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One thing that puzzles me about the new units is their decided anti-turtle, and more specifically anti siege tank roles. The viper can pull, swarm host punishes entrenched positions when friendly fire is possible. The war hound has been explained by Blizzard as a siege-breaker (with a micro-less ability with severe ramifications on TVP). And the Tempest punishes a slow push out by the terran, even with a number of vikings.
In better news, I think that the mothership core may finally fix PVP. Warp gate taking away defender's advantage is a tough obstacle to overcome, but with a 60 dps turret that's placable on a natural combined with some good force fields 4 gates seem like a think of the past.
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Hey, cheer up guys, HOTS may screw up the game, but the single-player will be pretty cool.
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On August 15 2012 13:50 Empirimancer wrote: Hey, cheer up guys, HOTS may screw up the game, but the single-player will be pretty cool.
LOL so true
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United States7483 Posts
On August 15 2012 10:55 forsooth wrote:Show nested quote +On August 15 2012 10:02 Cabinet Sanchez wrote:On August 15 2012 08:42 forsooth wrote:On August 14 2012 20:55 Cabinet Sanchez wrote:On August 14 2012 11:53 Zealot Lord wrote: Hmm with some tweaks I can potentially see tempest/oracle being useful and fun to play/watch under the hands of a pro. but balance aside, I really dislike the feel and looks of the battle hellion and especially the warhound - its units one would expect to see from a C&C ripoff or something =/
I'm usually not the one to complain, but Blizard wanting terran players to mech more in TvP results in.. essentially a mechanical marauder? That is so incredibly lame.. -_- You summarised it well, they really do feel like cheesey fucking C&C units. I don't mean to pick on Dustin, I mean he's a person, we shouldn't be assholes to the guy but isn't it a coincidence that he turns up and all the elements of Brood War which were good seem pissed away just to make room for "cool shit! LOL" in SC2? These units have a distinct C&C or Supreme Commander lameness about them. Plus - to get nerdy, they just don't really seem to fit in with the lore of the units for the Terrans in the Starcraft fucking universe! I get the impression that Blizzard don't know what mech actually means. It does not damn well mean that you get units with the same movement, acceration, turning speed as bio units, the same or similar firing rates or types but just make the unit models fucking machines! because the new Terran mech army seems no different at all from a bio army! Except unlike having to press T to stim them, the warhound will autocast the damn homing rocket..... Madness On August 14 2012 11:58 Dalavita wrote: Mothership core is absolutely retarded in the fact that you can get it really early and it turns into a siege tank that shoots as fast as a marauder. WHAT!?
Also, recall allowing Protoss to do all-ins and bail as soon as they get in trouble.
It's like Blizzard wants to screw over the earlygame.
Nothing needs to be said about the Tempest. Get rid of it and bring back the Carrier.
And it's nice to see that my predictions on how bad warhounds and battle hellions would be were pretty much spot on.
Also, lolacle.
The only thing that has any potential in HotS is the widow mine, and even that needs a couple of big changes.
Why is Blizzard doing this to us? Theorycraft time. Make mothership core require cyb core, change range to 12 and reduce damage. Make recall a researchable item at the cyb core, requires twighlight council before you can use it. Seems to allow people to still defend their base *kinda* early, delays the recall which I agree seems overly powerful yet makes it interesting in that it's researchable (and possible to chronoboost it) AND it makes you have to choose either air weapons/armour or researching recall (unless you build 2 cyb cores) Solved? Protoss already has an easier time than anyone else defending drops with cannons and warp-ins. Adding more ways is ridiculous. No, it's not ridiculous, you need to read the article on the defenders advantage. I'm talking about all 3 races, not just Protoss, needing slightly better base defence, which makes for longer games and just that tiny chance more that we'll have comebacks - which seem unfortunately extremely rare - even 2 years into WoL. There's already more than sufficient at-home defense for every race. Defender's advantage for Protoss is a PvP issue, not a PvZ/T issue. Sticking a big arclite cannon on top of a nexus in a base that already has cannons and power fields for units to be warped in is absolutely ridiculous, and recall just takes it even further. The whole idea is idiotic and guarantees a Protoss main complete freedom from all harass. If Protoss players want a more stable mirror, they should look at the actual problems with the design of warp gates rather than welcoming even more forgiving, get out of trouble free options that will make this game even more stale than it already is.
It actually is a PvZ issue. One of the biggest PvZ problems is being aggressive early game, it's part of the reason so many players like Liquid`Nony are struggling to still use gateway expand builds rather than forge FE. This being available early may allow for gateway expand builds to be stable and reliable against early zerg all-ins, and make terrans think again before pulling the scv train bit-by-bit style and going all in super early. It's a good change, and it won't help much once the opponent unlocks the tech needed to pressure multiple locations at once or bypass terran issues (medivacs, overlord drops, mutas, blink, etc.). It opens up protoss early game a bit and makes them a little less predictable, which is a very good thing. On the other hand, it doesn't noticably increase the power of protoss pressure. The mass recall makes protoss pressure less risky early game for the toss, but at the same time, using it means no cannon to hold a counter attack. Forcing toss to use the cannon then backing out will also prevent mass recalls: they're both high energy cost spells. Plus, from the looks of things, I'd much rather use the mothership core energy on recharging oracles and sentries.
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On August 15 2012 13:58 Whitewing wrote:Show nested quote +On August 15 2012 10:55 forsooth wrote:On August 15 2012 10:02 Cabinet Sanchez wrote:On August 15 2012 08:42 forsooth wrote:On August 14 2012 20:55 Cabinet Sanchez wrote:On August 14 2012 11:53 Zealot Lord wrote: Hmm with some tweaks I can potentially see tempest/oracle being useful and fun to play/watch under the hands of a pro. but balance aside, I really dislike the feel and looks of the battle hellion and especially the warhound - its units one would expect to see from a C&C ripoff or something =/
I'm usually not the one to complain, but Blizard wanting terran players to mech more in TvP results in.. essentially a mechanical marauder? That is so incredibly lame.. -_- You summarised it well, they really do feel like cheesey fucking C&C units. I don't mean to pick on Dustin, I mean he's a person, we shouldn't be assholes to the guy but isn't it a coincidence that he turns up and all the elements of Brood War which were good seem pissed away just to make room for "cool shit! LOL" in SC2? These units have a distinct C&C or Supreme Commander lameness about them. Plus - to get nerdy, they just don't really seem to fit in with the lore of the units for the Terrans in the Starcraft fucking universe! I get the impression that Blizzard don't know what mech actually means. It does not damn well mean that you get units with the same movement, acceration, turning speed as bio units, the same or similar firing rates or types but just make the unit models fucking machines! because the new Terran mech army seems no different at all from a bio army! Except unlike having to press T to stim them, the warhound will autocast the damn homing rocket..... Madness On August 14 2012 11:58 Dalavita wrote: Mothership core is absolutely retarded in the fact that you can get it really early and it turns into a siege tank that shoots as fast as a marauder. WHAT!?
