The only scenario where I can see this being useful is ZvT where terran is out in the open
[Concept] Line of Sight Blocking Ability - Page 7
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IronManSC
United States2119 Posts
The only scenario where I can see this being useful is ZvT where terran is out in the open | ||
Cuce
Turkey1127 Posts
its kinda similar how we dont really use dt's or ghost cloak in combat. well we do use ghost cloak, but only beacuse we dont have anything left to emp and cloaking might save them if toss didnt have an obs with his army. I mean, medivacs, scans, obs, collosus, overseers, mutalisk, corrupters, viking these are already a steady part of a composition. so if this is supposed to be a mid game feature, will it really be worth the effort/resource spent on it. more importantly a player will have to create situaitons where los blockers might be useful, instead of creating situations where multiaple drops will be useful, or helion run by, or flanks. | ||
absalom86
Iceland1770 Posts
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larse
1611 Posts
How about giving this ability to warhound. Then warhound can still fulfill the original role of anti-tank in TvT. But people will still use it against zerg because of the ability can help your siege tank as well in TvZ. And David Kim in one recent interview did mention that they are still experimenting with the warhound's ability. Blizzard should definitely consider this ability to warhound. | ||
mell0w
United States102 Posts
Since blizzard won't buff Terran maneuverability, some subversive mechanics would be fantastic! Widow mines are simply the start of deterrents, we need more things like this. | ||
figq
12519 Posts
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ArcticRaven
France1406 Posts
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ClysmiC
United States2192 Posts
On June 16 2012 06:36 mell0w wrote: Should be a reaper ability and would really help with all MU. Since blizzard won't buff Terran maneuverability, some subversive mechanics would be fantastic! Widow mines are simply the start of deterrents, we need more things like this. This is exactly what I was thinking. Obviously, we all want more mech usage, but I think the best way to do this is not by buffing mech, but by adding bio units that can support mech well. I think the marauder could be scratched all-together, and the reaper could be given something like this ability, or a repair. That would leave marines as great support for an army with a mech backbone, while making pure bio (the most boring comp ever) a little less viable. | ||
TiTanIum_
Brazil1335 Posts
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mell0w
United States102 Posts
On June 16 2012 07:31 TiTanIum_ wrote: The way that the skill is used is weird. Casting a spell in a line, instead of a circle is too hard for lower level players, so my guess is that Blizzard wouldn't use it this way due to their policy "Easy to learn, hard to master". Maybe make it a ball, which using your arguments, is closer to reality, and also make charges in stead of cd. And that's why catering to casuals hinders actual game play. People can preach dynamic demographics and good business sense all they want, I simply hate limiting abilities because some people find them difficult. World aint fair, and if it is, we call that socialism. | ||
CanadianSCgamer
Canada64 Posts
On June 16 2012 07:19 ClysmiC wrote: This is exactly what I was thinking. Obviously, we all want more mech usage, but I think the best way to do this is not by buffing mech, but by adding bio units that can support mech well. I think the marauder could be scratched all-together, and the reaper could be given something like this ability, or a repair. That would leave marines as great support for an army with a mech backbone, while making pure bio (the most boring comp ever) a little less viable. This ability on the reaper might be hard to balance early game as reapers can already manipulate LOS by hopping up and down cliffs. Essentially the Smoke Screen is a way to generate a "cliff" or high ground on flat terrain. If reapers also have this ability, then they would be able to put a cliff on a cliff. XD | ||
NDDseer
Australia204 Posts
1. It's simple 2. It's what Day9 would call a frisbee rather than a baseball (aka its use increases proportionally with the skill of the player using it) 3. I'd enjoy playing with it Hopefully blizzard sees this and has a serious think about it. Also, hopefully this inspires more people to put forward their own design ideas, instead of constantly bitching about how Blizzard is doing everything wrong (or "it isn't as good as BW") without any suggestions of their own. | ||
Sated
England4983 Posts
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CanadianSCgamer
Canada64 Posts
On June 16 2012 19:49 NDDseer wrote: I really really like this. 1. It's simple 2. It's what Day9 would call a frisbee rather than a baseball (aka its use increases proportionally with the skill of the player using it) 3. I'd enjoy playing with it Hopefully blizzard sees this and has a serious think about it. Also, hopefully this inspires more people to put forward their own design ideas, instead of constantly bitching about how Blizzard is doing everything wrong (or "it isn't as good as BW") without any suggestions of their own. Thanks! Yea this ability is like a frisbee. Good players can place the Screens as fast as forcefields to deter an enemy army from advancing. Unlike forcefields, they don't block pathing, but do create fog of war that cannot be broken unless going on the other side. For example, Terrans can make a smoke wall to protect tanks from say a zergling army. And depending on how well the players place these walls, they may or may not lose their army. In a sense, the power of this ability is scalable much like forcefields, but it doesn't hinder micro like forcefields. | ||
Areon
United States273 Posts
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Prophecy3
Canada223 Posts
I really hope you posted that idea and thread to bnet, DB needs to read that. | ||
jeeneeus
1168 Posts
Basically it makes the 1-1-1 that much stronger if it were already built in. Observers can be shut down with a raven. This means going chargelots is much less effective in defending (Colossi and phoenixes still work). Basically it limits the options for defense and that's not cool. By forcing an upgrade, it would cost additional time and money, so the protoss can make additional units (and the terran has less units), so it could free up the usage of chargelots again. In tvt, it's already really hard to hold against a siege tank push if you go 1rax fe. With a smoke screen, it would severely limit your opportunities to try and stim to clean it up, since you wouldn't be able to see when a good moment to go unless you scan constantly or constantly sacrifice units. Basically, that means you have to wait for medivacs to pop. Most people do this anyway, but the difference is the threat. The siege tank pusher has to be really careful with his tank positioning and leap frogging because if he messes up, the defending player can go and kill it before medivacs. With smoke, the tank player has no need to worry. Thus, with the additional time and cost, not only will there be more units out, it would give more time for medivacs to pop. | ||
Jedclark
United Kingdom903 Posts
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decaf
Austria1797 Posts
It's useless to argue about whether this is OP or not, especially if it's implemented in HotS. No on can ever claim to know how HotS will turn out. Maybe we won't ever see marine tank vs Zerg again? The idea is good and that's what counts. First get the design straight, then do the balancing. | ||
EneMecH
United Kingdom218 Posts
On June 15 2012 20:16 bhfberserk wrote: I think if this ability is coming out from the Warhound, instead of the "auto-target to mech" thing. From the missile launcher on top of the warhound, you can launch smoke screen would be cool. But then again, this overlaps with the Viper's blinding cloud (if it is still in the game). The concept is like cloak, Dark swarm. Vision thing can be counter by a scan or flying units. So this is definitely a viable and balance ablity. In the pictures you have showed, it is confusing because you use the smoke wall mechanic. I was confused at first seeing each players POV. But it could just be changed into a cloud thing. +1 If it was a warhound ability, it'd be more cool and unique as well as making the warhound less of an A move unit. You could cast it from one side when you flank a siege line. This would make the flank effective enough vs large clumps of tanks, but also be possible to negate. | ||
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