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New Dustin Browder interview (From WCS china)

Forum Index > SC2 General
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monk: Just talked to Dustin and did an interview. There's a mistake in this translation. He said in the test map, Psionic units will be unaffected by Fungal, not Neural. Also, they're looking into a lot of changes for the infestor, including removing Neural entirely in HotS.
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
Last Edited: 2012-11-18 14:20:18
November 17 2012 12:37 GMT
#1
Edit: A new and much more detailed interview now out:



Thanks to slasher for sending me an embed link.

Summary:

-Zerg at a pretty good spot with the new units

-Burrow charge seems to overlap with viper and swarm host role

-Psionic units immune to infester fungal test map. so a good buff to ghosts and HT vs infester.

-Fungal projactile so it takes more skill to use.

-Protoss seems very good, Oracle might have minor number changes

-Tempests very good in, sometime too good in TvP.

-Widow mine useless when you know how to counter them.

-Mech still doesn't work vs toss.

-Hellbat buff

-Raven HSM too far out and some other unit redesigns before holidays.

The problem I have is with his race distribution justifications.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------


http://s.163.com/12/1117/16/8GHCFTK200314D0E.html

Here is the translation for HOTS and the infester.Full translation credit to weirdkid

Q:Who do you want to win the tournament?

All the players who made it to BWC are all heroes. To me, there's no such thing as a best player. They're all amazing. I just wish to enjoy the best and most balanced competition, without any problems regarding the balance.

How many times have you been to China? What's your impression of Shanghai?

This is my first time in China. I feel that Shanghai is really beautiful, really clean. It's orderly, and very modern.

Q:What strategies do you personally like to use?

I play random, and I can use any of the races. I know almost all the strategies for the races, as well as the various types of all-ins and cheeses.

I'm really good in the first 10-15 minutes, about as good as professionals even. But as the game draws longer, I become weaker and weaker, especially when it comes to a situation with 200/200 supply, my play is just.......

Q:Do you know that the Chinese players call you the marauder? [T/N: Because the marauder is bald, and he is bald, and their heads are pretty similarly shaped I guess]

(Much laughter) Oh, no no no, don't do that. When we look at Terran, we hope to look at it as a whole, and not just at a specific unit type. Balancing has to be done with the overall picture in mind.

As for the marauder, I feel that he is really strong, and is a compulsory unit in TvT and TvP. But he has his weaknesses too, like being unable to shoot air.

No matter what, I will still listen to your opinions, and examine the marauder carefully.

[T/N: Afterwards, Dustin Browder finally understood that he was called the marauder because he looked similar to a marauder, and he laughed even more about it.]

Q: You said the new units in HOTS are pretty good now, and you are going to make some change to some old units. Do you have any plans about changing the units in WOL? I'm more interested about the raven, void ray, carrier, and especially the infestor.

For now, I can't promise what is going to be changed. In the following weeks, we'll be taking a new look at the current existing units, whether we'll be doing some tweaks to some numbers or to overhaul and redesign the unit.

As for the units in WOL, I'll raise some examples. First example would be the hunter seeker missile of the raven. I'm still considering if I should tweak it or whether I should redesign it.

A second example would be the Thor's 250mm Cannons. Very few players use it currently, and so, HOTS is a good chance for us, and we may redesign it to make more players use 250mm cannon.

For the void ray, do you mean it's too weak? But before we made the previous change many people were complaining that it was very strong. I really want to make some crazy changes to the void ray, but we still don't know yet. We'll be doing some tests before Christmas.

Personally, I'm looking forward to a complete overhaul. That's why I'll be encouraging the Starcraft 2 team to make a few revolutionary changes to increase the diversity of our strategies.

Q: You seem to have forgotten the infestor (laughs)

Oh, I forgot. But never mind, I'll tell you.

Infestors. We are going to make a balance test map and put it on WOL servers, where psionic units would be immune to neural parasite. And on HOTS beta servers, we'll add a projectile animation back to Fungal Growth, just like in patch 1.3 PTR.

