, so sometimes we make fixes to make sure that something is okay until the players are able to use it, and other times we say okay we'll wait on this issue because we think they're getting there so we'll just wait and see. And if they never get there, say in a matter of months then we may make a move over there as well.


Wax: So you'd be okay say making a move, buff, and if it doesn't work out nerf again and back to status quo?


DK: I guess so, but that hasn't happened yet, but every time we make a patch there's a lot of I guess for this last patch there's a lot of comments from both pros and players saying the queen buff was too much so we are looking at that very closely and if that turns out to be flawed like people are saying then we will revert that.

+ Show Spoiler [Part 2 - HotS Changes and Match-up Bre…] +


Wax: Going into heart of the swarm you've added a lot of new units, you've changed a lot of abilities etc etc so In general are you happy with the state of the match-ups in wings of liberty and these are things you're adding to just change or add more variety? Or do you think there were problems with the way matches played out asides from balance like you didn't like the meta so you introduced this to change it up?



DK: So back in wings of liberty when we put in new units all we did was we said "Is this a fun unit? Does this unit create fun strategies?" but this time it's a little different because starcraft 2 is a game that everyone's playing right now so we do have to make note of the current meta-game and as well as the potential of how things will turn out, right? So some of the new units that we're putting in like the battle hellion, they're just going in to fill holes that we see in our game currently but overall we try to do a bit of both, we try to create new strategies that are fun to use and at the same time we want to be able to fill the holes that are existing in the game using the new units.

(Off Camera): We're at 12 minutes.


Wax: Okay, cool I can ask you about each match-up then So lets just go through match-up by match-up, and see what you like about it now and what you don't like about it now and what you might have changed to make it more, I dunno, more entertaining. So lets say start TvZ. What do you feel about the situation, like the meta now, and why you made the changes you made?



DK: So TvZ we feel that the defense on the Terran side is a little too strong, so we wanted to introduce, you know especially the siege tanks right, not just siege tanks in your base but also if you have siege tanks set up at the watch tower or in front of the zerg base it's really difficult for the zerg to crack that. So that's why we have units like the swarm host or the Viper that are good at dealing with siege tanks specifically and on the Terran side not just in the TvZ match-up but Terran in general don't have as solid of a mechanical Terran game as the more biological Terran right? So the issue we're seeing with the biological Terran is that you're forced to harass constantly. And I think that's one of the complaints in TvP also. So if you are not a player that are good at using the drop ships and you don't harass throughout the whole game you're not as successful as the other races. So on by adding the three new mechanical units we focus more-so on having solid units that you can just mass up in your base you don't have to harass the enemy base and you can go head to head against a zerg army or against a protoss army. So I think those were the main focuses in that matchup


Wax: Well if I had to make a criticism, that sounds a lot like you're making the death ball a requirement even more so than it is now.


DK: Actually I'm not saying that I'm just saying it would be cool to have a choice of the two right? Because I think biological terran will be strong no matter what because it's already strong and because Terrans are doing the best out of the three races in all the major tournaments right? So it's not a weak strat and I'm not saying the new mechanical style will be stronger then that strat, I'm saying if you choose to play a more harass type of gameplay you can go that strat, and if you choose to go a more protoss like strategy then you go mechanical or you can go a mix of both. I think just adding more choice to the players on the Terran side is cooler than just having one way to play.


Wax: So you're saying that, like, In broodwar you could only play mech in TvP and you could only play Bio in TvZ and you would rather things work out where you have more choices in each match-up?


DK: Yeah for sure. Because we know that the marine marauder drops based strategies work in both match-ups, well, all 3 match-ups pretty well so by adding this new strategy hopefully we'll keep the existing strat as strong as possible, as strong as it is now, and just provide new options. We don't necessarily want per match-up for Terran's to only have one option in terms of unit composition that they use.


Wax: Okay so how about PvZ then, how do you feel about it now and what kind of changes are you trying to make?


DK: So in PvZ, I guess protoss in general, don't have a lot of ways to harass with, their only options are early on with a stargate which a lot of pros are using currently and the other thing is harassment using warp prisms which is kind of all or nothing because whatever you warp in at the enemies base if you warp in more than 4 things those are all wasted, right? And just harassment units in general in Wings of Liberty they all harass by killing workers. So marine drops, templar drops, hellion run bys all those things harass the enemy by killing their workers. So for the protoss we wanted to create something that you can constantly use throughout the whole game if you're good enough and while you're not killing their workers it's still a strong method of harassment. So if you take a look at the oracle in the battle report that we did in the PvZ battle report, I think that shows our intent pretty well. I'm not saying that's how pros are going to use it 100% of the time or anything but because that unit has really fast movement speed and all you need to do is tag the mineral patches once and get out of there if you're paying attention to that harass it would be really easy to not lose that unit throughout the course of the whole game and just constantly harass the enemy mineral line without killing a single unit but at the same time you're actually doing a lot of heavy damage.


Wax: How about Zergs position in that match-up? Do you like how it's working out, because right now it's works out in a way that at lair you can get owned by forcefields and colossi and then you have to work your way up to hive to have a chance. You've said before you don't mind the dynamic where certain races are better in a certain period of the game but what are you trying to change with Zerg in Heart of the Swarm?


DK: So on the Zerg side, as you said, I think the reason that force fields feel so strong in the mid-game is that zerg doesn't have long range options so unless they bring out units like the broodlord, I guess that's the only one. So we're introducing the swarm hosts, and you can actually counter the locusts pretty well using forcefields, but at the same time I don't really feel bad because those are free units that I have, right? I guess that's a pretty good counter to the forcefields in the mid-game. And in the late game with the viper, the main goal for that was zerg in the late game if they don't bring ultras or broodlords out, I guess against protoss you don't really use ultras but you do use Broodlords. If you don't get broodlords out in the late game your 200 pop composition is not as strong as the protoss army so we wanted to create a new unit that can combo well with existing units such as roaches, zerglings or hydras. That's why we included the speed upgrade on the hydralisk and the viper combos really well with fast moving units naturally because if you're trying to pull things and catch them off-guard in that moment you don't want slow units because when you pull something it will get away if I can't chase him down. So like in the battle reports the viper actually combos really well with the new hydralisks and we're seeing in our internal playtests that's not only the case with the hydras but also with zerglings and roaches the vipers are really strong. So we're kind of hoping to create a different sort of option in tier 3 where you can go the mass zerg style army and use vipers to compliment that and you can still go the old ultralisk or broodlord based army.


Wax: So you're saying that you didn't think it was ideal that the only way that zerg could play was to like make a giant gas heavy army of all infestors and broodlords all the minerals you just dump into spines or whatever.


DK: Yeah, I just think that's one cool way to play and just yesterday we saw a ZvZ between Leenock and Violet where both of the players made like 15 ultralisks each and I think those moments are really cool but I just think if Zerg players to go that or the mass swarm army, that would be cool also.


Wax: So mostly the changes are about giving people more than one ideal composition at various points of the game right?


DK: Yeah for sure


Wax: Okay so let's move on to TvP, Where do you think the matchup is at right now and what are you trying to fix?


DK: In TvP I guess that's one of the biggest complained about match-ups right now so we naturally need to look at the terran strength in the mid-game as well as the protoss strenght in the late game. So in the mid game the terrans biggest strength is that they can harass multiple locations at once right? So by introducing the mothership (core) and the purify ability you'll be able to take care of at least one spot fairly easily compared to before while your army takes care of another spot but what we're not trying to do, is we don't want the harassing to stop altogether. So the goal for purify is to find a point where harassment attacks from the Terran side are a little easier to stop, but it's not so dominatingly stong that Terran players don't want to drop anymore. So that we're hoping that protoss will have a better time in the mid-game and in the late game the unit composition that Terran's struggle the most with is the mass zealot archon strategy right? So that's why we introduced the battle hellion which is very strong against charge zealots specifically. So while we keep the terran strength in the mid-game, and the protoss strength in the late game we want to make that gap a little smaller So that it's not as seemingly all or nothing as it is now.

+ Show Spoiler [Part 3 - Design Philosophy and Lightni…] +


Wax: So this is a kind of question about just overall. You talk a lot about controlling space, and giving zerg a ranged option etc etc, do you think it's maybe homogenizing the races like the tools they have? I guess the obvious comparison is Broodwar not all the races had those tools but they were forced to make do with the tools they did have?


DK: That's just something that we have to watch out for right? So what we tried to do when creating the seige unit on the zerg side is that we didn't want it to feel like the colossus or the siege tank because both those units kind of feel similar, you know aside from the fact that the siege tank has to set up to do damage those two units are actually pretty similar units. And what those units have in common is the high damage burst splash damage combined with the siege range. So with the swarm host what we wanted to do was the complete opposite which is they constantly spawn these little guys that do small amounts of damage but over time you wear the enemy down. So this new zerg option is a whole different way to siege your opponent compared to before. So that is something we are looking out for all the time and we do try to make really asymmetric differences even when we're trying to make something that do similar things. And I guess the oracle is another good example right? Terran harasses using marine drops that kill workers but the oracle harasses the mineral line but doesn't actually kill anything.


Wax: So that's another, you mentioned the battle hellions, and I know this is a kind of weird complicated question but you introduced something like the battle hellions and the warhound, and those are kind of 1-a counter this unit units, like battle hellions destroy melee and warhounds destroy mechanical units you just 1-a them. And yet you introduce a unit like the window mines and that's like a very micro intensive, to counter it you have to do a lot of clicks so it's kind of an interesting thing I thought in some cases you have units that reduce the amount of micro you do and some units that increase the amount of micro you need on both sides significantly.


DK: So on the Terran side we tried to create some very attack move friendly units because all of the units they have now you need a lot of micro right, so even the existing hellions right now right if you have terrible micro you're not going to get the full effect out of that unit. So on the Terran side we tried to introduce more of the easy to use units but at the same time we didn't want to create just easy to use units that's why we created the widow mine also and on the protoss side for example a lot of their existing units currently are good at attack move so both of the new units we created are pretty positional dependent, pretty difficult to use and depending on your micro you're going to get bigger results.


Wax: Well what's the reason for adding more attack move friendly units to Terran. I guess it falls into the whole "Blizzard is catering too much to casuals" or whatever argument do you have anything to say about that?


DK: I mean, like I said before, the more barracks units on the Terran side are really micro intensive and you need to be constantly attacking all the time so when trying to create a different option of being able to play a little more defensive we just naturally had to include something that's more attack move friendly. And I don't think that's catering to the lower level players only because even on the pro side there are strategies that involve easy to use units but those strategies focus on other aspects of the game such as having a better econ game or being able to attack even MORE locations at once stuff like that right? So I think just having the variety in units is more important. And I wouldn't say just because a unit is more attack move friendly that it's catered more towards the casual players and just because a unit is more micro intensive it's only catering towards the pro-players.


Wax: So I have to ask a little about map balance or how you guys use maps. So obviously you can't try to patch a game or create units for a game without having some kind of idea about what a default map is whether it's like 8 minerals 2 gas, 40 seconds rush between all the bases so generally do you have a concept for what a default map is that you want to make the game move around that or are you more open to like maps totally changing the way the game is played like in Broodwar.



DK: We do try to stick to that rule which is 8 mineral patches 2 geysers at normal expansions and 6 mineral patches and 2 normal geysers on high yield expansions and the reason for that is because we think even as is, it's pretty difficult as a pro player to figure out what your income rate is in a given game vs what mine is at a given point in time so for example say I have 3 expansion you have 2 expansions but you have more probes how much of an econ advantage do I have right? So figuring that out is already too difficult, so we don't want to alter that and make it even more impossible for everyone to figure out. Other than that we try to cater to... It's specifically for the 1v1 map pool as you know we've been using tournament maps only for quite a while now and that's actually working out pretty well. So naturally our game balance leads to those more larger maps that follow a similar formula. So for example maps in the past it was difficult to get your second expansion up but maps these days your main base, natural and second expansions are actually pretty close to each other and easily defend able so those kinds of basic map rules we follow for 1v1 and for team maps we actually try to go as diverse as possible especially in the 3's and 4's format because we believe that those formats are not really for pro players to play tournaments in they're more for the variety and the fun.


Wax: Okay, So we're running out of time here so I'm going to ask you a few quick questions.
Is it true you nerfed thors just because of Thorzain and the Thorzain build?


DK: Of course!


Wax: That one thing?


DK: No. (laughs) We nerfed thors because thors actually suffer from an art issue. As the thor is now the radius of the thor is pretty small compared to the art. So if you spawn in a bunch of thors as well as some marines and marauders together with thors and clump them up it's almost impossible to tell how many marines and marauders are in the field so when we started seeing strategies involving large numbers of thors we felt this was hurting ESPORTS because...


Wax: (laughs)


(laughter is heard off camera)

DK: ... the viewers can't really see what exactly the player has. So we decided to nerf it a little bit so that thors are more viable in smaller numbers but at the higher numbers at the same time people don't build mass numbers of thors.


Wax: Okay, What is your favorite match-up to watch?


DK: I like all match-ups actually, but I guess the non-mirror match-ups have always been more fun then the non-mirror match-ups but these days I'm actually enjoying ZvZ a lot because I mean it seems to have evolved a lot. Considering even the end of last year all we were seeing was ling baneling wars all the time right? And now that we're seeing a lot of mid and late game scenarios especially the game we saw yesterday where 15 ultralisks went up against 15 ultralisks I think there is a lot more potential for that match-up to evolve and for that reason it's pretty exciting to watch right now.


Wax: And who's your favorite player?


DK : I actually have a lot of favorite players I think my favorite players in general are players that use a variety of strats, so while I respect a player like marine king because his micro is so amazing I do tend to cheer more for players like MMA who try to use different strats in every tournament and even though he's not as successful right now I'm really hoping he does well in future.


Wax: 2 Terrans! Nah, I'm just kidding. alright.


DK: Well I'm wearing the shirt!


Wax: That's true. If you were a player we'd ask you to shout out your sponsors... Blizzard I guess but yeah just say what ever you need to say at the end that someone or what ever.



DK: Thanks for having interest in Heart of the Swarm and during the beta and even before the beta please give us a lot of constructive feedback so we can fine tune all the new units going in to the beta and I'm really looking forward to playing against all of you guys!


Thanks a lot for this.
oneill12
Profile Joined February 2012
Romania1222 Posts
June 13 2012 11:40 GMT
#211
nice!
hugman
Profile Joined June 2009
Sweden4644 Posts
June 13 2012 11:41 GMT
#212
Have you thought about buffing the Carrier Browder? I mean come on, why do you think it's not being used...
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
June 13 2012 11:45 GMT
#213
On June 13 2012 12:14 blade55555 wrote:
Show nested quote +
On June 13 2012 12:13 Shiori wrote:
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.


Yeah I feel late game zvp is so boring and whoever makes a mistake loses. Hope that is gone in hots


This better be sarcasm....
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-13 11:47:41
June 13 2012 11:47 GMT
#214
rotfl they nerfed the thor because, he cover marine and marauders ....
Jeremyy
Profile Joined July 2010
Canada182 Posts
June 13 2012 11:47 GMT
#215
Cool, but both need hotbid.
Where's the pleasure in that?
Trowa127
Profile Joined January 2011
United Kingdom1230 Posts
June 13 2012 12:01 GMT
#216
On June 13 2012 20:12 Dingobloo wrote:
Wrote up a transcript for those of you that can't watch the interview, it's a giant wall of text so I broke it up into spoiler tags:

+ Show Spoiler [Part 1 - Balancing Methodology and Com…] +
Wax Angel: Hey, we're here with David Kim game designer for starcraft 2
I'm just going to start out with questions I don't know, I don't do this lead in stuff well.

So in America or in the west a lot of people, the fans they point at Dustin Browder as the guy to blame all their balance complaints, and in Korea they all blame David Kim for some reason, so i think it would be good to just point out what exactly you do on the balance side, so we can clarify this stuff, is all this deserved?


David Kim: we actually work on a team, it's not just me and Dustin that work on the balance we actually have a group of multiplayer game designers that work on the balance. I just think those two names are more well know, it's kinda cool seeing Dustin Browders face and funny comments like the comment about rocks that we saw yesterday so it would be kinda cool if my face was there instead.


Wax: In the community there are jokes some jokes and some serious like "blizzard doesn't pay attention to the games, they don't know what they're doing" so you know take this as a chance to clarify some of that stuff things like "how many people are on the team and what kind of tournaments do you watch, how often do you watch them, with what kind of thoroughness" put some confidence in these people.



DK: Well we have a few people working on the multiplayer game and we actually try to watch every single major tournament so when ever there is a major event going on we try watch as many games as possible and we try to talk about what we observe. For example last week there was red bull battlegrounds we watched that pretty heavily too, so i guess we're watching almost every single major tournament around the world and we do try our best to listen to our community, sometimes we don't react as quickly to certain suggestions, but that's just the nature of it. We not only look at the community feedback we also look at pro feedback, we also look at the various different data that we have, so it's really difficult sometimes if all those three things disagree in terms of what they're saying so we cannot promise we will act on every single major complaint that the community has, but at the same time we try to analyze to the best of our abilities and really look into every issue.


Wax: So let's talk about that a little bit in detail so you say you look at pro feedback and that's actively talking to the pro's asking them for their opinions?



DK: Yes, but there's ups and downs to every method of feedback especially right, the pro's are generally a little more biased then not because they play one race, they have to win all the time, so they probably feel the most pressure so we do take that into account whenever we get pro feedback.

But on a similar side we don't just gather the verbal feedback that the pros give but also there are a lot of people within our company and outside the company that watch the game a lot, very heavily, so those people generally have a good unbiased view of the game. I think in terms of pro feedback whenever we say that we not only mean the actual pro feedback that the pro players are giving us but also we do have a bunch of people both internally and externally that are really good at analyzing the game, and the feedback we get from them is just as important as the feedback that we get from the pros.


Wax: Okay and another thing we hear as a complaint a lot from the community is that blizzard's making these changes because they want to cater to these silver league players, gold league players and they don't care about ESPORTS top level play. So obviously you have to cater somewhat to lower level play, at the same time us at team liquid we would love it if your main focus was on the highest level play.


DK: So, we do cater try to every single person who plays starcraft 2 but with that said, I think the most important is the pro level, and the reason for that is because that level not only affects the players that are playing at that level, but also so many people that are watching pro's play too. So we do think that is the most important but at the same time if there are completely broken things, so for example in the past we have made a lot of changes for the lower leagues, so for example a lot of the bunker nerfs that we did, or the warp gate nerfs that we did, we were seeing that at the lower levels of play it was pretty difficult for those guys to block those all-in rushes so we did take care of those problems, but these days we're actually not seeing a lot of low level issues. So the last patch for example none of those changes I don't think have a huge impact on the silver level but for a pro the 2 range difference is pretty crazy huge right (referring to the queen range change) or even the observer build speed, we reduced it by 10 seconds, that probably has almost no impact on a silver level player but for a pro who really measures timings that matters alot. So we've been kind of trending towards catering to the pro level not because we don't care about the lower levels but because of we're not seeing issues that are as prevalent as we were seeing before.


Wax: So you said that you look at stats a lot in terms of balance, and obviously stats don't tell the entire story so when you're looking at stats like win rate across the board but you also have to look at if the way the game is being played in a way that you think is balanced. What is a case that stats have said something is even but in terms of gameplay you didn't think it was actually working out the way it should be?


DK: I guess we have the perfect example of that right now, so just yesterday we checked the... there's the popular complaint among our forums that protoss vs terran in the late game, terran has no chance so we actually pulled up those numbers, we checked the highest level of GM players, only on Korea, and in the past 2 weeks of all their games and the win loss ratio across the board, at the 5 minute mark it was even, 10 minute mark same thing all the way up to say like the 45 minute mark it was all pretty close to 50% but we're actually not seeing that, just the like how our players are not seeing that also right, so that's an example where the actual stats vary depending on what we're seeing in tournaments right. And I think there are many reasons for that but one of the main reason I can think of is that the tournament experience is different from the ladder experience so while we can't just look at the tournament results alone, I think there are just pluses and minuses for every different stat we can look at.


Wax: So wait you think that, in tournaments, there's another aspect of the game compared to when laddering endlessly there's like the preparation so you could say protoss is more powerful with preparation than terran or something like that?


DK: I wouldn't say that, but what I do think is that you have more prep time against a specific player rather the whole race whereas on the ladder you don't know who you're going to play against next right? And also you only play 1 game against that opponent, maybe 2, maybe 3, but in a tournament setting you almost always play a best of 3 if not more right? So I think those kinds of minor differences actually make a much bigger difference in terms of the stats that we're seeing.


Wax: So you think that those differences they aren't applied equally to the races? Like they can make protoss more powerful than terran somehow?



DK: They could be yeah, but just overall what I think we're seeing at the top of the ladder is pretty solid, and in tournaments right now especially in the GSTL Zerg is performing pretty well but just overall when we look at the last 8 major tournaments around the world that's also looking pretty solid as well. So I wouldn't say that tournaments and ladder are completely different games I would say that they have their minor differences and we just have to pay attention to both numbers.


Wax: In the case of monitoring tournaments, there's obviously a hazard of falling into like looking at smaller numbers or looking at single players and making decisions based on that. How do you get around that? Are you very cautious about that? Because fans speculate that you see cases where something is happening because of one tournament or one player, does that really happen?



DK: Not really. We try out best to not do that, so when we watch tournaments we tend to look at the small picture so what we do to get around that problem is that I try to send out a report to our team on a weekly basis of say like the past 3 months of tournament results as well as the race makeup in those tournaments, as well as the winners, so in that sense we try to look at the bigger picture regularly so that we're not just focusing on one player, or not just focusing on one event.


Wax: So this is a more philosophical question that naz (Ed: Nazgul) wanted to ask, so, the metagame will shift on it's own and players will adjust to perceived imbalances and like within 4 months, 6 months time it will change so do you believe that the balance changes you're making now are just like not necessarily things that you have to do for the long term for the game to return to balance but things you're just doing to make sure things balance faster, they're like more short term fixes?



DK: I think how players play and their skill actually has a huge impact on the balance, I know a lot of people disagree but the way we're thinking of it is for example right, say marine spread on the Terran side is not as good and it will never be as good as it is now then banelings will perform a lot better than they are now so naturally if we never nerf it saying people can actually micro it a lot better and counter this a lot better then the game will be imbalanced all the way up to that point so I think we sort of have to do a bit of both, so sometimes we make fixes to make sure that something is okay until the players are able to use it, and other times we say okay we'll wait on this issue because we think they're getting there so we'll just wait and see. And if they never get there, say in a matter of months then we may make a move over there as well.


Wax: So you'd be okay say making a move, buff, and if it doesn't work out nerf again and back to status quo?


DK: I guess so, but that hasn't happened yet, but every time we make a patch there's a lot of... I guess for this last patch there's a lot of comments from both pros and players saying the queen buff was too much. So we are looking at that very closely and if that turns out to be flawed like people are saying then we will revert that.

+ Show Spoiler [Part 2 - HotS Changes and Match-up Bre…] +


Wax: Going into heart of the swarm you've added a lot of new units, you've changed a lot of abilities etc etc so In general are you happy with the state of the match-ups in wings of liberty and these are things you're adding to just change or add more variety? Or do you think there were problems with the way matches played out asides from balance like you didn't like the meta so you introduced this to change it up?



DK: So back in wings of liberty when we put in new units all we did was we said "Is this a fun unit? Does this unit create fun strategies?" but this time it's a little different because starcraft 2 is a game that everyone's playing right now so we do have to make note of the current meta-game and as well as the potential of how things will turn out, right? So some of the new units that we're putting in like the battle hellion, they're just going in to fill holes that we see in our game currently but overall we try to do a bit of both, we try to create new strategies that are fun to use and at the same time we want to be able to fill the holes that are existing in the game using the new units.

(Off Camera): We're at 12 minutes.


Wax: Okay, cool I can ask you about each match-up then So lets just go through match-up by match-up, and see what you like about it now and what you don't like about it now and what you might have changed to make it more, I dunno, more entertaining. So lets say start TvZ. What do you feel about the situation, like the meta now, and why you made the changes you made?



DK: So TvZ we feel that the defense on the Terran side is a little too strong, so we wanted to introduce, you know especially the siege tanks right, not just siege tanks in your base but also if you have siege tanks set up at the watch tower or in front of the zerg base it's really difficult for the zerg to crack that. So that's why we have units like the swarm host or the Viper that are good at dealing with siege tanks specifically. And on the Terran side, not just in the TvZ match-up, but Terran in general don't have as solid of a mechanical Terran game as the more biological Terran right? So the issue we're seeing with the biological Terran is that you're forced to harass constantly. And I think that's one of the complaints in TvP also. So if you are not a player that is good at using the drop ships and you don't harass throughout the whole game you're not as successful as the other races. So by adding the three new mechanical units we focus more-so on having solid units that you can just mass up in your base you don't have to harass the enemy base and you can go head to head against a zerg army or against a protoss army. So I think those were the main focuses in that match-up


Wax: Well if I had to make a criticism, that sounds a lot like you're making the death ball a requirement even more so than it is now.


DK: Actually I'm not saying that, I'm just saying it would be cool to have a choice of the two right? Because I think biological terran will be strong no matter what because it's already strong and because Terrans are doing the best out of the three races in all the major tournaments right? So it's not a weak strat and I'm not saying the new mechanical style will be stronger then that strat, I'm saying if you choose to play a more harass type of gameplay you can go that strat, and if you choose to go a more protoss like strategy then you go mechanical or you can go a mix of both. I think just adding more choice to the players on the Terran side is cooler than just having one way to play.


Wax: So you're saying that, like, In broodwar you could only play mech in TvP and you could only play Bio in TvZ and you would rather things work out where you have more choices in each match-up?


DK: Yeah for sure. Because we know that the marine marauder drops based strategies work in both match-ups, well, all 3 match-ups pretty well so by adding this new strategy hopefully we'll keep the existing strat as strong as possible, as strong as it is now, and just provide new options. We don't necessarily want per match-up for Terran's to only have one option in terms of unit composition that they use.


Wax: Okay so how about PvZ then, how do you feel about it now and what kind of changes are you trying to make?


DK: So in PvZ, I guess protoss in general, don't have a lot of ways to harass with, their only options are early on with a stargate which a lot of pros are using currently and the other thing is harassment using warp prisms which is kind of all or nothing because whatever you warp in at the enemies base if you warp in more than 4 things those are all wasted, right? And just harassment units in general in Wings of Liberty they all harass by killing workers. So marine drops, templar drops, hellion run bys all those things harass the enemy by killing their workers. So for the protoss we wanted to create something that you can constantly use throughout the whole game if you're good enough and while you're not killing their workers it's still a strong method of harassment. So if you take a look at the oracle in the battle report that we did in the PvZ battle report, I think that shows our intent pretty well. I'm not saying that's how pros are going to use it 100% of the time or anything but because that unit has really fast movement speed and all you need to do is tag the mineral patches once and get out of there if you're paying attention to that harass it would be really easy to not lose that unit throughout the course of the whole game and just constantly harass the enemy mineral line without killing a single unit but at the same time you're actually doing a lot of heavy damage.


Wax: How about Zergs position in that match-up? Do you like how it's working out, because right now it's works out in a way that at lair you can get owned by forcefields and colossi and then you have to work your way up to hive to have a chance. You've said before you don't mind the dynamic where certain races are better in a certain period of the game but what are you trying to change with Zerg in Heart of the Swarm?


DK: So on the Zerg side, as you said, I think the reason that force fields feel so strong in the mid-game is that zerg doesn't have long range options so unless they bring out units like the broodlord, I guess that's the only one. So we're introducing the swarm hosts, and you can actually counter the locusts pretty well using forcefields, but at the same time I don't really feel bad because those are free units that I have, right? I guess that's a pretty good counter to the forcefields in the mid-game. And in the late game with the viper, the main goal for that was zerg in the late game if they don't bring ultras or broodlords out, I guess against protoss you don't really use ultras but you do use Broodlords. If you don't get broodlords out in the late game your 200 pop composition is not as strong as the protoss army so we wanted to create a new unit that can combo well with existing units such as roaches, zerglings or hydras. That's why we included the speed upgrade on the hydralisk and the viper combos really well with fast moving units naturally because if you're trying to pull things and catch them off-guard in that moment you don't want slow units because when you pull something it will get away if I can't chase him down. So like in the battle reports the viper actually combos really well with the new hydralisks and we're seeing in our internal playtests that's not only the case with the hydras but also with zerglings and roaches the vipers are really strong. So we're kind of hoping to create a different sort of option in tier 3 where you can go the mass zerg style army and use vipers to compliment that and you can still go the old ultralisk or broodlord based army.


Wax: So you're saying that you didn't think it was ideal that the only way that zerg could play was to like make a giant gas heavy army of all infestors and broodlords all the minerals you just dump into spines or whatever.


DK: Yeah, I just think that's one cool way to play and just yesterday we saw a ZvZ between Leenock and Violet where both of the players made like 15 ultralisks each and I think those moments are really cool but I just think if Zerg players to go that or the mass swarm army, that would be cool also.


Wax: So mostly the changes are about giving people more than one ideal composition at various points of the game right?


DK: Yeah for sure


Wax: Okay so let's move on to TvP, Where do you think the matchup is at right now and what are you trying to fix?


DK: In TvP I guess that's one of the biggest complained about match-ups right now so we naturally need to look at the terran strength in the mid-game as well as the protoss strenght in the late game. So in the mid game the terrans biggest strength is that they can harass multiple locations at once right? So by introducing the mothership (core) and the purify ability you'll be able to take care of at least one spot fairly easily compared to before while your army takes care of another spot but what we're not trying to do, is we don't want the harassing to stop altogether. So the goal for purify is to find a point where harassment attacks from the Terran side are a little easier to stop, but it's not so dominatingly stong that Terran players don't want to drop anymore. So that we're hoping that protoss will have a better time in the mid-game and in the late game the unit composition that Terran's struggle the most with is the mass zealot archon strategy right? So that's why we introduced the battle hellion which is very strong against charge zealots specifically. So while we keep the terran strength in the mid-game, and the protoss strength in the late game we want to make that gap a little smaller So that it's not as seemingly all or nothing as it is now.

+ Show Spoiler [Part 3 - Design Philosophy and Lightni…] +


Wax: So this is a kind of question about just overall. You talk a lot about controlling space, and giving zerg a ranged option etc etc, do you think it's maybe homogenizing the races like the tools they have? I guess the obvious comparison is Broodwar not all the races had those tools but they were forced to make do with the tools they did have?


DK: That's just something that we have to watch out for right? So what we tried to do when creating the seige unit on the zerg side is that we didn't want it to feel like the colossus or the siege tank because both those units kind of feel similar, you know aside from the fact that the siege tank has to set up to do damage those two units are actually pretty similar units. And what those units have in common is the high damage burst splash damage combined with the siege range. So with the swarm host what we wanted to do was the complete opposite which is they constantly spawn these little guys that do small amounts of damage but over time you wear the enemy down. So this new zerg option is a whole different way to siege your opponent compared to before. So that is something we are looking out for all the time and we do try to make really asymmetric differences even when we're trying to make something that do similar things. And I guess the oracle is another good example right? Terran harasses using marine drops that kill workers but the oracle harasses the mineral line but doesn't actually kill anything.


Wax: So that's another, you mentioned the battle hellions, and I know this is a kind of weird complicated question but you introduced something like the battle hellions and the warhound, and those are kind of 1-a counter this unit units, like battle hellions destroy melee and warhounds destroy mechanical units you just 1-a them. And yet you introduce a unit like the window mines and that's like a very micro intensive, to counter it you have to do a lot of clicks so it's kind of an interesting thing I thought in some cases you have units that reduce the amount of micro you do and some units that increase the amount of micro you need on both sides significantly.


DK: So on the Terran side we tried to create some very attack move friendly units because all of the units they have now you need a lot of micro right, so even the existing hellions right now right if you have terrible micro you're not going to get the full effect out of that unit. So on the Terran side we tried to introduce more of the easy to use units but at the same time we didn't want to create just easy to use units that's why we created the widow mine also and on the protoss side for example a lot of their existing units currently are good at attack move so both of the new units we created are pretty positional dependent, pretty difficult to use and depending on your micro you're going to get bigger results.


Wax: Well what's the reason for adding more attack move friendly units to Terran. I guess it falls into the whole "Blizzard is catering too much to casuals" or whatever argument do you have anything to say about that?


DK: I mean, like I said before, the more barracks units on the Terran side are really micro intensive and you need to be constantly attacking all the time so when trying to create a different option of being able to play a little more defensive we just naturally had to include something that's more attack move friendly. And I don't think that's catering to the lower level players only because even on the pro side there are strategies that involve easy to use units but those strategies focus on other aspects of the game such as having a better econ game or being able to attack even MORE locations at once stuff like that right? So I think just having the variety in units is more important. And I wouldn't say just because a unit is more attack move friendly that it's catered more towards the casual players and just because a unit is more micro intensive it's only catering towards the pro-players.


Wax: So I have to ask a little about map balance or how you guys use maps. So obviously you can't try to patch a game or create units for a game without having some kind of idea about what a default map is whether it's like 8 minerals 2 gas, 40 seconds rush between all the bases so generally do you have a concept for what a default map is that you want to make the game move around that or are you more open to like maps totally changing the way the game is played like in Broodwar.



DK: We do try to stick to that rule which is 8 mineral patches 2 geysers at normal expansions and 6 mineral patches and 2 normal geysers on high yield expansions and the reason for that is because we think even as is, it's pretty difficult as a pro player to figure out what your income rate is in a given game vs what mine is at a given point in time so for example say I have 3 expansion you have 2 expansions but you have more probes how much of an econ advantage do I have right? So figuring that out is already too difficult, so we don't want to alter that and make it even more impossible for everyone to figure out. Other than that we try to cater to... It's specifically for the 1v1 map pool as you know we've been using tournament maps only for quite a while now and that's actually working out pretty well. So naturally our game balance leads to those more larger maps that follow a similar formula. So for example maps in the past it was difficult to get your second expansion up but maps these days your main base, natural and second expansions are actually pretty close to each other and easily defend able so those kinds of basic map rules we follow for 1v1 and for team maps we actually try to go as diverse as possible especially in the 3's and 4's format because we believe that those formats are not really for pro players to play tournaments in they're more for the variety and the fun.


Wax: Okay, So we're running out of time here so I'm going to ask you a few quick questions.
Is it true you nerfed thors just because of Thorzain and the Thorzain build?


DK: Of course!


Wax: That one thing?


DK: No. (laughs) We nerfed thors because thors actually suffer from an art issue. As the thor is now the radius of the thor is pretty small compared to the art. So if you spawn in a bunch of thors as well as some marines and marauders together with thors and clump them up it's almost impossible to tell how many marines and marauders are in the field so when we started seeing strategies involving large numbers of thors we felt this was hurting ESPORTS because...


Wax: (laughs)


(laughter is heard off camera)

DK: ... the viewers can't really see what exactly the player has. So we decided to nerf it a little bit so that thors are more viable in smaller numbers but at the higher numbers at the same time people don't build mass numbers of thors.