Also, recall allowing Protoss to do all-ins and bail as soon as they get in trouble.
It's like Blizzard wants to screw over the earlygame.
Nothing needs to be said about the Tempest. Get rid of it and bring back the Carrier.
And it's nice to see that my predictions on how bad warhounds and battle hellions would be were pretty much spot on.
Also, lolacle.
The only thing that has any potential in HotS is the widow mine, and even that needs a couple of big changes.
Why is Blizzard doing this to us? Theorycraft time. Make mothership core require cyb core, change range to 12 and reduce damage. Make recall a researchable item at the cyb core, requires twighlight council before you can use it. Seems to allow people to still defend their base *kinda* early, delays the recall which I agree seems overly powerful yet makes it interesting in that it's researchable (and possible to chronoboost it) AND it makes you have to choose either air weapons/armour or researching recall (unless you build 2 cyb cores) Solved? Protoss already has an easier time than anyone else defending drops with cannons and warp-ins. Adding more ways is ridiculous. No, it's not ridiculous, you need to read the article on the defenders advantage. I'm talking about all 3 races, not just Protoss, needing slightly better base defence, which makes for longer games and just that tiny chance more that we'll have comebacks - which seem unfortunately extremely rare - even 2 years into WoL. There's already more than sufficient at-home defense for every race. Defender's advantage for Protoss is a PvP issue, not a PvZ/T issue. Sticking a big arclite cannon on top of a nexus in a base that already has cannons and power fields for units to be warped in is absolutely ridiculous, and recall just takes it even further. The whole idea is idiotic and guarantees a Protoss main complete freedom from all harass. If Protoss players want a more stable mirror, they should look at the actual problems with the design of warp gates rather than welcoming even more forgiving, get out of trouble free options that will make this game even more stale than it already is. It actually is a PvZ issue. One of the biggest PvZ problems is being aggressive early game, it's part of the reason so many players like Liquid`Nony are struggling to still use gateway expand builds rather than forge FE. This being available early may allow for gateway expand builds to be stable and reliable against early zerg all-ins, and make terrans think again before pulling the scv train bit-by-bit style and going all in super early. It's a good change, and it won't help much once the opponent unlocks the tech needed to pressure multiple locations at once or bypass terran issues (medivacs, overlord drops, mutas, blink, etc.). It opens up protoss early game a bit and makes them a little less predictable, which is a very good thing. On the other hand, it doesn't noticably increase the power of protoss pressure. The mass recall makes protoss pressure less risky early game for the toss, but at the same time, using it means no cannon to hold a counter attack. Forcing toss to use the cannon then backing out will also prevent mass recalls: they're both high energy cost spells. Plus, from the looks of things, I'd much rather use the mothership core energy on recharging oracles and sentries.
Agreed. Just a lot of zergs bitching they wont be able to instantly rush a third because the protoss wont be forced into ffe and can do some really early pressure without worrying about getting cleaned out when they leave the base.
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On August 15 2012 14:02 Infernal_dream wrote:Show nested quote +On August 15 2012 13:58 Whitewing wrote:On August 15 2012 10:55 forsooth wrote:On August 15 2012 10:02 Cabinet Sanchez wrote:On August 15 2012 08:42 forsooth wrote:On August 14 2012 20:55 Cabinet Sanchez wrote:On August 14 2012 11:53 Zealot Lord wrote: Hmm with some tweaks I can potentially see tempest/oracle being useful and fun to play/watch under the hands of a pro. but balance aside, I really dislike the feel and looks of the battle hellion and especially the warhound - its units one would expect to see from a C&C ripoff or something =/
I'm usually not the one to complain, but Blizard wanting terran players to mech more in TvP results in.. essentially a mechanical marauder? That is so incredibly lame.. -_- You summarised it well, they really do feel like cheesey fucking C&C units. I don't mean to pick on Dustin, I mean he's a person, we shouldn't be assholes to the guy but isn't it a coincidence that he turns up and all the elements of Brood War which were good seem pissed away just to make room for "cool shit! LOL" in SC2? These units have a distinct C&C or Supreme Commander lameness about them. Plus - to get nerdy, they just don't really seem to fit in with the lore of the units for the Terrans in the Starcraft fucking universe! I get the impression that Blizzard don't know what mech actually means. It does not damn well mean that you get units with the same movement, acceration, turning speed as bio units, the same or similar firing rates or types but just make the unit models fucking machines! because the new Terran mech army seems no different at all from a bio army! Except unlike having to press T to stim them, the warhound will autocast the damn homing rocket..... Madness On August 14 2012 11:58 Dalavita wrote: Mothership core is absolutely retarded in the fact that you can get it really early and it turns into a siege tank that shoots as fast as a marauder. WHAT!?
Also, recall allowing Protoss to do all-ins and bail as soon as they get in trouble.
It's like Blizzard wants to screw over the earlygame.
Nothing needs to be said about the Tempest. Get rid of it and bring back the Carrier.
And it's nice to see that my predictions on how bad warhounds and battle hellions would be were pretty much spot on.
Also, lolacle.
The only thing that has any potential in HotS is the widow mine, and even that needs a couple of big changes.
