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New Dustin Browder interview (From WCS china) - Page 20

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.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
November 18 2012 11:04 GMT
#381
Don't really understand why they are focusing on NP. NPing the mothership is just a tip of the stupid meter in ZvP lategame. Having to archon toilet to win BL+infestor+spine army is in the first place just really stupid and they should really be focusing on that, and in the least make sure that HotS PvZ lategame will not end up like that. Personally I don't think projectile will be enough, you need to be able to micro against FG incombat, even FF allow you to pick up your front units, burrow under them, blink over them or crush them. It's very frustrating to loose a game because a rogue infestor was able to catch your units out of position once(with follow up infestors with FGs to kill everything).
Insoleet
Profile Joined May 2012
France1806 Posts
November 18 2012 11:05 GMT
#382
I think the projectile is great. Its like the reaver in bw. Huge excitements indeed.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
November 18 2012 11:06 GMT
#383
On November 18 2012 20:04 Zarahtra wrote:
Don't really understand why they are focusing on NP. NPing the mothership is just a tip of the stupid meter in ZvP lategame. Having to archon toilet to win BL+infestor+spine army is in the first place just really stupid and they should really be focusing on that, and in the least make sure that HotS PvZ lategame will not end up like that. Personally I don't think projectile will be enough, you need to be able to micro against FG incombat, even FF allow you to pick up your front units, burrow under them, blink over them or crush them. It's very frustrating to loose a game because a rogue infestor was able to catch your units out of position once(with follow up infestors with FGs to kill everything).


You should read the mod message on top of the thread.
Always look on the bright side of life
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2012-11-18 11:08:42
November 18 2012 11:07 GMT
#384
On November 18 2012 20:06 Deckkie wrote:
Show nested quote +
On November 18 2012 20:04 Zarahtra wrote:
Don't really understand why they are focusing on NP. NPing the mothership is just a tip of the stupid meter in ZvP lategame. Having to archon toilet to win BL+infestor+spine army is in the first place just really stupid and they should really be focusing on that, and in the least make sure that HotS PvZ lategame will not end up like that. Personally I don't think projectile will be enough, you need to be able to micro against FG incombat, even FF allow you to pick up your front units, burrow under them, blink over them or crush them. It's very frustrating to loose a game because a rogue infestor was able to catch your units out of position once(with follow up infestors with FGs to kill everything).


You should read the mod message on top of the thread.

Indeed I should, however that still doesn't invalidate my concern for the FG, just the NP part.

Edit: Actually it invalidates neither part, that is unless they end up removing NP.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-11-18 11:16:01
November 18 2012 11:15 GMT
#385
On November 18 2012 19:09 Zannadar wrote:
Show nested quote +
On November 18 2012 17:53 Deckkie wrote:
Another interview, this time on Gamespot.

http://au.gamespot.com/starcraft-ii-wings-of-liberty/videos/dustin-browder-talks-about-a-special-tournament-server-and-more-6400295/?hd=1&contsessid=71476856c5f216c9995fe66c367c8406&prevBounce=6400296


Important notes from the interview:

[...]

-There seems to be no problem with clustering. Most pros/players want units to be clustered. Having clustering by default was the choice for DB. Players should split up their units if they want to engage that way. Marines/Marauders fighting zealots want to be clustered but they obviously have to split up vs. banelings.

[...]

Players only want their units to cluster up because there is no penalty for doing so. As QXC said well designed units balance power with a disadvantage or two, but clustering your units has none and this creates the problem. If the Siege Tank did 70 damage instead of their nerfed damage players would probably "think differently", but even without such a change Browder does not understand the problem behind too many units clustered in a tight clump. This seems to prove that they are looking at it from the wrong point of view.

The problem is really one of math and critical numbers. The game balance is different according to the number of units present in an encounter. If you have 2 Marines against 1 Zealot the Marines will have to run away from the Zealot and try to kite him, but if you have 20 Marines against 10 Zealots the Marines will win most likely without having to move, because they have enough "clump dps" to kill a few of the Zealots before they get to the Marines. This change in the balance gets bigger and bigger with more increasing numbers and it is the reason why Fungal and Infested Terran are sometimes overpowered. Its all about "critical numbers" which are a terrible thing for a strategy game to have.
If you cant say what you're meaning, you can never mean what you're saying.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
November 18 2012 11:17 GMT
#386
On November 18 2012 20:07 Zarahtra wrote:
Show nested quote +
On November 18 2012 20:06 Deckkie wrote:
On November 18 2012 20:04 Zarahtra wrote:
Don't really understand why they are focusing on NP. NPing the mothership is just a tip of the stupid meter in ZvP lategame. Having to archon toilet to win BL+infestor+spine army is in the first place just really stupid and they should really be focusing on that, and in the least make sure that HotS PvZ lategame will not end up like that. Personally I don't think projectile will be enough, you need to be able to micro against FG incombat, even FF allow you to pick up your front units, burrow under them, blink over them or crush them. It's very frustrating to loose a game because a rogue infestor was able to catch your units out of position once(with follow up infestors with FGs to kill everything).