Wax: Okay, What is your favorite match-up to watch?


DK: I like all match-ups actually, but I guess the non-mirror match-ups have always been more fun then the non-mirror match-ups but these days I'm actually enjoying ZvZ a lot because I mean it seems to have evolved a lot. Considering even the end of last year all we were seeing was ling baneling wars all the time right? And now that we're seeing a lot of mid and late game scenarios especially the game we saw yesterday where 15 ultralisks went up against 15 ultralisks I think there is a lot more potential for that match-up to evolve and for that reason it's pretty exciting to watch right now.


Wax: And who's your favorite player?


DK : I actually have a lot of favorite players I think my favorite players in general are players that use a variety of strats, so while I respect a player like marine king because his micro is so amazing I do tend to cheer more for players like MMA who try to use different strats in every tournament and even though he's not as successful right now I'm really hoping he does well in future.


Wax: 2 Terrans! Nah, I'm just kidding. alright.


DK: Well I'm wearing the shirt!


Wax: That's true. If you were a player we'd ask you to shout out your sponsors... Blizzard I guess but yeah just say what ever you need to say at the end that someone or what ever.



DK: Thanks for having interest in Heart of the Swarm and during the beta and even before the beta please give us a lot of constructive feedback so we can fine tune all the new units going in to the beta and I'm really looking forward to playing against all of you guys!


Somebody give this guy a medal, sick job. Thanks so much man, got to read this at work.

Really great interview from Wax here, especially liked his reply when asked about adding a-moving Terran units. Its good to see they do notice that Terran is so micro intensive, so they are trying to add a few easier units to even it up a bit.

Good stuff.
Bling, MC, Snute, HwangSin, Deranging (<3) fan. 'Full name - ESP ORTS' Vote hotbid. Vote ESPORTS.
Shallot
Profile Joined September 2011
United States58 Posts
June 13 2012 12:05 GMT
#217
Oh, cool. The interviewer clearly thinks protoss is overpowered in every matchup. That's all I got out of this. Thanks for the transcript.
A shallot is the love child of garlic and onion.
Quotidian
Profile Joined August 2010
Norway1937 Posts
Last Edited: 2012-06-13 12:08:11
June 13 2012 12:07 GMT
#218
On June 13 2012 20:47 Garmer wrote:
rotfl they nerfed the thor because, he cover marine and marauders ....



and they only did it in tvp while doing nothing to prevent mass thor in for example tvz... which shows just how inconsistently they think about things. Not to mention that any competent player would be able to tell roughly how many units in addition to the thors just by looking at the total cost/supply of the thors themselves. David Kim's reasoning here is completely unreasonable
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
June 13 2012 12:07 GMT
#219
On June 13 2012 20:12 Dingobloo wrote:
Wrote up a transcript for those of you that can't watch the interview, it's a giant wall of text so I broke it up into spoiler tags:

+ Show Spoiler [Part 1 - Balancing Methodology and Com…] +
Wax Angel: Hey, we're here with David Kim game designer for starcraft 2
I'm just going to start out with questions I don't know, I don't do this lead in stuff well.

So in America or in the west a lot of people, the fans they point at Dustin Browder as the guy to blame all their balance complaints, and in Korea they all blame David Kim for some reason, so i think it would be good to just point out what exactly you do on the balance side, so we can clarify this stuff, is all this deserved?


David Kim: we actually work on a team, it's not just me and Dustin that work on the balance we actually have a group of multiplayer game designers that work on the balance. I just think those two names are more well know, it's kinda cool seeing Dustin Browders face and funny comments like the comment about rocks that we saw yesterday so it would be kinda cool if my face was there instead.


Wax: In the community there are jokes some jokes and some serious like "blizzard doesn't pay attention to the games, they don't know what they're doing" so you know take this as a chance to clarify some of that stuff things like "how many people are on the team and what kind of tournaments do you watch, how often do you watch them, with what kind of thoroughness" put some confidence in these people.



DK: Well we have a few people working on the multiplayer game and we actually try to watch every single major tournament so when ever there is a major event going on we try watch as many games as possible and we try to talk about what we observe. For example last week there was red bull battlegrounds we watched that pretty heavily too, so i guess we're watching almost every single major tournament around the world and we do try our best to listen to our community, sometimes we don't react as quickly to certain suggestions, but that's just the nature of it. We not only look at the community feedback we also look at pro feedback, we also look at the various different data that we have, so it's really difficult sometimes if all those three things disagree in terms of what they're saying so we cannot promise we will act on every single major complaint that the community has, but at the same time we try to analyze to the best of our abilities and really look into every issue.


Wax: So let's talk about that a little bit in detail so you say you look at pro feedback and that's actively talking to the pro's asking them for their opinions?



DK: Yes, but there's ups and downs to every method of feedback especially right, the pro's are generally a little more biased then not because they play one race, they have to win all the time, so they probably feel the most pressure so we do take that into account whenever we get pro feedback.

But on a similar side we don't just gather the verbal feedback that the pros give but also there are a lot of people within our company and outside the company that watch the game a lot, very heavily, so those people generally have a good unbiased view of the game. I think in terms of pro feedback whenever we say that we not only mean the actual pro feedback that the pro players are giving us but also we do have a bunch of people both internally and externally that are really good at analyzing the game, and the feedback we get from them is just as important as the feedback that we get from the pros.


Wax: Okay and another thing we hear as a complaint a lot from the community is that blizzard's making these changes because they want to cater to these silver league players, gold league players and they don't care about ESPORTS top level play. So obviously you have to cater somewhat to lower level play, at the same time us at team liquid we would love it if your main focus was on the highest level play.


DK: So, we do cater try to every single person who plays starcraft 2 but with that said, I think the most important is the pro level, and the reason for that is because that level not only affects the players that are playing at that level, but also so many people that are watching pro's play too. So we do think that is the most important but at the same time if there are completely broken things, so for example in the past we have made a lot of changes for the lower leagues, so for example a lot of the bunker nerfs that we did, or the warp gate nerfs that we did, we were seeing that at the lower levels of play it was pretty difficult for those guys to block those all-in rushes so we did take care of those problems, but these days we're actually not seeing a lot of low level issues. So the last patch for example none of those changes I don't think have a huge impact on the silver level but for a pro the 2 range difference is pretty crazy huge right (referring to the queen range change) or even the observer build speed, we reduced it by 10 seconds, that probably has almost no impact on a silver level player but for a pro who really measures timings that matters alot. So we've been kind of trending towards catering to the pro level not because we don't care about the lower levels but because of we're not seeing issues that are as prevalent as we were seeing before.


Wax: So you said that you look at stats a lot in terms of balance, and obviously stats don't tell the entire story so when you're looking at stats like win rate across the board but you also have to look at if the way the game is being played in a way that you think is balanced. What is a case that stats have said something is even but in terms of gameplay you didn't think it was actually working out the way it should be?


DK: I guess we have the perfect example of that right now, so just yesterday we checked the... there's the popular complaint among our forums that protoss vs terran in the late game, terran has no chance so we actually pulled up those numbers, we checked the highest level of GM players, only on Korea, and in the past 2 weeks of all their games and the win loss ratio across the board, at the 5 minute mark it was even, 10 minute mark same thing all the way up to say like the 45 minute mark it was all pretty close to 50% but we're actually not seeing that, just the like how our players are not seeing that also right, so that's an example where the actual stats vary depending on what we're seeing in tournaments right. And I think there are many reasons for that but one of the main reason I can think of is that the tournament experience is different from the ladder experience so while we can't just look at the tournament results alone, I think there are just pluses and minuses for every different stat we can look at.


Wax: So wait you think that, in tournaments, there's another aspect of the game compared to when laddering endlessly there's like the preparation so you could say protoss is more powerful with preparation than terran or something like that?


DK: I wouldn't say that, but what I do think is that you have more prep time against a specific player rather the whole race whereas on the ladder you don't know who you're going to play against next right? And also you only play 1 game against that opponent, maybe 2, maybe 3, but in a tournament setting you almost always play a best of 3 if not more right? So I think those kinds of minor differences actually make a much bigger difference in terms of the stats that we're seeing.


Wax: So you think that those differences they aren't applied equally to the races? Like they can make protoss more powerful than terran somehow?



DK: They could be yeah, but just overall what I think we're seeing at the top of the ladder is pretty solid, and in tournaments right now especially in the GSTL Zerg is performing pretty well but just overall when we look at the last 8 major tournaments around the world that's also looking pretty solid as well. So I wouldn't say that tournaments and ladder are completely different games I would say that they have their minor differences and we just have to pay attention to both numbers.


Wax: In the case of monitoring tournaments, there's obviously a hazard of falling into like looking at smaller numbers or looking at single players and making decisions based on that. How do you get around that? Are you very cautious about that? Because fans speculate that you see cases where something is happening because of one tournament or one player, does that really happen?



DK: Not really. We try out best to not do that, so when we watch tournaments we tend to look at the small picture so what we do to get around that problem is that I try to send out a report to our team on a weekly basis of say like the past 3 months of tournament results as well as the race makeup in those tournaments, as well as the winners, so in that sense we try to look at the bigger picture regularly so that we're not just focusing on one player, or not just focusing on one event.


Wax: So this is a more philosophical question that naz (Ed: Nazgul) wanted to ask, so, the metagame will shift on it's own and players will adjust to perceived imbalances and like within 4 months, 6 months time it will change so do you believe that the balance changes you're making now are just like not necessarily things that you have to do for the long term for the game to return to balance but things you're just doing to make sure things balance faster, they're like more short term fixes?



DK: I think how players play and their skill actually has a huge impact on the balance, I know a lot of people disagree but the way we're thinking of it is for example right, say marine spread on the Terran side is not as good and it will never be as good as it is now then banelings will perform a lot better than they are now so naturally if we never nerf it saying people can actually micro it a lot better and counter this a lot better then the game will be imbalanced all the way up to that point so I think we sort of have to do a bit of both, so sometimes we make fixes to make sure that something is okay until the players are able to use it, and other times we say okay we'll wait on this issue because we think they're getting there so we'll just wait and see. And if they never get there, say in a matter of months then we may make a move over there as well.


Wax: So you'd be okay say making a move, buff, and if it doesn't work out nerf again and back to status quo?


DK: I guess so, but that hasn't happened yet, but every time we make a patch there's a lot of... I guess for this last patch there's a lot of comments from both pros and players saying the queen buff was too much. So we are looking at that very closely and if that turns out to be flawed like people are saying then we will revert that.

+ Show Spoiler [Part 2 - HotS Changes and Match-up Bre…] +


Wax: Going into heart of the swarm you've added a lot of new units, you've changed a lot of abilities etc etc so In general are you happy with the state of the match-ups in wings of liberty and these are things you're adding to just change or add more variety? Or do you think there were problems with the way matches played out asides from balance like you didn't like the meta so you introduced this to change it up?



DK: So back in wings of liberty when we put in new units all we did was we said "Is this a fun unit? Does this unit create fun strategies?" but this time it's a little different because starcraft 2 is a game that everyone's playing right now so we do have to make note of the current meta-game and as well as the potential of how things will turn out, right? So some of the new units that we're putting in like the battle hellion, they're just going in to fill holes that we see in our game currently but overall we try to do a bit of both, we try to create new strategies that are fun to use and at the same time we want to be able to fill the holes that are existing in the game using the new units.

(Off Camera): We're at 12 minutes.


Wax: Okay, cool I can ask you about each match-up then So lets just go through match-up by match-up, and see what you like about it now and what you don't like about it now and what you might have changed to make it more, I dunno, more entertaining. So lets say start TvZ. What do you feel about the situation, like the meta now, and why you made the changes you made?



DK: So TvZ we feel that the defense on the Terran side is a little too strong, so we wanted to introduce, you know especially the siege tanks right, not just siege tanks in your base but also if you have siege tanks set up at the watch tower or in front of the zerg base it's really difficult for the zerg to crack that. So that's why we have units like the swarm host or the Viper that are good at dealing with siege tanks specifically. And on the Terran side, not just in the TvZ match-up, but Terran in general don't have as solid of a mechanical Terran game as the more biological Terran right? So the issue we're seeing with the biological Terran is that you're forced to harass constantly. And I think that's one of the complaints in TvP also. So if you are not a player that is good at using the drop ships and you don't harass throughout the whole game you're not as successful as the other races. So by adding the three new mechanical units we focus more-so on having solid units that you can just mass up in your base you don't have to harass the enemy base and you can go head to head against a zerg army or against a protoss army. So I think those were the main focuses in that match-up


Wax: Well if I had to make a criticism, that sounds a lot like you're making the death ball a requirement even more so than it is now.


DK: Actually I'm not saying that, I'm just saying it would be cool to have a choice of the two right? Because I think biological terran will be strong no matter what because it's already strong and because Terrans are doing the best out of the three races in all the major tournaments right? So it's not a weak strat and I'm not saying the new mechanical style will be stronger then that strat, I'm saying if you choose to play a more harass type of gameplay you can go that strat, and if you choose to go a more protoss like strategy then you go mechanical or you can go a mix of both. I think just adding more choice to the players on the Terran side is cooler than just having one way to play.


Wax: So you're saying that, like, In broodwar you could only play mech in TvP and you could only play Bio in TvZ and you would rather things work out where you have more choices in each match-up?


DK: Yeah for sure. Because we know that the marine marauder drops based strategies work in both match-ups, well, all 3 match-ups pretty well so by adding this new strategy hopefully we'll keep the existing strat as strong as possible, as strong as it is now, and just provide new options. We don't necessarily want per match-up for Terran's to only have one option in terms of unit composition that they use.


Wax: Okay so how about PvZ then, how do you feel about it now and what kind of changes are you trying to make?


DK: So in PvZ, I guess protoss in general, don't have a lot of ways to harass with, their only options are early on with a stargate which a lot of pros are using currently and the other thing is harassment using warp prisms which is kind of all or nothing because whatever you warp in at the enemies base if you warp in more than 4 things those are all wasted, right? And just harassment units in general in Wings of Liberty they all harass by killing workers. So marine drops, templar drops, hellion run bys all those things harass the enemy by killing their workers. So for the protoss we wanted to create something that you can constantly use throughout the whole game if you're good enough and while you're not killing their workers it's still a strong method of harassment. So if you take a look at the oracle in the battle report that we did in the PvZ battle report, I think that shows our intent pretty well. I'm not saying that's how pros are going to use it 100% of the time or anything but because that unit has really fast movement speed and all you need to do is tag the mineral patches once and get out of there if you're paying attention to that harass it would be really easy to not lose that unit throughout the course of the whole game and just constantly harass the enemy mineral line without killing a single unit but at the same time you're actually doing a lot of heavy damage.


Wax: How about Zergs position in that match-up? Do you like how it's working out, because right now it's works out in a way that at lair you can get owned by forcefields and colossi and then you have to work your way up to hive to have a chance. You've said before you don't mind the dynamic where certain races are better in a certain period of the game but what are you trying to change with Zerg in Heart of the Swarm?


DK: So on the Zerg side, as you said, I think the reason that force fields feel so strong in the mid-game is that zerg doesn't have long range options so unless they bring out units like the broodlord, I guess that's the only one. So we're introducing the swarm hosts, and you can actually counter the locusts pretty well using forcefields, but at the same time I don't really feel bad because those are free units that I have, right? I guess that's a pretty good counter to the forcefields in the mid-game. And in the late game with the viper, the main goal for that was zerg in the late game if they don't bring ultras or broodlords out, I guess against protoss you don't really use ultras but you do use Broodlords. If you don't get broodlords out in the late game your 200 pop composition is not as strong as the protoss army so we wanted to create a new unit that can combo well with existing units such as roaches, zerglings or hydras. That's why we included the speed upgrade on the hydralisk and the viper combos really well with fast moving units naturally because if you're trying to pull things and catch them off-guard in that moment you don't want slow units because when you pull something it will get away if I can't chase him down. So like in the battle reports the viper actually combos really well with the new hydralisks and we're seeing in our internal playtests that's not only the case with the hydras but also with zerglings and roaches the vipers are really strong. So we're kind of hoping to create a different sort of option in tier 3 where you can go the mass zerg style army and use vipers to compliment that and you can still go the old ultralisk or broodlord based army.


Wax: So you're saying that you didn't think it was ideal that the only way that zerg could play was to like make a giant gas heavy army of all infestors and broodlords all the minerals you just dump into spines or whatever.


DK: Yeah, I just think that's one cool way to play and just yesterday we saw a ZvZ between Leenock and Violet where both of the players made like 15 ultralisks each and I think those moments are really cool but I just think if Zerg players to go that or the mass swarm army, that would be cool also.


Wax: So mostly the changes are about giving people more than one ideal composition at various points of the game right?


DK: Yeah for sure


Wax: Okay so let's move on to TvP, Where do you think the matchup is at right now and what are you trying to fix?


DK: In TvP I guess that's one of the biggest complained about match-ups right now so we naturally need to look at the terran strength in the mid-game as well as the protoss strenght in the late game. So in the mid game the terrans biggest strength is that they can harass multiple locations at once right? So by introducing the mothership (core) and the purify ability you'll be able to take care of at least one spot fairly easily compared to before while your army takes care of another spot but what we're not trying to do, is we don't want the harassing to stop altogether. So the goal for purify is to find a point where harassment attacks from the Terran side are a little easier to stop, but it's not so dominatingly stong that Terran players don't want to drop anymore. So that we're hoping that protoss will have a better time in the mid-game and in the late game the unit composition that Terran's struggle the most with is the mass zealot archon strategy right? So that's why we introduced the battle hellion which is very strong against charge zealots specifically. So while we keep the terran strength in the mid-game, and the protoss strength in the late game we want to make that gap a little smaller So that it's not as seemingly all or nothing as it is now.

+ Show Spoiler [Part 3 - Design Philosophy and Lightni…] +


Wax: So this is a kind of question about just overall. You talk a lot about controlling space, and giving zerg a ranged option etc etc, do you think it's maybe homogenizing the races like the tools they have? I guess the obvious comparison is Broodwar not all the races had those tools but they were forced to make do with the tools they did have?


DK: That's just something that we have to watch out for right? So what we tried to do when creating the seige unit on the zerg side is that we didn't want it to feel like the colossus or the siege tank because both those units kind of feel similar, you know aside from the fact that the siege tank has to set up to do damage those two units are actually pretty similar units. And what those units have in common is the high damage burst splash damage combined with the siege range. So with the swarm host what we wanted to do was the complete opposite which is they constantly spawn these little guys that do small amounts of damage but over time you wear the enemy down. So this new zerg option is a whole different way to siege your opponent compared to before. So that is something we are looking out for all the time and we do try to make really asymmetric differences even when we're trying to make something that do similar things. And I guess the oracle is another good example right? Terran harasses using marine drops that kill workers but the oracle harasses the mineral line but doesn't actually kill anything.


Wax: So that's another, you mentioned the battle hellions, and I know this is a kind of weird complicated question but you introduced something like the battle hellions and the warhound, and those are kind of 1-a counter this unit units, like battle hellions destroy melee and warhounds destroy mechanical units you just 1-a them. And yet you introduce a unit like the window mines and that's like a very micro intensive, to counter it you have to do a lot of clicks so it's kind of an interesting thing I thought in some cases you have units that reduce the amount of micro you do and some units that increase the amount of micro you need on both sides significantly.


DK: So on the Terran side we tried to create some very attack move friendly units because all of the units they have now you need a lot of micro right, so even the existing hellions right now right if you have terrible micro you're not going to get the full effect out of that unit. So on the Terran side we tried to introduce more of the easy to use units but at the same time we didn't want to create just easy to use units that's why we created the widow mine also and on the protoss side for example a lot of their existing units currently are good at attack move so both of the new units we created are pretty positional dependent, pretty difficult to use and depending on your micro you're going to get bigger results.


Wax: Well what's the reason for adding more attack move friendly units to Terran. I guess it falls into the whole "Blizzard is catering too much to casuals" or whatever argument do you have anything to say about that?


DK: I mean, like I said before, the more barracks units on the Terran side are really micro intensive and you need to be constantly attacking all the time so when trying to create a different option of being able to play a little more defensive we just naturally had to include something that's more attack move friendly. And I don't think that's catering to the lower level players only because even on the pro side there are strategies that involve easy to use units but those strategies focus on other aspects of the game such as having a better econ game or being able to attack even MORE locations at once stuff like that right? So I think just having the variety in units is more important. And I wouldn't say just because a unit is more attack move friendly that it's catered more towards the casual players and just because a unit is more micro intensive it's only catering towards the pro-players.


Wax: So I have to ask a little about map balance or how you guys use maps. So obviously you can't try to patch a game or create units for a game without having some kind of idea about what a default map is whether it's like 8 minerals 2 gas, 40 seconds rush between all the bases so generally do you have a concept for what a default map is that you want to make the game move around that or are you more open to like maps totally changing the way the game is played like in Broodwar.



DK: We do try to stick to that rule which is 8 mineral patches 2 geysers at normal expansions and 6 mineral patches and 2 normal geysers on high yield expansions and the reason for that is because we think even as is, it's pretty difficult as a pro player to figure out what your income rate is in a given game vs what mine is at a given point in time so for example say I have 3 expansion you have 2 expansions but you have more probes how much of an econ advantage do I have right? So figuring that out is already too difficult, so we don't want to alter that and make it even more impossible for everyone to figure out. Other than that we try to cater to... It's specifically for the 1v1 map pool as you know we've been using tournament maps only for quite a while now and that's actually working out pretty well. So naturally our game balance leads to those more larger maps that follow a similar formula. So for example maps in the past it was difficult to get your second expansion up but maps these days your main base, natural and second expansions are actually pretty close to each other and easily defend able so those kinds of basic map rules we follow for 1v1 and for team maps we actually try to go as diverse as possible especially in the 3's and 4's format because we believe that those formats are not really for pro players to play tournaments in they're more for the variety and the fun.


Wax: Okay, So we're running out of time here so I'm going to ask you a few quick questions.
Is it true you nerfed thors just because of Thorzain and the Thorzain build?


DK: Of course!


Wax: That one thing?


DK: No. (laughs) We nerfed thors because thors actually suffer from an art issue. As the thor is now the radius of the thor is pretty small compared to the art. So if you spawn in a bunch of thors as well as some marines and marauders together with thors and clump them up it's almost impossible to tell how many marines and marauders are in the field so when we started seeing strategies involving large numbers of thors we felt this was hurting ESPORTS because...


Wax: (laughs)


(laughter is heard off camera)

DK: ... the viewers can't really see what exactly the player has. So we decided to nerf it a little bit so that thors are more viable in smaller numbers but at the higher numbers at the same time people don't build mass numbers of thors.


Wax: Okay, What is your favorite match-up to watch?


DK: I like all match-ups actually, but I guess the non-mirror match-ups have always been more fun then the non-mirror match-ups but these days I'm actually enjoying ZvZ a lot because I mean it seems to have evolved a lot. Considering even the end of last year all we were seeing was ling baneling wars all the time right? And now that we're seeing a lot of mid and late game scenarios especially the game we saw yesterday where 15 ultralisks went up against 15 ultralisks I think there is a lot more potential for that match-up to evolve and for that reason it's pretty exciting to watch right now.


Wax: And who's your favorite player?


DK : I actually have a lot of favorite players I think my favorite players in general are players that use a variety of strats, so while I respect a player like marine king because his micro is so amazing I do tend to cheer more for players like MMA who try to use different strats in every tournament and even though he's not as successful right now I'm really hoping he does well in future.


Wax: 2 Terrans! Nah, I'm just kidding. alright.


DK: Well I'm wearing the shirt!


Wax: That's true. If you were a player we'd ask you to shout out your sponsors... Blizzard I guess but yeah just say what ever you need to say at the end that someone or what ever.



DK: Thanks for having interest in Heart of the Swarm and during the beta and even before the beta please give us a lot of constructive feedback so we can fine tune all the new units going in to the beta and I'm really looking forward to playing against all of you guys!



Thanks for posting it
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
June 13 2012 12:09 GMT
#220
Wait, Wax is back? I thought he quit esports due to something?
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
June 13 2012 12:14 GMT
#221
david kim good inteview
| Idra | YuGiOh | Leenock | Coca |
Laneir
Profile Joined September 2010
United States1160 Posts
June 13 2012 12:19 GMT
#222
great invterview dustin so gosu
Follow me on Instagram @Chef_Betto
Ryndika
Profile Blog Joined August 2010
1489 Posts
June 13 2012 12:24 GMT
#223
I dont really like that they focus on races as whole instead of these small annoying things in game. "Terran is winning too less, lets give them ability that makes them win greatly" this isn't what I like rly. Anyone else with me?
as useful as teasalt
Mr Showtime
Profile Joined April 2011
United States1353 Posts
June 13 2012 12:27 GMT
#224
Neural parasite isn't in the issue. It's the one thing that gives Zerg a decent opportunity to come back. As long as the protoss is careful and they don't fuck up the vortexes, they will win. If they fuck it up, they lose. If Zerg gets a successful neural and vortex, they win.

The problem is when it gets to late game ZvP, it's no longer about getting an advantage. Someone quickly wins, and the other quickly loses. I wish the question was presented in a different way. That MU is a problem, but attributing it all to neural is wrong.
Jarree
Profile Joined January 2012
Finland1004 Posts
June 13 2012 12:30 GMT
#225
Siege tanks too strong. Didnt see that coming.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 12:33 GMT
#226
On June 13 2012 21:30 Jarree wrote:
Siege tanks too strong. Didnt see that coming.


Siege tanks too strong in TvZ apparently.
MMA: The true King of Wings
baldgye
Profile Joined April 2011
United Kingdom1092 Posts
June 13 2012 12:35 GMT
#227
have to say I really hate mid-late game PvZ/ZvP becasue the Z can do almost anything they like, and the P has no option but to get archon MS...
d00p
Profile Blog Joined May 2011
711 Posts
June 13 2012 12:45 GMT
#228
On June 13 2012 12:13 iTzSnypah wrote:
I'm a sad panda. 99% of the time TL does written interviews. 100% of the time I'm on 56k Dialup. WHY TL WHY!

Transcript of interviews PLEASE.


Holy shit those things still exist?!

Buffer that shit!
Warpish
Profile Joined June 2011
834 Posts
June 13 2012 12:46 GMT
#229
How many units are there to counter Siege Tanks? How many more are needed?
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
Last Edited: 2012-06-13 12:49:20
June 13 2012 12:49 GMT
#230
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.
Charon1979
Profile Joined October 2010
Austria317 Posts
June 13 2012 12:49 GMT
#231
On June 13 2012 21:35 baldgye wrote:
have to say I really hate mid-late game PvZ/ZvP becasue the Z can do almost anything they like, and the P has no option but to get archon MS...


Infestor Broodlord = anything Zerg likes? Interesting point of view...
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
Last Edited: 2012-06-13 12:53:56
June 13 2012 12:53 GMT
#232
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.
Warpath
Profile Joined April 2010
Canada1242 Posts
June 13 2012 13:03 GMT
#233
finally :D
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 13 2012 13:08 GMT
#234
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


Show nested quote +
On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....
"Mudkip"
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 13 2012 13:10 GMT
#235
On June 13 2012 21:46 Warpish wrote:
How many units are there to counter Siege Tanks? How many more are needed?

By the time the 2ed expansion comes out i can see DB saying: "look...we can't keep this unit in to the game just because it's cool...we got this new super cool unit that does extra dmg to armored-biological-psyonic-massive units BUT ONLY when they're cloacked."

So sad for the carrier and siege tank some of the coolest units in any RTS.
Head Coach Park: "They should buff tanks!"
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 13 2012 13:11 GMT
#236
Wait, was he not trolling about the Thor thing? I thought he was
Achaia
Profile Joined July 2010
United States643 Posts
June 13 2012 13:11 GMT
#237
On June 13 2012 12:13 iTzSnypah wrote:
I'm a sad panda. 99% of the time TL does written interviews. 100% of the time I'm on 56k Dialup. WHY TL WHY!

Transcript of interviews PLEASE.




Also, cool interview. Love hearing from the guys behind it all. Thanks TL! :D
http://www.youtube.com/SCBattleGrounds
DougJDempsey
Profile Joined April 2010
747 Posts
June 13 2012 13:18 GMT
#238
On June 13 2012 21:33 SarcasmMonster wrote:
Show nested quote +
On June 13 2012 21:30 Jarree wrote:
Siege tanks too strong. Didnt see that coming.


Siege tanks too strong in TvZ apparently.


... lol. i wonder what games their looking at O.O most tanks get 2 shots off nowadays before they die in TvZ.
AzureD
Profile Joined September 2010
United States320 Posts
June 13 2012 13:22 GMT
#239
On June 13 2012 14:06 FabledIntegral wrote:
Show nested quote +
On June 13 2012 13:52 AzureD wrote:
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.


IT can be good but the issue is that you'll still lose all your BL to archons, then toss just sacks his archons. Now what? You have no energy on your infestors - they're taking up supply, and if toss remaxes on something you're boned. You have to be careful with teh energy, and it's not like Toss throws their entire army into the toilet. It's meant to get the Zerg army coupled with Toss archons, and some blink stalkers. That's it. Which is also why banes, which are fickle due to storm and colossi being in play, are also not used. You going to throw in banes to do splash dmg to archons? It' snot like the banes get to hit every unit in the toilet - archons only work because they're so good vs the air. Also, vortex is used to phase out certain units from a battle as well, not just for the toilet.


40 Banes will destroy the vast majority of a Protoss army if he puts it in his toilet. Besides the Protoss tends to not do this at all. If a Toss does do this and it does not kill the Archons instantly he will have traded his entire army for the Zerg army inside the Vortex. If the Toss only puts in Archons and a small handeful of units then you only need a few infested terrans to cleanup what the Banes do not one shot.
RiPPy
Profile Joined March 2012
Norway23 Posts
June 13 2012 13:26 GMT
#240
Great stuff.

Would like to point out that the queen buff has made it even worse for zergs to deal with hellion drone trades... now they are massed even more and just forced in-GG!
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
June 13 2012 13:28 GMT
#241
David Kim interview was good, Dustin Browder seemed better somehow.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Toadvine
Profile Joined November 2010
Poland2234 Posts
June 13 2012 13:30 GMT
#242
On June 13 2012 21:27 Mr Showtime wrote:
Neural parasite isn't in the issue. It's the one thing that gives Zerg a decent opportunity to come back. As long as the protoss is careful and they don't fuck up the vortexes, they will win. If they fuck it up, they lose. If Zerg gets a successful neural and vortex, they win.

The problem is when it gets to late game ZvP, it's no longer about getting an advantage. Someone quickly wins, and the other quickly loses. I wish the question was presented in a different way. That MU is a problem, but attributing it all to neural is wrong.


At the very highest level, it's actually the other way around. Zergs can and will split their broodlords well, and then just win because no Protoss army can stand up to 20 Broodlords with Infestor support. There's a reason Korean Protosses play lategame PvZ by just doing mass warpins in the main and counterattacking whenever the Zerg moves out.

Honestly, the problem isn't Neural, it's Fungal affecting air units. Broodlords wouldn't be a problem at all if Protoss could use VRs (the obvious counter) against them, but it's impossible because Fungal shuts down any and all air play. They should just change Fungal in HotS instead of adding the Tempest solely as an anti-broodlord measure.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
Last Edited: 2012-06-13 13:35:12
June 13 2012 13:32 GMT
#243
On June 13 2012 22:08 Madkipz wrote:
Show nested quote +
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD
[13:40] <Qbek> gosi i dreanmt about you
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
June 13 2012 13:33 GMT
#244
yeah, nerf fungal ^^
Rokit5
Profile Joined April 2010
236 Posts
Last Edited: 2012-06-13 13:34:29
June 13 2012 13:34 GMT
#245
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....
Elitios
Profile Joined February 2012
France164 Posts
June 13 2012 13:43 GMT
#246
I loved the david kim interview! Really nice.

Also, why is this thread plagued with whining BW nostalgics? I for one think sc2 is a much cooler game! And the new HotS units look very promising. Please, be optimistic for once...
StarStruck
Profile Blog Joined April 2010
25339 Posts
June 13 2012 13:44 GMT
#247
On June 13 2012 12:39 Whole wrote:
Show nested quote +
On June 13 2012 12:36 thehepp wrote:
On June 13 2012 12:14 blade55555 wrote:
On June 13 2012 12:13 Shiori wrote:
On June 13 2012 12:12 Kennigit wrote:
For what it's worth, i went and asked Grubby and a couple other protosses after the interview and they all thought it was a terrible situation to have the game result in ("coinflippish etc). Then i asked Nazgul and Tyler and neither of them thought it was bad.

Surprising. I really didn't think there was anyone who thinks lategame PvZ is interesting or anything other than coinflippish.


Yeah I feel late game zvp is so boring and whoever makes a mistake loses. Hope that is gone in hots

as opposed to making a mistake and winning?

No, we'd prefer making a small mistake, then getting punished, but still have a chance. Currently, it's One Good Vortex = Protoss Wins; Missing Vortexes = Zerg Wins.


Going back to Whole's and thehepp's comments...

That's always been the underlying principle of the game from day one sadly. One mistake and chances are you are completely fucked.

Not like BW didn't have this too. Ideally Zerg versus Zerg, but every other matchup? Yeah there were many ways of getting back into the game.

SC2 WoL didn't really give you many options to begin with. :/
kochujang
Profile Joined July 2010
Germany1226 Posts
June 13 2012 13:45 GMT
#248
On June 13 2012 22:34 Rokit5 wrote:
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....

That is not what he said *sigh*
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-13 13:47:38
June 13 2012 13:46 GMT
#249
On June 13 2012 22:43 Elitios wrote:
I loved the david kim interview! Really nice.

Also, why is this thread plagued with whining BW nostalgics? I for one think sc2 is a much cooler game! And the new HotS units look very promising. Please, be optimistic for once...

how can SC2 be a cooler game? have you played BW at least?

ahhh again with the nostalgic thing....no BW is not a nostalgic thing, is a GOOD thing
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-06-13 13:52:29
June 13 2012 13:51 GMT
#250
In BW, you are sometimes pidgeon-holed into certain strats in matchups. The most prominent one being TvP where you turtle on 2-bases behind a bunker and build your mech army for most of the midgame.

If they can fortify mech play in HOTS and not go overboard/underboard then that'll be quite an accomplishment.
MMA: The true King of Wings
Shiori
Profile Blog Joined July 2011
3815 Posts
June 13 2012 13:51 GMT
#251
On June 13 2012 22:30 Toadvine wrote:
Show nested quote +
On June 13 2012 21:27 Mr Showtime wrote:
Neural parasite isn't in the issue. It's the one thing that gives Zerg a decent opportunity to come back. As long as the protoss is careful and they don't fuck up the vortexes, they will win. If they fuck it up, they lose. If Zerg gets a successful neural and vortex, they win.

The problem is when it gets to late game ZvP, it's no longer about getting an advantage. Someone quickly wins, and the other quickly loses. I wish the question was presented in a different way. That MU is a problem, but attributing it all to neural is wrong.


At the very highest level, it's actually the other way around. Zergs can and will split their broodlords well, and then just win because no Protoss army can stand up to 20 Broodlords with Infestor support. There's a reason Korean Protosses play lategame PvZ by just doing mass warpins in the main and counterattacking whenever the Zerg moves out.