Why is Blizzard doing this to us? Theorycraft time. Make mothership core require cyb core, change range to 12 and reduce damage. Make recall a researchable item at the cyb core, requires twighlight council before you can use it. Seems to allow people to still defend their base *kinda* early, delays the recall which I agree seems overly powerful yet makes it interesting in that it's researchable (and possible to chronoboost it) AND it makes you have to choose either air weapons/armour or researching recall (unless you build 2 cyb cores) Solved? Protoss already has an easier time than anyone else defending drops with cannons and warp-ins. Adding more ways is ridiculous. No, it's not ridiculous, you need to read the article on the defenders advantage. I'm talking about all 3 races, not just Protoss, needing slightly better base defence, which makes for longer games and just that tiny chance more that we'll have comebacks - which seem unfortunately extremely rare - even 2 years into WoL. There's already more than sufficient at-home defense for every race. Defender's advantage for Protoss is a PvP issue, not a PvZ/T issue. Sticking a big arclite cannon on top of a nexus in a base that already has cannons and power fields for units to be warped in is absolutely ridiculous, and recall just takes it even further. The whole idea is idiotic and guarantees a Protoss main complete freedom from all harass. If Protoss players want a more stable mirror, they should look at the actual problems with the design of warp gates rather than welcoming even more forgiving, get out of trouble free options that will make this game even more stale than it already is. It actually is a PvZ issue. One of the biggest PvZ problems is being aggressive early game, it's part of the reason so many players like Liquid`Nony are struggling to still use gateway expand builds rather than forge FE. This being available early may allow for gateway expand builds to be stable and reliable against early zerg all-ins, and make terrans think again before pulling the scv train bit-by-bit style and going all in super early. It's a good change, and it won't help much once the opponent unlocks the tech needed to pressure multiple locations at once or bypass terran issues (medivacs, overlord drops, mutas, blink, etc.). It opens up protoss early game a bit and makes them a little less predictable, which is a very good thing. On the other hand, it doesn't noticably increase the power of protoss pressure. The mass recall makes protoss pressure less risky early game for the toss, but at the same time, using it means no cannon to hold a counter attack. Forcing toss to use the cannon then backing out will also prevent mass recalls: they're both high energy cost spells. Plus, from the looks of things, I'd much rather use the mothership core energy on recharging oracles and sentries. Agreed. Just a lot of zergs bitching they wont be able to instantly rush a third because the protoss wont be forced into ffe and can do some really early pressure without worrying about getting cleaned out when they leave the base.
Why isn't that a problem though? Like, you can fast expand AND put pressure on Zerg without any risk for your base or your army... Isn't that bad?
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On August 15 2012 13:50 Empirimancer wrote: Hey, cheer up guys, HOTS may screw up the game, but the single-player will be pretty cool.
I just hope it won't have the same script writing/directing
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Was fairly entertained and excited by this battle report but wow the unit models and attack animations for the tempest, warhound,and battle hellion are absolutely horrible and need to be completely reworked imo. Just making the tempest smaller would look a lot better but the warhound needs a complete overhaul of its design.
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+ Show Spoiler +On August 15 2012 12:41 Frenzia wrote:Show nested quote +On August 15 2012 11:49 Wombat_NI wrote:On August 15 2012 11:04 iky43210 wrote:On August 15 2012 10:58 Shiori wrote:On August 15 2012 10:52 iky43210 wrote:On August 15 2012 08:30 Uvantak wrote:On August 15 2012 08:16 IPA wrote: TL forums are a joke. Everything has to be viewed in a hysterical fashion with plenty of hyperbole thrown around. Everything is the WORST or the BEST EVER.
It's a battle report showing a couple bad players messing around in a build that is nowhere close to retail. Read that again.
To everyone saying "Fuck this, I'm leaving to play _____" -- ok, then. Enjoy your game and don't let the door hit you on the way out. All the money, all the players (BW and otherwise), and all the tournaments will be formed around HotS.
I will be there, playing, spectating, and having a blast. I have a sneaking suspicion I won't be alone. The thing about this BR is that they WANT us to bitch and say what WE don't thing it's right and should be changed, that's why they are making these BR, as other guys are saying, a roach is a roach no matter the stats it has, a warhound will keep being a warhound even if his attack is reduced to half, and excellent example of this is the corruptor, do you really think that any spell in the corrutor will make it more dinamic or a different stats that the ones already has? well the answer probably is no, and the good spell will only happen if blizzard get's the feedback it needs, and not by keeping our mouths shut if what we are seeing is not a good thing mech needs a warhound like unit, there isn't much way to get around it. I agree the art is ugly and could use some changing. Also warhound can have alot more depths than people give credit for, at least wait till the beta. I imagine having Haywire and speed will make it more apm intensive than people imagine. Having warhound isn't going to replace siege tanks, because relatively they do shit dps compare to tanks once you reach critical mass p.s if you have 6 warhound, to micro them perfectly (excluding position and kiting, just haywire alone) will require you to spend a minimum of 60 APM. food for thoughts Considering that the Warhound is basically a better version of the Marauder, I don't think you're going to see much magical micro go into it. Besides, what's 60APM when the rest of mech is virtually immobile most of the time? so marines are somehow more micro intensive than marauders? I find that kind of weird why people would shit on it so much. the marine / marauder relationship with zealots / colossus / HT made the entire Bio force is extremely apm intensive. Marauders actually is also responsible for this because their rather shit dps to zealots but marines melt too quickly created this dynamics 60 apm is quite alot consider that is haywire only, for 6 warhounds. Units need to be reposition, tanks need focus fire, window mine, ghosts still need to fight against HT, and then there is also macro back at home. (Big post btw, sorry I got into rant mode!) That's a cool dynamic though, those units mentioned have strengths AND weaknesses. Marines have high DPS, are cheap and scale really well with micro. They're weak to AoE, but this can be mitigated with the aformentioned micro. Marauders likewise, they're tanky and great vs armoured units and buildings. However they don't have the massive DPS of a marine, and can thus be swarmed by zealots/zerglings and the likes that do have this high DPS and don't suffer bonus damage from the marauder. Collosi to take one example, have no real weaknesses. High damage that scales well in numbers, pretty fast, cliffwalking, not difficult to use close to optimally. Having a counter-unit (viking/corruptor) doesn't mitigate that this is poor DESIGN. Blizzard have created a unit that is not necessarily imbalanced, but it's poor to play with and to watch. I'm not a BW fanboy, but Protoss' AoE unit, the Reaver was interesting in that, it was slow (although had synergy with the shuttle, which was also cool). It did a ton of AoE in bursts, it needed babysitting in that it was extremely