Note: Psionic units include the mothership, high templar, ghost, infestor, queen, and archon. Therefore, MC's complaint about the mothership being neural parasited would be solved... At this stage, one of the reporters quietly added "MC, you won..."



Question by Mike Morhaime: What about infested terrans?

That's really troublesome, and really hard to balance. We'll have to think about it somemore.

Q: Will the Starcraft 2 tournaments in 2013 be using HOTS or WOL?

That will be decided by the tournament. If they still want to use WOL it'll still be fine, so it'll be completely be up to the tournament organisers.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-11-17 12:40:44
November 17 2012 12:40 GMT
#2
They keep acting like Infestor is only a problem in ZvP.

Lol
czaku
Profile Joined June 2011
Poland429 Posts
Last Edited: 2012-11-17 12:44:25
November 17 2012 12:44 GMT
#3
This will help a lot with lategame pvz, lets see what strategies will evolve.
MuATaran
Profile Joined January 2011
Canada231 Posts
November 17 2012 12:44 GMT
#4
I think I would prefer you just give MS frenzy or whatever it is called that ultras have, with it not affecting Psionic those weird Archon all ins might come back and those were just silly. The reason they give for the change is pretty funny though, MC used to complain about this but now that he doesn't any more they are gonna fix it?
"Our Banshees will blot out the Sun! ... Then we shall Stim in the Shade." - Doa
RaZorwire
Profile Joined April 2012
Sweden718 Posts
November 17 2012 12:45 GMT
#5
Sounds good. Psionic being immune to neural will almost exclusively affect PvZ, but it would at least make the lategame engagements easier for Protoss. Fungal growth projectile is nothing I would mind tested in WoL either, but at least we get it in the beta.

Sounds good overall.
keeperton
Profile Joined December 2010
United States233 Posts
Last Edited: 2012-11-17 12:46:38
November 17 2012 12:45 GMT
#6
I look forward to playing around with whatever they try to change on old units in HotS. Already had a lot of fun with the new units, though my success with swarm hosts was very limited and it was more than likely my own fault.

Projectile fungal could work, especially depending on the speed of the projectile.
MateShade
Profile Joined July 2011
Australia736 Posts
November 17 2012 12:45 GMT
#7
On November 17 2012 21:44 astor wrote:
This will help a lot with lategame pvz, lets see what strategies will evolve.

hots is coming out in 4 months.. by the time this even gets to an ACTUAL patch there wont be time to develop 'strategies'. Also i dont see how anything will change at all.. what could possibly be different except spreading brood lords more?

this is just to keep people happy until they forget about it when hots comes out.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
November 17 2012 12:46 GMT
#8
Psionic immunity will fix a lot of things, good change!
Flying, sOs, free, Light, Soulkey & ZerO
RaZorwire
Profile Joined April 2012
Sweden718 Posts
November 17 2012 12:46 GMT
#9
On November 17 2012 21:44 MuATaran wrote:
I think I would prefer you just give MS frenzy or whatever it is called that ultras have, with it not affecting Psionic those weird Archon all ins might come back and those were just silly. The reason they give for the change is pretty funny though, MC used to complain about this but now that he doesn't any more they are gonna fix it?


I think that was a comment made by the writer of the interviewer, not something Browder said.
Zannadar
Profile Joined March 2011
Turkey294 Posts
Last Edited: 2012-11-17 12:49:55
November 17 2012 12:47 GMT
#10
Reverting back to no energy Thor with cooldown on cannons? Ok.

Also, Thor is a HUGE mechanic vehicle. Why can it not walk over broodlings? Similar to Colossus...Maybe even tanks? I mean they are TANKS...

+2-3 range on seeker missile maybe? So that they will be more than suicidal while attacking BL/Infestor composition...+Range and Fungal being a projectile will definitely make ravens one of the core units.
RaZorwire
Profile Joined April 2012
Sweden718 Posts
November 17 2012 12:47 GMT
#11
On November 17 2012 21:45 MateShade wrote:
Show nested quote +
On November 17 2012 21:44 astor wrote:
This will help a lot with lategame pvz, lets see what strategies will evolve.

hots is coming out in 4 months.. by the time this even gets to an ACTUAL patch there wont be time to develop 'strategies'. Also i dont see how anything will change at all.. what could possibly be different except spreading brood lords more?

this is just to keep people happy until they forget about it when hots comes out.