Honestly, the problem isn't Neural, it's Fungal affecting air units. Broodlords wouldn't be a problem at all if Protoss could use VRs (the obvious counter) against them, but it's impossible because Fungal shuts down any and all air play. They should just change Fungal in HotS instead of adding the Tempest solely as an anti-broodlord measure.

I agree with this. It's just not fun in any way to play lategame PvZ and know that your only hope of winning is catching the Zerg player clumped. I'd like it to playing ZvT and being so far behind that the only way to win would be to hit a really sick Baneling landmine. It's similar in that it could potentially instagib your opponent's army, but also similar in the sense that your opponent can quite feasibly avoid it. It takes relatively little skill to land a Vortex because the situation can't be brought about by one player alone. If the Zerg never presents himself as a target (i.e. by splitting and slow pushes with Spines) you can actually never engage, and that's not an exaggeration.

Please just give us a unit that can engage BL/Infestor in high numbers, or increase BL supply to 6 or something.
Elitios
Profile Joined February 2012
France164 Posts
June 13 2012 13:55 GMT
#252
On June 13 2012 22:46 Garmer wrote:
Show nested quote +
On June 13 2012 22:43 Elitios wrote:
I loved the david kim interview! Really nice.

Also, why is this thread plagued with whining BW nostalgics? I for one think sc2 is a much cooler game! And the new HotS units look very promising. Please, be optimistic for once...

how can SC2 be a cooler game? have you played BW at least?

ahhh again with the nostalgic thing....no BW is not a nostalgic thing, is a GOOD thing


Yeah I played it, and loved it! But sc2 is 100 times more fluid, has allowed for a lot of the mechanically boring tasks to be replaced by more interesting ones, and is overall faster paced.

Can't you see it at least a little bit? =(
It's not good nostalgia, the way I see it, it's narrow minded stubborness.
jkos86
Profile Joined March 2011
50 Posts
June 13 2012 13:56 GMT
#253
Dustin seems a bit too pretentious and lacking in game knowledge imo. Dkim gives better reasoning for balance changes and seems to have a decent metagame knowledge whereas bowder seems lost and relies completely on "stats" to justify his decisions.

Its especially irritating how bowder was excited to see terran losing in tourneys, its a bit unfair that they get punished for playing well and being better players.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
Last Edited: 2012-06-13 13:59:04
June 13 2012 13:58 GMT
#254
On June 13 2012 22:30 Toadvine wrote:
Show nested quote +
On June 13 2012 21:27 Mr Showtime wrote:
Neural parasite isn't in the issue. It's the one thing that gives Zerg a decent opportunity to come back. As long as the protoss is careful and they don't fuck up the vortexes, they will win. If they fuck it up, they lose. If Zerg gets a successful neural and vortex, they win.

The problem is when it gets to late game ZvP, it's no longer about getting an advantage. Someone quickly wins, and the other quickly loses. I wish the question was presented in a different way. That MU is a problem, but attributing it all to neural is wrong.


At the very highest level, it's actually the other way around. Zergs can and will split their broodlords well, and then just win because no Protoss army can stand up to 20 Broodlords with Infestor support. There's a reason Korean Protosses play lategame PvZ by just doing mass warpins in the main and counterattacking whenever the Zerg moves out.

Honestly, the problem isn't Neural, it's Fungal affecting air units. Broodlords wouldn't be a problem at all if Protoss could use VRs (the obvious counter) against them, but it's impossible because Fungal shuts down any and all air play. They should just change Fungal in HotS instead of adding the Tempest solely as an anti-broodlord measure.


Well i only agreed with your first paragraph.

If Fungal doesn't affect air units, Mutas would break the game in ZvZ.
Not as simple as you think. Although i find it stupid that toss has to rely on the deathball+mothership combo to beat the BLs+Infestor+Spine Crawler turtles which is damn boring to watch.
Hope that Blizz give some alternatives to both Z and P in HotS to varied things up a bit.

But then again lategame PvZ currently. is just horrendously terrible to watched for entertainment value.
Play your best
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-13 14:00:25
June 13 2012 13:59 GMT
#255
On June 13 2012 22:34 Rokit5 wrote:
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....

He's surprised that NP on Motherships is a concern, and he should be surprised, because it's not a prevalent concern. Is there a mass of complaints on this forum about NP on Motherships?

If it was a prevalent concern, then most Motherships would get NP'ed, making the Protoss lose, meaning that it would be surprising that they build the Mothership in the first place, instead of trying other options to deal with broods, like Archons or blink Stalkers.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 14:00 GMT
#256
On June 13 2012 22:56 jkos86 wrote:
Dustin seems a bit too pretentious and lacking in game knowledge imo. Dkim gives better reasoning for balance changes and seems to have a decent metagame knowledge whereas bowder seems lost and relies completely on "stats" to justify his decisions.

Its especially irritating how bowder was excited to see terran losing in tourneys, its a bit unfair that they get punished for playing well and being better players.


I think from the context of the statement, he was excited that for the first time in WOL, is the lowest performing race. My interpretation is that his excitement is more of a "wow, that finally happened" rather than "I'm so glad is doing poorly".
MMA: The true King of Wings
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 13 2012 14:01 GMT
#257
On June 13 2012 12:25 Falling wrote:

Happy Birthday

Despite of all the complaint we make against Browder and Kim and etc. The interviews always make me think they're doing a great job.
[TLNY]Mahjong Club Thread
Iamyournoob
Profile Joined August 2010
Germany595 Posts
Last Edited: 2012-06-13 14:07:16
June 13 2012 14:02 GMT
#258
Say what you will, but you have to give "Blizz" (so Browder and Kim respectively) some credit for taking their time to sit down with some community site. But well, it is their job somehow to promote their product and do some PR...

Edit: Did anybody count how often that guy interviewing David Kim said "like"? Don't wanna be mean though, but please express yourself with a little less "like"
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 13 2012 14:05 GMT
#259
On June 13 2012 22:55 Elitios wrote:
Show nested quote +
On June 13 2012 22:46 Garmer wrote:
On June 13 2012 22:43 Elitios wrote:
I loved the david kim interview! Really nice.

Also, why is this thread plagued with whining BW nostalgics? I for one think sc2 is a much cooler game! And the new HotS units look very promising. Please, be optimistic for once...

how can SC2 be a cooler game? have you played BW at least?

ahhh again with the nostalgic thing....no BW is not a nostalgic thing, is a GOOD thing


Yeah I played it, and loved it! But sc2 is 100 times more fluid, has allowed for a lot of the mechanically boring tasks to be replaced by more interesting ones, and is overall faster paced.

Can't you see it at least a little bit? =(
It's not good nostalgia, the way I see it, it's narrow minded stubborness.

I think he was talking about the units design and interaction, not the UI or the game engine.
Head Coach Park: "They should buff tanks!"
Maniak_
Profile Joined October 2010
France305 Posts
June 13 2012 14:07 GMT
#260
Its especially irritating how bowder was excited to see terran losing in tourneys, its a bit unfair that they get punished for playing well and being better players.

So when terrans are winning it's because they're better players, but when they lose it's because the game is imbalanced?

Besides, the various stats they're using may not be the one and only way to balance the game, but at least they have the advantage of being objective...
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Rokit5
Profile Joined April 2010
236 Posts
June 13 2012 14:17 GMT
#261
On June 13 2012 22:59 paralleluniverse wrote:
Show nested quote +
On June 13 2012 22:34 Rokit5 wrote:
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....

He's surprised that NP on Motherships is a concern, and he should be surprised, because it's not a prevalent concern. Is there a mass of complaints on this forum about NP on Motherships?

If it was a prevalent concern, then most Motherships would get NP'ed, making the Protoss lose, meaning that it would be surprising that they build the Mothership in the first place, instead of trying other options to deal with broods, like Archons or blink Stalkers.


I was refering to the instant lose or isntant win issues that the mothership vortex brings.
Rokit5
Profile Joined April 2010
236 Posts
June 13 2012 14:19 GMT
#262
On June 13 2012 22:45 kochujang wrote:
Show nested quote +
On June 13 2012 22:34 Rokit5 wrote:
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....

That is not what he said *sigh*


I realize that *sigh*, im not a complete retard yet. Red between the lines and use logic *sigh*. I was refering to the instant win or lose mechanic when using vortex. It is discussed in the interview.
archonOOid
Profile Blog Joined March 2011
1983 Posts
June 13 2012 14:20 GMT
#263
All hail Dustin Browder! HotS is shaping up to be a much better game than WoL. For those who complain about the NP-Mothership situation isn't feedback a solution?
I'm Quotable (IQ)
kochujang
Profile Joined July 2010
Germany1226 Posts
Last Edited: 2012-06-13 14:27:34
June 13 2012 14:26 GMT
#264
On June 13 2012 23:19 Rokit5 wrote:
Show nested quote +
On June 13 2012 22:45 kochujang wrote:
On June 13 2012 22:34 Rokit5 wrote:
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....

That is not what he said *sigh*


I realize that *sigh*, im not a complete retard yet. Red between the lines and use logic *sigh*. I was refering to the instant win or lose mechanic when using vortex. It is discussed in the interview.

He is surprised about NP'ed Mothership being a concern in the matchup, which it is really not. The question was just badly formulated and put Browder on the wrong track. Browder did not say anything about the Vortex mechanism itself; he only answered if NP->Mothership was a problematic issue in the matchup. If you are using some logic, you will see they have addressed the Vortex issue in the expansion.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
June 13 2012 14:26 GMT
#265
On June 13 2012 16:06 Snowbear wrote:
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.

Why are they so hellbend on giving Terran the option of having two unique paths? Shouldn't they be forced to optimize production out of all their facilities instead of having one factory or one barracks floating around the map the rest of the game.

On June 13 2012 12:25 Falling wrote:
David Kim's
Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I think Thor needs to stay out or they're just adding units to the mech ball instead of changing the shape of it.
Eye for an eye make the world go blind - Gandhi
Aeceus
Profile Joined September 2011
United Kingdom1278 Posts
June 13 2012 14:28 GMT
#266
Didn't like any of David Kim's answers at all
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 13 2012 14:29 GMT
#267
The interview with Dustin Browder makes me believe that the Blizzard team(or at least Dustin) is not understanding what kind of game the community wants. When he draw the comparison between Mothership vs Zerg deathball and ghost vs high templar dance, he did not realize that the community likes the high templar battle way more than the mothership one. Even though both situations are affected "by a few clicks", we want a situation where someone can overcome the opponent through skills. The ghost dance can involve positioning from both spell castres , observers positioning, warp prism micro etc while there will only be 1 mothership in the game, making a limited amount of positioning decisions. This allows the ghost vs templar dance to show more skill while the mothership battle feels more luck based.

If Blizzard continue to leave out the skill factor in developing the game, I am worried they will make more and more poor game design decisions.


It makes me happy that David Kim's team is looking at match-ups balance more indepth than I expected, checking early game, mid game up to 45 min mark win rates of the 2 races. I do not know if anyone can ask for more. However, I disagree that oracle will break up the protoss deathball. At current state, the effectiveness of the oracle is not comparable to the robo tech. Moreover, the cloaking field will still encourage deathball composition. I hope they come up with other solutions to encourage the protoss to do more multi-prong attack.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 14:31 GMT
#268
On June 13 2012 23:26 Spec wrote:
Show nested quote +
On June 13 2012 16:06 Snowbear wrote:
What I like is David Kim his explanation about terran in HOTS: their goal is to let terran choose between bio, or mech, which is actually great.

Why are they so hellbend on giving Terran the option of having two unique paths? Shouldn't they be forced to optimize production out of all their facilities instead of having one factory or one barracks floating around the map the rest of the game.

Show nested quote +
On June 13 2012 12:25 Falling wrote:
David Kim's
Ew. As Terran you can play harass based strategy or Protoss style (aka Death ball) Shoot. I don't particulary like Protoss play now and I'd hate to see Terran turn into deathball rather than true mech play of controlling space, creeping forward, creating great siege lines.

I think Thor needs to stay out or they're just adding units to the mech ball instead of changing the shape of it.


You wouldn't want to float your Barricks since you need it to build more Factories. If you go bio-mech (which I'm assuming will also be more viable in HOTS), then you'll want to keep your production structures alive.

It wasn't that big of an "problem" in BW even though the Barricks was useless past the early game in TvT and TvP.
MMA: The true King of Wings
FATJESUSONABIKE
Profile Joined November 2011
184 Posts
June 13 2012 14:35 GMT
#269
Hearing David Kim say he wants Terran to have less-micro intensive units and, I quote, 'more a-moving friendly stuff' before refuting that he does want to make the game more casual is actually scandalous. What a low-life manipulative little dumbass.

User was temp banned for this post.
stylz
Profile Joined April 2012
Australia28 Posts
June 13 2012 14:39 GMT
#270
The question with regard to late game pvz was just worded really badly. It was surprising though that Dustin Browder couldn't infer what was really been asked which is the whole late game pvz scenario boils down to the vortex. Protoss gets off good vortex, toss wins. Zerg neurals mothership and vortex toss or anywhere really other than their own army, zerg wins. Very coin flippy and boring.
kochujang
Profile Joined July 2010
Germany1226 Posts
June 13 2012 14:44 GMT
#271
On June 13 2012 23:39 stylz wrote:
The question with regard to late game pvz was just worded really badly. It was surprising though that Dustin Browder couldn't infer what was really been asked which is the whole late game pvz scenario boils down to the vortex. Protoss gets off good vortex, toss wins. Zerg neurals mothership and vortex toss or anywhere really other than their own army, zerg wins. Very coin flippy and boring.

A cynical person may say he mis-interpreted the question deliberately, to avoid answering the real issue. They are most likely very well aware of the problem, but have no real answer on the problem except for "HotS will solve it".
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
June 13 2012 15:20 GMT
#272
On June 13 2012 22:32 Gosi wrote:
Show nested quote +
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 13 2012 15:23 GMT
#273
On June 13 2012 23:35 FATJESUSONABIKE wrote:
Hearing David Kim say he wants Terran to have less-micro intensive units and, I quote, 'more a-moving friendly stuff' before refuting that he does want to make the game more casual is actually scandalous. What a low-life manipulative little dumbass.


I think David Kim made a good point when he said a A moving army may not require that much micro, but it can be requiring other skills.

The best example we had so far is the Broodlord army. Yeah, of course they need fungal support, but the army is still a A-moving base army(that's why so many zergs get caught in a vortex = =). In a serious note though, you have to get a healthy income, a solid base defense and save enough energy on the infestors. All the supporting factors to allow an A-moving army to work as intended can be hard to get. The army itself is not everything. You may not require heavy micro to use them well, but you may need good economy management and scouting to hold off timing attack to get he army up.

However, I do agree that the A-move deathball of the protoss is not that hard to get = =" so...I think Blizzard has to put in some effort before they release the Terran A-move army to the public...
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 13 2012 15:25 GMT
#274
On June 14 2012 00:20 Bippzy wrote:
Show nested quote +
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


Totally agree ...... and Thor do serve a different role than goliaths ...they heavily punish ill-microed muta, and can be mass repaired (I did not count stomping FF here)
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-13 15:33:05
June 13 2012 15:30 GMT
#275
On June 13 2012 23:17 Rokit5 wrote:
Show nested quote +
On June 13 2012 22:59 paralleluniverse wrote:
On June 13 2012 22:34 Rokit5 wrote:
I really want Dustin Browder to go away. I dont trust his knowledge about the game. He is suprised about mothership usage in ZvP? What the fack....

He's surprised that NP on Motherships is a concern, and he should be surprised, because it's not a prevalent concern. Is there a mass of complaints on this forum about NP on Motherships?

If it was a prevalent concern, then most Motherships would get NP'ed, making the Protoss lose, meaning that it would be surprising that they build the Mothership in the first place, instead of trying other options to deal with broods, like Archons or blink Stalkers.


I was refering to the instant lose or isntant win issues that the mothership vortex brings.

Vortex isn't an instant win. That would imply that most late games in PvZ is won by P, and that this win rate is near 100% if vortex is used.
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 13 2012 15:35 GMT
#276
On June 13 2012 22:28 Torte de Lini wrote:
David Kim interview was good, Dustin Browder seemed better somehow.


Probably because Dustin is a far better at interviews. He never stutters and he always knows what to say. I think the only problem he has is he tends to ramble, but that's just him filling up dead space so he can think of the real answer. It's a common technique used for Q&A.

David doesn't have any of Dustin's techniques and it's obvious that he's pretty nervous about his answers. Wax was being pretty aggressive about his questions as well.

David saying that Zerg can't really crack a Siege tank line is pretty bullshit too. In fact it seems DK and DB have totally different philosophies when it comes to controlling space. DB seems very clear that controlling space and forcing the opponent to move around this is a solid strategy. However DK seems to believe that every defense should be cracked straight up.

Nevermind the fact that Zerg can already do this anyway.
Kamwah
Profile Joined February 2012
United Kingdom724 Posts
June 13 2012 15:38 GMT
#277
I hate these guys. Listening to them makes me depressed.
Learn to count with CatsPajamas!
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 13 2012 15:39 GMT
#278
On June 14 2012 00:20 Bippzy wrote:
Show nested quote +
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .
BW/KT Forever R.I.P KT.Violet dearly missed ..
Swords
Profile Blog Joined May 2012
6038 Posts
Last Edited: 2012-06-13 15:45:42
June 13 2012 15:42 GMT
#279
Some of David Kim's answers were very good, but the stuff about the Terran "A-moving Protoss-esque deathball" option seemed terrible. One of the main problems I see in WoL is the 200/200 massed-up no-micro deathball, and adding another deathball option is only going to make this worse. It isn't fun to watch. It isn't fun to play against. It's just as effective and takes less skill (not as much multi-tasking, positioning, etc).

And this may not be the right place for it, but the Warhound seems like the epitome of a deathball, a-move unit. If I'm right about this (and tell me if I'm not), it has an auto-cast ability that auto-attacks mechanical units? Meaning it essentially target-fires without even being told what to target. To me, that just seems terrible - are we really going to have units that take basic target firing micro out of the game?

That being said - GoOdy is going to be a freaking beast at this game if these new units end up in a similar spot to where they are now.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 15:45 GMT
#280
On June 14 2012 00:39 Sawamura wrote:
Show nested quote +
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.
MMA: The true King of Wings
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
June 13 2012 15:45 GMT
#281
On June 14 2012 00:42 Swords wrote:
Some of David Kim's answers were very good, but the stuff about the Terran "A-moving Protoss-esque deathball" option seemed terrible. One of the main problems I see in WoL is the 200/200 massed-up no-micro deathball, and adding another deathball option is only going to make this worse. It isn't fun to watch. It isn't fun to play against. It's just as effective and takes less skill (not as much multi-tasking, positioning, etc).

And this may not be the right place for it, but the Warhound seems like the epitome of a deathball, a-move unit. If I'm right about this (and tell me if I'm not), it has an auto-cast ability that auto-attacks mechanical units? Meaning it essentially target-fires without even being told what to target. To me, that just seems terrible - are we really going to have units that take basic target firing micro out of the game?

Actually I see the warhound as a hit and run unit like the hellion as it is reasonably fast and has frontloaded dmg with high cooldown.
Swords
Profile Blog Joined May 2012
6038 Posts
June 13 2012 15:46 GMT
#282
On June 14 2012 00:45 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


That's another really good point - Battle Hellion/Marauder will be insane unless Hellions need to be upgraded first.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 13 2012 15:48 GMT
#283
On June 13 2012 23:01 Blasterion wrote:
Show nested quote +
On June 13 2012 12:25 Falling wrote:

Happy Birthday

Despite of all the complaint we make against Browder and Kim and etc. The interviews always make me think they're doing a great job.


I wouldn't say that "we want a terran a-move deathball option" is doing a good job.
starleague forever
Swords
Profile Blog Joined May 2012
6038 Posts
June 13 2012 15:49 GMT
#284
On June 14 2012 00:45 Thrombozyt wrote:
Show nested quote +
On June 14 2012 00:42 Swords wrote:
Some of David Kim's answers were very good, but the stuff about the Terran "A-moving Protoss-esque deathball" option seemed terrible. One of the main problems I see in WoL is the 200/200 massed-up no-micro deathball, and adding another deathball option is only going to make this worse. It isn't fun to watch. It isn't fun to play against. It's just as effective and takes less skill (not as much multi-tasking, positioning, etc).

And this may not be the right place for it, but the Warhound seems like the epitome of a deathball, a-move unit. If I'm right about this (and tell me if I'm not), it has an auto-cast ability that auto-attacks mechanical units? Meaning it essentially target-fires without even being told what to target. To me, that just seems terrible - are we really going to have units that take basic target firing micro out of the game?

Actually I see the warhound as a hit and run unit like the hellion as it is reasonably fast and has frontloaded dmg with high cooldown.


That's a reasonable point. I really shouldn't talk about units specifically anyways, since the game isn't out yet and we have no idea of how they'll work.

I'll just stick with the point that David Kim's attitude that Terran needs more a-move, deathball options seems like the wrong direction to go in. Hell, I'd love it if Protoss less a-move/deathball options.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 13 2012 15:50 GMT
#285
On June 13 2012 22:22 AzureD wrote:
Show nested quote +
On June 13 2012 14:06 FabledIntegral wrote:
On June 13 2012 13:52 AzureD wrote:
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.


IT can be good but the issue is that you'll still lose all your BL to archons, then toss just sacks his archons. Now what? You have no energy on your infestors - they're taking up supply, and if toss remaxes on something you're boned. You have to be careful with teh energy, and it's not like Toss throws their entire army into the toilet. It's meant to get the Zerg army coupled with Toss archons, and some blink stalkers. That's it. Which is also why banes, which are fickle due to storm and colossi being in play, are also not used. You going to throw in banes to do splash dmg to archons? It' snot like the banes get to hit every unit in the toilet - archons only work because they're so good vs the air. Also, vortex is used to phase out certain units from a battle as well, not just for the toilet.


40 Banes will destroy the vast majority of a Protoss army if he puts it in his toilet. Besides the Protoss tends to not do this at all. If a Toss does do this and it does not kill the Archons instantly he will have traded his entire army for the Zerg army inside the Vortex. If the Toss only puts in Archons and a small handeful of units then you only need a few infested terrans to cleanup what the Banes do not one shot.


And then Zerg is behind. You're going to put in forty banes to kill like 4 archons, that still manage to take out the BL's? (or at least, half their health, if only 2-3 archons)? It's not a good move, to invest so much gas in banes, not to mention they are so incredibly fragile to storm.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-13 15:52:43
June 13 2012 15:51 GMT
#286
On June 14 2012 00:45 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.

no firebat were good against zealot, if supported by medic of course, the problem with bio in BW were reavers and storm, not zealots...
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 13 2012 15:52 GMT
#287
On June 14 2012 00:50 FabledIntegral wrote:
Show nested quote +
On June 13 2012 22:22 AzureD wrote:
On June 13 2012 14:06 FabledIntegral wrote:
On June 13 2012 13:52 AzureD wrote:
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.


IT can be good but the issue is that you'll still lose all your BL to archons, then toss just sacks his archons. Now what? You have no energy on your infestors - they're taking up supply, and if toss remaxes on something you're boned. You have to be careful with teh energy, and it's not like Toss throws their entire army into the toilet. It's meant to get the Zerg army coupled with Toss archons, and some blink stalkers. That's it. Which is also why banes, which are fickle due to storm and colossi being in play, are also not used. You going to throw in banes to do splash dmg to archons? It' snot like the banes get to hit every unit in the toilet - archons only work because they're so good vs the air. Also, vortex is used to phase out certain units from a battle as well, not just for the toilet.


40 Banes will destroy the vast majority of a Protoss army if he puts it in his toilet. Besides the Protoss tends to not do this at all. If a Toss does do this and it does not kill the Archons instantly he will have traded his entire army for the Zerg army inside the Vortex. If the Toss only puts in Archons and a small handeful of units then you only need a few infested terrans to cleanup what the Banes do not one shot.


And then Zerg is behind. You're going to put in forty banes to kill like 4 archons, that still manage to take out the BL's? (or at least, half their health, if only 2-3 archons)? It's not a good move, to invest so much gas in banes, not to mention they are so incredibly fragile to storm.


To be fair, being behind is better than instantly losing.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 13 2012 15:53 GMT
#288
On June 14 2012 00:42 Swords wrote:
Some of David Kim's answers were very good, but the stuff about the Terran "A-moving Protoss-esque deathball" option seemed terrible. One of the main problems I see in WoL is the 200/200 massed-up no-micro deathball, and adding another deathball option is only going to make this worse. It isn't fun to watch. It isn't fun to play against. It's just as effective and takes less skill (not as much multi-tasking, positioning, etc).


To be fair to DK, he did reject the idea of introducing a new death ball. He said less micro, and this hopefuly means "true" mech play. Mech is still very hard to play, maybe harder then bio, but indeed, it's not as micro intensive.

And this may not be the right place for it, but the Warhound seems like the epitome of a deathball, a-move unit. If I'm right about this (and tell me if I'm not), it has an auto-cast ability that auto-attacks mechanical units? Meaning it essentially target-fires without even being told what to target. To me, that just seems terrible - are we really going to have units that take basic target firing micro out of the game?


This is my fear to. If it pushes the siege tank out, it becomes a silly death ball. Hopefully they will make siege tanks atractive enough that you'll only build warhounds for some added mobility instead of massing them.
Head Coach Park: "They should buff tanks!"
Moonsalt
Profile Joined May 2011
267 Posts
June 13 2012 15:55 GMT
#289
Great interviews!
I hope they won't remove the Carrier.
0neder
Profile Joined July 2009
United States3733 Posts
June 13 2012 16:12 GMT
#290
On June 13 2012 23:01 Blasterion wrote:
Despite of all the complaint we make against Browder and Kim and etc. The interviews always make me think they're doing a great job.


They talk a good game, but they have a fundamental myopia with regard to game design of SC2. I'd rather they have horrible PR and do a better job with the game design.
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2012-06-13 16:15:39
June 13 2012 16:14 GMT
#291
The Protoss "death ball" is effective BECAUSE Terran can't build an army of similar strength. The purpose of BH and WH is to even the ground a bit, so Terran doesn't get steamrolled by an army they CAN'T beat.

Terran gets something that can viably hold ground against a death ball, but loses out on the high speed of his bio play. Protoss gets better options to harass and deal quick damage, but loses out on the death ball. It could potentially turn the entire matchup upside down, which is a good thing(TM).
Cirqueenflex
Profile Joined October 2010
499 Posts
June 13 2012 16:19 GMT
#292
i had a good laugh
if the game goes into late game it has ALWAYS been about archon toilet vs NP the mothership (or NP HT for Feedback) to not die to the archon toilet (and win the game) in Europe for at least more than a year
great job observing all the trends world-wide if you really think this is a joke, Dusty.
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Snowbloom
Profile Joined December 2011
Canada4 Posts
June 13 2012 16:33 GMT
#293
I don't know if this was just me, but I felt that David Kim's interviewer seemed a little rude.
zmansman17
Profile Joined March 2011
United States2567 Posts
June 13 2012 16:35 GMT
#294
On June 14 2012 01:19 Cirqueenflex wrote:
i had a good laugh
if the game goes into late game it has ALWAYS been about archon toilet vs NP the mothership (or NP HT for Feedback) to not die to the archon toilet (and win the game) in Europe for at least more than a year
great job observing all the trends world-wide if you really think this is a joke, Dusty.


I was aghast that Dustin Browder never considered the NP on the Mothership and vortex. I mean, that's sort of a potentiality that could occur. If anyone should be knowledgeable about these issues, it should be him. I also don't like how he didn't mention the extreme TvZ win rate in Korea in May. it doesn't matter to me if win rates are nearly 50% for all servers and leagues.I only care about the highest levels as well as GM and master league.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
An2quamaraN
Profile Joined March 2011
Poland379 Posts
June 13 2012 16:35 GMT
#295
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


There were plenty. But he asked the wrong question, he should've asked about the good vortex being the only way to win as protoss against late game zerg, therefore neural on the mothership = win as zerg.

Either way, it shows that Browder has no clue about metagames problems...
paralleluniverse
Profile Joined July 2010
4065 Posts
June 13 2012 16:46 GMT
#296
So many complaints about the Terran 1-A units, but all of them completely ignoring David Kim's reasoning, instead of showing why his reasoning is wrong.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
June 13 2012 16:48 GMT
#297
On June 14 2012 01:35 An2quamaraN wrote:
Show nested quote +
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


There were plenty. But he asked the wrong question, he should've asked about the good vortex being the only way to win as protoss against late game zerg, therefore neural on the mothership = win as zerg.

Either way, it shows that Browder has no clue about metagames problems...


Of course Browder doesn't have a clue about metagame problems, he's not the balance designer. That's DK's territory.
Cirqueenflex
Profile Joined October 2010
499 Posts
June 13 2012 16:50 GMT
#298
On June 14 2012 01:35 An2quamaraN wrote:
Show nested quote +
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


There were plenty. But he asked the wrong question, he should've asked about the good vortex being the only way to win as protoss against late game zerg, therefore neural on the mothership = win as zerg.

Either way, it shows that Browder has no clue about metagames problems...


well although it is true that with good spine crawler positioning and infestor support (and mass corruptor if necessary) protoss can hardly do anything but vortex, on the other hand one archon toilet can basically kill thousands of minerals and gas just for some energy (and insta-win the game where the zerg was incredible far ahead)
on the other hand, one good NP or Feedback and the Mothership is gone, leaving the Protoss with little to no option (since baserace is really hard vs 20+ spine crawler plus buildings all over the map and huge ressource pool)

so the mothership has way too much influence over the entire PvZ lategame, and it is of course natural that players will try everything to push that edge into their favour. Not knowing that makes him look really stupid in my eyes (and really sad for the development of the game)
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
blackhole12
Profile Joined May 2012
42 Posts
June 13 2012 16:50 GMT
#299
On June 14 2012 01:48 Fragile51 wrote:
Show nested quote +
On June 14 2012 01:35 An2quamaraN wrote:
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


There were plenty. But he asked the wrong question, he should've asked about the good vortex being the only way to win as protoss against late game zerg, therefore neural on the mothership = win as zerg.

Either way, it shows that Browder has no clue about metagames problems...


Of course Browder doesn't have a clue about metagame problems, he's not the balance designer. That's DK's territory.

Browder watches pro matches, he's not braindead and he is aware of dynamics like vortex/broodlords. He just answered an awkward question in an awkward way, it doesn't say anything about his level of awareness. Stop trying to find fault with him at all costs, it's people like that who are responsible for the fact Blizzard has barely any transparency about their design process.
OsmOse
Profile Joined March 2011
Canada18 Posts
June 13 2012 16:55 GMT
#300
David Kim is a smart guy. People need to give him more credit. Balancing an RTS is near impossible, we all sit back and act like we know excatly how to to it. Pro's especially act like they have all the answers, which they don't. Blizzard does a great job with all their data.

Dustin is full of passion and excitment, and I think that is more important when tackling such a difficult task. Fans of both these men of this industry.
HelloSon
Profile Joined April 2010
United States456 Posts
June 13 2012 16:55 GMT
#301
On June 13 2012 20:12 Dingobloo wrote:
Wrote up a transcript for those of you that can't watch the interview, it's a giant wall of text so I broke it up into spoiler tags:

+ Show Spoiler [Part 1 - Balancing Methodology and Com…] +
Wax Angel: Hey, we're here with David Kim game designer for starcraft 2
I'm just going to start out with questions I don't know, I don't do this lead in stuff well.

So in America or in the west a lot of people, the fans they point at Dustin Browder as the guy to blame all their balance complaints, and in Korea they all blame David Kim for some reason, so i think it would be good to just point out what exactly you do on the balance side, so we can clarify this stuff, is all this deserved?


David Kim: we actually work on a team, it's not just me and Dustin that work on the balance we actually have a group of multiplayer game designers that work on the balance. I just think those two names are more well know, it's kinda cool seeing Dustin Browders face and funny comments like the comment about rocks that we saw yesterday so it would be kinda cool if my face was there instead.


Wax: In the community there are these jokes, some jokes and some serious, like "blizzard doesn't pay attention to the games, they don't know what they're doing" so you know, take this as a chance to clarify some of that stuff things like "how many people are on the team and what kind of tournaments do you watch, how often do you watch them, with what kind of thoroughness" put some confidence in these people.



DK: Well we have a few people working on the multiplayer game and we actually try to watch every single major tournament so when ever there is a major event going on we try watch as many games as possible and we try to talk about what we observe. For example last week there was red bull battlegrounds we watched that pretty heavily too, so i guess we're watching almost every single major tournament around the world and we do try our best to listen to our community, sometimes we don't react as quickly to certain suggestions, but that's just the nature of it. We not only look at the community feedback we also look at pro feedback, we also look at the various different data that we have, so it's really difficult sometimes if all those three things disagree in terms of what they're saying so we cannot promise we will act on every single major complaint that the community has, but at the same time we try to analyze to the best of our abilities and really look into every issue.


Wax: So let's talk about that a little bit in detail so you say you look at pro feedback and that's actively talking to the pro's asking them for their opinions?



DK: Yes, but there's ups and downs to every method of feedback especially right, the pro's are generally a little more biased then not because they play one race, they have to win all the time, so they probably feel the most pressure so we do take that into account whenever we get pro feedback.

But on a similar side we don't just gather the verbal feedback that the pros give but also there are a lot of people within our company and outside the company that watch the game a lot, very heavily, so those people generally have a good unbiased view of the game. I think in terms of pro feedback whenever we say that we not only mean the actual pro feedback that the pro players are giving us but also we do have a bunch of people both internally and externally that are really good at analyzing the game, and the feedback we get from them is just as important as the feedback that we get from the pros.


Wax: Okay and another thing we hear as a complaint a lot from the community is that blizzard's making these changes because they want to cater to these silver league players, gold league players and they don't care about ESPORTS top level play. So obviously you have to cater somewhat to lower level play, at the same time us at team liquid we would love it if your main focus was on the highest level play.


DK: So, we do cater try to every single person who plays starcraft 2 but with that said, I think the most important is the pro level, and the reason for that is because that level not only affects the players that are playing at that level, but also so many people that are watching pro's play too. So we do think that is the most important but at the same time if there are completely broken things, so for example in the past we have made a lot of changes for the lower leagues, so for example a lot of the bunker nerfs that we did, or the warp gate nerfs that we did, we were seeing that at the lower levels of play it was pretty difficult for those guys to block those all-in rushes so we did take care of those problems, but these days we're actually not seeing a lot of low level issues. So the last patch for example none of those changes I don't think have a huge impact on the silver level but for a pro the 2 range difference is pretty crazy huge right (referring to the queen range change) or even the observer build speed, we reduced it by 10 seconds, that probably has almost no impact on a silver level player but for a pro who really measures timings that matters alot. So we've been kind of trending towards catering to the pro level not because we don't care about the lower levels but because of we're not seeing issues that are as prevalent as we were seeing before.