weak, fired slowly and needed good target firing to really get the most of it. Blizzard also didn't design the Reaver with that shuttle synergy in mind. It developed naturally, and unlike in SC2 when interesting things like that are discovered they didn't re-design it to fit into what THEY considered its role.. This post is not me harking back to a golden age of BW, as I was too young to really appreciate it, I'm looking at a game that showcased a basic understanding that when you design units, you balance out corresponding strengths with weaknesses, either statistically, or in the difficulty of using the unit to make the most of those abilities. While some of these balances were actually a result of the UI and the mechanical difficulty of play, they still created a much more dynamic, back-and-forth style of gameplay. By not conforming to this rather simple idea, Blizzard have created a situation that they look to balance the power of these ridiculous units by forcing players into building clearly marked counter-units. Instead of players positioning well, engaging and outplaying their opponent mechanically, with balanced compositions, it can often be about making the exact amount of counter-units to ridiculously versatile death-bringers (see the Viking/Collosi dynamic). Essentially Blizz are going 'OK Collosi are ridiculously strong against everything on the ground, but it's ok we gave you counter units that you have to build or you'll die.' This also explains why mid-late PvP is always, always Collosus wars because Protoss lack the kind of specific counter-unit to Collosi that is reachable in a standard game. Look at some of the patches in the past that have dealt with 'balance issues' instead of letting the game develop organically, with cool solutions being found. It is either dealing with an issue by making a specific counter-unit stronger, or removing utility and cool functionality that the community has found. 1.'Ghost snipe is too powerful against Zerg lategame. Nerfed.' - Now it's (for the most part) ONLY used to directly counter templar. This cool use of ghosts, while perhaps overly potent in lategame TvZ is now gone, the playerbase figured a way to use the ghost in a way not prescribed by Blizzard, and it's removed. 2. '1/1/1 too strong, buff Immortal range' - 1/1/1 wasn't a fun period for anyone, but this just makes tank play in TvP even worse, plus makes Immortals, the hard counter to marauders and stalkers even more potent in that role. Players were figuring out the solution anyway, and the map-pool having the likes of XNC were why that build was so horrible to play against on ladder. The other side of this particular grievance is mine is that the stuff that is broken from a design perspective, clearly and fundamentally isn't fixed. For example, Warpgate has been nerfed over and over again to try and fix PvP, but the elephant in the room is that Warpgates themselves are a ridiculous mechanic as they stand currently. They aren't a strategic decision, there is no tradeoff. Warpgates are better than standard Gateways in every conceivable way, they produce faster than gateways, and can bypass huge distances on the map. Additionally, their potency when used in timing attacks has nerfed unsupported gateway armies to the extent that Protoss generally has to either all-in or turtle into deathballs 9/10 games. Browder has stated that he wants to breakup deathballs. Warpgate and the path that that design decision has railroaded Protoss down is a direct contributory factor as to why Protoss Deathballs exist as the primary playstyle of the race. Now with HoTS1. 'We don't like Tank/positional play in TvT, we'll give you a unit that lets you A-move tanks and hard counter them' Warhounds, and the preview vid pissed me off personally because they are clear indicators that Blizzard have really learned nothing. Its a clear continuation of this ridiculous design philosophy that is pursued by the Devs either through wilful ignorance, or a desire to cater to the casual gamers that plague many a franchise. The stats may change of course, and it can't shoot up, but that really seems to be the only weakness of the unit when coupled with battlehellions. It's a boring, vanilla, unit specifically design to kill another type of unit with no real difficulties in how its used. TLDR Bitching on these issues are legitimate because the HoTS previews and interviews that I have seen thus far indicate that Blizzard do not understand their own game, and do not understand the desires of the majority of the relatively serious playerbase. Dustin Browder does not like the positional nuance of tank-based TvT, so he's pretty much gutting it due to his own personal preferences and is showing a disregard for the playerbase. The Dev team aren't tackling the big issues that many people have with the game and their root contributory causes. WC3 is a good example, Reign of Chaos and The Frozen Throne are two nearly unrecognisible games. The devs had the balls to really redesign a lot of the game, and similar balls were expected/hoped for with HoTS but there is NO evidence of this occurring. THIS is why people are pissed off, if there was evidence they'd been experimenting with the fundamentals of the game and fucked up, people would at least give them credit for trying. Unit interaction, and what counters what are only band-aid fixes on a game with fundamental problems.
[quote]Too long, didn't read. Did you actually listen to the commentary in the Battle Reports? Alpha build, not final. Derp
Thats the worst post ive ever seen. How could you sign up to just to quote some one only to say you didnt read it and @one of the best posts in the thread no less.
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[QUOTE]On August 15 2012 14:58 CounterOrder wrote: + Show Spoiler +On August 15 2012 12:41 Frenzia wrote:Show nested quote +On August 15 2012 11:49 Wombat_NI wrote:On August 15 2012 11:04 iky43210 wrote:On August 15 2012 10:58 Shiori wrote:On August 15 2012 10:52 iky43210 wrote:On August 15 2012 08:30 Uvantak wrote:On August 15 2012 08:16 IPA wrote: TL forums are a joke. Everything has to be viewed in a hysterical fashion with plenty of hyperbole thrown around. Everything is the WORST or the BEST EVER.
It's a battle report showing a couple bad players messing around in a build that is nowhere close to retail. Read that again.
To everyone saying "Fuck this, I'm leaving to play _____" -- ok, then. Enjoy your game and don't let the door hit you on the way out. All the money, all the players (BW and otherwise), and all the tournaments will be formed around HotS.
I will be there, playing, spectating, and having a blast. I have a sneaking suspicion I won't be alone. The thing about this BR is that they WANT us to bitch and say what WE don't thing it's right and should be changed, that's why they are making these BR, as other guys are saying, a roach is a roach no matter the stats it has, a warhound will keep being a warhound even if his attack is reduced to half, and excellent example of this is the corruptor, do you really think that any spell in the corrutor will make it more dinamic or a different stats that the ones already has? well the answer probably is no, and the good spell will only happen if blizzard get's the feedback it needs, and not by keeping our mouths shut if what we are seeing is not a good thing mech needs a warhound like unit, there isn't much way to get around it. I agree the art is ugly and could use some changing. Also warhound can have alot more depths than people give credit for, at least wait till the beta. I imagine having Haywire and speed will make it more apm intensive than people imagine. Having warhound isn't going to replace siege tanks, because relatively they do shit dps compare to tanks once you reach critical mass p.s if you have 6 warhound, to micro them perfectly (excluding position and kiting, just haywire alone) will require you to spend a minimum of 60 APM. food for thoughts Considering that the Warhound is basically a better version