Would you prefer that they change nothing?
Olli
Profile Blog Joined February 2012
Austria24422 Posts
November 17 2012 12:49 GMT
#12
They should also address the problem of walking spince crawlers counting as buildings.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Sumahi
Profile Blog Joined January 2012
Guam5609 Posts
November 17 2012 12:49 GMT
#13
The plot thickens. Blizzard is being very dynamic with this game, it feels like its changing all the time. I hope people see them as being responsive this time around.
Startale <3, ST_July <3, HongUn <3, Savior <3, Gretorp <3, Nada <3, Rainbow <3, Ret <3, Squirtle <3, Bomber <3
Killmouse
Profile Joined August 2010
Austria5700 Posts
November 17 2012 12:50 GMT
#14
good changes , im happy
yo
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
November 17 2012 12:54 GMT
#15
kinda cool ideas, but annoying that archons will be immune, sometimes they are good targets for NP
iKill
Profile Blog Joined May 2011
Denmark861 Posts
November 17 2012 12:55 GMT
#16
On November 17 2012 21:49 DarkLordOlli wrote:
They should also address the problem of walking spince crawlers counting as buildings.


Why is this a problem?
thepuppyassassin: "My god... the deathball's grown wings!"
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2012-11-17 12:59:23
November 17 2012 12:58 GMT
#17
On November 17 2012 21:55 iKill wrote:
Show nested quote +
On November 17 2012 21:49 DarkLordOlli wrote:
They should also address the problem of walking spince crawlers counting as buildings.


Why is this a problem?


You can't even base race as protoss because zerg just walks around with their buildings and their unbeatable army. Soulkey vs HerO game 2 of their second series is the best example for that. It simply shouldn't be like that. Soulkey couldn't defend against the multitasking, lost all his bases so he just started walking around with spines in his army and HerO couldn't do anything about it, it's just stupid.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
iKill
Profile Blog Joined May 2011
Denmark861 Posts
November 17 2012 12:58 GMT
#18
On November 17 2012 21:54 Zrana wrote:
kinda cool ideas, but annoying that archons will be immune, sometimes they are good targets for NP


I don't know if I like this change. NP used to be the big deal about Infestors, but after the nerf to range 7, almost nobody uses it any more, and it's already hard as fuck to NP a mothership. I would prefer a change to fungal, or maybe even BLs (some people have suggested that BLs' get a cost nerf and a damage buff so that overall damage remains the same but the "broodling wall" is nerfed, I'd like that, it would fix some of the problems with lategame PvZ + lategame TvZ) . Glad that they're experimenting with fungal projectile - I hope they're not afraid to make it slow so that it's not as certain a hit as it is now.
thepuppyassassin: "My god... the deathball's grown wings!"
ACrow
Profile Joined October 2011
Germany6583 Posts
Last Edited: 2012-11-17 13:02:05
November 17 2012 12:59 GMT
#19
On November 17 2012 21:55 iKill wrote:
Show nested quote +
On November 17 2012 21:49 DarkLordOlli wrote:
They should also address the problem of walking spince crawlers counting as buildings.


Why is this a problem?

Watch HerO's games in this Code S. He was all over the place killing Soulkey's bases taking advantage of the BL+infestor deathball's immobility, until Soulkey decides to basetrade with a few walking spine crawlers with the army which led into a gg.
I don't know if it is really a problem, but it sure looked like HerO was the better player in that series. Kinda the same problem with flying buildings by Terrans, but that one never comes to play in the same way, as they don't have such a strong deathball.
Get off my lawn, young punks
Jumbled
Profile Joined September 2010
1543 Posts
November 17 2012 13:00 GMT
#20
I don't like it. I'd rather a change that gets away from relying on the mothership in lategame PvZ. This change to neural just makes it more important.
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