Wax: So you said that you look at stats a lot in terms of balance, and obviously stats don't tell the entire story so when you're looking at stats like win rate across the board but you also have to look at if the way the game is being played in a way that you think is balanced. What is a case that stats have said something is even but in terms of gameplay you didn't think it was actually working out the way it should be?


DK: I guess we have the perfect example of that right now, so just yesterday we checked the... there's the popular complaint among our forums that protoss vs terran in the late game, terran has no chance so we actually pulled up those numbers, we checked the highest level of GM players, only on Korea, and in the past 2 weeks of all their games and the win loss ratio across the board, at the 5 minute mark it was even, 10 minute mark same thing all the way up to say like the 45 minute mark it was all pretty close to 50% but we're actually not seeing that, just the like how our players are not seeing that also right, so that's an example where the actual stats vary depending on what we're seeing in tournaments right. And I think there are many reasons for that but one of the main reason I can think of is that the tournament experience is different from the ladder experience so while we can't just look at the tournament results alone, I think there are just pluses and minuses for every different stat we can look at.


Wax: So wait you think that, in tournaments, there's another aspect of the game compared to when laddering endlessly there's like the preparation so you could say protoss is more powerful with preparation than terran or something like that?


DK: I wouldn't say that, but what I do think is that you have more prep time against a specific player rather the whole race whereas on the ladder you don't know who you're going to play against next right? And also you only play 1 game against that opponent, maybe 2, maybe 3, but in a tournament setting you almost always play a best of 3 if not more right? So I think those kinds of minor differences actually make a much bigger difference in terms of the stats that we're seeing.


Wax: So you think that those differences they aren't applied equally to the races? Like they can make protoss more powerful than terran somehow?



DK: They could be yeah, but just overall what I think we're seeing at the top of the ladder is pretty solid, and in tournaments right now especially in the GSTL Zerg is performing pretty well but just overall when we look at the last 8 major tournaments around the world that's also looking pretty solid as well. So I wouldn't say that tournaments and ladder are completely different games I would say that they have their minor differences and we just have to pay attention to both numbers.


Wax: In the case of monitoring tournaments, there's obviously a hazard of falling into like looking at smaller numbers or looking at single players and making decisions based on that. How do you get around that? Are you very cautious about that? Because fans speculate that you see cases where something is happening because of one tournament or one player, does that really happen?



DK: Not really. We try out best to not do that, so when we watch tournaments we tend to look at the small picture so what we do to get around that problem is that I try to send out a report to our team on a weekly basis of say like the past 3 months of tournament results as well as the race makeup in those tournaments, as well as the winners, so in that sense we try to look at the bigger picture regularly so that we're not just focusing on one player, or not just focusing on one event.


Wax: So this is a more philosophical question that naz (Ed: Nazgul) wanted to ask, so, the metagame will shift on it's own and players will adjust to perceived imbalances and like within 4 months, 6 months time it will change so do you believe that the balance changes you're making now are just like not necessarily things that you have to do for the long term for the game to return to balance but things you're just doing to make sure things balance faster, they're like more short term fixes?



DK: I think how players play and their skill actually has a huge impact on the balance, I know a lot of people disagree but the way we're thinking of it is for example right, say marine spread on the Terran side is not as good and it will never be as good as it is now then banelings will perform a lot better than they are now so naturally if we never nerf it saying people can actually micro it a lot better and counter this a lot better then the game will be imbalanced all the way up to that point so I think we sort of have to do a bit of both, so sometimes we make fixes to make sure that something is okay until the players are able to use it, and other times we say okay we'll wait on this issue because we think they're getting there so we'll just wait and see. And if they never get there, say in a matter of months then we may make a move over there as well.


Wax: So you'd be okay say making a move, buff, and if it doesn't work out nerf again and back to status quo?


DK: I guess so, but that hasn't happened yet, but every time we make a patch there's a lot of... I guess for this last patch there's a lot of comments from both pros and players saying the queen buff was too much. So we are looking at that very closely and if that turns out to be flawed like people are saying then we will revert that.

+ Show Spoiler [Part 2 - HotS Changes and Match-up Bre…] +


Wax: Going into heart of the swarm you've added a lot of new units, you've changed a lot of abilities etc etc so In general are you happy with the state of the match-ups in wings of liberty and these are things you're adding to just change or add more variety? Or do you think there were problems with the way matches played out asides from balance like you didn't like the meta so you introduced this to change it up?



DK: So back in wings of liberty when we put in new units all we did was we said "Is this a fun unit? Does this unit create fun strategies?" but this time it's a little different because starcraft 2 is a game that everyone's playing right now so we do have to make note of the current meta-game and as well as the potential of how things will turn out, right? So some of the new units that we're putting in like the battle hellion, they're just going in to fill holes that we see in our game currently but overall we try to do a bit of both, we try to create new strategies that are fun to use and at the same time we want to be able to fill the holes that are existing in the game using the new units.

(Off Camera): We're at 12 minutes.


Wax: Okay, cool I can ask you about each match-up then So lets just go through match-up by match-up, and see what you like about it now and what you don't like about it now and what you might have changed to make it more, I dunno, more entertaining. So lets say start TvZ. What do you feel about the situation, like the meta now, and why you made the changes you made?



DK: So TvZ we feel that the defense on the Terran side is a little too strong, so we wanted to introduce, you know especially the siege tanks right, not just siege tanks in your base but also if you have siege tanks set up at the watch tower or in front of the zerg base it's really difficult for the zerg to crack that. So that's why we have units like the swarm host or the Viper that are good at dealing with siege tanks specifically. And on the Terran side, not just in the TvZ match-up, but Terran in general don't have as solid of a mechanical Terran game as the more biological Terran right? So the issue we're seeing with the biological Terran is that you're forced to harass constantly. And I think that's one of the complaints in TvP also. So if you are not a player that is good at using the drop ships and you don't harass throughout the whole game you're not as successful as the other races. So by adding the three new mechanical units we focus more-so on having solid units that you can just mass up in your base you don't have to harass the enemy base and you can go head to head against a zerg army or against a protoss army. So I think those were the main focuses in that match-up


Wax: Well if I had to make a criticism, that sounds a lot like you're making the death ball a requirement even more so than it is now.


DK: Actually I'm not saying that, I'm just saying it would be cool to have a choice of the two right? Because I think biological terran will be strong no matter what because it's already strong and because Terrans are doing the best out of the three races in all the major tournaments right? So it's not a weak strat and I'm not saying the new mechanical style will be stronger then that strat, I'm saying if you choose to play a more harass type of gameplay you can go that strat, and if you choose to go a more protoss like strategy then you go mechanical or you can go a mix of both. I think just adding more choice to the players on the Terran side is cooler than just having one way to play.


Wax: So you're saying that, like, In broodwar you could only play mech in TvP and you could only play Bio in TvZ and you would rather things work out where you have more choices in each match-up?


DK: Yeah for sure. Because we know that the marine marauder drops based strategies work in both match-ups, well, all 3 match-ups pretty well so by adding this new strategy hopefully we'll keep the existing strat as strong as possible, as strong as it is now, and just provide new options. We don't necessarily want per match-up for Terran's to only have one option in terms of unit composition that they use.


Wax: Okay so how about PvZ then, how do you feel about it now and what kind of changes are you trying to make?


DK: So in PvZ, I guess protoss in general, don't have a lot of ways to harass with, their only options are early on with a stargate which a lot of pros are using currently and the other thing is harassment using warp prisms which is kind of all or nothing because whatever you warp in at the enemies base if you warp in more than 4 things those are all wasted, right? And just harassment units in general in Wings of Liberty they all harass by killing workers. So marine drops, templar drops, hellion run bys all those things harass the enemy by killing their workers. So for the protoss we wanted to create something that you can constantly use throughout the whole game if you're good enough and while you're not killing their workers it's still a strong method of harassment. So if you take a look at the oracle in the battle report that we did in the PvZ battle report, I think that shows our intent pretty well. I'm not saying that's how pros are going to use it 100% of the time or anything but because that unit has really fast movement speed and all you need to do is tag the mineral patches once and get out of there if you're paying attention to that harass it would be really easy to not lose that unit throughout the course of the whole game and just constantly harass the enemy mineral line without killing a single unit but at the same time you're actually doing a lot of heavy damage.


Wax: How about Zergs position in that match-up? Do you like how it's working out, because right now it's works out in a way that at lair you can get owned by forcefields and colossi and then you have to work your way up to hive to have a chance. You've said before you don't mind the dynamic where certain races are better in a certain period of the game but what are you trying to change with Zerg in Heart of the Swarm?


DK: So on the Zerg side, as you said, I think the reason that force fields feel so strong in the mid-game is that zerg doesn't have long range options so unless they bring out units like the broodlord, I guess that's the only one. So we're introducing the swarm hosts, and you can actually counter the locusts pretty well using forcefields, but at the same time I don't really feel bad because those are free units that I have, right? I guess that's a pretty good counter to the forcefields in the mid-game. And in the late game with the viper, the main goal for that was zerg in the late game if they don't bring ultras or broodlords out, I guess against protoss you don't really use ultras but you do use Broodlords. If you don't get broodlords out in the late game your 200 pop composition is not as strong as the protoss army so we wanted to create a new unit that can combo well with existing units such as roaches, zerglings or hydras. That's why we included the speed upgrade on the hydralisk and the viper combos really well with fast moving units naturally because if you're trying to pull things and catch them off-guard in that moment you don't want slow units because when you pull something it will get away if I can't chase him down. So like in the battle reports the viper actually combos really well with the new hydralisks and we're seeing in our internal playtests that's not only the case with the hydras but also with zerglings and roaches the vipers are really strong. So we're kind of hoping to create a different sort of option in tier 3 where you can go the mass zerg style army and use vipers to compliment that and you can still go the old ultralisk or broodlord based army.


Wax: So you're saying that you didn't think it was ideal that the only way that zerg could play was to like make a giant gas heavy army of all infestors and broodlords all the minerals you just dump into spines or whatever.


DK: Yeah, I just think that's one cool way to play and just yesterday we saw a ZvZ between Leenock and Violet where both of the players made like 15 ultralisks each and I think those moments are really cool but I just think if Zerg players to go that or the mass swarm army, that would be cool also.


Wax: So mostly the changes are about giving people more than one ideal composition at various points of the game right?


DK: Yeah for sure


Wax: Okay so let's move on to TvP, Where do you think the matchup is at right now and what are you trying to fix?


DK: In TvP I guess that's one of the biggest complained about match-ups right now so we naturally need to look at the terran strength in the mid-game as well as the protoss strength in the late game. So in the mid game the terrans biggest strength is that they can harass multiple locations at once right? So by introducing the mothership (core) and the purify ability you'll be able to take care of at least one spot fairly easily compared to before while your army takes care of another spot but what we're not trying to do, is we don't want the harassing to stop altogether. So the goal for purify is to find a point where harassment attacks from the Terran side are a little easier to stop, but it's not so dominantly strong that Terran players don't want to drop anymore. So that we're hoping that protoss will have a better time in the mid-game and in the late game the unit composition that Terran's struggle the most with is the mass zealot archon strategy right? So that's why we introduced the battle hellion which is very strong against charge zealots specifically. So while we keep the terran strength in the mid-game, and the protoss strength in the late game we want to make that gap a little smaller So that it's not as seemingly all or nothing as it is now.

+ Show Spoiler [Part 3 - Design Philosophy and Lightni…] +


Wax: So this is a kind of question about just overall. You talk a lot about controlling space, and giving zerg a ranged option etc etc, do you think it's maybe homogenizing the races like the tools they have? I guess the obvious comparison is Broodwar not all the races had those tools but they were forced to make do with the tools they did have?


DK: That's just something that we have to watch out for right? So what we tried to do when creating the seige unit on the zerg side is that we didn't want it to feel like the colossus or the siege tank because both those units kind of feel similar, you know aside from the fact that the siege tank has to set up to do damage those two units are actually pretty similar units. And what those units have in common is the high damage burst splash damage combined with the siege range. So with the swarm host what we wanted to do was the complete opposite which is they constantly spawn these little guys that do small amounts of damage but over time you wear the enemy down. So this new zerg option is a whole different way to siege your opponent compared to before. So that is something we are looking out for all the time and we do try to make really asymmetric differences even when we're trying to make something that do similar things. And I guess the oracle is another good example right? Terran harasses using marine drops that kill workers but the oracle harasses the mineral line but doesn't actually kill anything.


Wax: So that's another, you mentioned the battle hellions, and I know this is a kind of weird complicated question but you introduced something like the battle hellions and the warhound, and those are kind of 1-a counter this unit units, like battle hellions destroy melee and warhounds destroy mechanical units you just 1-a them. And yet you introduce a unit like the window mines and that's like a very micro intensive, to counter it you have to do a lot of clicks so it's kind of an interesting thing I thought in some cases you have units that reduce the amount of micro you do and some units that increase the amount of micro you need on both sides significantly.


DK: So on the Terran side we tried to create some very attack move friendly units because all of the units they have now you need a lot of micro right, so even the existing hellions right now right if you have terrible micro you're not going to get the full effect out of that unit. So on the Terran side we tried to introduce more of the easy to use units but at the same time we didn't want to create just easy to use units that's why we created the widow mine also and on the protoss side for example a lot of their existing units currently are good at attack move so both of the new units we created are pretty positional dependent, pretty difficult to use and depending on your micro you're going to get bigger results.


Wax: Well what's the reason for adding more attack move friendly units to Terran. I guess it falls into the whole "Blizzard is catering too much to casuals" or whatever argument do you have anything to say about that?


DK: I mean, like I said before, the more barracks units on the Terran side are really micro intensive and you need to be constantly attacking all the time so when trying to create a different option of being able to play a little more defensive we just naturally had to include something that's more attack move friendly. And I don't think that's catering to the lower level players only because even on the pro side there are strategies that involve easy to use units but those strategies focus on other aspects of the game such as having a better econ game or being able to attack even MORE locations at once stuff like that right? So I think just having the variety in units is more important. And I wouldn't say just because a unit is more attack move friendly that it's catered more towards the casual players and just because a unit is more micro intensive it's only catering towards the pro-players.


Wax: So I have to ask a little about map balance or how you guys use maps. So obviously you can't try to patch a game or create units for a game without having some kind of idea about what a default map is whether it's like 8 minerals 2 gas, 40 seconds rush between all the bases so generally do you have a concept for what a default map is that you want to make the game move around that or are you more open to like maps totally changing the way the game is played like in Broodwar.



DK: We do try to stick to that rule which is 8 mineral patches 2 geysers at normal expansions and 6 mineral patches and 2 normal geysers on high yield expansions and the reason for that is because we think even as is, it's pretty difficult as a pro player to figure out what your income rate is in a given game vs what mine is at a given point in time so for example say I have 3 expansion you have 2 expansions but you have more probes how much of an econ advantage do I have right? So figuring that out is already too difficult, so we don't want to alter that and make it even more impossible for everyone to figure out. Other than that we try to cater to... It's specifically for the 1v1 map pool as you know we've been using tournament maps only for quite a while now and that's actually working out pretty well. So naturally our game balance leads to those more larger maps that follow a similar formula. So for example maps in the past it was difficult to get your second expansion up but maps these days your main base, natural and second expansions are actually pretty close to each other and easily defend able so those kinds of basic map rules we follow for 1v1 and for team maps we actually try to go as diverse as possible especially in the 3's and 4's format because we believe that those formats are not really for pro players to play tournaments in they're more for the variety and the fun.


Wax: Okay, So we're running out of time here so I'm going to ask you a few quick questions.
Is it true you nerfed thors just because of Thorzain and the Thorzain build?


DK: Of course!


Wax: That one thing?


DK: No. (laughs) We nerfed thors because thors actually suffer from an art issue. As the thor is now the radius of the thor is pretty small compared to the art. So if you spawn in a bunch of thors as well as some marines and marauders together with thors and clump them up it's almost impossible to tell how many marines and marauders are in the field so when we started seeing strategies involving large numbers of thors we felt this was hurting ESPORTS because...


Wax: (laughs)


(laughter is heard off camera)

DK: ... the viewers can't really see what exactly the player has. So we decided to nerf it a little bit so that thors are more viable in smaller numbers but at the higher numbers at the same time people don't build mass numbers of thors.


Wax: Okay, What is your favorite match-up to watch?


DK: I like all match-ups actually, but I guess the non-mirror match-ups have always been more fun then the mirror match-ups but these days I'm actually enjoying ZvZ a lot because I mean it seems to have evolved a lot. Considering even the end of last year all we were seeing was ling baneling wars all the time right? And now that we're seeing a lot of mid and late game scenarios especially the game we saw yesterday where 15 ultralisks went up against 15 ultralisks I think there is a lot more potential for that match-up to evolve and for that reason it's pretty exciting to watch right now.


Wax: And who's your favorite player?


DK : I actually have a lot of favorite players I think my favorite players in general are players that use a variety of strats, so while I respect a player like marine king because his micro is so amazing I do tend to cheer more for players like MMA who try to use different strats in every tournament and even though he's not as successful right now I'm really hoping he does well in future.


Wax: 2 Terrans! Nah, I'm just kidding. alright.


DK: Well I'm wearing the shirt!


Wax: That's true. If you were a player we'd ask you to shout out your sponsors... Blizzard I guess but yeah just say what ever you need to say at the end that someone or what ever.



DK: Thanks for having interest in Heart of the Swarm and during the beta and even before the beta please give us a lot of constructive feedback so we can fine tune all the new units going in to the beta and I'm really looking forward to playing against all of you guys!

you are a good man
yo
pallad
Profile Joined September 2010
Poland1958 Posts
June 13 2012 16:57 GMT
#302
David Kim in very inteligent person...
Why i think about him bad , im shame of myself now -_-
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
sieksdekciw
Profile Joined April 2012
240 Posts
June 13 2012 16:58 GMT
#303
I believe Mr. Kim was completely right when stated that siege tank lines are too strong. I believe soon a patch to address that will follow where tank damage will be decreased with 10 and of course, the obligatory bunker build time increase of 5 secs.
Inverse1
Profile Joined March 2011
United Kingdom61 Posts
June 13 2012 17:00 GMT
#304
nice interviews!
i'm about to open some fuckin' windows
Bagi
Profile Joined August 2010
Germany6799 Posts
June 13 2012 17:01 GMT
#305
On June 14 2012 01:58 sieksdekciw wrote:
I believe Mr. Kim was completely right when stated that siege tank lines are too strong. I believe soon a patch to address that will follow where tank damage will be decreased with 10 and of course, the obligatory bunker build time increase of 5 secs.

Actually all he said was that it was really hard for zergs to break siege tank contains.

But its wonderful to see every line they say get picked apart and have people jump into conclusions at every opportunity. Makes the community look real mature.
naastyOne
Profile Joined April 2012
491 Posts
June 13 2012 17:03 GMT
#306
reading the coments only reinforced my bad feelings about TL community.
Even Bnet forum looks better.
sieksdekciw
Profile Joined April 2012
240 Posts
June 13 2012 17:10 GMT
#307
On June 14 2012 02:01 Bagi wrote:
Show nested quote +
On June 14 2012 01:58 sieksdekciw wrote:
I believe Mr. Kim was completely right when stated that siege tank lines are too strong. I believe soon a patch to address that will follow where tank damage will be decreased with 10 and of course, the obligatory bunker build time increase of 5 secs.

Actually all he said was that it was really hard for zergs to break siege tank contains.

But its wonderful to see every line they say get picked apart and have people jump into conclusions at every opportunity. Makes the community look real mature.

We, of course, know that every contain should be easy to break, hence the changes I proposed should be implemented. After all, a siege tank contain is so easy to establish so it should be unfair if the zerg couldnt break from it. This way we can sleep happy that zvt win rates will go in the direction they should be going. This way, terran presence on the ladder (which is quite high, slighly below 28% in masters and diamond) can finally go down so we can watch more drg vs some toss finals.
zmansman17
Profile Joined March 2011
United States2567 Posts
June 13 2012 17:13 GMT
#308
On June 14 2012 02:10 sieksdekciw wrote:
Show nested quote +
On June 14 2012 02:01 Bagi wrote:
On June 14 2012 01:58 sieksdekciw wrote:
I believe Mr. Kim was completely right when stated that siege tank lines are too strong. I believe soon a patch to address that will follow where tank damage will be decreased with 10 and of course, the obligatory bunker build time increase of 5 secs.

Actually all he said was that it was really hard for zergs to break siege tank contains.

But its wonderful to see every line they say get picked apart and have people jump into conclusions at every opportunity. Makes the community look real mature.

We, of course, know that every contain should be easy to break, hence the changes I proposed should be implemented. After all, a siege tank contain is so easy to establish so it should be unfair if the zerg couldnt break from it. This way we can sleep happy that zvt win rates will go in the direction they should be going. This way, terran presence on the ladder (which is quite high, slighly below 28% in masters and diamond) can finally go down so we can watch more drg vs some toss finals.


How is 28% presence of Terran on ladder high? You do realize there are 3 races and random. Also, if you are looking at Terran at master and diamond it's actually less than 28%. GM is 27, as compared to 34% Protoss and 34% Zerg.

Siege contains should be very hard to break and costly to the player trying to break them.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 13 2012 17:15 GMT
#309
On June 14 2012 02:13 zmansman17 wrote:
Show nested quote +
On June 14 2012 02:10 sieksdekciw wrote:
On June 14 2012 02:01 Bagi wrote:
On June 14 2012 01:58 sieksdekciw wrote:
I believe Mr. Kim was completely right when stated that siege tank lines are too strong. I believe soon a patch to address that will follow where tank damage will be decreased with 10 and of course, the obligatory bunker build time increase of 5 secs.

Actually all he said was that it was really hard for zergs to break siege tank contains.

But its wonderful to see every line they say get picked apart and have people jump into conclusions at every opportunity. Makes the community look real mature.

We, of course, know that every contain should be easy to break, hence the changes I proposed should be implemented. After all, a siege tank contain is so easy to establish so it should be unfair if the zerg couldnt break from it. This way we can sleep happy that zvt win rates will go in the direction they should be going. This way, terran presence on the ladder (which is quite high, slighly below 28% in masters and diamond) can finally go down so we can watch more drg vs some toss finals.


How is 28% presence of Terran on ladder high? You do realize there are 3 races and random. Also, if you are looking at Terran at master and diamond it's actually less than 28%. GM is 27, as compared to 34% Protoss and 34% Zerg.

Siege contains should be very hard to break and costly to the player trying to break them.


His entire post was sarcasm.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 13 2012 17:21 GMT
#310
On June 14 2012 02:10 sieksdekciw wrote:
Show nested quote +
On June 14 2012 02:01 Bagi wrote:
On June 14 2012 01:58 sieksdekciw wrote:
I believe Mr. Kim was completely right when stated that siege tank lines are too strong. I believe soon a patch to address that will follow where tank damage will be decreased with 10 and of course, the obligatory bunker build time increase of 5 secs.

Actually all he said was that it was really hard for zergs to break siege tank contains.

But its wonderful to see every line they say get picked apart and have people jump into conclusions at every opportunity. Makes the community look real mature.

We, of course, know that every contain should be easy to break, hence the changes I proposed should be implemented. After all, a siege tank contain is so easy to establish so it should be unfair if the zerg couldnt break from it. This way we can sleep happy that zvt win rates will go in the direction they should be going. This way, terran presence on the ladder (which is quite high, slighly below 28% in masters and diamond) can finally go down so we can watch more drg vs some toss finals.

Thanks for proving my point.
Tommyth
Profile Joined April 2012
Poland117 Posts
June 13 2012 17:23 GMT
#311
Mothership NP maybe is not a biggest issue, but it surely lose some games to Protoss. The main problem I see here that if zerg has a good amount of bases and spinecrawler walls, he can still somehow come back after losing BLs, provided he managed to take out some important toss units. If toss loses his MS/gets his vortexes wasted it's gg, there is no way to fall behind and w8 for the next MS to come out and gather energy. Lategame PvZ is very similar to Lategame PvP - there is just one engagement, and it can't turn out even or with little advantage to one of the players - victor of this combat takes the game. Which gives a sad feeling of wasted 20 mins before the engagement :S
DoT_TL
Profile Joined February 2010
Singapore47 Posts
June 13 2012 17:33 GMT
#312
honestly i really liked the fact that we got these interviews with them, and i liked the answers they gave too. i do trust that they are monitoring the game closely and are not like completely oblivious of wads happening. i think people should stop being so critical =_= they made the game we all are playing/watching afterall and they are trying to improve the gameplay and balance the game as much as possible too. i personally am happy that dustin browder mentioned taht they are going towards a small engagements- based type of gameplay instead of a lot of army vs army head on stuff right now, and introducing units that control space is a good move i would say.
thanks for the interview and im excited for hots =)
Shiori
Profile Blog Joined July 2011
3815 Posts
June 13 2012 17:38 GMT
#313
Lol, reading David Kim's post just depresses me. He still totally fails to see how big of a problem lategame XvZ is due to the strength of Infestor/BL and banked Larvae. Nor does he understand that deathballing is fucking lame and everyone hates it. No, it shouldn't be an option to just turtle into 200/200 and a-move across the map, and I'm saying that as a Protoss player (traditionally associated with deathballs). If you want to have a deathball, it should be like a Terran deathball i.e. one that actually requires skill to use. I don't want awful playstyles like that used by Goody to become the norm. It's just depressing that DK actually thinks anyone aside from really shitty players want these things, or that it would make the game better.

And for what it's worth, this shit about balancing for the lower leagues is just annoying. I can win in any sub-Platinum league with 1 strategy and just my mouse. I don't see why warp gate (which completely screwed up a lot of other timings) needed to be nerfed because some silver kid who cuts workers at 5 minutes doesn't know how to hold it. Yeah, I'm sorry if that sounds harsh, but it's the truth. Balancing for noobs is just stupid because it's a totally different game. It's like changing the rules of basketball because the kids playing HORSE perceive an imbalance.

Unimpressed. Thanks for the interviews though :D
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2012-06-13 17:48:56
June 13 2012 17:43 GMT
#314
I think people are misunderstanding the whole "more A-move friendly" comment. David Kim doesn't mean mass up units, A-move them in one go and win the game like that. It's just that there are other ways to win games rather than purely microing one army. For example, if you have more A-move friendly units, but they're not as effective as your micro intensive units, your interest should be in attacking several fronts at once. Let's be honest, currently nobody can marine split at two places at the same time, so you can't really engage 2 front of zerg units simultaneously in TvZ, and you're forced to move out with all your units (save for like 1 or 2 small drops).
With battle hellions and mines, this could change quite a bit, by removing your burden of microing at the one spot you're attacking without really looking and focusing (because you're doing other interesting things on the map), and putting it on Zerg, who rarely has to micro as much as you currently, and will have to look to split against mines and engage hellions well this time around.

Think of it like in BW: battles are way slower than in WoL (due to pathing and other things), which enables you to do more things at once at several spots on the map if you have the right tools for the job. If you lose focus of one spot in a BW game, all your shit doesn't die instantly, let's be honest. While it's pretty much the case in WoL, you look away 1 second, banelings roll in and your army evaporates, it doesn't really give you the option of using 2 armies as frail as this and giving you twice the occasion to fuck up without it being worth it.

So while I think battles will always end as quickly in HotS, if we can see more of them constantly, sometimes at the same time, it can be enjoyable both for our playing and viewing experience.

At least I hope that's what they're going for. I doubt they would admit themselves in a TL interview they just want 2 big deathballs A-moving at each other.

Edit: As a Terran player, I'm really excited for what they're going for with HotS. I think they're doing a really good job honestly. I have some concerns about some elements of the extension, like Abduct, and possibly Warhounds which don't seem that usable against Zerg, but otherwise it looks good.
elanobissen
Profile Joined February 2011
Denmark244 Posts
June 13 2012 17:43 GMT
#315
Why would you make a unit that only has ONE use? Oracle please go away:x
Neurosis
Profile Joined October 2010
United States893 Posts
Last Edited: 2012-06-13 17:47:39
June 13 2012 17:45 GMT
#316
Nice interview with David Kim. I particularly enjoyed his insight into when they decide to finally step in and fix a "balance" problem. It's nice to know that they know that not everything they nerf actually needed it, but rather that players just didn't figure out how to respond to it. With this in mind I'm excited to see how HoTS shapes up considering they've probably learned a thing or 2 about how players actually try to play their game.

Also, I don't like the Oracle, just doesn't feel Starcrafty.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
June 13 2012 17:45 GMT
#317
Awesome interviews! Laughed at the "thank your sponsors" lol :D

Great work guys, i love the fact that you are not scared at all to mentioning something is off or imbalanced or "this thing will make the maxed unit army blob too strong" comments. Kennigit and the other guy (srry dont know ur nick): great job
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Bagi
Profile Joined August 2010
Germany6799 Posts
June 13 2012 17:46 GMT
#318
On June 14 2012 02:43 elanobissen wrote:
Why would you make a unit that only has ONE use? Oracle please go away:x

The oracle can be used for scouting, providing detection, cloaking units for defensive/offensive purposes and harassing opponent mineral lines.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 13 2012 17:48 GMT
#319
On June 14 2012 01:55 HelloSon wrote:
Show nested quote +
On June 13 2012 20:12 Dingobloo wrote:
Wrote up a transcript for those of you that can't watch the interview, it's a giant wall of text so I broke it up into spoiler tags:

+ Show Spoiler [Part 1 - Balancing Methodology and Com…] +
Wax Angel: Hey, we're here with David Kim game designer for starcraft 2
I'm just going to start out with questions I don't know, I don't do this lead in stuff well.

So in America or in the west a lot of people, the fans they point at Dustin Browder as the guy to blame all their balance complaints, and in Korea they all blame David Kim for some reason, so i think it would be good to just point out what exactly you do on the balance side, so we can clarify this stuff, is all this deserved?


David Kim: we actually work on a team, it's not just me and Dustin that work on the balance we actually have a group of multiplayer game designers that work on the balance. I just think those two names are more well know, it's kinda cool seeing Dustin Browders face and funny comments like the comment about rocks that we saw yesterday so it would be kinda cool if my face was there instead.


Wax: In the community there are these jokes, some jokes and some serious, like "blizzard doesn't pay attention to the games, they don't know what they're doing" so you know, take this as a chance to clarify some of that stuff things like "how many people are on the team and what kind of tournaments do you watch, how often do you watch them, with what kind of thoroughness" put some confidence in these people.



DK: Well we have a few people working on the multiplayer game and we actually try to watch every single major tournament so when ever there is a major event going on we try watch as many games as possible and we try to talk about what we observe. For example last week there was red bull battlegrounds we watched that pretty heavily too, so i guess we're watching almost every single major tournament around the world and we do try our best to listen to our community, sometimes we don't react as quickly to certain suggestions, but that's just the nature of it. We not only look at the community feedback we also look at pro feedback, we also look at the various different data that we have, so it's really difficult sometimes if all those three things disagree in terms of what they're saying so we cannot promise we will act on every single major complaint that the community has, but at the same time we try to analyze to the best of our abilities and really look into every issue.


Wax: So let's talk about that a little bit in detail so you say you look at pro feedback and that's actively talking to the pro's asking them for their opinions?



DK: Yes, but there's ups and downs to every method of feedback especially right, the pro's are generally a little more biased then not because they play one race, they have to win all the time, so they probably feel the most pressure so we do take that into account whenever we get pro feedback.

But on a similar side we don't just gather the verbal feedback that the pros give but also there are a lot of people within our company and outside the company that watch the game a lot, very heavily, so those people generally have a good unbiased view of the game. I think in terms of pro feedback whenever we say that we not only mean the actual pro feedback that the pro players are giving us but also we do have a bunch of people both internally and externally that are really good at analyzing the game, and the feedback we get from them is just as important as the feedback that we get from the pros.


Wax: Okay and another thing we hear as a complaint a lot from the community is that blizzard's making these changes because they want to cater to these silver league players, gold league players and they don't care about ESPORTS top level play. So obviously you have to cater somewhat to lower level play, at the same time us at team liquid we would love it if your main focus was on the highest level play.


DK: So, we do cater try to every single person who plays starcraft 2 but with that said, I think the most important is the pro level, and the reason for that is because that level not only affects the players that are playing at that level, but also so many people that are watching pro's play too. So we do think that is the most important but at the same time if there are completely broken things, so for example in the past we have made a lot of changes for the lower leagues, so for example a lot of the bunker nerfs that we did, or the warp gate nerfs that we did, we were seeing that at the lower levels of play it was pretty difficult for those guys to block those all-in rushes so we did take care of those problems, but these days we're actually not seeing a lot of low level issues. So the last patch for example none of those changes I don't think have a huge impact on the silver level but for a pro the 2 range difference is pretty crazy huge right (referring to the queen range change) or even the observer build speed, we reduced it by 10 seconds, that probably has almost no impact on a silver level player but for a pro who really measures timings that matters alot. So we've been kind of trending towards catering to the pro level not because we don't care about the lower levels but because of we're not seeing issues that are as prevalent as we were seeing before.


Wax: So you said that you look at stats a lot in terms of balance, and obviously stats don't tell the entire story so when you're looking at stats like win rate across the board but you also have to look at if the way the game is being played in a way that you think is balanced. What is a case that stats have said something is even but in terms of gameplay you didn't think it was actually working out the way it should be?


DK: I guess we have the perfect example of that right now, so just yesterday we checked the... there's the popular complaint among our forums that protoss vs terran in the late game, terran has no chance so we actually pulled up those numbers, we checked the highest level of GM players, only on Korea, and in the past 2 weeks of all their games and the win loss ratio across the board, at the 5 minute mark it was even, 10 minute mark same thing all the way up to say like the 45 minute mark it was all pretty close to 50% but we're actually not seeing that, just the like how our players are not seeing that also right, so that's an example where the actual stats vary depending on what we're seeing in tournaments right. And I think there are many reasons for that but one of the main reason I can think of is that the tournament experience is different from the ladder experience so while we can't just look at the tournament results alone, I think there are just pluses and minuses for every different stat we can look at.


Wax: So wait you think that, in tournaments, there's another aspect of the game compared to when laddering endlessly there's like the preparation so you could say protoss is more powerful with preparation than terran or something like that?


DK: I wouldn't say that, but what I do think is that you have more prep time against a specific player rather the whole race whereas on the ladder you don't know who you're going to play against next right? And also you only play 1 game against that opponent, maybe 2, maybe 3, but in a tournament setting you almost always play a best of 3 if not more right? So I think those kinds of minor differences actually make a much bigger difference in terms of the stats that we're seeing.


Wax: So you think that those differences they aren't applied equally to the races? Like they can make protoss more powerful than terran somehow?



DK: They could be yeah, but just overall what I think we're seeing at the top of the ladder is pretty solid, and in tournaments right now especially in the GSTL Zerg is performing pretty well but just overall when we look at the last 8 major tournaments around the world that's also looking pretty solid as well. So I wouldn't say that tournaments and ladder are completely different games I would say that they have their minor differences and we just have to pay attention to both numbers.


Wax: In the case of monitoring tournaments, there's obviously a hazard of falling into like looking at smaller numbers or looking at single players and making decisions based on that. How do you get around that? Are you very cautious about that? Because fans speculate that you see cases where something is happening because of one tournament or one player, does that really happen?