of the Marauder, I don't think you're going to see much magical micro go into it. Besides, what's 60APM when the rest of mech is virtually immobile most of the time? so marines are somehow more micro intensive than marauders? I find that kind of weird why people would shit on it so much. the marine / marauder relationship with zealots / colossus / HT made the entire Bio force is extremely apm intensive. Marauders actually is also responsible for this because their rather shit dps to zealots but marines melt too quickly created this dynamics 60 apm is quite alot consider that is haywire only, for 6 warhounds. Units need to be reposition, tanks need focus fire, window mine, ghosts still need to fight against HT, and then there is also macro back at home. (Big post btw, sorry I got into rant mode!) That's a cool dynamic though, those units mentioned have strengths AND weaknesses. Marines have high DPS, are cheap and scale really well with micro. They're weak to AoE, but this can be mitigated with the aformentioned micro. Marauders likewise, they're tanky and great vs armoured units and buildings. However they don't have the massive DPS of a marine, and can thus be swarmed by zealots/zerglings and the likes that do have this high DPS and don't suffer bonus damage from the marauder. Collosi to take one example, have no real weaknesses. High damage that scales well in numbers, pretty fast, cliffwalking, not difficult to use close to optimally. Having a counter-unit (viking/corruptor) doesn't mitigate that this is poor DESIGN. Blizzard have created a unit that is not necessarily imbalanced, but it's poor to play with and to watch. I'm not a BW fanboy, but Protoss' AoE unit, the Reaver was interesting in that, it was slow (although had synergy with the shuttle, which was also cool). It did a ton of AoE in bursts, it needed babysitting in that it was extremely weak, fired slowly and needed good target firing to really get the most of it. Blizzard also didn't design the Reaver with that shuttle synergy in mind. It developed naturally, and unlike in SC2 when interesting things like that are discovered they didn't re-design it to fit into what THEY considered its role.. This post is not me harking back to a golden age of BW, as I was too young to really appreciate it, I'm looking at a game that showcased a basic understanding that when you design units, you balance out corresponding strengths with weaknesses, either statistically, or in the difficulty of using the unit to make the most of those abilities. While some of these balances were actually a result of the UI and the mechanical difficulty of play, they still created a much more dynamic, back-and-forth style of gameplay. By not conforming to this rather simple idea, Blizzard have created a situation that they look to balance the power of these ridiculous units by forcing players into building clearly marked counter-units. Instead of players positioning well, engaging and outplaying their opponent mechanically, with balanced compositions, it can often be about making the exact amount of counter-units to ridiculously versatile death-bringers (see the Viking/Collosi dynamic). Essentially Blizz are going 'OK Collosi are ridiculously strong against everything on the ground, but it's ok we gave you counter units that you have to build or you'll die.' This also explains why mid-late PvP is always, always Collosus wars because Protoss lack the kind of specific counter-unit to Collosi that is reachable in a standard game. Look at some of the patches in the past that have dealt with 'balance issues' instead of letting the game develop organically, with cool solutions being found. It is either dealing with an issue by making a specific counter-unit stronger, or removing utility and cool functionality that the community has found. 1.'Ghost snipe is too powerful against Zerg lategame. Nerfed.' - Now it's (for the most part) ONLY used to directly counter templar. This cool use of ghosts, while perhaps overly potent in lategame TvZ is now gone, the playerbase figured a way to use the ghost in a way not prescribed by Blizzard, and it's removed. 2. '1/1/1 too strong, buff Immortal range' - 1/1/1 wasn't a fun period for anyone, but this just makes tank play in TvP even worse, plus makes Immortals, the hard counter to marauders and stalkers even more potent in that role. Players were figuring out the solution anyway, and the map-pool having the likes of XNC were why that build was so horrible to play against on ladder. The other side of this particular grievance is mine is that the stuff that is broken from a design perspective, clearly and fundamentally isn't fixed. For example, Warpgate has been nerfed over and over again to try and fix PvP, but the elephant in the room is that Warpgates themselves are a ridiculous mechanic as they stand currently. They aren't a strategic decision, there is no tradeoff. Warpgates are better than standard Gateways in every conceivable way, they produce faster than gateways, and can bypass huge distances on the map. Additionally, their potency when used in timing attacks has nerfed unsupported gateway armies to the extent that Protoss generally has to either all-in or turtle into deathballs 9/10 games. Browder has stated that he wants to breakup deathballs. Warpgate and the path that that design decision has railroaded Protoss down is a direct contributory factor as to why Protoss Deathballs exist as the primary playstyle of the race. Now with HoTS1. 'We don't like Tank/positional play in TvT, we'll give you a unit that lets you A-move tanks and hard counter them' Warhounds, and the preview vid pissed me off personally because they are clear indicators that Blizzard have really learned nothing. Its a clear continuation of this ridiculous design philosophy that is pursued by the Devs either through wilful ignorance, or a desire to cater to the casual gamers that plague many a franchise. The stats may change of course, and it can't shoot up, but that really seems to be the only weakness of the unit when coupled with battlehellions. It's a boring, vanilla, unit specifically design to kill another type of unit with no real difficulties in how its used. TLDR Bitching on these issues are legitimate because the HoTS previews and interviews that I have seen thus far indicate that Blizzard do not understand their own game, and do not understand the desires of the majority of the relatively serious playerbase. Dustin Browder does not like the positional nuance of tank-based TvT, so he's pretty much gutting it due to his own personal preferences and is showing a disregard for the playerbase. The Dev team aren't tackling the big issues that many people have with the game and their root contributory causes. WC3 is a good example, Reign of Chaos and The Frozen Throne are two nearly unrecognisible games. The devs had the balls to really redesign a lot of the game, and similar balls were expected/hoped for with HoTS but there is NO evidence of this occurring. THIS is why people are pissed off, if there was evidence they'd been experimenting with the fundamentals of the game and fucked up, people would at least give them credit for trying. Unit interaction, and what counters what are only band-aid fixes on a game with fundamental problems.
[quote]Too long, didn't read. Did you actually listen to the commentary in the Battle Reports? Alpha build, not final. Derp
Thats the worst post ive ever seen. How could you sign up to just to quote some one only to say you didnt read it and @one of the best posts in the thread no less.[/QUOTE]
Seriously. People like that are what make TL forums difficult to read in a level-headed way :| The long post was spot on.
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Northern Ireland23759 Posts
Thanks guys, it's a real pain writing a long post only to get either that kind of response, or complete apathy, glad some people read it. Also to clarify, I don't want another BW, I like some of the aspects of SC2 I just feel there are areas that could be improved.