DK: Not really. We try out best to not do that, so when we watch tournaments we tend to look at the small picture so what we do to get around that problem is that I try to send out a report to our team on a weekly basis of say like the past 3 months of tournament results as well as the race makeup in those tournaments, as well as the winners, so in that sense we try to look at the bigger picture regularly so that we're not just focusing on one player, or not just focusing on one event.


Wax: So this is a more philosophical question that naz (Ed: Nazgul) wanted to ask, so, the metagame will shift on it's own and players will adjust to perceived imbalances and like within 4 months, 6 months time it will change so do you believe that the balance changes you're making now are just like not necessarily things that you have to do for the long term for the game to return to balance but things you're just doing to make sure things balance faster, they're like more short term fixes?



DK: I think how players play and their skill actually has a huge impact on the balance, I know a lot of people disagree but the way we're thinking of it is for example right, say marine spread on the Terran side is not as good and it will never be as good as it is now then banelings will perform a lot better than they are now so naturally if we never nerf it saying people can actually micro it a lot better and counter this a lot better then the game will be imbalanced all the way up to that point so I think we sort of have to do a bit of both, so sometimes we make fixes to make sure that something is okay until the players are able to use it, and other times we say okay we'll wait on this issue because we think they're getting there so we'll just wait and see. And if they never get there, say in a matter of months then we may make a move over there as well.


Wax: So you'd be okay say making a move, buff, and if it doesn't work out nerf again and back to status quo?


DK: I guess so, but that hasn't happened yet, but every time we make a patch there's a lot of... I guess for this last patch there's a lot of comments from both pros and players saying the queen buff was too much. So we are looking at that very closely and if that turns out to be flawed like people are saying then we will revert that.

+ Show Spoiler [Part 2 - HotS Changes and Match-up Bre…] +


Wax: Going into heart of the swarm you've added a lot of new units, you've changed a lot of abilities etc etc so In general are you happy with the state of the match-ups in wings of liberty and these are things you're adding to just change or add more variety? Or do you think there were problems with the way matches played out asides from balance like you didn't like the meta so you introduced this to change it up?



DK: So back in wings of liberty when we put in new units all we did was we said "Is this a fun unit? Does this unit create fun strategies?" but this time it's a little different because starcraft 2 is a game that everyone's playing right now so we do have to make note of the current meta-game and as well as the potential of how things will turn out, right? So some of the new units that we're putting in like the battle hellion, they're just going in to fill holes that we see in our game currently but overall we try to do a bit of both, we try to create new strategies that are fun to use and at the same time we want to be able to fill the holes that are existing in the game using the new units.

(Off Camera): We're at 12 minutes.


Wax: Okay, cool I can ask you about each match-up then So lets just go through match-up by match-up, and see what you like about it now and what you don't like about it now and what you might have changed to make it more, I dunno, more entertaining. So lets say start TvZ. What do you feel about the situation, like the meta now, and why you made the changes you made?



DK: So TvZ we feel that the defense on the Terran side is a little too strong, so we wanted to introduce, you know especially the siege tanks right, not just siege tanks in your base but also if you have siege tanks set up at the watch tower or in front of the zerg base it's really difficult for the zerg to crack that. So that's why we have units like the swarm host or the Viper that are good at dealing with siege tanks specifically. And on the Terran side, not just in the TvZ match-up, but Terran in general don't have as solid of a mechanical Terran game as the more biological Terran right? So the issue we're seeing with the biological Terran is that you're forced to harass constantly. And I think that's one of the complaints in TvP also. So if you are not a player that is good at using the drop ships and you don't harass throughout the whole game you're not as successful as the other races. So by adding the three new mechanical units we focus more-so on having solid units that you can just mass up in your base you don't have to harass the enemy base and you can go head to head against a zerg army or against a protoss army. So I think those were the main focuses in that match-up


Wax: Well if I had to make a criticism, that sounds a lot like you're making the death ball a requirement even more so than it is now.


DK: Actually I'm not saying that, I'm just saying it would be cool to have a choice of the two right? Because I think biological terran will be strong no matter what because it's already strong and because Terrans are doing the best out of the three races in all the major tournaments right? So it's not a weak strat and I'm not saying the new mechanical style will be stronger then that strat, I'm saying if you choose to play a more harass type of gameplay you can go that strat, and if you choose to go a more protoss like strategy then you go mechanical or you can go a mix of both. I think just adding more choice to the players on the Terran side is cooler than just having one way to play.


Wax: So you're saying that, like, In broodwar you could only play mech in TvP and you could only play Bio in TvZ and you would rather things work out where you have more choices in each match-up?


DK: Yeah for sure. Because we know that the marine marauder drops based strategies work in both match-ups, well, all 3 match-ups pretty well so by adding this new strategy hopefully we'll keep the existing strat as strong as possible, as strong as it is now, and just provide new options. We don't necessarily want per match-up for Terran's to only have one option in terms of unit composition that they use.


Wax: Okay so how about PvZ then, how do you feel about it now and what kind of changes are you trying to make?


DK: So in PvZ, I guess protoss in general, don't have a lot of ways to harass with, their only options are early on with a stargate which a lot of pros are using currently and the other thing is harassment using warp prisms which is kind of all or nothing because whatever you warp in at the enemies base if you warp in more than 4 things those are all wasted, right? And just harassment units in general in Wings of Liberty they all harass by killing workers. So marine drops, templar drops, hellion run bys all those things harass the enemy by killing their workers. So for the protoss we wanted to create something that you can constantly use throughout the whole game if you're good enough and while you're not killing their workers it's still a strong method of harassment. So if you take a look at the oracle in the battle report that we did in the PvZ battle report, I think that shows our intent pretty well. I'm not saying that's how pros are going to use it 100% of the time or anything but because that unit has really fast movement speed and all you need to do is tag the mineral patches once and get out of there if you're paying attention to that harass it would be really easy to not lose that unit throughout the course of the whole game and just constantly harass the enemy mineral line without killing a single unit but at the same time you're actually doing a lot of heavy damage.


Wax: How about Zergs position in that match-up? Do you like how it's working out, because right now it's works out in a way that at lair you can get owned by forcefields and colossi and then you have to work your way up to hive to have a chance. You've said before you don't mind the dynamic where certain races are better in a certain period of the game but what are you trying to change with Zerg in Heart of the Swarm?


DK: So on the Zerg side, as you said, I think the reason that force fields feel so strong in the mid-game is that zerg doesn't have long range options so unless they bring out units like the broodlord, I guess that's the only one. So we're introducing the swarm hosts, and you can actually counter the locusts pretty well using forcefields, but at the same time I don't really feel bad because those are free units that I have, right? I guess that's a pretty good counter to the forcefields in the mid-game. And in the late game with the viper, the main goal for that was zerg in the late game if they don't bring ultras or broodlords out, I guess against protoss you don't really use ultras but you do use Broodlords. If you don't get broodlords out in the late game your 200 pop composition is not as strong as the protoss army so we wanted to create a new unit that can combo well with existing units such as roaches, zerglings or hydras. That's why we included the speed upgrade on the hydralisk and the viper combos really well with fast moving units naturally because if you're trying to pull things and catch them off-guard in that moment you don't want slow units because when you pull something it will get away if I can't chase him down. So like in the battle reports the viper actually combos really well with the new hydralisks and we're seeing in our internal playtests that's not only the case with the hydras but also with zerglings and roaches the vipers are really strong. So we're kind of hoping to create a different sort of option in tier 3 where you can go the mass zerg style army and use vipers to compliment that and you can still go the old ultralisk or broodlord based army.


Wax: So you're saying that you didn't think it was ideal that the only way that zerg could play was to like make a giant gas heavy army of all infestors and broodlords all the minerals you just dump into spines or whatever.


DK: Yeah, I just think that's one cool way to play and just yesterday we saw a ZvZ between Leenock and Violet where both of the players made like 15 ultralisks each and I think those moments are really cool but I just think if Zerg players to go that or the mass swarm army, that would be cool also.


Wax: So mostly the changes are about giving people more than one ideal composition at various points of the game right?


DK: Yeah for sure


Wax: Okay so let's move on to TvP, Where do you think the matchup is at right now and what are you trying to fix?


DK: In TvP I guess that's one of the biggest complained about match-ups right now so we naturally need to look at the terran strength in the mid-game as well as the protoss strength in the late game. So in the mid game the terrans biggest strength is that they can harass multiple locations at once right? So by introducing the mothership (core) and the purify ability you'll be able to take care of at least one spot fairly easily compared to before while your army takes care of another spot but what we're not trying to do, is we don't want the harassing to stop altogether. So the goal for purify is to find a point where harassment attacks from the Terran side are a little easier to stop, but it's not so dominantly strong that Terran players don't want to drop anymore. So that we're hoping that protoss will have a better time in the mid-game and in the late game the unit composition that Terran's struggle the most with is the mass zealot archon strategy right? So that's why we introduced the battle hellion which is very strong against charge zealots specifically. So while we keep the terran strength in the mid-game, and the protoss strength in the late game we want to make that gap a little smaller So that it's not as seemingly all or nothing as it is now.

+ Show Spoiler [Part 3 - Design Philosophy and Lightni…] +


Wax: So this is a kind of question about just overall. You talk a lot about controlling space, and giving zerg a ranged option etc etc, do you think it's maybe homogenizing the races like the tools they have? I guess the obvious comparison is Broodwar not all the races had those tools but they were forced to make do with the tools they did have?


DK: That's just something that we have to watch out for right? So what we tried to do when creating the seige unit on the zerg side is that we didn't want it to feel like the colossus or the siege tank because both those units kind of feel similar, you know aside from the fact that the siege tank has to set up to do damage those two units are actually pretty similar units. And what those units have in common is the high damage burst splash damage combined with the siege range. So with the swarm host what we wanted to do was the complete opposite which is they constantly spawn these little guys that do small amounts of damage but over time you wear the enemy down. So this new zerg option is a whole different way to siege your opponent compared to before. So that is something we are looking out for all the time and we do try to make really asymmetric differences even when we're trying to make something that do similar things. And I guess the oracle is another good example right? Terran harasses using marine drops that kill workers but the oracle harasses the mineral line but doesn't actually kill anything.


Wax: So that's another, you mentioned the battle hellions, and I know this is a kind of weird complicated question but you introduced something like the battle hellions and the warhound, and those are kind of 1-a counter this unit units, like battle hellions destroy melee and warhounds destroy mechanical units you just 1-a them. And yet you introduce a unit like the window mines and that's like a very micro intensive, to counter it you have to do a lot of clicks so it's kind of an interesting thing I thought in some cases you have units that reduce the amount of micro you do and some units that increase the amount of micro you need on both sides significantly.


DK: So on the Terran side we tried to create some very attack move friendly units because all of the units they have now you need a lot of micro right, so even the existing hellions right now right if you have terrible micro you're not going to get the full effect out of that unit. So on the Terran side we tried to introduce more of the easy to use units but at the same time we didn't want to create just easy to use units that's why we created the widow mine also and on the protoss side for example a lot of their existing units currently are good at attack move so both of the new units we created are pretty positional dependent, pretty difficult to use and depending on your micro you're going to get bigger results.


Wax: Well what's the reason for adding more attack move friendly units to Terran. I guess it falls into the whole "Blizzard is catering too much to casuals" or whatever argument do you have anything to say about that?


DK: I mean, like I said before, the more barracks units on the Terran side are really micro intensive and you need to be constantly attacking all the time so when trying to create a different option of being able to play a little more defensive we just naturally had to include something that's more attack move friendly. And I don't think that's catering to the lower level players only because even on the pro side there are strategies that involve easy to use units but those strategies focus on other aspects of the game such as having a better econ game or being able to attack even MORE locations at once stuff like that right? So I think just having the variety in units is more important. And I wouldn't say just because a unit is more attack move friendly that it's catered more towards the casual players and just because a unit is more micro intensive it's only catering towards the pro-players.


Wax: So I have to ask a little about map balance or how you guys use maps. So obviously you can't try to patch a game or create units for a game without having some kind of idea about what a default map is whether it's like 8 minerals 2 gas, 40 seconds rush between all the bases so generally do you have a concept for what a default map is that you want to make the game move around that or are you more open to like maps totally changing the way the game is played like in Broodwar.



DK: We do try to stick to that rule which is 8 mineral patches 2 geysers at normal expansions and 6 mineral patches and 2 normal geysers on high yield expansions and the reason for that is because we think even as is, it's pretty difficult as a pro player to figure out what your income rate is in a given game vs what mine is at a given point in time so for example say I have 3 expansion you have 2 expansions but you have more probes how much of an econ advantage do I have right? So figuring that out is already too difficult, so we don't want to alter that and make it even more impossible for everyone to figure out. Other than that we try to cater to... It's specifically for the 1v1 map pool as you know we've been using tournament maps only for quite a while now and that's actually working out pretty well. So naturally our game balance leads to those more larger maps that follow a similar formula. So for example maps in the past it was difficult to get your second expansion up but maps these days your main base, natural and second expansions are actually pretty close to each other and easily defend able so those kinds of basic map rules we follow for 1v1 and for team maps we actually try to go as diverse as possible especially in the 3's and 4's format because we believe that those formats are not really for pro players to play tournaments in they're more for the variety and the fun.


Wax: Okay, So we're running out of time here so I'm going to ask you a few quick questions.
Is it true you nerfed thors just because of Thorzain and the Thorzain build?


DK: Of course!


Wax: That one thing?


DK: No. (laughs) We nerfed thors because thors actually suffer from an art issue. As the thor is now the radius of the thor is pretty small compared to the art. So if you spawn in a bunch of thors as well as some marines and marauders together with thors and clump them up it's almost impossible to tell how many marines and marauders are in the field so when we started seeing strategies involving large numbers of thors we felt this was hurting ESPORTS because...


Wax: (laughs)


(laughter is heard off camera)

DK: ... the viewers can't really see what exactly the player has. So we decided to nerf it a little bit so that thors are more viable in smaller numbers but at the higher numbers at the same time people don't build mass numbers of thors.


Wax: Okay, What is your favorite match-up to watch?


DK: I like all match-ups actually, but I guess the non-mirror match-ups have always been more fun then the mirror match-ups but these days I'm actually enjoying ZvZ a lot because I mean it seems to have evolved a lot. Considering even the end of last year all we were seeing was ling baneling wars all the time right? And now that we're seeing a lot of mid and late game scenarios especially the game we saw yesterday where 15 ultralisks went up against 15 ultralisks I think there is a lot more potential for that match-up to evolve and for that reason it's pretty exciting to watch right now.


Wax: And who's your favorite player?


DK : I actually have a lot of favorite players I think my favorite players in general are players that use a variety of strats, so while I respect a player like marine king because his micro is so amazing I do tend to cheer more for players like MMA who try to use different strats in every tournament and even though he's not as successful right now I'm really hoping he does well in future.


Wax: 2 Terrans! Nah, I'm just kidding. alright.


DK: Well I'm wearing the shirt!


Wax: That's true. If you were a player we'd ask you to shout out your sponsors... Blizzard I guess but yeah just say what ever you need to say at the end that someone or what ever.



DK: Thanks for having interest in Heart of the Swarm and during the beta and even before the beta please give us a lot of constructive feedback so we can fine tune all the new units going in to the beta and I'm really looking forward to playing against all of you guys!

you are a good man

I concur, this should be added to the OP.
Gl!tch
Profile Joined December 2010
United States573 Posts
June 13 2012 17:50 GMT
#320
On June 14 2012 02:46 Bagi wrote:
Show nested quote +
On June 14 2012 02:43 elanobissen wrote:
Why would you make a unit that only has ONE use? Oracle please go away:x

The oracle can be used for scouting, providing detection, cloaking units for defensive/offensive purposes and harassing opponent mineral lines.

Yeah, and as soon as I heard the Tempest was going to be a 22 range seige unit (yes it will probably get nerfed lol) I'm thinking preordain from oracle + Tempest siege is going to be a late game protoss base snipe move. Also, cloaking field? Thats always useful in large battles.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Mauldo
Profile Blog Joined January 2011
United States750 Posts
June 13 2012 17:50 GMT
#321
On June 14 2012 00:48 a176 wrote:
Show nested quote +
On June 13 2012 23:01 Blasterion wrote:
On June 13 2012 12:25 Falling wrote:

Happy Birthday

Despite of all the complaint we make against Browder and Kim and etc. The interviews always make me think they're doing a great job.


I wouldn't say that "we want a terran a-move deathball option" is doing a good job.


He never, not once, said that. He said that Terran should have fewer micro intensive units. Did you pay attention to his entire point? Because he went on to say that they added micro-intensive Protoss units because Protoss had too many a-move ready units.

In other words, they're trying to even up the micro intensive/easier to use units. Unless everyone here wants the game to work like BW, which only needed intense micro for every unit because the game engine was 12 years old, then this is a good thing. (Not to shit on BW, but that game is just plain to fucking hard.) You can't micro every unit all the time, so having a few Zealot like units that do their thing while you're microing Stalkers isn't bad at all.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 18:02 GMT
#322
Blizz needs to rework Corrupt and Strike Cannons. Both are the signature ability of their respective units (which do see lots of play) but one is never used and the other is by far the dullest ability in the Starcraft series.

At this point in time, Strike Cannon is deadweight and a huge liability because of Feedback.
MMA: The true King of Wings
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
June 13 2012 18:04 GMT
#323
On June 14 2012 03:02 SarcasmMonster wrote:
Blizz needs to rework Corrupt and Strike Cannons. Both are the signature ability of their respective units (which do see lots of play) but one is never used and the other is by far the dullest ability in the Starcraft series.

At this point in time, Strike Cannon is deadweight and a huge liability because of Feedback.



dude, every good zerg player uses corrupt.
moo...for DRG
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 18:05 GMT
#324
On June 14 2012 03:04 neoghaleon55 wrote:
Show nested quote +
On June 14 2012 03:02 SarcasmMonster wrote:
Blizz needs to rework Corrupt and Strike Cannons. Both are the signature ability of their respective units (which do see lots of play) but one is never used and the other is by far the dullest ability in the Starcraft series.

At this point in time, Strike Cannon is deadweight and a huge liability because of Feedback.



dude, every good zerg player uses corrupt.


I think you mismatched what I said.

Strike cannon - the one that's never used
Corrupt - the dullest ability ever

I messed up the order of my points, so that was a bit confusing.
MMA: The true King of Wings
TaShadan
Profile Joined February 2010
Germany1969 Posts
June 13 2012 18:05 GMT
#325
On June 14 2012 02:50 Mauldo wrote:
Show nested quote +
On June 14 2012 00:48 a176 wrote:
On June 13 2012 23:01 Blasterion wrote:
On June 13 2012 12:25 Falling wrote:

Happy Birthday

Despite of all the complaint we make against Browder and Kim and etc. The interviews always make me think they're doing a great job.


I wouldn't say that "we want a terran a-move deathball option" is doing a good job.


He never, not once, said that. He said that Terran should have fewer micro intensive units. Did you pay attention to his entire point? Because he went on to say that they added micro-intensive Protoss units because Protoss had too many a-move ready units.

In other words, they're trying to even up the micro intensive/easier to use units. Unless everyone here wants the game to work like BW, which only needed intense micro for every unit because the game engine was 12 years old, then this is a good thing. (Not to shit on BW, but that game is just plain to fucking hard.) You can't micro every unit all the time, so having a few Zealot like units that do their thing while you're microing Stalkers isn't bad at all.


even less micro? how is that possible?
but apart from that i think david kim is a good balance developer, he did a great job with dawn of war
Total Annihilation Zero
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 13 2012 18:06 GMT
#326
Thors hurting e-sports because we can't see how many units there are when they are clumped up?

>Nerf thors instead of fixing unit clumping.

-stOpSKY-
Profile Joined September 2010
Canada498 Posts
June 13 2012 18:14 GMT
#327
Tbh I'm kind of disappointed Browder said that he wasnt aware of NP being an issue for motherships. You get a NP off, lose both your vortex and then it dies... you have to wait for another mothership plus the energy for vortex. On the other hand if you get archon with good vortex and the zerg doesnt spread the match is almost certainly over.

ZvP is just so coinflip like in the end game it seems ridiculous he claims he wasnt even aware of this.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2012-06-13 18:25:38
June 13 2012 18:21 GMT
#328
On June 13 2012 18:48 Everlong wrote:
Show nested quote +
On June 13 2012 17:17 Yoshi Kirishima wrote:
On June 13 2012 17:04 dezi wrote:
DK really said the tank is to strong? WTF!


I missed that... but I agree! With the popularity of just pure MMM in TvZ, it seems there may need to be more incentive to get tanks in TvZ. By making tanks stronger, they could give T more supply to use for other units instead, making lategame TvZ easier (if that actually is a problem), but if it's not, that new viper/harass style, giving zerg more options, should be enough to help. And making tanks stronger would make mech much more viable in TvP. Also it doesn't seem buffing tanks would change too much in TvT neither -- mech in TvT is already pretty rare/weak. Yeah, there are arguments that if you play "perfectly", it is the strongest. But no one is perfect; there are always mistakes. Anyways, if someone were to be able to play mech perfectly, then you could theorize that someone could micro their MMM perfectly, stutter stepping to the exact frame, and splitting insanely well, etc. For marine/tank TvT, there should be no real problem because both of them have tanks anyway, though they might not like being able to 1 shot marines with tanks (though really I don't think it's a big deal, that would only apply for marines being hit by 1 single tank shot, and that one target marine dying or not dying).


Anyways those are just my thoughts, I think the tank is such an important unit for Terran, it really opens up a lot of strategies. And I mean it's just so traditional, giving terran a real terran feel. Terrans are supposed to also be able to be defensive, right? Or was that only BW? Walls, tanks, turrets, mines, bunkers, etc.. Terran had a lot of defensive tools, and now they have PFs too and soon widow mines. I know David said they definitely want to allow terran to have more options, instead of just bio TvP, which is awesome, but I just hope the tank doesn't become obsolete with the warhound, or that tank play becomes very minimal or rare.


On June 13 2012 16:31 IshinShishi wrote:
On June 13 2012 16:22 Woizit wrote:
On June 13 2012 16:20 AxionSteel wrote:
On June 13 2012 15:58 Woizit wrote:
David Kim feels that siege tanks are too strong in TvZ...? It seems weird that DB understands the role of a "board control" unit better than him.


I know right....My heart sank and my interest in the interview kind of declined from that point. Absolutely bizarre.



I couldn't follow the rest of the interview right after hearing that either. I just can't fathom why he feels that siege tanks have to be made useless.

Statistics are telling him that siege tanks are too strong, ergo a bunker build time nerf will follow.Also terran has too many options and poor zergies can't do anything vs scary hellions killing drones,that's why the bunk... err the queen was buffed.



Haha hilarious, thanks.



Am I out of my mind? :D Are you sure you didn't read "too weak" instead of "too strong"? :-)


dezi was surprised david said tanks were too strong. So this probably means dezi things tanks are not too strong. So I was talking about how I felt it was anything but strong, in agreement.



@Thors and esports. I think the reason wasn't only because of the art team. At least i'd like to believe so, otherwise their nerfing the thor turned out pretty useless, seeing as people still did thor/marine/banshee 2 base all-ins TvP, in which the marine/scv ARE actually hard to see (though I don't see why it seems they nerfed it cus of thorzain, since he did thor hellion , not thor marine...). I thought a lot about different styles/compositions, i think the strategy is actually more diverse with thors having energy bars. Though of course, mech was way less flexible and weaker after that.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Garmer
Profile Joined October 2010
1286 Posts
June 13 2012 18:24 GMT
#329
On June 14 2012 03:06 RavenLoud wrote:
Thors hurting e-sports because we can't see how many units there are when they are clumped up?

>Nerf thors instead of fixing unit clumping.


stupid decision ever
Roe
Profile Blog Joined June 2010
Canada6002 Posts
June 13 2012 18:32 GMT
#330
when is kennigit gonna change that hair >.>
AzureD
Profile Joined September 2010
United States320 Posts
June 13 2012 18:33 GMT
#331
On June 14 2012 00:50 FabledIntegral wrote:
Show nested quote +
On June 13 2012 22:22 AzureD wrote:
On June 13 2012 14:06 FabledIntegral wrote:
On June 13 2012 13:52 AzureD wrote:
Why does almost no one use Banelings + Infested Terrans to counter Archon toilets? I don't understand this.

On June 13 2012 13:47 ktimekiller wrote:
ROFL Dustin is not aware of the Mothership in ZvP

Freaking pathetic awareness of his own game hes designing (ruining)


Here we have an example of hearing what you want to hear. People want to find faults in people to justify their prejudices.


IT can be good but the issue is that you'll still lose all your BL to archons, then toss just sacks his archons. Now what? You have no energy on your infestors - they're taking up supply, and if toss remaxes on something you're boned. You have to be careful with teh energy, and it's not like Toss throws their entire army into the toilet. It's meant to get the Zerg army coupled with Toss archons, and some blink stalkers. That's it. Which is also why banes, which are fickle due to storm and colossi being in play, are also not used. You going to throw in banes to do splash dmg to archons? It' snot like the banes get to hit every unit in the toilet - archons only work because they're so good vs the air. Also, vortex is used to phase out certain units from a battle as well, not just for the toilet.


40 Banes will destroy the vast majority of a Protoss army if he puts it in his toilet. Besides the Protoss tends to not do this at all. If a Toss does do this and it does not kill the Archons instantly he will have traded his entire army for the Zerg army inside the Vortex. If the Toss only puts in Archons and a small handeful of units then you only need a few infested terrans to cleanup what the Banes do not one shot.


And then Zerg is behind. You're going to put in forty banes to kill like 4 archons, that still manage to take out the BL's? (or at least, half their health, if only 2-3 archons)? It's not a good move, to invest so much gas in banes, not to mention they are so incredibly fragile to storm.


If he only puts in 3-4 Archons then you only need 20 Banes and they one shot Archons before they can get a single shot off. They might get 1 shot if they are lucky. You will be way ahead if you do this as Archons are way more expensive than Banes when you do this as well as save all your Broodlords. In terms of gas cost 40 Banes is cheaper than 4 Archons and it would be 16 supply of Archons vs 20 supply of Banes. But 40 Banes is way overkill against 4 Archons. 40 Banes is if he just plain puts his whole army in there.

Why on earth do you think the Archons fire faster than Banes can blow up? The only way that can happen is if they are cloaked and get first shot. You should have a few Overseers by then.
Nimelrian
Profile Joined March 2011
Germany142 Posts
June 13 2012 18:34 GMT
#332
What I really do not like is the fact that they say "this might be to strong right now, so we're doing this to fix it in HotS". Why do we have to wait for HotS? Why can't we have the Hydra upgrade, or the Burrow Charge Ultra right now? ZvP is kinda messy right now, if I want to go for the 200 max, I do either get crushed by an Immortal Sentry army waiting for me, or coming at me directly, or I get harassed by Void Rays and Phoenixes, both forcing me to get Hydras, since Infestors are too expensive to build up such a mass to counter them. If I go Hydra, the Protoss can just switch to Colossus Tech and I'm dead.
catplanetcatplanet
Profile Blog Joined March 2012
3829 Posts
June 13 2012 18:55 GMT
#333
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?

Ive seen Stephano doing it. They neural the ship and waste the vortex energy on nothing.
I think it's finally time to admit it might not be the year of Pet
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
June 13 2012 18:58 GMT
#334
On June 14 2012 00:35 HeroMystic wrote:
Show nested quote +
On June 13 2012 22:28 Torte de Lini wrote:
David Kim interview was good, Dustin Browder seemed better somehow.


Probably because Dustin is a far better at interviews. He never stutters and he always knows what to say. I think the only problem he has is he tends to ramble, but that's just him filling up dead space so he can think of the real answer. It's a common technique used for Q&A.

David doesn't have any of Dustin's techniques and it's obvious that he's pretty nervous about his answers. Wax was being pretty aggressive about his questions as well.

David saying that Zerg can't really crack a Siege tank line is pretty bullshit too. In fact it seems DK and DB have totally different philosophies when it comes to controlling space. DB seems very clear that controlling space and forcing the opponent to move around this is a solid strategy. However DK seems to believe that every defense should be cracked straight up.

Nevermind the fact that Zerg can already do this anyway.


I think Wax wasn't being aggressive, just a lot less passive and accepting. It takes heart for an interviewer to make a sensible and confronting reply that gives a nice follow-up!

They're essentially saying the same thing, DB just added a scenario and thought-process that DK didn't mention.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
guN-viCe
Profile Joined March 2010
United States687 Posts
June 13 2012 18:59 GMT
#335
It's interesting that they nerfed Thor's because they obscured vision of Terran's MMM army. I think that was a poor adjustment. I can gauge pretty much any army except for maybe when a Mothership is involved.
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Bagi
Profile Joined August 2010
Germany6799 Posts
June 13 2012 19:02 GMT
#336
On June 14 2012 03:34 Nimelrian wrote:
What I really do not like is the fact that they say "this might be to strong right now, so we're doing this to fix it in HotS". Why do we have to wait for HotS? Why can't we have the Hydra upgrade, or the Burrow Charge Ultra right now? ZvP is kinda messy right now, if I want to go for the 200 max, I do either get crushed by an Immortal Sentry army waiting for me, or coming at me directly, or I get harassed by Void Rays and Phoenixes, both forcing me to get Hydras, since Infestors are too expensive to build up such a mass to counter them. If I go Hydra, the Protoss can just switch to Colossus Tech and I'm dead.

Because just slapping those solutions into the game would cause more problems than it would solve.

With an expansion pack you get a full development process and a beta lasting months that allows you to properly tune changes like this.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
June 13 2012 19:12 GMT
#337
David Kim is wearing a Terran shirt.

I BELIEVE.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-13 19:13:15
June 13 2012 19:13 GMT
#338
the comment on youtube
"thors hurt esport" lool
Whiztard
Profile Blog Joined July 2009
United States227 Posts
June 13 2012 19:25 GMT
#339
good guy david kim
[image loading]
when Bisu switches to SC2...... (2014 update: sighh)
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
June 13 2012 19:33 GMT
#340
David Kim is really tiny in person
I dare say he is barely 5 feet tall.
moo...for DRG
ProbeEtPylon
Profile Joined October 2010
168 Posts
June 13 2012 19:35 GMT
#341
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...
beer
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
June 13 2012 20:00 GMT
#342
On June 14 2012 04:35 ProbeEtPylon wrote:
Show nested quote +
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...



Now that you mention it, I don't know who's bigger
Huk or David Kim...
...hmmm
moo...for DRG
Solo Terran
Profile Joined November 2011
367 Posts
June 13 2012 20:33 GMT
#343
The whole NP Mothership conversation was just weird. The point of what kennigit was saying is that the late game dynamic of ZvP can shift in a second due to vortex. So if Zerg is able to Neural it that risk is gone and Zerg can just push Protoss back and eventually win, not that Neural specifically is the problem.
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
June 13 2012 20:38 GMT
#344
Finally we know who is actually hurting esports. Thors! Who would've thought.

Nice interviews, not much of new info though. One thing stuck for me is how they actually look into matchup stats by the length of the games -- a lot of people claimed that Blizzard doesn't do this
More GGs, more skill
ProbeEtPylon
Profile Joined October 2010
168 Posts
Last Edited: 2012-06-13 20:49:54
June 13 2012 20:47 GMT
#345
On June 14 2012 05:00 neoghaleon55 wrote:
Show nested quote +
On June 14 2012 04:35 ProbeEtPylon wrote:
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...



Now that you mention it, I don't know who's bigger
Huk or David Kim...
...hmmm


After having watched alot of ...videos in the internet, I think I know the answer to our question :-|
beer
Heweree
Profile Joined July 2011
United Kingdom497 Posts
June 13 2012 20:56 GMT
#346
Really good questions
But, damn, be more confident
SovietHammer
Profile Joined March 2011
United States166 Posts
Last Edited: 2012-06-13 20:58:56
June 13 2012 20:57 GMT
#347
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.
naastyOne
Profile Joined April 2012
491 Posts
June 13 2012 21:24 GMT
#348
[QUOTE]On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.[/QUOTE]
And that is?
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
June 13 2012 21:32 GMT
#349
I liked the David Kim interview. Anyone know who the interviewer was?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2012-06-13 21:35:42
June 13 2012 21:35 GMT
#350
On June 14 2012 06:24 naastyOne wrote:
Show nested quote +
On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.

And that is?


That Protoss' production design is plainly better than Terran's production design, so Terran is forced to be cost-efficient with his units so they can handle the next wave of Protoss units.

If Mech becomes truely viable, that means Mech can be very cost efficient against Protoss units and can handle multiple battles while replenishing units, because right now neither Mech or Bio can keep up with Protoss production.
naastyOne
Profile Joined April 2012
491 Posts
June 13 2012 21:41 GMT
#351
On June 14 2012 06:35 HeroMystic wrote:
Show nested quote +
On June 14 2012 06:24 naastyOne wrote:
On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.

And that is?


That Protoss' production design is plainly better than Terran's production design, so Terran is forced to be cost-efficient with his units so they can handle the next wave of Protoss units.

If Mech becomes truely viable, that means Mech can be very cost efficient against Protoss units and can handle multiple battles while replenishing units, because right now neither Mech or Bio can keep up with Protoss production.

Not really, since Terran just gets unit with a delay that is less than a warp-in cycle, so the Terran needs an advantage to hold the warp-in for 30-40 seconds, and that is about it.

Which terran perfectly can, due to Mules that can replace SCVs, so the late game battles are ~170 army supply of terran vs ~130 army supply of Protos, and Protos warp-in of about 20-40 supply.

So generally it is pretty balanced if mules taken into accout.
listal
Profile Joined August 2003
United States228 Posts
June 13 2012 21:44 GMT
#352
poor David Kim. compared to Dustin, that interview felt so much more brutal under the surface T_T
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
June 13 2012 21:52 GMT
#353
On June 14 2012 05:00 neoghaleon55 wrote:
Show nested quote +
On June 14 2012 04:35 ProbeEtPylon wrote:
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...



Now that you mention it, I don't know who's bigger
Huk or David Kim...
...hmmm


I'd put 500 dollars on HuK
crms
Profile Joined February 2010
United States11933 Posts
June 13 2012 22:08 GMT
#354
listening to david kim speak about ideas in gameplay is a breath of fresh air after reading what the d3 devs think diablo needs.. i had lost all faith in blizz but maybe SC2 will turn out even better than expectation!
http://i.imgur.com/fAUOr2c.png | Fighting games are great
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
June 13 2012 22:15 GMT
#355
I know this can't be true, since David Kim and Dustin Browder work together, but why does it seem that David Kim knows so much more about the game than Dustin Browder? I mean, the ignorance of mothership in PvZ was mind-blowing.

Really enjoyed the David Kim interview, it's nice to see all the various parameters they are optimizing for.
You must construct additional pylons.
zezamer
Profile Joined March 2011
Finland5701 Posts
June 13 2012 22:16 GMT
#356
David Kim seems to understand quite much about the game.
Nazeron
Profile Joined September 2010
Canada1046 Posts
June 13 2012 22:21 GMT
#357
Awesome interviews thnx a lot TL, great job.
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2012-06-13 22:32:22
June 13 2012 22:25 GMT
#358
On June 14 2012 06:41 naastyOne wrote:
Show nested quote +
On June 14 2012 06:35 HeroMystic wrote:
On June 14 2012 06:24 naastyOne wrote:
On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.

And that is?


That Protoss' production design is plainly better than Terran's production design, so Terran is forced to be cost-efficient with his units so they can handle the next wave of Protoss units.

If Mech becomes truely viable, that means Mech can be very cost efficient against Protoss units and can handle multiple battles while replenishing units, because right now neither Mech or Bio can keep up with Protoss production.

Not really, since Terran just gets unit with a delay that is less than a warp-in cycle, so the Terran needs an advantage to hold the warp-in for 30-40 seconds, and that is about it.

Which terran perfectly can, due to Mules that can replace SCVs, so the late game battles are ~170 army supply of terran vs ~130 army supply of Protos, and Protos warp-in of about 20-40 supply.

So generally it is pretty balanced if mules taken into accout.


Actually, if Blizzard has brains they should be doing it like this:

[image loading]
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 22:28 GMT
#359
Why does everyone want to make the races more symmetrical -_-;;
MMA: The true King of Wings
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 13 2012 22:31 GMT
#360
On June 14 2012 07:15 YMCApylons wrote:
I know this can't be true, since David Kim and Dustin Browder work together, but why does it seem that David Kim knows so much more about the game than Dustin Browder? I mean, the ignorance of mothership in PvZ was mind-blowing.

Really enjoyed the David Kim interview, it's nice to see all the various parameters they are optimizing for.


I think people are misreading into that section of the interview. From what I heard, I think Dustin Browder misunderstood Kennigit and thought that he was staying the NP was with the mothership an issue in PvZ late game. The whole discussion would have been more on point if Kennigit had focused on vortex. It is just an misunderstanding.

I liked the interviews and think they have a good idea what they are doing. They seem to be listening to the right people and taking the more "one-sided" points of view with a grain of salt. I also like the comments about 1-a units and the understanding that some units need to at least function without directly control. Since control isn't defined by number of actions alone, I am glad to hear that they are giving terran some ability play a more passive style. I also am excited how they are trying to pull units out of the death ball.

But the best comment was the part when Dustin said "Players are always going to gravitate toward the death ball. It is the easiest way to play." As designers, they can try to force us to fight with smaller groups, but without artificial limits(aka, 12 max control groups) we are still going to come back to that death ball.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 13 2012 22:34 GMT
#361
On June 14 2012 07:28 SarcasmMonster wrote:
Why does everyone want to make the races more symmetrical -_-;;


They assume it will make the game better? Personally, I like SC2 the way it is right now and I have high hopes for HotS. More tools are good, and that is what we are getting. There are almost no units being added that a player could just "add" to a death ball. Most of them require multi tasking to be used effectively.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Thurken
Profile Joined September 2011
961 Posts
June 13 2012 22:40 GMT
#362
On June 14 2012 07:28 SarcasmMonster wrote:
Why does everyone want to make the races more symmetrical -_-;;


I hope they don't do the same as for WOW where they gave all the abilities to all the races to please all the players. Symmetrical races would severely damage the viewing experience. I'd get easily bored with one kind of matchup...
Holytornados
Profile Joined November 2011
United States1022 Posts
June 13 2012 22:41 GMT
#363
"We see Terran's winning a little bit less in the tournaments that we're watching, which is exciting for us to see..."

..what?
CLG/Liquid ~~ youtube.com/reddedgaming
SmokeMonster
Profile Joined June 2012
Canada72 Posts
June 13 2012 23:23 GMT
#364
On June 13 2012 12:13 iTzSnypah wrote:
I'm a sad panda. 99% of the time TL does written interviews. 100% of the time I'm on 56k Dialup. WHY TL WHY!

Transcript of interviews PLEASE.


Didn't know they still produce 56k modems.
SmokeMonster
Profile Joined June 2012
Canada72 Posts
June 13 2012 23:25 GMT
#365
Unlike previous interviews, DB actually sounds like he knows what he's talking about.
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
Last Edited: 2012-06-13 23:31:24
June 13 2012 23:30 GMT
#366
On June 14 2012 00:45 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat
BW/KT Forever R.I.P KT.Violet dearly missed ..
windsupernova
Profile Joined October 2010
Mexico5280 Posts
June 13 2012 23:39 GMT
#367
Firebats actually did pretty well against Zealots, especially at high numbers. I don't know why people forget that upgraded Bio was fantastic against a Reaverless and Templarless P army.


"Its easy, just trust your CPU".-Boxer on being good at games
EneMecH
Profile Joined March 2012
United Kingdom218 Posts
June 13 2012 23:39 GMT
#368
On June 14 2012 07:41 Holytornados wrote:
"We see Terran's winning a little bit less in the tournaments that we're watching, which is exciting for us to see..."

..what?


Yeah dustin browder is very ignorant. That wasn't even the objectively worst thing he said

"DERP PPLZ USE MOTHERSHIP ARCHON VS INFESTOR BROODLORD IN PVZ? I DUD NOT NO THAT I FINK U LIE"

User was warned for this post
Tears soaks each hand the dealer's dealt. But time taught me how to see every second as heaven even when they're perfectly disguised as hell.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 23:47 GMT
#369
On June 14 2012 08:30 Sawamura wrote:
Show nested quote +
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Show nested quote +
Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.
MMA: The true King of Wings
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
Last Edited: 2012-06-13 23:57:00
June 13 2012 23:52 GMT
#370
On June 14 2012 08:47 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.
BW/KT Forever R.I.P KT.Violet dearly missed ..
TrainSamurai
Profile Joined November 2010
339 Posts
Last Edited: 2012-06-14 00:03:56
June 14 2012 00:02 GMT
#371
On June 14 2012 08:47 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


If you throw marines and medics in there zealots won't stand a chance...

Man sc2's tema game approach is half right half retarded. Why the hell are they excited that terran is winning less...

They see the importance of territorial control but they have wierd ways of implementing it... The carrier could have easily been fixed if they introduced BW micro again...
LoL is the greatest thing to happen to ESPORS. LoL is the KING of ESPORTS
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-06-14 00:05:19
June 14 2012 00:03 GMT
#372
On June 14 2012 08:52 Sawamura wrote:
Show nested quote +
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.

Edit: @TrainSamauri the conversation is about which is better for Terran in SC2 Firebats or Battle hellions. You can have Marine backup for Battle hellions too.
MMA: The true King of Wings
TrainSamurai
Profile Joined November 2010
339 Posts
June 14 2012 00:05 GMT
#373
On June 14 2012 09:03 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


[quote]

Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


Dude its not like its up for debate. The only reason rax units aren't used is because of HT and reavers.
LoL is the greatest thing to happen to ESPORS. LoL is the KING of ESPORTS
v3chr0
Profile Blog Joined April 2010
United States856 Posts
June 14 2012 00:06 GMT
#374
I hate how every time an interviewer mentions the Carrier, they can never give Dustin a reason for it to stay... simple: It's never really been buffed or nerfed, Blizzard just needs to try stuff with it, that is more than a valid reason to keep it in and look at it, atleast until HotS.

Other than that, great inverviews. thanks.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 14 2012 00:07 GMT
#375
On June 14 2012 09:03 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


[quote]

Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


The thing is it's funny a unit have to "transform" in to something to be actually effective so they could stand up against your usual standard zealot . Firebats it self did not need any transformation to be actually useful this actually talks a lot about the unit design and game planning that the sc2 team is actually thinking about right now . Also how does un transform hellion which have actually weak armour have 270% extra armour in battle hellion mode ? . Do they magically have extra armours out of no where just because they transform ?
BW/KT Forever R.I.P KT.Violet dearly missed ..
Falcor
Profile Joined February 2010
Canada894 Posts
June 14 2012 00:08 GMT
#376
On June 14 2012 07:41 Holytornados wrote:
"We see Terran's winning a little bit less in the tournaments that we're watching, which is exciting for us to see..."

..what?


i think its because for a long time there was a stretch where terrans won everything.
DeCoup
Profile Joined September 2006
Australia1933 Posts
June 14 2012 00:17 GMT
#377
The biggest difference I see between SC1 and SC2 is that in SC1 almost every unit is OP in some way and we have balance. In SC2 they took a much more controled approach to each unit which I feel has hurt the game by making it less interesting in general. A lot of the changes they are making in HotS look like a move in the direction of SC1 when it comes to this concept, which is awesome.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-06-14 00:21:14
June 14 2012 00:17 GMT
#378
On June 14 2012 09:05 TrainSamurai wrote:
Show nested quote +
On June 14 2012 09:03 SarcasmMonster wrote:
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
[quote]

Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


Dude its not like its up for debate. The only reason rax units aren't used is because of HT and reavers.


Dude, it's not about viability of Bio in TvP. The conversation is about whether Firebats or BattleHellions are a better idea for
HOTS.


On June 14 2012 09:07 Sawamura wrote:
Show nested quote +
On June 14 2012 09:03 SarcasmMonster wrote:
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
[quote]

Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


The thing is it's funny a unit have to "transform" in to something to be actually effective so they could stand up against your usual standard zealot . Firebats it self did not need any transformation to be actually useful this actually talks a lot about the unit design and game planning that the sc2 team is actually thinking about right now . Also how does un transform hellion which have actually weak armour have 270% (should read 50%) extra armour in battle hellion mode ? . Do they magically have extra armours out of no where just because they transform ?


It's for balance reasons I guess. Like how they had to nerf 100hp from Creep Colony->Sunken Colony and +1 armour to balance things out. Or how WC3 Footman can transform to a defensive stance to decrease incoming dmg.

Last post for realz.
MMA: The true King of Wings
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 14 2012 00:21 GMT
#379
On June 14 2012 09:17 DeCoup wrote:
The biggest difference I see between SC1 and SC2 is that in SC1 almost every unit is OP in some way and we have balance. In SC2 they took a much more controled approach to each unit which I feel has hurt the game by making it less interesting in general. A lot of the changes they are making in HotS look like a move in the direction of SC1 when it comes to this concept, which is awesome.


Well you don't have to worry about it being better than sc1 because if hots don't work you always can hope for LoTv to bring some miracle.
BW/KT Forever R.I.P KT.Violet dearly missed ..
TrainSamurai
Profile Joined November 2010
339 Posts
Last Edited: 2012-06-14 00:45:42
June 14 2012 00:38 GMT
#380
On June 14 2012 09:17 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 09:05 TrainSamurai wrote:
On June 14 2012 09:03 SarcasmMonster wrote:
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
[quote]
Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


Dude its not like its up for debate. The only reason rax units aren't used is because of HT and reavers.


Dude, it's not about viability of Bio in TvP. The conversation is about whether Firebats or BattleHellions are a better idea for
HOTS.


Show nested quote +
On June 14 2012 09:07 Sawamura wrote:
On June 14 2012 09:03 SarcasmMonster wrote:
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
[quote]
Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


The thing is it's funny a unit have to "transform" in to something to be actually effective so they could stand up against your usual standard zealot . Firebats it self did not need any transformation to be actually useful this actually talks a lot about the unit design and game planning that the sc2 team is actually thinking about right now . Also how does un transform hellion which have actually weak armour have 270% (should read 50%) extra armour in battle hellion mode ? . Do they magically have extra armours out of no where just because they transform ?


It's for balance reasons I guess. Like how they had to nerf 100hp from Creep Colony->Sunken Colony and +1 armour to balance things out. Or how WC3 Footman can transform to a defensive stance to decrease incoming dmg.

Last post for realz.


Ey I think your confused. In sc2 we see BIO TvP because the storms and collo ain't BW reavers and storm and mech sucks in comparison. In BW T uses mech because rax units can't handle late game protoss, if P had no HT and reavers they would have a 100% lost rate precisely because of rax units, I don't know why your trying to make it seem like this is a debate.

And firebat would probably get screwed by collo in sc2 anyways. Like every other unit... so I'm gonna go with battle hellion just because?
LoL is the greatest thing to happen to ESPORS. LoL is the KING of ESPORTS
mierin
Profile Joined August 2010
United States4943 Posts
June 14 2012 00:38 GMT
#381
Good lord, David Kim gives one hell of an interview.
JD, Stork, Calm, Hyuk Fighting!
Tippany
Profile Blog Joined March 2010
United States765 Posts
June 14 2012 00:41 GMT
#382
On June 13 2012 12:04 Kennigit wrote:
Show nested quote +
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.

Wow, really? They couldn't even give you guys, representing the number one community for their game, the time of day? I appreciate all they do, but they edit video games. They're not the President. How is their schedule that pressed that they can't spare 8 minutes for the website that does so much for their game?
Real action, my dream.
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
Last Edited: 2012-06-14 00:42:03
June 14 2012 00:41 GMT
#383
On June 14 2012 09:17 SarcasmMonster wrote:
Show nested quote +
On June 14 2012 09:05 TrainSamurai wrote:
On June 14 2012 09:03 SarcasmMonster wrote:
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
[quote]
Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


Dude its not like its up for debate. The only reason rax units aren't used is because of HT and reavers.


Dude, it's not about viability of Bio in TvP. The conversation is about whether Firebats or BattleHellions are a better idea for
HOTS.


Show nested quote +
On June 14 2012 09:07 Sawamura wrote:
On June 14 2012 09:03 SarcasmMonster wrote:
On June 14 2012 08:52 Sawamura wrote:
On June 14 2012 08:47 SarcasmMonster wrote:
On June 14 2012 08:30 Sawamura wrote:
On June 14 2012 00:45 SarcasmMonster wrote:
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
[quote]
Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


Battle hellion doesn't require an upgrade in the current build. Plus, Firebats were bad at fighting Zealots. David Kim mentions in his interview that the primary target of Battle hellion is to cost effectively deal with Charglots.

A buffed-tier1 Firebat that is strong enough to cost effectively fight Chargelots is scary as hell for . For what they want to accomplish, the Battle hellion is a better approach than the Firebat.


Well this only means you didn't play broodwar and only assume firebats are bad against zealot .On the contrary firebats actually rapes zealot because their splash damage just kills their shield instantly allowing other units like the marine to rip the zealots to bits without their shields to protect them .

Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings.


http://starcraft.wikia.com/wiki/Firebat


I have to disagree. "Firebats were bad at fighting Zealots" is not right either. I should have written "Firebats were decent at fighting Zealots", but they certainly do not rape Zealots. Getting them to be cost-effective is tricky. In low numbers, Firebats don't stand a chance. You can throw more mins/gas into Medics if you want your bats to "stand up" to Zealots like the Liquipedia article suggests.


Duh even marines won't stand a chance against a 1 on 1 on a zealot well unless if you have sim city of a barracks and supply parallel to each other . I tried Bio vs protoss and having 3 firebats with mnm vs 6 zealots the firebats was able to take out the zealot shields so fast that my supporting marines were killing the zealots much more faster compared to the standard MnM vs Zealot . So in conclusion firebats are not tricky at all they are really quite cost effective against high zealot count protoss and if he goes mass dragoons just simply make more tanks.

Also talking about firebat being cost in efficient a price of a fire bat in broodwar only cost 50 minerals and 25 gas and 1 supply while a Hellion takes 100 minerals with 2 supply . Firebat here actually wins the cost efficient battle here.


This is the last post I'll make of this conversation since we are arguing over a nonexistant hypothetical situation anyways. Battle Hellion's have 270% the health of a Firebat so you can't compare cost efficiency like that.


The thing is it's funny a unit have to "transform" in to something to be actually effective so they could stand up against your usual standard zealot . Firebats it self did not need any transformation to be actually useful this actually talks a lot about the unit design and game planning that the sc2 team is actually thinking about right now . Also how does un transform hellion which have actually weak armour have 270% (should read 50%) extra armour in battle hellion mode ? . Do they magically have extra armours out of no where just because they transform ?


It's for balance reasons I guess. Like how they had to nerf 100hp from Creep Colony->Sunken Colony and +1 armour to balance things out. Or how WC3 Footman can transform to a defensive stance to decrease incoming dmg.

Last post for realz.


You got it wrong they nerf sunken colony hp by 300 and added extra +2 armour to counter the hp reduce as seen in 1.08 patch. Still it doesn't justify the need to have a wc3 like stance upgrade for a starcraft unit .
BW/KT Forever R.I.P KT.Violet dearly missed ..
Mora
Profile Blog Joined October 2002
Canada5235 Posts
June 14 2012 01:20 GMT
#384
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?
Happiness only real when shared.
honed
Profile Joined October 2010
Canada482 Posts
June 14 2012 01:24 GMT
#385
david kim is so awesome
mierin
Profile Joined August 2010
United States4943 Posts
June 14 2012 01:24 GMT
#386
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


I know right, I was very impressed with DK's ability to control the interview given the circumstances...DK fanboy here so take it with a grain of salt.
JD, Stork, Calm, Hyuk Fighting!
Mzimzim
Profile Joined June 2011
United States221 Posts
June 14 2012 01:29 GMT
#387
Many times I was waiting for a question for David Kim, but then suddenly the mic was in his face. Where was the question?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 14 2012 01:35 GMT
#388
On June 14 2012 09:41 Tippany wrote:
Show nested quote +
On June 13 2012 12:04 Kennigit wrote:
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.

Wow, really? They couldn't even give you guys, representing the number one community for their game, the time of day? I appreciate all they do, but they edit video games. They're not the President. How is their schedule that pressed that they can't spare 8 minutes for the website that does so much for their game?


I know this is going to be shocking for you, but TL is not the center of the SC universe. It is very important part, but there are reasons that DB would have such a tight schedule. They have other interviews scheduled with other major news sites that they need to have relationships with in the future. They cannot burn them for the benefit of one website or another. I am sure they felt bad, but it was simply a miscommunication.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
di3alot
Profile Joined December 2011
172 Posts
June 14 2012 01:47 GMT
#389
every fucking time the numbers are 50/50 so everything is ok.
why do they not make those numbers public like putting them on their site.

and as dustin was asked about the mothership....yeah nc
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2012-06-14 01:49:08
June 14 2012 01:47 GMT
#390
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


I know -_-

What I disliked most, was that David Kim would explain something in detail, to then have the interviewer impose, saying "so you basically think", "so basically you" and sum it up in a few words, which did not represent what David Kim elaborated on.

DK was talking about how in HotS they want to give the 3 races more unit comp. choices, in the sense that Terrain shouldn't be limited to bio in TvP etc, then interviewer trys to sum it up by saying DK endorses A move units, lol.

I appreciate the interview, don't get me wrong, but try to control your nerves/emotions and think about what you're saying. You're asking questions to get an answer, we heard the answer, don't try to summarize what he just said, it's a pointless endeavor unless you have a point to clarify.


"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-14 02:02:01
June 14 2012 02:00 GMT
#391
On June 14 2012 10:47 v3chr0 wrote:
Show nested quote +
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


I know -_-

What I disliked most, was that David Kim would explain something in detail, to then have the interviewer impose, saying "so you basically think", "so basically you" and sum it up in a few words, which did not represent what David Kim elaborated on.

DK was talking about how in HotS they want to give the 3 races more unit comp. choices, in the sense that Terrain shouldn't be limited to bio in TvP etc, then interviewer trys to sum it up by saying DK endorses A move units, lol.

I appreciate the interview, don't get me wrong, but try to control your nerves/emotions and think about what you're saying. You're asking questions to get an answer, we heard the answer, don't try to summarize what he just said, it's a pointless endeavor unless you have a point to clarify.




It was fine, Wax is there to be a surrogate for the community, and his reaction is very much in line with what a lot of people would have taken issue with, compared with say kennigit's interview where he wasn't really able to press the issue of the PvZ mothership stuff, it was a point that needed clarification because there's a large portion of the community that thinks that every unit needs micro in order to have a skilled game, and I think David Kim's clarification was a good one.

Even pro players use certain 'easy to use units' as part of their strategies in order to accentuate some more interesting aspect of their play, things like using siege tanks to efficiently defend while dropping for example, the siege tank isn't a complicated micro unit, but it's obvious drawbacks and strengths lend to more interesting strategies then just "everything can be microed therefore takes skill".
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 14 2012 02:09 GMT
#392
On June 14 2012 10:47 v3chr0 wrote:
Show nested quote +
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


I know -_-

What I disliked most, was that David Kim would explain something in detail, to then have the interviewer impose, saying "so you basically think", "so basically you" and sum it up in a few words, which did not represent what David Kim elaborated on.

DK was talking about how in HotS they want to give the 3 races more unit comp. choices, in the sense that Terrain shouldn't be limited to bio in TvP etc, then interviewer trys to sum it up by saying DK endorses A move units, lol.

I appreciate the interview, don't get me wrong, but try to control your nerves/emotions and think about what you're saying. You're asking questions to get an answer, we heard the answer, don't try to summarize what he just said, it's a pointless endeavor unless you have a point to clarify.




I got the same impression. I did not like the jump to the "now you endorses A move units" because that was the exact opposite of what DK said. The communities whole obsession with A-move units is a bit annoying, especially since we have not really played with the units at all. People just assume that the units cannot be microed, even though we have not see their turn speed, with no really factual information to base that on. Also, it is not like siege tanks require the same micro as marines, or much micro at all. Or hellions for that matter or banshees, for that matter.

I feel that a lot of the interviews come off as a bit combative and not at all excited about meeting the people who make the game we love to play. I don't want a pure fan boy interview, but a least a complement saying "Hey, the HotS stuff looks pretty cool. So what were you thinking when you added BLANK UNIT"
I have the Honor to be your Obedient Servant, P.6
TL+ Member
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2012-06-14 02:16:30
June 14 2012 02:15 GMT
#393
On June 14 2012 11:00 Dingobloo wrote:
Show nested quote +
On June 14 2012 10:47 v3chr0 wrote:
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


I know -_-

What I disliked most, was that David Kim would explain something in detail, to then have the interviewer impose, saying "so you basically think", "so basically you" and sum it up in a few words, which did not represent what David Kim elaborated on.

DK was talking about how in HotS they want to give the 3 races more unit comp. choices, in the sense that Terrain shouldn't be limited to bio in TvP etc, then interviewer trys to sum it up by saying DK endorses A move units, lol.

I appreciate the interview, don't get me wrong, but try to control your nerves/emotions and think about what you're saying. You're asking questions to get an answer, we heard the answer, don't try to summarize what he just said, it's a pointless endeavor unless you have a point to clarify.




It was fine, Wax is there to be a surrogate for the community, and his reaction is very much in line with what a lot of people would have taken issue with, compared with say kennigit's interview where he wasn't really able to press the issue of the PvZ mothership stuff, it was a point that needed clarification because there's a large portion of the community that thinks that every unit needs micro in order to have a skilled game, and I think David Kim's clarification was a good one.

Even pro players use certain 'easy to use units' as part of their strategies in order to accentuate some more interesting aspect of their play, things like using siege tanks to efficiently defend while dropping for example, the siege tank isn't a complicated micro unit, but it's obvious drawbacks and strengths lend to more interesting strategies then just "everything can be microed therefore takes skill".



Yea I can understand that. Wax, was using the 'summary' as a front to press his/the community's stance. He could have done that a better way though without purposely misinterpreting what DK was saying, is all i'm getting at.

I agree you definitely need easier to micro/A move units, but that wasn't DK's focal point; only a symptom of the new unit roles.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 14 2012 02:15 GMT
#394
Man, that banner in the background of the Dustin Browder interview is dead sexy *wants*
Jaedong <3 HOOK'EM HORNS!
Roarer
Profile Joined December 2011
Hong Kong124 Posts
Last Edited: 2012-06-14 02:22:08
June 14 2012 02:15 GMT
#395
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?




Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

On June 14 2012 00:39 Sawamura wrote:
Show nested quote +
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Quotidian
Profile Joined August 2010
Norway1937 Posts
June 14 2012 02:21 GMT
#396
On June 14 2012 09:38 mierin wrote:
Good lord, David Kim gives one hell of an interview.



I really don't see what was so impressive about it. He sat there and dryly answered questions. Whoopdeedoo...
johnny123
Profile Joined February 2012
521 Posts
Last Edited: 2012-06-14 02:38:11
June 14 2012 02:34 GMT
#397
Here are some more Interviews that i think ALOT of people wont see because they simply dont know it exists.
All credits go to Slasher/Chobopeon and Gamespot.com ofcourse


Interview with Chris Sigaty-

http://www.gamespot.com/starcraft-ii-heart-of-the-swarm/videos/interview-with-the-production-director-of-starcraft-2-6381781/

Summary : Chris mainly talks about new battlenet features we can expect to see, He talks about Lan mode and piracy being the biggest reason for no lan, and about the Incoming Beta



And here is another interview with Dustin Browder -

http://www.gamespot.com/starcraft-ii-heart-of-the-swarm/videos/changes-coming-for-starcraft-with-heart-of-the-swarm-expansion-6381834/?tag=Topslot;StarcraftIi;ChangesComingWithHeart

Summary = he talks about giving the races additional options and about the new units in general.




On g4 tv website , i saw 2 new interviews that once again the majority of us will probably never see because its not on teamliquid site.

-Here is David kim talking in detail about all the new units

http://vids.g4tv.com/videoDB/059/213/video59213/go_starcraft2_kim_iphone.mp4



-Here is Sam Didier ( art director) talking about some of the art direction Heart of the swarm is taking

http://vids.g4tv.com/videoDB/059/212/video59212/go_starcraft2_didier_iphone.mp4
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
InvXXVII
Profile Joined March 2011
Canada242 Posts
June 14 2012 02:35 GMT
#398
I think people don't appreciate David Kim enough. People always seem to be bashing him about balance, but no one thanks him for making the game possible.

On a totally unrelated note, would Blizzard consider allowing the carrier to shoot interceptors while moving? Like in BW? Would that solve things?
A good loser is still a loser.
honed
Profile Joined October 2010
Canada482 Posts
June 14 2012 02:37 GMT
#399
On June 14 2012 11:35 InvXXVII wrote:
I think people don't appreciate David Kim enough. People always seem to be bashing him about balance, but no one thanks him for making the game possible.

On a totally unrelated note, would Blizzard consider allowing the carrier to shoot interceptors while moving? Like in BW? Would that solve things?

a novel idea
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 14 2012 02:39 GMT
#400
On June 14 2012 11:35 InvXXVII wrote:
I think people don't appreciate David Kim enough. People always seem to be bashing him about balance, but no one thanks him for making the game possible.

On a totally unrelated note, would Blizzard consider allowing the carrier to shoot interceptors while moving? Like in BW? Would that solve things?


I think they have try sth like that already.. the question should be why it did not work, which Blizzard never tell us. I think they fail to find a role for the carriers and make it play that role well.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
0neder
Profile Joined July 2009
United States3733 Posts
June 14 2012 02:41 GMT
#401
On June 14 2012 11:35 InvXXVII wrote:
I think people don't appreciate David Kim enough. People always seem to be bashing him about balance, but no one thanks him for making the game possible.

On a totally unrelated note, would Blizzard consider allowing the carrier to shoot interceptors while moving? Like in BW? Would that solve things?

Blizzard seems willing to do anything but what the community wants when it comes to unit micro. Granted, the community can be myopic at times, but it's a fact that there are few units in SC2 that can be microed at a high level, and features like that are what BW players build their careers on (Fantasy and vulture moving shot, for example).
snakeeyez
Profile Joined May 2011
United States1231 Posts
June 14 2012 02:58 GMT
#402
On June 14 2012 05:33 Solo Terran wrote:
The whole NP Mothership conversation was just weird. The point of what kennigit was saying is that the late game dynamic of ZvP can shift in a second due to vortex. So if Zerg is able to Neural it that risk is gone and Zerg can just push Protoss back and eventually win, not that Neural specifically is the problem.


Lets not forget the whole mothership thing evolved just because brood lords are kind of OP and broken to begin with so nothing can really stop them except getting your archons in near them which is impossible without mothership. Its all pretty silly there was nothing that coin flippy in brood war in any of the matchups. Arbiters were much more interesting then 1 big ship that either hits or misses with a couple vortex it can throw out.
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 14 2012 03:17 GMT
#403
On June 14 2012 11:15 Roarer wrote:
Show nested quote +
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


http://www.youtube.com/watch?feature=player_embedded&v=YXuU1JuAcyM#!

Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

Show nested quote +
On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.


the thing is Gosi isn't giving a lecture about why the units are much better in broodwar than in sc2 so why in the first place he has to have to give "Detail Explanation " ??????
BW/KT Forever R.I.P KT.Violet dearly missed ..
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 14 2012 03:21 GMT
#404
On June 14 2012 12:17 Sawamura wrote:
Show nested quote +
On June 14 2012 11:15 Roarer wrote:
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


http://www.youtube.com/watch?feature=player_embedded&v=YXuU1JuAcyM#!

Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.


the thing is Gosi isn't giving a lecture about why the units are much better in broodwar than in sc2 so why in the first place he has to have to give "Detail Explanation " ??????


cuz if he does not give any explanantion, other people cannot understand his logics behind his statement and may find hard to engage in further discussion ^^ which is one of the most important functions of teamliquid.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 14 2012 03:22 GMT
#405
On June 14 2012 12:21 Roarer wrote:
Show nested quote +
On June 14 2012 12:17 Sawamura wrote:
On June 14 2012 11:15 Roarer wrote:
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


http://www.youtube.com/watch?feature=player_embedded&v=YXuU1JuAcyM#!

Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.


the thing is Gosi isn't giving a lecture about why the units are much better in broodwar than in sc2 so why in the first place he has to have to give "Detail Explanation " ??????


cuz if he does not give any explanantion, other people cannot understand his logics behind his statement and may find hard to engage in further discussion ^^ which is one of the most important functions of teamliquid.


I don't think people have full time job on tl.net you know ?
BW/KT Forever R.I.P KT.Violet dearly missed ..
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 14 2012 03:30 GMT
#406
On June 14 2012 12:22 Sawamura wrote:
Show nested quote +
On June 14 2012 12:21 Roarer wrote:
On June 14 2012 12:17 Sawamura wrote:
On June 14 2012 11:15 Roarer wrote:
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


http://www.youtube.com/watch?feature=player_embedded&v=YXuU1JuAcyM#!

Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.


the thing is Gosi isn't giving a lecture about why the units are much better in broodwar than in sc2 so why in the first place he has to have to give "Detail Explanation " ??????


cuz if he does not give any explanantion, other people cannot understand his logics behind his statement and may find hard to engage in further discussion ^^ which is one of the most important functions of teamliquid.


I don't think people have full time job on tl.net you know ?


I think it takes about 5 to 10 min to give a detail explanantion for a legit point .... I believe most people can do it while keeping his full-time job and performing other obligations ^ ^
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2012-06-14 03:41:03
June 14 2012 03:34 GMT
#407
On June 14 2012 11:34 johnny123 wrote:
Here are some more Interviews that i think ALOT of people wont see because they simply dont know it exists.
All credits go to Slasher/Chobopeon and Gamespot.com ofcourse


Interview with Chris Sigaty-

http://www.gamespot.com/starcraft-ii-heart-of-the-swarm/videos/interview-with-the-production-director-of-starcraft-2-6381781/

Summary : Chris mainly talks about new battlenet features we can expect to see, He talks about Lan mode and piracy being the biggest reason for no lan, and about the Incoming Beta



And here is another interview with Dustin Browder -

http://www.gamespot.com/starcraft-ii-heart-of-the-swarm/videos/changes-coming-for-starcraft-with-heart-of-the-swarm-expansion-6381834/?tag=Topslot;StarcraftIi;ChangesComingWithHeart

Summary = he talks about giving the races additional options and about the new units in general.




On g4 tv website , i saw 2 new interviews that once again the majority of us will probably never see because its not on teamliquid site.

-Here is David kim talking in detail about all the new units

http://vids.g4tv.com/videoDB/059/213/video59213/go_starcraft2_kim_iphone.mp4



-Here is Sam Didier ( art director) talking about some of the art direction Heart of the swarm is taking

http://vids.g4tv.com/videoDB/059/212/video59212/go_starcraft2_didier_iphone.mp4


Thanks for posting these. More people should look at the videos mentioned. You'd be surprised to know that there are explanations, and limitations on Blizzards end. No lan, battle.net 2.0, death balls, unit roles, etc, these areas of discontent are all talked about in depth.

Dustin Browder even talks about how they want SC2 units to be like BW units in the sense that they're all (overly)powerful, and each and every unit has a role and can make a difference, much like BW. He also talks about how units like the Viper, Widow Mine(maybe), and Tempest can be fixed if necessary, which is why they have left them in the game(for now); because they know with feedback they can adjust them; altering stats, upgrade cost/time, build time, etc.

One thing Chris mentioned was that Nydus worms would be varied in HotS, some having different effects, one being able to burst and spew a line of creep.

...Watch the videos :D
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
ZweiGaming
Profile Joined November 2010
Canada348 Posts
June 14 2012 03:37 GMT
#408
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


I can't think of any games in perticular, but by watching streams, it's not rare to see a NP going down on MS, using the vortex and that's enough to be a game changer. Broods infestor already strong... if vortex is on the zergs side as well it's GG most of the time. Half a second is enough to cast the vortex
DodgySmalls
Profile Joined June 2012
Canada158 Posts
June 14 2012 05:59 GMT
#409
HotBid wussed out, he wasn't there to ask the hard hitting questions we needed.

Hey DBrowds, what's the best movie you've seen this year?

Yo DKims, what flavour of nerds is the best?