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nexus into a 13range planetary? get rid of it. bad design. toss already has cannons from the forge zerg has spores/spines from the evo chamber, terran has planetarys/turrets from the engi bay.
protoss does not need this. its just bad design all around. they already have cannons. i actually consider bunkers to be more of a unit, considering it needs units to operate, i consider bunkers to be an extension of barracks tech because plain marines lose to zealots/stalkers/sentry/speedlings, but can win and defend the terrans natural with the help of bunkers, but the terran cant be offensive with those marines easily because bunkers cannot move. marines needed to be made weaker than vanilla stalkers/speedlings because if they werent terran could rush and win every game. so bunkers allowed marines to be balanced as weaker units early game and bunkers made it so as long as the marines are in the terrans base, they are strong, but when the marines leave the bunkers they become weak. then lategame marines have upgrades/support and no longer need the bunkers.
in starcraft 1 bunkers didnt have such elegant design theory in their concept, blizzard just made bunkers because it seemed like a cool idea. however in WoL bunkers serve the above design element. they make it so marines are strong at home but weak when attacking the enemy. marines needed to be balanced as weaker than toss/zerg tier1 units early game for balances sake
as far as the nexus planetary, its bad design because toss already has cannons. Terran has planetarys which CAN be massed around the map to serve as terran cannons. 1 cannon never did anything when used to control space, normally a toss makes 4 cannons in an area to control space. well guess what, 4cannons+pylon is 150 more minerals than a planetary and the planetary is STRONGER. i think in the future terrans will start to realize they do have their own form of "zero supply static defense" to use around the map lategame the way tosses put cannons everywhere lategame, and thats planetarys. planetarys/turrets are the terrans cannons, and both come from engi bay/forge respectively and cost no supply
the nexus planetary is just dumb. its not a pvp issue either, its just dumb in both pvz and pvt. terran is SUPPOSED TO be able to scv train / bio attack greedy tosses who are doing a greed build with no cannons (instead of free nexus planetary cannons)
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On August 15 2012 13:50 Empirimancer wrote: Hey, cheer up guys, HOTS may screw up the game, but the single-player will be pretty cool.
If WoL is any indication, it will suck too.
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On August 15 2012 14:25 furerkip wrote:Show nested quote +On August 15 2012 14:02 Infernal_dream wrote:On August 15 2012 13:58 Whitewing wrote:On August 15 2012 10:55 forsooth wrote:On August 15 2012 10:02 Cabinet Sanchez wrote:On August 15 2012 08:42 forsooth wrote:On August 14 2012 20:55 Cabinet Sanchez wrote:On August 14 2012 11:53 Zealot Lord wrote: Hmm with some tweaks I can potentially see tempest/oracle being useful and fun to play/watch under the hands of a pro. but balance aside, I really dislike the feel and looks of the battle hellion and especially the warhound - its units one would expect to see from a C&C ripoff or something =/
I'm usually not the one to complain, but Blizard wanting terran players to mech more in TvP results in.. essentially a mechanical marauder? That is so incredibly lame.. -_- You summarised it well, they really do feel like cheesey fucking C&C units. I don't mean to pick on Dustin, I mean he's a person, we shouldn't be assholes to the guy but isn't it a coincidence that he turns up and all the elements of Brood War which were good seem pissed away just to make room for "cool shit! LOL" in SC2? These units have a distinct C&C or Supreme Commander lameness about them. Plus - to get nerdy, they just don't really seem to fit in with the lore of the units for the Terrans in the Starcraft fucking universe! I get the impression that Blizzard don't know what mech actually means. It does not damn well mean that you get units with the same movement, acceration, turning speed as bio units, the same or similar firing rates or types but just make the unit models fucking machines! because the new Terran mech army seems no different at all from a bio army! Except unlike having to press T to stim them, the warhound will autocast the damn homing rocket..... Madness On August 14 2012 11:58 Dalavita wrote: Mothership core is absolutely retarded in the fact that you can get it really early and it turns into a siege tank that shoots as fast as a marauder. WHAT!?
Also, recall allowing Protoss to do all-ins and bail as soon as they get in trouble.
It's like Blizzard wants to screw over the earlygame.
Nothing needs to be said about the Tempest. Get rid of it and bring back the Carrier.
And it's nice to see that my predictions on how bad warhounds and battle hellions would be were pretty much spot on.
Also, lolacle.
The only thing that has any potential in HotS is the widow mine, and even that needs a couple of big changes.
Why is Blizzard doing this to us? Theorycraft time. Make mothership core require cyb core, change range to 12 and reduce damage. Make recall a researchable item at the cyb core, requires twighlight council before you can use it. Seems to allow people to still defend their base *kinda* early, delays the recall which I agree seems overly powerful yet makes it interesting in that it's researchable (and possible to chronoboost it) AND it makes you have to choose either air weapons/armour or researching recall (unless you build 2 cyb cores) Solved? Protoss already has an easier time than anyone else defending drops with cannons and warp-ins. Adding more ways is ridiculous. No, it's not ridiculous, you need to read the article on the defenders advantage. I'm talking about all 3 races, not just Protoss, needing slightly better base defence, which makes for longer games and just that tiny chance more that we'll have comebacks - which seem unfortunately extremely rare - even 2 years into WoL. There's already more than sufficient at-home defense for every race. Defender's advantage for Protoss is a PvP issue, not a PvZ/T issue. Sticking a big arclite cannon on top of a nexus in a base that already has cannons and power fields for units to be warped in is absolutely ridiculous, and recall just takes it even further. The whole idea is idiotic and guarantees a Protoss main complete freedom from all harass. If Protoss players want a more stable mirror, they should look at the actual problems with the design of warp gates rather than welcoming even more forgiving, get out of trouble free options that will make this game even more stale than it already is. It actually is a PvZ issue. One of the biggest PvZ problems is being aggressive early game, it's part of the reason so many players like Liquid`Nony are struggling to still use gateway expand builds rather than forge FE. This being available early may allow for gateway expand builds to be stable and reliable against early zerg all-ins, and make terrans think again before pulling the scv train bit-by-bit style and going all in super early. It's a good change, and it won't help much once the opponent unlocks the tech needed to pressure multiple locations at once or bypass terran issues (medivacs, overlord drops, mutas, blink, etc.). It opens up protoss early game a bit and makes them a little less predictable, which is a very good thing. On the other hand, it doesn't noticably increase the power of protoss pressure. The mass recall makes protoss pressure less risky early game for the toss, but at the same time, using it means no cannon to hold a counter attack. Forcing toss to use the cannon then backing out will also prevent mass recalls: they're both high energy cost spells. Plus, from the looks of things, I'd much rather use the mothership core energy on recharging oracles and sentries. Agreed. Just a lot of zergs bitching they wont be able to instantly rush a third because the protoss wont be forced into ffe and can do some really early pressure without worrying about getting cleaned out when they leave the base. Why isn't that a problem though? Like, you can fast expand AND put pressure on Zerg without any risk for your base or your army... Isn't that bad?
Wow someone with logic! Yes it is bad and I have said it before and will say again I hope it gets changed to later game. I can just picture it now "Yes I have his army surrounded why he attacked is a mystery" "oh wait fuck recall".