Common HotBid step up your game man!
Please remove nyx assassin
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
June 14 2012 07:01 GMT
#410
Yeah i can't hear a damn thing Im at work and this dumb bitch next to me keep's yeppin all the time...Gues Dustin Browder and David Kim just have to wait 5 more hours until i get home
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
SrJoSeZ
Profile Joined September 2010
Peru121 Posts
June 14 2012 07:56 GMT
#411
David Kim is a KID! :O
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 14 2012 09:26 GMT
#412
On June 14 2012 16:01 Zerg.Zilla wrote:
Yeah i can't hear a damn thing Im at work and this dumb bitch next to me keep's yeppin all the time...Gues Dustin Browder and David Kim just have to wait 5 more hours until i get home


I did a transcript back here if you wanted to read it.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=344574&currentpage=11#205

Quotidian
Profile Joined August 2010
Norway1937 Posts
Last Edited: 2012-06-14 09:35:08
June 14 2012 09:32 GMT
#413
someone should forward the first MVP vs SuHoSin game to David Kim and explain to him just how bad tanks are in the match up... I can't believe he actually thinks tanks are too powerful vs zerg
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 14 2012 09:35 GMT
#414
I think that is more of a problem of the map instead of tanks ...

when MVP go for the three gas expansion, his tanks do not have a good position to hold, and you know...mech's anti-air is always lacking ...he just do not have enough to hold off the drop. Even if he position tanks at the 3rd base, zerg can still drop on them ....
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Destroyr
Profile Joined November 2011
Germany299 Posts
June 14 2012 09:46 GMT
#415
On June 13 2012 22:32 Gosi wrote:
Show nested quote +
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD


The answers of DB looked strange. He was again defending his product i guess or it is simply because he does not play the game. Mothership isn't exciting. Why hase carrier to go? And will be filled in with a stupid unit? This developement team really loves their stupid units that spawn units... because zerg gets another one... I don't like broodlords that much but now you add a fuckedup lurker that is doing the same stupid shit... because its a characteristic of Zerg in their mind... Not the zerg I have see before but hm kay... god they are stupid. I would love me some lurkers man...
Cirqueenflex
Profile Joined October 2010
499 Posts
June 14 2012 10:07 GMT
#416
On June 14 2012 18:46 Destroyr wrote:
Show nested quote +
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD


The answers of DB looked strange. He was again defending his product i guess or it is simply because he does not play the game. Mothership isn't exciting. Why hase carrier to go? And will be filled in with a stupid unit? This developement team really loves their stupid units that spawn units... because zerg gets another one... I don't like broodlords that much but now you add a fuckedup lurker that is doing the same stupid shit... because its a characteristic of Zerg in their mind... Not the zerg I have see before but hm kay... god they are stupid. I would love me some lurkers man...


the biggest problem of the unit spawning zerg units is the critical mass and infestors/spines. Get a few and they suck badly (and will never be able to hold any position or siege effectively), whereas if you get a critical mass (plus a shield in form of spines or infestors) they are nearly unstoppable. There is no in between, any amount of BL (or swarm hosts) below the critical number is underpowered, a giant waste of gas. But get enough plus support and they are like the ultimate deathball
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
June 14 2012 10:12 GMT
#417
On June 14 2012 18:26 Dingobloo wrote:
Show nested quote +
On June 14 2012 16:01 Zerg.Zilla wrote:
Yeah i can't hear a damn thing Im at work and this dumb bitch next to me keep's yeppin all the time...Gues Dustin Browder and David Kim just have to wait 5 more hours until i get home


I did a transcript back here if you wanted to read it.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=344574&currentpage=11#205


Thx mate your the man!
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
COLT217
Profile Blog Joined December 2010
Germany70 Posts
June 14 2012 10:12 GMT
#418
WOW they both do not look at the "right now pvz situation"(Stephano-Build)? Very sad to hear that they do not realise the mass T1-Unit attack beats t1-T3 units. But mybe it's just me.
"[race] is so IMBA! - for [race] fill in the last one, you lost against. But be carefull of mirrormatchups!"
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 14 2012 10:15 GMT
#419
On June 14 2012 18:46 Destroyr wrote:
Show nested quote +
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


On June 13 2012 21:49 ZAiNs wrote:
I would have liked some more pressing on the Carrier issue. Kennigit should have asked why the Carrier is one of the few units to literally have never been buffed/nerfed by a patch, and why they haven't tried something as simple as reducing its build cost and/or build time before ditching it.


Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD


The answers of DB looked strange. He was again defending his product i guess or it is simply because he does not play the game. Mothership isn't exciting. Why hase carrier to go? And will be filled in with a stupid unit? This developement team really loves their stupid units that spawn units... because zerg gets another one... I don't like broodlords that much but now you add a fuckedup lurker that is doing the same stupid shit... because its a characteristic of Zerg in their mind... Not the zerg I have see before but hm kay... god they are stupid. I would love me some lurkers man...


I agree they do a bad job at handling the carrier. It seems to me that they do not have any idea what the potential of the carrier is ...so they fail to find a role for it. In other words... they do not know how should htey buff the units.

Regarding the lurker swarm host comparison, they both are good at controling space. However, they do it through different way. By spawning units, you can keep the opponent at bay but it gives the chance for the enemy to fire and retreat. The lurker do it through a straight up attack. The stragiht line attack can be very micro & positional dependent.
Swarm host give players more time to react while the lurker punishes reckless opponents harder. Swarm host can cut off retreat paths better than lurker and of course give some air support. On the other hand, lurkers are better at agressions than swarm hosts. If you use swarm hosts the way you use lurker in BW , you are gonna get a lot less out of them from attack.

In short, swarm host and lurker does the same thing through different ways, I do not think anyone of them have an edge over the other. It is more of a preference thing for someone to like it over the other one. In SC2 where terrible terrible damage is everywhere, swarm hosts maybe a better choice to implement to sprinkle in some longer and slower engagements.

Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Kogan
Profile Joined May 2011
Germany84 Posts
June 14 2012 10:18 GMT
#420
thanks for the interviews, really liked the david kim one :D
nihoh
Profile Blog Joined May 2010
Australia978 Posts
June 14 2012 10:26 GMT
#421
"The comment about rocks and stuff" AHAHAHHA GOLD DAVID KIM.
Dont look at the finger or you will miss all that heavenly glory.
RogerChillingworth
Profile Joined March 2010
2842 Posts
June 14 2012 10:30 GMT
#422
On June 13 2012 12:04 Kennigit wrote:
Show nested quote +
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.


that's fucking lame as hell. cutting off the biggest e-sports community website on the internet.

not to mention his responses to questions were hilarious. "haven't seen a lot of mothership". at least this short interview was illuminating enough, and if we get an amazing game at the end of all these expansions, it will have been purely a stroke of luck,.
aka wilted_kale
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 14 2012 11:00 GMT
#423
On June 14 2012 12:30 Roarer wrote:
Show nested quote +
On June 14 2012 12:22 Sawamura wrote:
On June 14 2012 12:21 Roarer wrote:
On June 14 2012 12:17 Sawamura wrote:
On June 14 2012 11:15 Roarer wrote:
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


http://www.youtube.com/watch?feature=player_embedded&v=YXuU1JuAcyM#!

Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
On June 13 2012 21:53 bokchoi wrote:
Thor's suffering from an art issue, hurting eSports. So funny, I don't know if he meant to say that to troll people or it just came out but good interview with David Kim.


[quote]

Realistically only one, and the one that we all want...

CARRIER HAS ARRIVED.


Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.


the thing is Gosi isn't giving a lecture about why the units are much better in broodwar than in sc2 so why in the first place he has to have to give "Detail Explanation " ??????


cuz if he does not give any explanantion, other people cannot understand his logics behind his statement and may find hard to engage in further discussion ^^ which is one of the most important functions of teamliquid.


I don't think people have full time job on tl.net you know ?


I think it takes about 5 to 10 min to give a detail explanantion for a legit point .... I believe most people can do it while keeping his full-time job and performing other obligations ^ ^


you know that 5 to 10 minutes can be used to spend on other more "worthy" things ?
BW/KT Forever R.I.P KT.Violet dearly missed ..
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-14 11:07:31
June 14 2012 11:05 GMT
#424
wrong topic
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
June 14 2012 13:18 GMT
#425
David Kim really seems to be a smart guy, he gives a really good interview
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Romitelli
Profile Blog Joined August 2011
Brunei Darussalam566 Posts
June 14 2012 13:58 GMT
#426
Dustin Browder gets it.
Zed's dead, baby, Zed's dead.
Vadrigar
Profile Joined January 2011
Bulgaria2379 Posts
June 14 2012 14:29 GMT
#427
On June 14 2012 22:58 Romitelli wrote:
Dustin Browder gets it.

sure.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 14 2012 14:35 GMT
#428
Genius might be one of the pros David Kim talks to, judging from his GSL interview. Expect Inject Larva nerfed to 3 larvae in the near future! Beware !
MMA: The true King of Wings
_Search_
Profile Joined February 2011
Canada180 Posts
June 14 2012 15:15 GMT
#429
These interviewers do NOT know how to do an interview.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
Last Edited: 2012-06-14 17:07:45
June 14 2012 17:06 GMT
#430
On June 14 2012 20:00 Sawamura wrote:
Show nested quote +
On June 14 2012 12:30 Roarer wrote:
On June 14 2012 12:22 Sawamura wrote:
On June 14 2012 12:21 Roarer wrote:
On June 14 2012 12:17 Sawamura wrote:
On June 14 2012 11:15 Roarer wrote:
On June 14 2012 10:20 Mora wrote:
The guy interviewing David Kim was painful. So unprofessional.

And what is he wearing?


http://www.youtube.com/watch?feature=player_embedded&v=YXuU1JuAcyM#!

Since Grubby said the interviewer is Wax angel, I would assume the guy who is interviewing David Kim is Wax Angel.

On June 14 2012 00:39 Sawamura wrote:
On June 14 2012 00:20 Bippzy wrote:
On June 13 2012 22:32 Gosi wrote:
On June 13 2012 22:08 Madkipz wrote:
[quote]

Even worse, if you gave carrier 22 range it could serve the same role as the tempest and do that role in a cooler way....

Yupp, but they just want to make their own units but with the same kind of role because SC2 is their game and HotS is a new expansion so something new and coOo0L has to get in. Just like in WoL, there is units in here that got added over completely fine and loved units because of the reason I stated.

What role has Thor in WoL that Goliath couldn't fill? With and without minor tweaks to the Goliath. And now with Warhound coming in to take place in Terran mech compositions, it's like 2 Goliaths in the game.

Hellion? I don't mind the Hellion, but why couldn't they have the Vulture and Firebat in SC2? Now we get Hellion and firebat (battle hellion) in HotS but no Vulture or Hellion with Vulture micro pontential.

No Arbiter in WoL but Oracle(?) is like an Arbiter in HotS but still not Arbiter.

Science Vessel didn't have to be replaced by Raven, just tweak the spells a bit, but no.

Changed awesome Reaver for Colossi, I don't think I even have to say anything here since everyone outside of Blizzard HQ understand that this was like the biggest mistake ever.

Because they are to proud of their own game they can't even add a fucking normal lurker into the game so they make up their own shit lurker... the same with defiler and the Viper.

As you see, they scrap good units that already fill roles to make their own, worse version of that unit and that is what is happening to the Carrier. Why do you think they haven't done shit for the Carrier so far?

Oh I forgot about the "widow mine"... just lol. Can't even put in damn spider mines without making them fucking wierd and with a new name. xD

I don't like your attitude. Not going to go into intensive detail, but extensively you assume that all BW units are better and that all units are just copies of BW units(which I believe they are not). As an intensive example, Battle hellions seem almost more convenient then firebats because their robotic nature makes them effected by mech upgrades.


So having an opinion that bw units are much more useful than sc2 units is having a bad attitude huh ? .Bio firebats didn't even need upgrades to start frying zergs for breakfast their splash damage is already enough to hurt dozens of zerglings and hold a ramp with a single medic .His point was reasonable though most of the units that are being reinstated in to hots are like a watered down version of the units in broodwar .


What Bippzy refering is the attitude of stating BW units are strictly better without giving detail explanation . If you think the firebat is more suitable than the battle hellion, would you mind explaining why? Does the Terran need to hold a ramp with a single unit?

A lot of the SC2 units might take a similar role or work similarly to some BW units, but that does not mean it is straight up better to replace SC2 units with BW units, right? The interface is differnet, the AI is different, the race strengths & weaknesses are also different(though the theme is the same). Since that's the case, I would rather claim the SC2 units are different from the BW units instead of just a watered down version. If you insist on calling them watered down version of BW units, or whatever version, would you please explain why the BW units will better suit the situation of current SC2 gameplay? That would help others to understand you.

I am not sure why oracle is like an arbiter in HotS besides they are both flying spell casters and both have a cloaking field. Of course one can have the opinion of the arbiter is better in HotS but please tell us why. Oracle is not Arbiter is simply not a good enough reason.


the thing is Gosi isn't giving a lecture about why the units are much better in broodwar than in sc2 so why in the first place he has to have to give "Detail Explanation " ??????


cuz if he does not give any explanantion, other people cannot understand his logics behind his statement and may find hard to engage in further discussion ^^ which is one of the most important functions of teamliquid.


I don't think people have full time job on tl.net you know ?


I think it takes about 5 to 10 min to give a detail explanantion for a legit point .... I believe most people can do it while keeping his full-time job and performing other obligations ^ ^


you know that 5 to 10 minutes can be used to spend on other more "worthy" things ?


I want to make sure I understand this. A person doesn't have time to give an explanation of why his points are true. He simply asserts that they are as though this were the Inerrant, Divinly Inspired Word of the Living God.

How exactly is that useful? I don't care that someone thinks Oracles are just a poor knockoff of an Arbiter. The only way that is useful information is if I know why they think that way. Only with that reasoning stated can someone argue against it or simply accept the argument as correct. Someone barfing their opinion on the forum is only useful if that opinion is explained, so that a real discussion can be had.

Otherwise, it's just noise. And we get enough noise on this forum as is.

If you can't take the time to explain your point, then don't bother making a point at all.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
June 14 2012 17:33 GMT
#431
On June 15 2012 00:15 _Search_ wrote:
These interviewers do NOT know how to do an interview.

I think differently. They were able to pull interesting things out of the interviewees.
You don't choose to play zerg. The zerg choose you.
noD
Profile Blog Joined August 2010
2230 Posts
June 14 2012 18:29 GMT
#432
No sound here can someone highlight the cooltopics (aka who is getting nerfed and buffed)
GinDo
Profile Blog Joined September 2010
3327 Posts
June 14 2012 18:36 GMT
#433
Why didn't they ask questions about the Warhound?

Last I checked it seemed to be the most verbal complaint about HOTS.

1) Its Ugly.
2) BH + WH is boring to watch and practically broken against Toss.
3) Adds to the Tank hate concept of HOTS.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Mora
Profile Blog Joined October 2002
Canada5235 Posts
June 14 2012 18:38 GMT
#434
On June 15 2012 02:33 [F_]aths wrote:
Show nested quote +
On June 15 2012 00:15 _Search_ wrote:
These interviewers do NOT know how to do an interview.

I think differently. They were able to pull interesting things out of the interviewees.


I can't argue that. But as someone who has both given and received many interviews, there are ways to pull information more elegantly than to purposely misconstrue the interviewee's explanations.
Happiness only real when shared.
Executor1
Profile Joined April 2011
1353 Posts
June 14 2012 18:54 GMT
#435
I dont think dustin browder quite understood what situation kennigit was talking about with the neural'd mothership because kennegit didnt once mention that the dynamic he was talking about had to do with broodlords and the archon toilet. I mean most of us would assume that dustin would know what he was talking about when kennegit says "the dynamic with the mothership getting NP in the late game". I really think dustin didnt realize the situation he was talking about and just thought he was talking about late game mothership in any situation. I think if he had realized the specific situation he would have had an AHA moment and realized what he was talking about or even if somehow he hadnt seen that dynamic between mothership broodlord before (which would be pretty sad as it is pretty standard) he still would have understood how it could change the course of the game.
GinDo
Profile Blog Joined September 2010
3327 Posts
June 14 2012 19:06 GMT
#436
On June 15 2012 03:38 Mora wrote:
Show nested quote +
On June 15 2012 02:33 [F_]aths wrote:
On June 15 2012 00:15 _Search_ wrote:
These interviewers do NOT know how to do an interview.

I think differently. They were able to pull interesting things out of the interviewees.


I can't argue that. But as someone who has both given and received many interviews, there are ways to pull information more elegantly than to purposely misconstrue the interviewee's explanations.


I feel alot of the questions asked were very weak. Nothing I heard from the interview was new. Except for:

1) DB is okay with Vortex ZvP Lategame.
+ Show Spoiler +
Personally I feel that the reliance on 1 Vortex is stupid. Stephano showed that he could mitigate the effectiveness of Vortex with spreading out his BL. Not to mention that a NP can really ruin a Protoss' day. The concept if good, but I feel that Motherships should be replaced with a Stargate T3 caster(Same Spells, but mini versions. Imagine Multiple Vortex' and the Zerg having to dodge them. Maybe even give a 1-2 sec delay in the Vortex effect in order to allow Vortex dodging.), or maybe a re-imergance of the Dark Archon with new spells?


2) DK believes that Terran need a 1A Option.
+ Show Spoiler +
Why the hell do we need 1A options? No race should have 1A options. Defensive styles are okay, but have them require control and strategy. For example, BW Mech was very defensive and very strong in the lategame. However you didn't simply mean you could 1A to victory, you needed to learn to strategically move across the map and have exceptional control in order to prevent Zeal Bombings, Recalls, and Stasis.

Is it okay that Terran have a less micro intensive option like mech? Yes, but when you make it as easy as Massing BH+WH+Viking+Ghost, your just asking for bad game-play. Almost all complaints in SC2 have involved the 1A DeathBall, and you want to add more? BH+WH plays exactly like MM without the Stim or Medic. Why more of the same?
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Treble557
Profile Joined August 2010
United States221 Posts
June 14 2012 23:26 GMT
#437
So.. off beat question about the interviews. Umm.. What poster is that in the background? I wanna buy one. :>
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 14 2012 23:48 GMT
#438
On June 15 2012 04:06 GinDo wrote:
Show nested quote +
On June 15 2012 03:38 Mora wrote:
On June 15 2012 02:33 [F_]aths wrote:
On June 15 2012 00:15 _Search_ wrote:
These interviewers do NOT know how to do an interview.

I think differently. They were able to pull interesting things out of the interviewees.


I can't argue that. But as someone who has both given and received many interviews, there are ways to pull information more elegantly than to purposely misconstrue the interviewee's explanations.


I feel alot of the questions asked were very weak. Nothing I heard from the interview was new. Except for:

1) DB is okay with Vortex ZvP Lategame.
+ Show Spoiler +
Personally I feel that the reliance on 1 Vortex is stupid. Stephano showed that he could mitigate the effectiveness of Vortex with spreading out his BL. Not to mention that a NP can really ruin a Protoss' day. The concept if good, but I feel that Motherships should be replaced with a Stargate T3 caster(Same Spells, but mini versions. Imagine Multiple Vortex' and the Zerg having to dodge them. Maybe even give a 1-2 sec delay in the Vortex effect in order to allow Vortex dodging.), or maybe a re-imergance of the Dark Archon with new spells?



They're okay with it..for now, but they actually DID change it for Heart of the Swarm, vortex only hits ground they have a new air-only stasis spell which no one apparently tested or got footage of.

So no, they're not going to reintroduce the dark archon, the reuse of mixed templar is one of the successes of only having 1 archon, and they're not going to scrap the mothership just to add something that's IDENTICAL to the mothership with less effective spells, that's a bit of a waste of their art budget.
Faent
Profile Blog Joined April 2011
Canada94 Posts
June 15 2012 00:01 GMT
#439
I really like these interviews, thanks guys.


Side note, the thumbnail for the video looks like David Kim is blowing fire.
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 15 2012 00:25 GMT
#440
On June 15 2012 04:06 GinDo wrote:
Show nested quote +
On June 15 2012 03:38 Mora wrote:
On June 15 2012 02:33 [F_]aths wrote:
On June 15 2012 00:15 _Search_ wrote:
These interviewers do NOT know how to do an interview.

I think differently. They were able to pull interesting things out of the interviewees.


I can't argue that. But as someone who has both given and received many interviews, there are ways to pull information more elegantly than to purposely misconstrue the interviewee's explanations.


I feel alot of the questions asked were very weak. Nothing I heard from the interview was new. Except for:

1) DB is okay with Vortex ZvP Lategame.
+ Show Spoiler +
Personally I feel that the reliance on 1 Vortex is stupid. Stephano showed that he could mitigate the effectiveness of Vortex with spreading out his BL. Not to mention that a NP can really ruin a Protoss' day. The concept if good, but I feel that Motherships should be replaced with a Stargate T3 caster(Same Spells, but mini versions. Imagine Multiple Vortex' and the Zerg having to dodge them. Maybe even give a 1-2 sec delay in the Vortex effect in order to allow Vortex dodging.), or maybe a re-imergance of the Dark Archon with new spells?


2) DK believes that Terran need a 1A Option.
+ Show Spoiler +
Why the hell do we need 1A options? No race should have 1A options. Defensive styles are okay, but have them require control and strategy. For example, BW Mech was very defensive and very strong in the lategame. However you didn't simply mean you could 1A to victory, you needed to learn to strategically move across the map and have exceptional control in order to prevent Zeal Bombings, Recalls, and Stasis.

Is it okay that Terran have a less micro intensive option like mech? Yes, but when you make it as easy as Massing BH+WH+Viking+Ghost, your just asking for bad game-play. Almost all complaints in SC2 have involved the 1A DeathBall, and you want to add more? BH+WH plays exactly like MM without the Stim or Medic. Why more of the same?


Regarding point 1 , I agree with you that Dustin did not realize what the problem is. It seems the Blizzard team(or at least Dustin) is not understanding what kind of game the community wants. When he draw the comparison between Mothership vs Zerg deathball and ghost vs high templar dance, he did not realize that the community likes the high templar battle way more than the mothership one. Even though both situations are affected "by a few clicks", we want a situation where someone can overcome the opponent through skills. The ghost dance can involve positioning from both spell castres , observers positioning, warp prism micro etc while there will only be 1 mothership in the game, making a limited amount of positioning decisions. This allows the ghost vs templar dance to show more skill while the mothership battle feels more luck based.


If Blizzard continue to leave out the skill factor in developing the game, I am worried they will make more and more poor game design decisions.

Regarding point 2, I think David Kim made a good point when he said an A moving army may not require that much micro, but it can be requiring other skills.

The best example we had so far is the Broodlord army. Yeah, of course they need fungal support, but the army is still an A-moving base army(that's why so many zergs get caught in a vortex = =). In a serious note though, you have to get a healthy income, a solid base defense and save enough energy on the infestors. All the supporting factors to allow an A-moving army to work as intended can be hard to get. The army itself is not everything. You may not require heavy micro to use them well, but you may need good economy management and scouting to hold off timing attack to get he army up.

However, I do agree that the A-move deathball of the protoss is not that hard to get = =" so...I think Blizzard has to put in some effort before they release the Terran A-move army to the public... and I would also add that a positional army should be more interesting in every way. It just add in more elements and factors when evaluating / predicting battle outcome. I am fine with haveing more army compositions options as long as they eventually add in the positional army =﹏=
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
NATO
Profile Joined April 2010
United States459 Posts
June 15 2012 10:02 GMT
#441
The problem with the 'coin flip scenario' is not that the game can be decided in a short time, but that it rests solely on one player, and the other player at their peak cannot do anything to get out of the scenario.

E.g., infestors cast good fungals, opposing player can only gg - no insane micro can help them. Zerg player gets neural parasite in mothership, toss has to gg.
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2012-06-15 12:33:35
June 15 2012 12:29 GMT
#442
2) DK believes that Terran need a 1A Option.
There's a difference between a 1-A army and having something that doesn't instantly melt if you look away for half a second.

A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass. A pro player may scoff at the idea of a unit that doesn't take 800APM to use, sure, but the game isn't built for pure autism. Want to roll MMMGV.all day e'ery day? Go straight ahead. No one's stopping it. There ain't nothing in the expansion that can't be killed by Marines (except maybe for Ultras).
1A1A1A
Profile Joined June 2012
Belize20 Posts
Last Edited: 2012-06-15 13:12:47
June 15 2012 13:06 GMT
#443
On June 15 2012 21:29 bobucles wrote:


A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 15 2012 15:02 GMT
#444
On June 15 2012 22:06 1A1A1A wrote:
Show nested quote +
On June 15 2012 21:29 bobucles wrote:


Show nested quote +
A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.


According to Davaid Kim, it will allow players other than micro-base players to shine with Terran. It is because they can have the option to go for a less micro incentive army. However, the question is if Blizzard can find the right balance sweet spot for the less micro intensive army (may not be 1-A). If they can, David Kim can be right. If not, your worry will become reality. So far, I do not think Blizzard has done a great job in this aspect..... so I am as scepticle as you.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Shiori
Profile Blog Joined July 2011
3815 Posts
June 15 2012 15:04 GMT
#445
On June 16 2012 00:02 Roarer wrote:
Show nested quote +
On June 15 2012 22:06 1A1A1A wrote:
On June 15 2012 21:29 bobucles wrote:


A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.


According to Davaid Kim, it will allow players other than micro-base players to shine with Terran. It is because they can have the option to go for a less micro incentive army. However, the question is if Blizzard can find the right balance sweet spot for the less micro intensive army (may not be 1-A). If they can, David Kim can be right. If not, your worry will become reality. So far, I do not think Blizzard has done a great job in this aspect..... so I am as scepticle as you.

This is Starcraft 2, not Caesar 3; people who can't micro should be losing. Macro has an extremely low skill cap (comparatively) especially if you don't play Zerg.
ZergX
Profile Joined October 2010
France436 Posts
June 15 2012 15:21 GMT
#446
Great great interviews. I loved it Thx Waxangel and David Kim ♥
Nestea fightingg ! DRG fightingggg !! Sen fightinggg ! July fighting ! SoO fighting !
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 15 2012 15:30 GMT
#447
On June 16 2012 00:04 Shiori wrote:
Show nested quote +
On June 16 2012 00:02 Roarer wrote:
On June 15 2012 22:06 1A1A1A wrote:
On June 15 2012 21:29 bobucles wrote:


A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.


According to Davaid Kim, it will allow players other than micro-base players to shine with Terran. It is because they can have the option to go for a less micro incentive army. However, the question is if Blizzard can find the right balance sweet spot for the less micro intensive army (may not be 1-A). If they can, David Kim can be right. If not, your worry will become reality. So far, I do not think Blizzard has done a great job in this aspect..... so I am as scepticle as you.

This is Starcraft 2, not Caesar 3; people who can't micro should be losing. Macro has an extremely low skill cap (comparatively) especially if you don't play Zerg.


Just like I said before, burried somewhere in this thread = =", a better 1-A base army example we have right now is the BroodLords infestor deathball. I am gonna find what I said for you :

+ Show Spoiler +
The best example we had so far is the Broodlord army. Yeah, of course they need fungal support, but the army is still an A-moving base army(that's why so many zergs get caught in a vortex = =). In a serious note though, you have to get a healthy income, a solid base defense and save enough energy on the infestors. All the supporting factors to allow an A-moving army to work as intended can be hard to get. The army itself is not everything. You may not require heavy micro to use them well, but you may need good economy management and scouting to hold off timing attack to get he army up.

However, I do agree that the A-move deathball of the protoss is not that hard to get = =" so...I think Blizzard has to put in some effort before they release the Terran A-move army to the public... and I would also add that a positional army should be more interesting in every way. It just add in more elements and factors when evaluating / predicting battle outcome. I am fine with haveing more army compositions options as long as they eventually add in the positional army =﹏=


Yeah, we need macro skills to get that up, but there can also be other skill like the scouting. I do not know if you include that into macro but there are still something more than simply micro & macro needed for the army to work. That is what David Kim mean by an option of "less micro intensive army". Anyway, I do agree Blizzard need to put in a lot of effort to make that accepted by the community and E-sports. It is gonna be hard as hell. Simply put, the broodlord army is not even an enjoyable 1-A army. Asking them to make a better "less micro intensive" army? The most we can do is to wish them good luck = =
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Shiori
Profile Blog Joined July 2011
3815 Posts
June 15 2012 15:33 GMT
#448
On June 16 2012 00:30 Roarer wrote:
Show nested quote +
On June 16 2012 00:04 Shiori wrote:
On June 16 2012 00:02 Roarer wrote:
On June 15 2012 22:06 1A1A1A wrote:
On June 15 2012 21:29 bobucles wrote:


A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.


According to Davaid Kim, it will allow players other than micro-base players to shine with Terran. It is because they can have the option to go for a less micro incentive army. However, the question is if Blizzard can find the right balance sweet spot for the less micro intensive army (may not be 1-A). If they can, David Kim can be right. If not, your worry will become reality. So far, I do not think Blizzard has done a great job in this aspect..... so I am as scepticle as you.

This is Starcraft 2, not Caesar 3; people who can't micro should be losing. Macro has an extremely low skill cap (comparatively) especially if you don't play Zerg.


Just like I said before, burried somewhere in this thread = =", a better 1-A base army example we have right now is the BroodLords infestor deathball. I am gonna find what I said for you :

+ Show Spoiler +
The best example we had so far is the Broodlord army. Yeah, of course they need fungal support, but the army is still an A-moving base army(that's why so many zergs get caught in a vortex = =). In a serious note though, you have to get a healthy income, a solid base defense and save enough energy on the infestors. All the supporting factors to allow an A-moving army to work as intended can be hard to get. The army itself is not everything. You may not require heavy micro to use them well, but you may need good economy management and scouting to hold off timing attack to get he army up.

However, I do agree that the A-move deathball of the protoss is not that hard to get = =" so...I think Blizzard has to put in some effort before they release the Terran A-move army to the public... and I would also add that a positional army should be more interesting in every way. It just add in more elements and factors when evaluating / predicting battle outcome. I am fine with haveing more army compositions options as long as they eventually add in the positional army =﹏=


Yeah, we need macro skills to get that up, but there can also be other skill like the scouting. I do not know if you include that into macro but there are still something more than simply micro & macro needed for the army to work. That is what David Kim mean by an option of "less micro intensive army". Anyway, I do agree Blizzard need to put in a lot of effort to make that accepted by the community and E-sports. It is gonna be hard as hell. Simply put, the broodlord army is not even an enjoyable 1-A army. Asking them to make a better "less micro intensive" army? The most we can do is to wish them good luck = =

BL/Infestor is one of the biggest things wrong with this game. Besides, BL/Infestor being a-move has nothing to do with surviving in the midgame. That's an entirely separate issue.
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2012-06-15 15:58:04
June 15 2012 15:46 GMT
#449
On June 15 2012 21:29 bobucles wrote:
Show nested quote +
2) DK believes that Terran need a 1A Option.
There's a difference between a 1-A army and having something that doesn't instantly melt if you look away for half a second.

A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass. A pro player may scoff at the idea of a unit that doesn't take 800APM to use, sure, but the game isn't built for pure autism. Want to roll MMMGV.all day e'ery day? Go straight ahead. No one's stopping it. There ain't nothing in the expansion that can't be killed by Marines (except maybe for Ultras).


Wow, you really miss read my post.

1) Mech= Good, Durable= Good

2) WH+BH+1A= Bad

Mech should play diffrently from MMM. I hate MMM. Terran in BW was the positional race in all 3 match-ups. It's a fundamental core of Terran.

The fact that DK is changing Terran Mech to be a 1A option is stupid and boring.


This is Mech. I recommend you watch the whole series. English commentary
+ Show Spoiler +
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Incognoto
Profile Blog Joined May 2010
France10239 Posts
June 15 2012 17:17 GMT
#450
So watching DB interview. He seems clueless about how important the Mothership is late game. I like how he's against death balls though. I'm not sure if he's doing it right but he wants to force engagements around the map, which is something you see in TvZ. So that's a good thing. He seems all right tbh
maru lover forever
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2012-06-15 17:42:55
June 15 2012 17:42 GMT
#451
On June 16 2012 00:46 GinDo wrote:
Show nested quote +
On June 15 2012 21:29 bobucles wrote:
2) DK believes that Terran need a 1A Option.
There's a difference between a 1-A army and having something that doesn't instantly melt if you look away for half a second.

A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass. A pro player may scoff at the idea of a unit that doesn't take 800APM to use, sure, but the game isn't built for pure autism. Want to roll MMMGV.all day e'ery day? Go straight ahead. No one's stopping it. There ain't nothing in the expansion that can't be killed by Marines (except maybe for Ultras).


Wow, you really miss read my post.

1) Mech= Good, Durable= Good

2) WH+BH+1A= Bad

Mech should play diffrently from MMM. I hate MMM. Terran in BW was the positional race in all 3 match-ups. It's a fundamental core of Terran.

The fact that DK is changing Terran Mech to be a 1A option is stupid and boring.


This is Mech. I recommend you watch the whole series. English commentary
+ Show Spoiler +
http://www.youtube.com/watch?v=iI47wDF0HJ4


I don't get how people know that the warhound is an a-move unit. Very few people have used it yet, and we don't know how well it can be microed. I don't know the turn speed, acceleration or responsiveness of the unit. For all we know, the unit could be as snappy and quick-triggered as a stalker. The Battle Hellion is more of a melee unit that absorbes a pack of lings or chargelots. There is also a very solid delay in their rate of fire and there might be room to studder step them into better positions between shots.

People should just stop with the whole a-move unit talking. The interviewer brought up the topic with David Kim and David responded that the new units required less micro that MMM. That is not a shocker, since MMM requires a lot of actions to use effectively. But the interviewer took that as "The units require no micro and just need to be A-moved". From the interview, I am not even sure the interviewer had played the current build of HotS. Even if he had, how can he know how well the new terran units can be microed with such a limited amount of time with the build?

There is an acceptable amount of micro between a studder-stepping marine and a-moved colossi that the new units can require. It is not all or nothing.

Edit: Grammer
I have the Honor to be your Obedient Servant, P.6
TL+ Member
GinDo
Profile Blog Joined September 2010
3327 Posts
June 15 2012 18:37 GMT
#452
On June 16 2012 02:42 Plansix wrote:
Show nested quote +
On June 16 2012 00:46 GinDo wrote:
On June 15 2012 21:29 bobucles wrote:
2) DK believes that Terran need a 1A Option.
There's a difference between a 1-A army and having something that doesn't instantly melt if you look away for half a second.

A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass. A pro player may scoff at the idea of a unit that doesn't take 800APM to use, sure, but the game isn't built for pure autism. Want to roll MMMGV.all day e'ery day? Go straight ahead. No one's stopping it. There ain't nothing in the expansion that can't be killed by Marines (except maybe for Ultras).


Wow, you really miss read my post.

1) Mech= Good, Durable= Good

2) WH+BH+1A= Bad

Mech should play diffrently from MMM. I hate MMM. Terran in BW was the positional race in all 3 match-ups. It's a fundamental core of Terran.

The fact that DK is changing Terran Mech to be a 1A option is stupid and boring.


This is Mech. I recommend you watch the whole series. English commentary
+ Show Spoiler +
http://www.youtube.com/watch?v=iI47wDF0HJ4


I don't get how people know that the warhound is an a-move unit. Very few people have used it yet, and we don't know how well it can be microed. I don't know the turn speed, acceleration or responsiveness of the unit. For all we know, the unit could be as snappy and quick-triggered as a stalker. The Battle Hellion is more of a melee unit that absorbes a pack of lings or chargelots. There is also a very solid delay in their rate of fire and there might be room to studder step them into better positions between shots.

People should just stop with the whole a-move unit talking. The interviewer brought up the topic with David Kim and David responded that the new units required less micro that MMM. That is not a shocker, since MMM requires a lot of actions to use effectively. But the interviewer took that as "The units require no micro and just need to be A-moved". From the interview, I am not even sure the interviewer had played the current build of HotS. Even if he had, how can he know how well the new terran units can be microed with such a limited amount of time with the build?

There is an acceptable amount of micro between a studder-stepping marine and a-moved colossi that the new units can require. It is not all or nothing.

Edit: Grammer


So DK and DB just gave Terran a Zealot and a stalker?

Warhound= Stalker with Maruader shells.
Battle Hellion= Zealot with splash.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
June 15 2012 18:47 GMT
#453
Blizzard isn't trying to add in more deathballs lol, that would contradict all the other units and their statements so far in the new interviews. They want to add more options in gameplay, specifically to terran/toss. It's the way they're doing is that it's wrong and we should voice our opinions strongly about it.

I hope blizzard really listens in the coming months, their philosophy is good but the execution of it is kinda bad.
You must gather your party before venturing forth.
GinDo
Profile Blog Joined September 2010
3327 Posts
June 15 2012 19:16 GMT
#454
On June 16 2012 03:47 Andr3 wrote:
Blizzard isn't trying to add in more deathballs lol, that would contradict all the other units and their statements so far in the new interviews. They want to add more options in gameplay, specifically to terran/toss. It's the way they're doing is that it's wrong and we should voice our opinions strongly about it.

I hope blizzard really listens in the coming months, their philosophy is good but the execution of it is kinda bad.


Protoss units are okay, but they really don't change much. I would like to see something added to the Dark Templar branch. Right now we have a building that does absolutely nothing.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Chilling5pr33
Profile Blog Joined January 2010
Germany518 Posts
June 15 2012 20:23 GMT
#455
David Kim shown that they really just do what the community wants them to do (patch wise)
And also just try theire own stuff with the expansion i love the way they engage the problems.
I feel comformed that Blizzard still is the best company towards the fans.
F-
GinDo
Profile Blog Joined September 2010
3327 Posts
June 15 2012 20:46 GMT
#456
On June 16 2012 05:23 Chilling5pr33 wrote:
David Kim shown that they really just do what the community wants them to do (patch wise)
And also just try theire own stuff with the expansion i love the way they engage the problems.
I feel comformed that Blizzard still is the best company towards the fans.


Very true. Very few companies even try to support their games after they're sold.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
danteafk
Profile Joined May 2011
307 Posts
June 15 2012 21:21 GMT
#457
thanks for the interviews.

blizzard best game devs ever.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
June 15 2012 21:22 GMT
#458
am i the only one who though dustin browder seemed a little out of touch with the community?

atm i can think of two big concerns almost everyone around high masters level has
1. mothership vs BL/infestor dynamic
2. recent changes to tvz

and blizzard is focusing on mass roach?? because na protoss can't deal with na zergs massing roach?

you have to be joking me
blizzard should be focusing on the gstl, where terrans are getting stomped on by 6+ queen into early hive. how can he NOT know about mother ship vs infestor / brood late game issue now at this point? how many freaking games have come down to this? Has he been watching at al?

they should be focusing on high level tournaments, not their own internal winrates, this is exactly why blizzards changes are so "laggy" and they seem to lag behind what us players think

my 2 cents
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 15 2012 21:57 GMT
#459
On June 13 2012 15:23 tyrless wrote:
How can you not like DBro? (and Davyie is cool too). I was worried about Browder when they first started making SC2, because of his work on the shit C&C games, and there is a bit of that design sloppiness that creeps into SC2 sometimes, but overall he clearly cares and knows what he's doing.


Some time ago C&C strategies was better than StarCraft, only EA with their merketing policy killed that universe
blackhole12
Profile Joined May 2012
42 Posts
June 15 2012 22:02 GMT
#460
On June 16 2012 06:22 c0sm0naut wrote:
am i the only one who though dustin browder seemed a little out of touch with the community?

atm i can think of two big concerns almost everyone around high masters level has
1. mothership vs BL/infestor dynamic
2. recent changes to tvz

and blizzard is focusing on mass roach?? because na protoss can't deal with na zergs massing roach?

you have to be joking me
blizzard should be focusing on the gstl, where terrans are getting stomped on by 6+ queen into early hive. how can he NOT know about mother ship vs infestor / brood late game issue now at this point? how many freaking games have come down to this? Has he been watching at al?

they should be focusing on high level tournaments, not their own internal winrates, this is exactly why blizzards changes are so "laggy" and they seem to lag behind what us players think

my 2 cents

Mass roach is very strong for something that's essentially a degenerate strategy. You go for pure economy and then for a composition with only one type of unit, a T1 unit at that and you can win most of the time. Even if at a pro level you can deal with this, it's not a bad thing for builds like this to be a bit weaker.
DrunkenHomer
Profile Joined April 2012
66 Posts
June 15 2012 22:17 GMT
#461
I am actually happy that blizzard doesnt listen all that much to the community.
All you guys are whining about new units, which arent tested, patched of abused yet...
The most confusing part is that nearly the whole community whines together about HotS, but bring controversial arguements...
Although all players think that they have such a great understanding of the game, they only complain about the 2 races they dont play...but i didnt read a single post about thoughts of a new meta game change or possible dynamics in matchups. Did anyone expect me think about the chance that pvp might get a safe expand build with MS core/oracel?
What did you guys expect that HotS gives to Terran? New Rax unit with high micro potential ? All terrans would complain that there is a new component to MMMVG you have to micro.
Frex
Profile Joined March 2012
Finland888 Posts
June 15 2012 22:20 GMT
#462
On June 16 2012 07:17 DrunkenHomer wrote:
I am actually happy that blizzard doesnt listen all that much to the community.
All you guys are whining about new units, which arent tested, patched of abused yet...
The most confusing part is that nearly the whole community whines together about HotS, but bring controversial arguements...
Although all players think that they have such a great understanding of the game, they only complain about the 2 races they dont play...but i didnt read a single post about thoughts of a new meta game change or possible dynamics in matchups. Did anyone expect me think about the chance that pvp might get a safe expand build with MS core/oracel?
What did you guys expect that HotS gives to Terran? New Rax unit with high micro potential ? All terrans would complain that there is a new component to MMMVG you have to micro.


Not listening to the customers feedback is so bad for company that even words are not enough to describe it.
DrunkenHomer
Profile Joined April 2012
66 Posts
June 15 2012 22:30 GMT
#463
But in this case the customers are extremly biased.
If someone has a 80% winrate in tvz before the patch, then everything is fine.
If his winrate drops to 20 % in tvz after the patch, then the game is imbalanced...because you cant win games with hellion runbys anymore.
Chilling5pr33
Profile Blog Joined January 2010
Germany518 Posts
Last Edited: 2012-06-15 22:36:13
June 15 2012 22:34 GMT
#464
On June 16 2012 07:02 blackhole12 wrote:
Show nested quote +
On June 16 2012 06:22 c0sm0naut wrote:
am i the only one who though dustin browder seemed a little out of touch with the community?

atm i can think of two big concerns almost everyone around high masters level has
1. mothership vs BL/infestor dynamic
2. recent changes to tvz

and blizzard is focusing on mass roach?? because na protoss can't deal with na zergs massing roach?

you have to be joking me
blizzard should be focusing on the gstl, where terrans are getting stomped on by 6+ queen into early hive. how can he NOT know about mother ship vs infestor / brood late game issue now at this point? how many freaking games have come down to this? Has he been watching at al?

they should be focusing on high level tournaments, not their own internal winrates, this is exactly why blizzards changes are so "laggy" and they seem to lag behind what us players think

my 2 cents

Mass roach is very strong for something that's essentially a degenerate strategy. You go for pure economy and then for a composition with only one type of unit, a T1 unit at that and you can win most of the time. Even if at a pro level you can deal with this, it's not a bad thing for builds like this to be a bit weaker.


On low level it is devastating to loose to something like this you make a nice composition and then bam mass roach - gg.
This is what makes people rage on low levels. And they will play less then get less interested in the game and bam you loose viewers...

Very well to think of this from blizzard.

Ofcourse it has nearly no impact on high level GSL play becouse you can get a better edge with other moves but especially then why not change some stuff?

<3 blizzard they deserve some love.

Dusty is not my fav game developer but david is now :D
F-
BeholdOblivion
Profile Joined May 2012
United States72 Posts
June 15 2012 22:36 GMT
#465
Why do people think that casual players will not have fun playing a perfectly balanced game?
There is no shame in defeat so long as the spirit is unconquered.
kratos-23
Profile Joined March 2011
303 Posts
June 15 2012 22:42 GMT
#466
i hate the warhound. it is a dumb slow a-move unit. basically another anti-micro unit like the collosus.
NoS-Craig
Profile Joined July 2011
Australia3095 Posts
June 15 2012 23:14 GMT
#467
I'm surprised he didn't know about the NP on the Mothership. People have always talked about that happening. I also agree with the reason he wants to take out the carrier. I rarely see it used and they can just get focused down so easy by Vikings and Corruptors.

Nice interview I really like how they take time to give us interviews like this.
Artosis loves Starcraft
BronzeLeague
Profile Joined November 2011
United States17 Posts
June 15 2012 23:24 GMT
#468
Maybe I'm wrong, but has anyone ever though of this small change to the Carrier?
What if they decided that you didnt have to pay for interceptors to use it? That way carries wouldn't bankrupt you so hard if you ever decided to build them. I remember watching gualzi playing against a terran who was turtling with missile turrets, and he spent the entirety of his bank on interceptors. The minerals up more than you think. Maybe if you didnt have to lose minerals to use interceptors it would be a better unit.
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
Last Edited: 2012-06-15 23:39:57
June 15 2012 23:38 GMT
#469
thanks R1CH, this proves blizzard is pretty ignorant of high level metagame. mothership/neural/vortex is game changing end game PvZ and is pretty boring/ coinflippy... IMO much more important than the bunker-changing-metagame he is so experienced at.

that or he just plays terran (likely) and doesn't pay close attention to endgame PvZ
ProGamerX
Profile Blog Joined February 2012
Luxembourg42 Posts
June 16 2012 22:03 GMT
#470
Dustin Brwoder contiues to make a good impression with the game community.
and then they fire the devil, because we all get too high
SEA KarMa
Profile Joined October 2010
Australia452 Posts
June 17 2012 06:49 GMT
#471
On June 13 2012 12:55 BronzeKnee wrote:
Show nested quote +
On June 13 2012 12:04 Kennigit wrote:
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.


You didn't realize they set in the interview on "Faster", and 20 minutes interview time is actually 12 minutes real time huh?

Hahahahah, good one.
"terrible, terrible damage". terrible, terrible design.
0neder
Profile Joined July 2009
United States3733 Posts
June 17 2012 07:09 GMT
#472
On June 17 2012 15:49 SEA KarMa wrote:
Show nested quote +
On June 13 2012 12:55 BronzeKnee wrote:
On June 13 2012 12:04 Kennigit wrote:
On June 13 2012 12:03 stormchaser wrote:
Only 12 minutes, what took so long to upload x.x

Editing. It was supposed to be 20 but we got cut off (they counted set up time as interview time without us knowing). We couldn't edit properly till we got home.


You didn't realize they set in the interview on "Faster", and 20 minutes interview time is actually 12 minutes real time huh?

Hahahahah, good one.

Ugh blizzard minutes. How about actual minutes? =)
phiinix
Profile Blog Joined February 2011
United States1169 Posts
June 17 2012 07:24 GMT
#473
On June 16 2012 08:24 BronzeLeague wrote:
Maybe I'm wrong, but has anyone ever though of this small change to the Carrier?
What if they decided that you didnt have to pay for interceptors to use it? That way carries wouldn't bankrupt you so hard if you ever decided to build them. I remember watching gualzi playing against a terran who was turtling with missile turrets, and he spent the entirety of his bank on interceptors. The minerals up more than you think. Maybe if you didnt have to lose minerals to use interceptors it would be a better unit.


That doesn't exactly fix the carrier. The problem isn't that interceptors are too expensive; any protoss who can afford to build carriers can afford to build interceptors. Gaulzi's game only occurred the way it did because terran was on an island, and they don't really exist on any other maps (not to mention some tournaments would rather run metropolis without the islands). The problem with the carrier is that it doesn't fill a role that can't be done better by another unit (or combination of units that are cheaper) and that even though it has potential, it's damage output isn't the greatest, plus it's slow and not very micro friendly. Cost isn't really the issue.
INeedSpoons
Profile Blog Joined October 2011
Colombia41 Posts
June 18 2012 07:58 GMT
#474
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


This game is of Snute, a pro Norwegian Zerg, and arguably the best Norwegian.
http://postimage.org/image/7c131wjjr/

houseurmusic
Profile Blog Joined September 2006
United States544 Posts
June 18 2012 14:58 GMT
#475
dat ass...
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 21 2012 02:23 GMT
#476
On June 16 2012 00:33 Shiori wrote:
Show nested quote +
On June 16 2012 00:30 Roarer wrote:
On June 16 2012 00:04 Shiori wrote:
On June 16 2012 00:02 Roarer wrote:
On June 15 2012 22:06 1A1A1A wrote:
On June 15 2012 21:29 bobucles wrote:


A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.


According to Davaid Kim, it will allow players other than micro-base players to shine with Terran. It is because they can have the option to go for a less micro incentive army. However, the question is if Blizzard can find the right balance sweet spot for the less micro intensive army (may not be 1-A). If they can, David Kim can be right. If not, your worry will become reality. So far, I do not think Blizzard has done a great job in this aspect..... so I am as scepticle as you.

This is Starcraft 2, not Caesar 3; people who can't micro should be losing. Macro has an extremely low skill cap (comparatively) especially if you don't play Zerg.


Just like I said before, burried somewhere in this thread = =", a better 1-A base army example we have right now is the BroodLords infestor deathball. I am gonna find what I said for you :

+ Show Spoiler +
The best example we had so far is the Broodlord army. Yeah, of course they need fungal support, but the army is still an A-moving base army(that's why so many zergs get caught in a vortex = =). In a serious note though, you have to get a healthy income, a solid base defense and save enough energy on the infestors. All the supporting factors to allow an A-moving army to work as intended can be hard to get. The army itself is not everything. You may not require heavy micro to use them well, but you may need good economy management and scouting to hold off timing attack to get he army up.

However, I do agree that the A-move deathball of the protoss is not that hard to get = =" so...I think Blizzard has to put in some effort before they release the Terran A-move army to the public... and I would also add that a positional army should be more interesting in every way. It just add in more elements and factors when evaluating / predicting battle outcome. I am fine with haveing more army compositions options as long as they eventually add in the positional army =﹏=


Yeah, we need macro skills to get that up, but there can also be other skill like the scouting. I do not know if you include that into macro but there are still something more than simply micro & macro needed for the army to work. That is what David Kim mean by an option of "less micro intensive army". Anyway, I do agree Blizzard need to put in a lot of effort to make that accepted by the community and E-sports. It is gonna be hard as hell. Simply put, the broodlord army is not even an enjoyable 1-A army. Asking them to make a better "less micro intensive" army? The most we can do is to wish them good luck = =

BL/Infestor is one of the biggest things wrong with this game. Besides, BL/Infestor being a-move has nothing to do with surviving in the midgame. That's an entirely separate issue.


The fact that the Broodlord infestor army is A-move base has nothing do to the mid game. Yeah, but the fact that you have to get pass mid-game to go to the Broodlord Infestors requires skills other than micro & macro is what David Kim means. Instead of skills for controlling army, but the skills to get the army up. The A-move army allows a player with great scouting skill to shine/win as much as a player who has great micro & macro.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2012-06-21 02:29:40
June 21 2012 02:29 GMT
#477
On June 16 2012 07:17 DrunkenHomer wrote:
I am actually happy that blizzard doesnt listen all that much to the community.
All you guys are whining about new units, which arent tested, patched of abused yet...
The most confusing part is that nearly the whole community whines together about HotS, but bring controversial arguements...
Although all players think that they have such a great understanding of the game, they only complain about the 2 races they dont play...but i didnt read a single post about thoughts of a new meta game change or possible dynamics in matchups. Did anyone expect me think about the chance that pvp might get a safe expand build with MS core/oracel?
What did you guys expect that HotS gives to Terran? New Rax unit with high micro potential ? All terrans would complain that there is a new component to MMMVG you have to micro.


Yes you have good points People say warhound etc. is a move unit! But dude, terran already has units like MMMVG that need soo much micro. So blizzard addresses that and makes sure they don't give any more units that need lots of micro (even makes an easier version of hellion so you don't even need to kite). Then they say it's all a-move and boring ^^

i didn't think of the mothership core helping pvp expand builds... nice!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Euronyme
Profile Joined August 2010
Sweden3804 Posts
June 21 2012 05:39 GMT
#478
On June 17 2012 16:24 phiinix wrote:
Show nested quote +
On June 16 2012 08:24 BronzeLeague wrote:
Maybe I'm wrong, but has anyone ever though of this small change to the Carrier?
What if they decided that you didnt have to pay for interceptors to use it? That way carries wouldn't bankrupt you so hard if you ever decided to build them. I remember watching gualzi playing against a terran who was turtling with missile turrets, and he spent the entirety of his bank on interceptors. The minerals up more than you think. Maybe if you didnt have to lose minerals to use interceptors it would be a better unit.


That doesn't exactly fix the carrier. The problem isn't that interceptors are too expensive; any protoss who can afford to build carriers can afford to build interceptors. Gaulzi's game only occurred the way it did because terran was on an island, and they don't really exist on any other maps (not to mention some tournaments would rather run metropolis without the islands). The problem with the carrier is that it doesn't fill a role that can't be done better by another unit (or combination of units that are cheaper) and that even though it has potential, it's damage output isn't the greatest, plus it's slow and not very micro friendly. Cost isn't really the issue.


Wow wow wow calm down now cowboy. The carrier has the greatest damage output in the game. In addition to that, every interceptor shoots twice, rapidly and there are a lot of them, so air upgrades gives it silly damage output. Mind you in BW they only shot once, and the carrier was one of the most powerful units.
What it's lacking is speed, and the ability to shoot while moving. These two things combined make it worthless to micro at all. The fast attack speed of marines and hydras kills the interceptors in a heartbeat as well. The damage output is not the problem.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
June 21 2012 05:43 GMT
#479
On June 21 2012 11:23 Roarer wrote:
Show nested quote +
On June 16 2012 00:33 Shiori wrote:
On June 16 2012 00:30 Roarer wrote:
On June 16 2012 00:04 Shiori wrote:
On June 16 2012 00:02 Roarer wrote:
On June 15 2012 22:06 1A1A1A wrote:
On June 15 2012 21:29 bobucles wrote:


A stronger, tougher core army means that the Protoss death ball is that much less effective. It means Terran can say "yeah, well me too" where they would normally die against critical mass..


Why would anyone think that adding to the 1a deathball is a good thing for this game.

"Toss have it, so should terran".

It's stuff like this that is stunting strategies and player skill.

Creep spreading, marine splitting, multi drops, catching a terran army unsieged, the ht/ghost duel off etc etc. It's stuff like this there should be more of and less of 1a friendly units like say the colossus.

If the action is more spread out, you'll see more diversity in the gameplay.

Honestly I prefer to watch fighting going on all over the map, rather than deathball vs deathball, which allows virtually no comebacks.


According to Davaid Kim, it will allow players other than micro-base players to shine with Terran. It is because they can have the option to go for a less micro incentive army. However, the question is if Blizzard can find the right balance sweet spot for the less micro intensive army (may not be 1-A). If they can, David Kim can be right. If not, your worry will become reality. So far, I do not think Blizzard has done a great job in this aspect..... so I am as scepticle as you.

This is Starcraft 2, not Caesar 3; people who can't micro should be losing. Macro has an extremely low skill cap (comparatively) especially if you don't play Zerg.


Just like I said before, burried somewhere in this thread = =", a better 1-A base army example we have right now is the BroodLords infestor deathball. I am gonna find what I said for you :

+ Show Spoiler +
The best example we had so far is the Broodlord army. Yeah, of course they need fungal support, but the army is still an A-moving base army(that's why so many zergs get caught in a vortex = =). In a serious note though, you have to get a healthy income, a solid base defense and save enough energy on the infestors. All the supporting factors to allow an A-moving army to work as intended can be hard to get. The army itself is not everything. You may not require heavy micro to use them well, but you may need good economy management and scouting to hold off timing attack to get he army up.

However, I do agree that the A-move deathball of the protoss is not that hard to get = =" so...I think Blizzard has to put in some effort before they release the Terran A-move army to the public... and I would also add that a positional army should be more interesting in every way. It just add in more elements and factors when evaluating / predicting battle outcome. I am fine with haveing more army compositions options as long as they eventually add in the positional army =﹏=


Yeah, we need macro skills to get that up, but there can also be other skill like the scouting. I do not know if you include that into macro but there are still something more than simply micro & macro needed for the army to work. That is what David Kim mean by an option of "less micro intensive army". Anyway, I do agree Blizzard need to put in a lot of effort to make that accepted by the community and E-sports. It is gonna be hard as hell. Simply put, the broodlord army is not even an enjoyable 1-A army. Asking them to make a better "less micro intensive" army? The most we can do is to wish them good luck = =

BL/Infestor is one of the biggest things wrong with this game. Besides, BL/Infestor being a-move has nothing to do with surviving in the midgame. That's an entirely separate issue.


The fact that the Broodlord infestor army is A-move base has nothing do to the mid game. Yeah, but the fact that you have to get pass mid-game to go to the Broodlord Infestors requires skills other than micro & macro is what David Kim means. Instead of skills for controlling army, but the skills to get the army up. The A-move army allows a player with great scouting skill to shine/win as much as a player who has great micro & macro.


oov make units, oov attack base, oov win. *audience silently leaves stadium
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-06-21 06:36:49
June 21 2012 06:32 GMT
#480
On June 16 2012 07:20 Rokoz wrote:
Show nested quote +
On June 16 2012 07:17 DrunkenHomer wrote:
I am actually happy that blizzard doesnt listen all that much to the community.
All you guys are whining about new units, which arent tested, patched of abused yet...
The most confusing part is that nearly the whole community whines together about HotS, but bring controversial arguements...
Although all players think that they have such a great understanding of the game, they only complain about the 2 races they dont play...but i didnt read a single post about thoughts of a new meta game change or possible dynamics in matchups. Did anyone expect me think about the chance that pvp might get a safe expand build with MS core/oracel?
What did you guys expect that HotS gives to Terran? New Rax unit with high micro potential ? All terrans would complain that there is a new component to MMMVG you have to micro.


Not listening to the customers feedback is so bad for company that even words are not enough to describe it.

I think DrunkenHomer has a point here. If Blizzard listens too much for feedback, the game could get worse. I claim that the majority of the the players don't have a deep understanding of the game. They feel the game gives other races an unfair advantage and that is why they win less than they should if the game would be fair.

Too often it is argued "but race X has Y, however race Z has not." Reacting to common community criticism would make all races more similar.

Very few of the players who voice their opinion about the state of the game say "I do have some concerns but I don't have the expertise to make an educated balance proposal." or "I do feel strategy X is imbalanced and I lost quite some games because of it, but I know that the best way to overcome this is practice."
You don't choose to play zerg. The zerg choose you.
sertas
Profile Joined April 2012
Sweden886 Posts
June 21 2012 06:45 GMT
#481
On June 18 2012 16:58 INeedSpoons wrote:
Show nested quote +
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


This game is of Snute, a pro Norwegian Zerg, and arguably the best Norwegian.
http://postimage.org/image/7c131wjjr/




GSL the latest up and downs last game with ACE vs some zerg i forgot who, sick long game with a neural to the mothership and the mothership gets feedbacked immediatly i think.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
June 21 2012 06:49 GMT
#482
On June 21 2012 15:45 sertas wrote:
Show nested quote +
On June 18 2012 16:58 INeedSpoons wrote:
On June 13 2012 12:17 destian wrote:
i've never seen neural parasite on a mothership. can someone please link a pro game where this happened?


This game is of Snute, a pro Norwegian Zerg, and arguably the best Norwegian.
http://postimage.org/image/7c131wjjr/




GSL the latest up and downs last game with ACE vs some zerg i forgot who, sick long game with a neural to the mothership and the mothership gets feedbacked immediatly i think.


BboongBboong, Last day of UnD.
LastWish
Profile Blog Joined September 2004
2013 Posts
June 21 2012 11:03 GMT
#483
Each time I watch a Dustin Browder interview I feel this guy is fine.
I mean he does not use a lot of political speech and the general feeling from him is very good.
Just one thing Dustin, try not to make things too cool, because too much is just too much.

Well David Kim is a problem.. I can sense this guy has limited experience and too much power. He needs now to experiment a lot and I feel he is doing it wrong.

General ideas for you Blizzard guys:
- try not to focus on low level balance
- what should be important on lower levels(brodze - diamond) is race play distribution: that means that zerg, protoss and terran should all be played around 30% of all games(random excluded).
- brondze/silver/gold/platinum should be at least judged together whatever statistics you take into account, because there are 4 levels of low players and only 2 levels of high play(masters/gm) so It does not sum up accordingly
- on high levels(masters/grand masters) balanced should be the important number -
However goal should not be 50%:50% ratio in each matchup as we have experience from BW where 55%:45% was a managable balance ratio and still you could find players who would dominate in the unfavored situaltion(Flash, Bisu, Jaedong).
- more intuitive units = I look at this unit/I see what he is doing and I understand what it does without unnecessary introduction - the units you give into HOTS lack this attribute and instead thrive on coolness
- not every unit should be designed to be used in every matchup:
Consider if you have a unit that is designed for TvZ and give it a ability for TvP - you are making a over complex unit that does not have intuitive usage also it is harder to balance because of it. Rather design a new unit for TvP that would fill the required role. This unit I'm refering to is obviosly the new transformer hellion which will in my opinion become a disaster for balancing(also I don't like it pesonally).
- I think a single new unit for each race(maybe 2 for zerg) will be just enough. You can put more into campaign I don't care but don't destroy the game by making too many changes -
Personal preference:
- don't change thors completely, warhound is not such a good idea
- swarmhost should be slow but powerful - so to introduce a push dynamic into zerg play
- ultralisk burrow stike I don't like(it's just charge with different visuals) - ultralisk should be more of a tanky unit - more armor or reduced damage from high damages?
- tempest is a good idea - however to keep it simple I would make it splash ground and air too(the same attack as it has for air) - it would be then another choice of splash damage instead of colossi or high templars; balancing would not be easy though

Good luck
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-06-21 13:12:21
June 21 2012 13:10 GMT
#484
On June 21 2012 20:03 LastWish wrote:
General ideas for you Blizzard guys:
- try not to focus on low level balance

If it's not hurting higher-level balance, I don't see a problem with balancing for lower levels, too. The focus of the balance team is obvioulsy on esports level balance.
You don't choose to play zerg. The zerg choose you.
LastWish
Profile Blog Joined September 2004
2013 Posts
Last Edited: 2012-06-21 14:43:58
June 21 2012 14:43 GMT
#485
On June 21 2012 22:10 [F_]aths wrote:
Show nested quote +
On June 21 2012 20:03 LastWish wrote:
General ideas for you Blizzard guys:
- try not to focus on low level balance

If it's not hurting higher-level balance, I don't see a problem with balancing for lower levels, too. The focus of the balance team is obvioulsy on esports level balance.

Well it's hard to judge whether the balance changes on low levels don't have any impact on high levels.
I'd say the high level balance changes(because they need to be more delicate) have lesser impact on low level play than the other way around.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
June 21 2012 15:10 GMT
#486
Was rocks at the 3rd their excuse based on lower leagues? At least 90% of the maps don't have rocks at the 3rd anymore, but some have retardly difficult to defend layouts. I mean why make the 3rd on that new desert map have such a wonky 3rd, with a high-ground perfect for Terran/Toss to use pylons and dropships? We saw this stuff phased out after relase, so why bring stupid map design back? ZZz...
The worst part about rocks is it pigeon holes strats in to 2 base timings which is a bad thing. But I'm arguing with thin air here because there aren't many maps left with 3rd besides Tal'Darim and .. who plays that any more, honestly?


And why did they nerf neural parasite when it was our best defense against kiting from colssus, tank, thor balls etc then go and add the viper with 2x the range in HOTS to do the same job? I just want to punch my own face in.
Die tomorrow - Live today
Danger-dog
Profile Joined April 2006
United States50 Posts
Last Edited: 2012-06-21 19:14:45
June 21 2012 19:11 GMT
#487
I love the way Kim explains this idea;

when you add A-move units to the game, you encourage strategies that involve action-intensive macro and multi-pronged attacks. On their own, these two playstyles might not be effective because they increase the likelihood that a player won't be looking at the right units when the critical moment in the fight occurs. With A-move friendly units, your units are gonna deal pretty much the same amout of damage whether you're looking or not, meaning that the player can only prevail by macroing, composing, and positioning more skillyfully than his opponent—reading his opponent's intentions in the long term rather than in the short term. This doesn't mean mutas and hellions are obsolete now—as always, these units have the potential to be much more cost-effective than A-move units if they are used properly. That is, provided we are measuring "cost" as just a gas-mineral-supply cost and not as a time-oppertunity cost as well.
Here Lies The Zerg Lurker, R.I.P. 1998-2010.
LastWish
Profile Blog Joined September 2004
2013 Posts
June 21 2012 23:47 GMT
#488
On June 22 2012 04:11 Danger-dog wrote:
I love the way Kim explains this idea;

when you add A-move units to the game, you encourage strategies that involve action-intensive macro and multi-pronged attacks. On their own, these two playstyles might not be effective because they increase the likelihood that a player won't be looking at the right units when the critical moment in the fight occurs. With A-move friendly units, your units are gonna deal pretty much the same amout of damage whether you're looking or not, meaning that the player can only prevail by macroing, composing, and positioning more skillyfully than his opponent—reading his opponent's intentions in the long term rather than in the short term. This doesn't mean mutas and hellions are obsolete now—as always, these units have the potential to be much more cost-effective than A-move units if they are used properly. That is, provided we are measuring "cost" as just a gas-mineral-supply cost and not as a time-oppertunity cost as well.

Is this some kind of bot response because I can't see where this response is going...
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 24 2012 01:24 GMT
#489
On June 22 2012 08:47 LastWish wrote:
Show nested quote +
On June 22 2012 04:11 Danger-dog wrote:
I love the way Kim explains this idea;

when you add A-move units to the game, you encourage strategies that involve action-intensive macro and multi-pronged attacks. On their own, these two playstyles might not be effective because they increase the likelihood that a player won't be looking at the right units when the critical moment in the fight occurs. With A-move friendly units, your units are gonna deal pretty much the same amout of damage whether you're looking or not, meaning that the player can only prevail by macroing, composing, and positioning more skillyfully than his opponent—reading his opponent's intentions in the long term rather than in the short term. This doesn't mean mutas and hellions are obsolete now—as always, these units have the potential to be much more cost-effective than A-move units if they are used properly. That is, provided we are measuring "cost" as just a gas-mineral-supply cost and not as a time-oppertunity cost as well.

Is this some kind of bot response because I can't see where this response is going...


I think what he means is a player who can multitask well but not micro can go toe to toe with a player who can micro well but not multitask. This just put the 2 skill at a more even ground and we can have games which a player outmicro someone's multitasking or he out multitask someone's micro.

In his second half, it is more about pure macro vs pure micro, and players who is only good at one of the two can go toe to toe to each other.

And the last sentence, I am not sure. In SC2, the value of a win have nothing to do with the game time, so I do not think time cost sohuld come into play in any ways.
Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-06-25 04:03:43
June 25 2012 03:56 GMT
#490
On June 24 2012 10:24 Roarer wrote:
Show nested quote +
On June 22 2012 08:47 LastWish wrote:
On June 22 2012 04:11 Danger-dog wrote:
I love the way Kim explains this idea;

when you add A-move units to the game, you encourage strategies that involve action-intensive macro and multi-pronged attacks. On their own, these two playstyles might not be effective because they increase the likelihood that a player won't be looking at the right units when the critical moment in the fight occurs. With A-move friendly units, your units are gonna deal pretty much the same amout of damage whether you're looking or not, meaning that the player can only prevail by macroing, composing, and positioning more skillyfully than his opponent—reading his opponent's intentions in the long term rather than in the short term. This doesn't mean mutas and hellions are obsolete now—as always, these units have the potential to be much more cost-effective than A-move units if they are used properly. That is, provided we are measuring "cost" as just a gas-mineral-supply cost and not as a time-oppertunity cost as well.

Is this some kind of bot response because I can't see where this response is going...


I think what he means is a player who can multitask well but not micro can go toe to toe with a player who can micro well but not multitask. This just put the 2 skill at a more even ground and we can have games which a player outmicro someone's multitasking or he out multitask someone's micro.

In his second half, it is more about pure macro vs pure micro, and players who is only good at one of the two can go toe to toe to each other.

And the last sentence, I am not sure. In SC2, the value of a win have nothing to do with the game time, so I do not think time cost sohuld come into play in any ways.


Yeah but that view is kinda impractical. No pro has just one skill. And tbh I hate to make a BW reference, but honing any of sort of skill is not as effective as it was in BW.

In BW (in comparison to SC2) honing micro, strategy, macro, tactics alone can make a big difference to your game. The top BW players are much more specialised than the top SC2 players and have their own very unique traits. I've seen DRG/MC/MVP/MMA/MKP's games, they do have some special traits (good forcefields/marine splitting/drops/etc), but when compared to top BW players we are looking at a completely different level.

Jaedong's mutas are 9x more effective than other players, Boxer's marines never died, 1 of Snows reavers could hold off an entire all in, Stork's strategies have given him a winning record against the top BW players and remain extremely consistent even though hes one of the slowest players, Savior's tactics allowed him to be the first Bonjwa with very low apm also, Flash's macro/mindgames allowed him to A-move any unit to victory, Bisu's multitask allows him to macro/tech really hard while utilising small guerilla forces to its maximum potential.

In SC2 you need to be much more all rounded because of these A-move units and weird discrepancies in macro. So if this is really Blizzards goal, then they have kinda missed the mark.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Sabre
Profile Blog Joined February 2011
United Kingdom1086 Posts
August 04 2012 02:02 GMT
#491
Guys I found David Kim:
http://www.teamliquid.net/video/streams/ROOTKoReYa-

didn't know he plays dota2 so much o_O
UK TrackMania Champion | Former SC2 player | http://www.twitter.com/Sabre_CS
Chriscras
Profile Blog Joined March 2011
Korea (South)2812 Posts
August 04 2012 02:07 GMT
#492
On August 04 2012 11:02 SabreUK wrote:
Guys I found David Kim:
http://www.teamliquid.net/video/streams/ROOTKoReYa-

didn't know he plays dota2 so much o_O


Fake David Kim LOL
"En taro adun, Executor."
Sabre
Profile Blog Joined February 2011
United Kingdom1086 Posts
August 04 2012 02:08 GMT
#493
On August 04 2012 11:07 Chriscras wrote:
Show nested quote +
On August 04 2012 11:02 SabreUK wrote:
Guys I found David Kim:
http://www.teamliquid.net/video/streams/ROOTKoReYa-

didn't know he plays dota2 so much o_O


Fake David Kim LOL


no, it's real ofc, he lives with his dad in nyc playing dota2. ofc he was picked for blizz balance dont be silly
UK TrackMania Champion | Former SC2 player | http://www.twitter.com/Sabre_CS
Picklebread
Profile Joined June 2011
808 Posts
August 04 2012 02:23 GMT
#494
On August 04 2012 11:02 SabreUK wrote:
Guys I found David Kim:
http://www.teamliquid.net/video/streams/ROOTKoReYa-

didn't know he plays dota2 so much o_O

What this is a fake man
AceDSS
Profile Joined September 2011
Canada33 Posts
August 04 2012 02:53 GMT
#495
blizz balance is terrible i can't believe some of the problems they haven't addressed. browder shouldn't even be on the damn team he doesn't seem to even acknowledge or understand the games problems
DiSc0
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