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On August 15 2012 16:02 blade55555 wrote:Show nested quote +On August 15 2012 14:25 furerkip wrote:On August 15 2012 14:02 Infernal_dream wrote:On August 15 2012 13:58 Whitewing wrote:On August 15 2012 10:55 forsooth wrote:On August 15 2012 10:02 Cabinet Sanchez wrote:On August 15 2012 08:42 forsooth wrote:On August 14 2012 20:55 Cabinet Sanchez wrote:On August 14 2012 11:53 Zealot Lord wrote: Hmm with some tweaks I can potentially see tempest/oracle being useful and fun to play/watch under the hands of a pro. but balance aside, I really dislike the feel and looks of the battle hellion and especially the warhound - its units one would expect to see from a C&C ripoff or something =/
I'm usually not the one to complain, but Blizard wanting terran players to mech more in TvP results in.. essentially a mechanical marauder? That is so incredibly lame.. -_- You summarised it well, they really do feel like cheesey fucking C&C units. I don't mean to pick on Dustin, I mean he's a person, we shouldn't be assholes to the guy but isn't it a coincidence that he turns up and all the elements of Brood War which were good seem pissed away just to make room for "cool shit! LOL" in SC2? These units have a distinct C&C or Supreme Commander lameness about them. Plus - to get nerdy, they just don't really seem to fit in with the lore of the units for the Terrans in the Starcraft fucking universe! I get the impression that Blizzard don't know what mech actually means. It does not damn well mean that you get units with the same movement, acceration, turning speed as bio units, the same or similar firing rates or types but just make the unit models fucking machines! because the new Terran mech army seems no different at all from a bio army! Except unlike having to press T to stim them, the warhound will autocast the damn homing rocket..... Madness On August 14 2012 11:58 Dalavita wrote: Mothership core is absolutely retarded in the fact that you can get it really early and it turns into a siege tank that shoots as fast as a marauder. WHAT!?
Also, recall allowing Protoss to do all-ins and bail as soon as they get in trouble.
It's like Blizzard wants to screw over the earlygame.
Nothing needs to be said about the Tempest. Get rid of it and bring back the Carrier.
And it's nice to see that my predictions on how bad warhounds and battle hellions would be were pretty much spot on.
Also, lolacle.
The only thing that has any potential in HotS is the widow mine, and even that needs a couple of big changes.
Why is Blizzard doing this to us? Theorycraft time. Make mothership core require cyb core, change range to 12 and reduce damage. Make recall a researchable item at the cyb core, requires twighlight council before you can use it. Seems to allow people to still defend their base *kinda* early, delays the recall which I agree seems overly powerful yet makes it interesting in that it's researchable (and possible to chronoboost it) AND it makes you have to choose either air weapons/armour or researching recall (unless you build 2 cyb cores) Solved? Protoss already has an easier time than anyone else defending drops with cannons and warp-ins. Adding more ways is ridiculous. No, it's not ridiculous, you need to read the article on the defenders advantage. I'm talking about all 3 races, not just Protoss, needing slightly better base defence, which makes for longer games and just that tiny chance more that we'll have comebacks - which seem unfortunately extremely rare - even 2 years into WoL. There's already more than sufficient at-home defense for every race. Defender's advantage for Protoss is a PvP issue, not a PvZ/T issue. Sticking a big arclite cannon on top of a nexus in a base that already has cannons and power fields for units to be warped in is absolutely ridiculous, and recall just takes it even further. The whole idea is idiotic and guarantees a Protoss main complete freedom from all harass. If Protoss players want a more stable mirror, they should look at the actual problems with the design of warp gates rather than welcoming even more forgiving, get out of trouble free options that will make this game even more stale than it already is. It actually is a PvZ issue. One of the biggest PvZ problems is being aggressive early game, it's part of the reason so many players like Liquid`Nony are struggling to still use gateway expand builds rather than forge FE. This being available early may allow for gateway expand builds to be stable and reliable against early zerg all-ins, and make terrans think again before pulling the scv train bit-by-bit style and going all in super early. It's a good change, and it won't help much once the opponent unlocks the tech needed to pressure multiple locations at once or bypass terran issues (medivacs, overlord drops, mutas, blink, etc.). It opens up protoss early game a bit and makes them a little less predictable, which is a very good thing. On the other hand, it doesn't noticably increase the power of protoss pressure. The mass recall makes protoss pressure less risky early game for the toss, but at the same time, using it means no cannon to hold a counter attack. Forcing toss to use the cannon then backing out will also prevent mass recalls: they're both high energy cost spells. Plus, from the looks of things, I'd much rather use the mothership core energy on recharging oracles and sentries. Agreed. Just a lot of zergs bitching they wont be able to instantly rush a third because the protoss wont be forced into ffe and can do some really early pressure without worrying about getting cleaned out when they leave the base. Why isn't that a problem though? Like, you can fast expand AND put pressure on Zerg without any risk for your base or your army... Isn't that bad? Wow someone with logic! Yes it is bad and I have said it before and will say again I hope it gets changed to later game. I can just picture it now "Yes I have his army surrounded why he attacked is a mystery" "oh wait fuck recall".
I more than welcome the ability to put on pressure or really do anything in a PvZ before the 10 minute mark. The fact that any matchup can have that few engagements early and even in some cases mid is a bad meta game that doesnt seem to be evolving out of.
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Northern Ireland23759 Posts
On August 15 2012 16:11 Adreme wrote:Show nested quote +On August 15 2012 16:02 blade55555 wrote:On August 15 2012 14:25 furerkip wrote:On August 15 2012 14:02 Infernal_dream wrote:On August 15 2012 13:58 Whitewing wrote:On August 15 2012 10:55 forsooth wrote:On August 15 2012 10:02 Cabinet Sanchez wrote:On August 15 2012 08:42 forsooth wrote:On August 14 2012 20:55 Cabinet Sanchez wrote:On August 14 2012 11:53 Zealot Lord wrote: Hmm with some tweaks I can potentially see tempest/oracle being useful and fun to play/watch under the hands of a pro. but balance aside, I really dislike the feel and looks of the battle hellion and especially the warhound - its units one would expect to see from a C&C ripoff or something =/
I'm usually not the one to complain, but Blizard wanting terran players to mech more in TvP results in.. essentially a mechanical marauder? That is so incredibly lame.. -_- You summarised it well, they really do feel like cheesey fucking C&C units. I don't mean to pick on Dustin, I mean he's a person, we shouldn't be assholes to the guy but isn't it a coincidence that he turns up and all the elements of Brood War which were good seem pissed away just to make room for "cool shit! LOL" in SC2? These units have a distinct C&C or Supreme Commander lameness about them. Plus - to get nerdy, they just don't really seem to fit in with the lore of the units for the Terrans in the Starcraft fucking universe! I get the impression that Blizzard don't know what mech actually means. It does not damn well mean that you get units with the same movement, acceration, turning speed as bio units, the same or similar firing rates or types but just make the unit models fucking machines! because the new Terran mech army seems no different at all from a bio army! Except unlike having to press T to stim them, the warhound will autocast the damn homing rocket..... Madness On August 14 2012 11:58 Dalavita wrote: Mothership core is absolutely retarded in the fact that you can get it really early and it turns into a siege tank that shoots as fast as a marauder. WHAT!?
Also, recall allowing Protoss to do all-ins and bail as soon as they get in trouble.
It's like Blizzard wants to screw over the earlygame.
Nothing needs to be said about the Tempest. Get rid of it and bring back the Carrier.
And it's nice to see that my predictions on how bad warhounds and battle hellions would be were pretty much spot on.
Also, lolacle.
The only thing that has any potential in HotS is the widow mine, and even that needs a couple of big changes.
Why is Blizzard doing this to us? Theorycraft time. Make mothership core require cyb core, change range to 12 and reduce damage. Make recall a researchable item at the cyb core, requires twighlight council before you can use it. Seems to allow people to still defend their base *kinda* early, delays the recall which I agree seems overly powerful yet makes it interesting in that it's researchable (and possible to chronoboost it) AND it makes you have to choose either air weapons/armour or researching recall (unless you build 2 cyb cores) Solved? Protoss already has an easier time than anyone else defending drops with cannons and warp-ins. Adding more ways is ridiculous. No, it's not ridiculous, you need to read the article on the defenders advantage. I'm talking about all 3 races, not just Protoss, needing slightly better base defence, which makes for longer games and just that tiny chance more that we'll have comebacks - which seem unfortunately extremely rare - even 2 years into WoL. There's already more than sufficient at-home defense for every race. Defender's advantage for Protoss is a PvP issue, not a PvZ/T issue. Sticking a big arclite cannon on top of a nexus in a base that already has cannons and power fields for units to be warped in is absolutely ridiculous, and recall just takes it even further. The whole idea is idiotic and guarantees a Protoss main complete freedom from all harass. If Protoss players want a more stable mirror, they should look at the actual problems with the design of warp gates rather than welcoming even more forgiving, get out of trouble free options that will make this game even more stale than it already is. It actually is a PvZ issue. One of the biggest PvZ problems is being aggressive early game, it's part of the reason so many players like Liquid`Nony are struggling to still use gateway expand builds rather than forge FE. This being available early may allow for gateway expand builds to be stable and reliable against early zerg all-ins, and make terrans think again before pulling the scv train bit-by-bit style and going all in super early. It's a good change, and it won't help much once the opponent unlocks the tech needed to pressure multiple locations at once or bypass terran issues (medivacs, overlord drops, mutas, blink, etc.). It opens up protoss early game a bit and makes them a little less predictable, which is a very good thing. On the other hand, it doesn't noticably increase the power of protoss pressure. The mass recall makes protoss pressure less risky early game for the toss, but at the same time, using it means no cannon to hold a counter attack. Forcing toss to use the cannon then backing out will also prevent mass recalls: they're both high energy cost spells. Plus, from the looks of things, I'd much rather use the mothership core energy on recharging oracles and sentries. Agreed. Just a lot of zergs bitching they wont be able to instantly rush a third because the protoss wont be forced into ffe and can do some really early pressure without worrying about getting cleaned out when they leave the base. Why isn't that a problem though? Like, you can fast expand AND put pressure on Zerg without any risk for your base or your army... Isn't that bad? Wow someone with logic! Yes it is bad and I have said it before and will say again I hope it gets changed to later game. I can just picture it now "Yes I have his army surrounded why he attacked is a mystery" "oh wait fuck recall". I more than welcome the ability to put on pressure or really do anything in a PvZ before the 10 minute mark. The fact that any matchup can have that few engagements early and even in some cases mid is a bad meta game that doesnt seem to be evolving out of. I've always felt that exerting non-committal pressure as Protoss is pretty dicey. Gateway units trade ok especially in really small numbers, but over-extension can be disastrous given the difficulty of retreating vs speed/conc shells etc. I'd like to do a bit more than just poke up the ramp in the early game, without risking losing all of my investment for no damage through no real fault of my own.
However, mass recall may be going too far the other way. I'd like it if somehow the radius was a lot smaller in the early game (say 6/7 units big), but could be upgraded lategame so you'd have the chance to recall like the mothership currently allows you to do.
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On August 15 2012 15:59 forsooth wrote:Show nested quote +On August 15 2012 13:50 Empirimancer wrote: Hey, cheer up guys, HOTS may screw up the game, but the single-player will be pretty cool.
If WoL is any indication, it will suck too. In terms of gameplay, WoL has, together with Dawn of War 2, the best RTS campaign out there.
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After watching HOTS battle reports i have bad feeling similar to Diablo 3 prior to release. Most of us seen incoming disaster but i for one have been hoping that it cant be that bad.
HOTS PvZ looked kind of promising. They tried to move zerg from usage of BL+inf composition. Seeing ground based zerg army with improved units able to fight collos revived my hopes.
But after seeing recent battle report my hopes have been stomped to ground.
After hearing latest Day $ cast I am wondering if we have first man able to fake orgasm if enough money is thrown in his way. I understand that some fake excitement is to be expected but that macro quote while terran is floating 3600 minerals is truly insulting to viewer intelligence.
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As Idra famously put it: "It's a shit game."
The only reason they can mention SC2 in the same sentence as "competitive" is due to the afterglow of BW. Otherwise, it's just another casual game. But go on, put "competitive" at the end to make more money Blizzard.
As for the game design, popularity and ultimately, the viability as an "e-sport". I give you these graphs:
![[image loading]](http://i.imgur.com/X2G0Y.jpg)
From xFire stats. Yes, I knew this game would flop so I kept a link to THIS for future reference. The game lost over 90% of players over a period of 2 years. So the game is old and was bound to lose player numbers I hear the screaming fanboys say. No, if the game were truely compelling and not something you casually play after a party with drunk friends, the graph would look like this:
![[image loading]](http://i.imgur.com/V13oi.jpg)
This is what a viable, competitive game looks like.
But if it's a forgettable casual game you finish once and put in the dust bin or fire up once in awhile to admire the destructable rocks, then the above SC2 graph makes sense.
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I just watched the battle report, and have a few comments to make:
1) I was about to mute the VOD several times as I couldn't stand the "oh my god all this is so awesome" crap any longer. 2) It's not that awesome, most if not all of the new stuff for T & P doesn't impress me at all.
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