You should read the mod message on top of the thread.

Indeed I should, however that still doesn't invalidate my concern for the FG, just the NP part.

Edit: Actually it invalidates neither part, that is unless they end up removing NP.


I didnt mean to say anything about your point of view. Just trying to make you more informed. Maybe too passive agressive? I can only say that I didnt really sleep, and hope to find some forgiveness.
Always look on the bright side of life
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 18 2012 11:26 GMT
#387
Hmm, i'm starting to change my opinion on DB, he makes good points. My decision on buying HOTS depends on how they will go about fixing mech TvP. I'm still worried they will do stupid design choices like the bio Hellbat or Medivac heal mechanic.
Head Coach Park: "They should buff tanks!"
aksfjh
Profile Joined November 2010
United States4853 Posts
November 18 2012 11:38 GMT
#388
On November 18 2012 20:15 Rabiator wrote:
Show nested quote +
On November 18 2012 19:09 Zannadar wrote:
On November 18 2012 17:53 Deckkie wrote:
Another interview, this time on Gamespot.

http://au.gamespot.com/starcraft-ii-wings-of-liberty/videos/dustin-browder-talks-about-a-special-tournament-server-and-more-6400295/?hd=1&contsessid=71476856c5f216c9995fe66c367c8406&prevBounce=6400296


Important notes from the interview:

[...]

-There seems to be no problem with clustering. Most pros/players want units to be clustered. Having clustering by default was the choice for DB. Players should split up their units if they want to engage that way. Marines/Marauders fighting zealots want to be clustered but they obviously have to split up vs. banelings.

[...]

Players only want their units to cluster up because there is no penalty for doing so. As QXC said well designed units balance power with a disadvantage or two, but clustering your units has none and this creates the problem. If the Siege Tank did 70 damage instead of their nerfed damage players would probably "think differently", but even without such a change Browder does not understand the problem behind too many units clustered in a tight clump. This seems to prove that they are looking at it from the wrong point of view.

The problem is really one of math and critical numbers. The game balance is different according to the number of units present in an encounter. If you have 2 Marines against 1 Zealot the Marines will have to run away from the Zealot and try to kite him, but if you have 20 Marines against 10 Zealots the Marines will win most likely without having to move, because they have enough "clump dps" to kill a few of the Zealots before they get to the Marines. This change in the balance gets bigger and bigger with more increasing numbers and it is the reason why Fungal and Infested Terran are sometimes overpowered. Its all about "critical numbers" which are a terrible thing for a strategy game to have.

No, it's a good thing for an RTS to have. It makes the gameplay varied, allowing for different tactics depending on the time in the game and the investments each player has made.

If you want a game where zealots always beat marines, there are other RTS games for you.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
Last Edited: 2012-11-18 11:57:33
November 18 2012 11:46 GMT
#389
On November 18 2012 20:38 aksfjh wrote:
Show nested quote +
On November 18 2012 20:15 Rabiator wrote:
On November 18 2012 19:09 Zannadar wrote:
On November 18 2012 17:53 Deckkie wrote:
Another interview, this time on Gamespot.

http://au.gamespot.com/starcraft-ii-wings-of-liberty/videos/dustin-browder-talks-about-a-special-tournament-server-and-more-6400295/?hd=1&contsessid=71476856c5f216c9995fe66c367c8406&prevBounce=6400296


Important notes from the interview:

[...]

-There seems to be no problem with clustering. Most pros/players want units to be clustered. Having clustering by default was the choice for DB. Players should split up their units if they want to engage that way. Marines/Marauders fighting zealots want to be clustered but they obviously have to split up vs. banelings.

[...]

Players only want their units to cluster up because there is no penalty for doing so. As QXC said well designed units balance power with a disadvantage or two, but clustering your units has none and this creates the problem. If the Siege Tank did 70 damage instead of their nerfed damage players would probably "think differently", but even without such a change Browder does not understand the problem behind too many units clustered in a tight clump. This seems to prove that they are looking at it from the wrong point of view.

The problem is really one of math and critical numbers. The game balance is different according to the number of units present in an encounter. If you have 2 Marines against 1 Zealot the Marines will have to run away from the Zealot and try to kite him, but if you have 20 Marines against 10 Zealots the Marines will win most likely without having to move, because they have enough "clump dps" to kill a few of the Zealots before they get to the Marines. This change in the balance gets bigger and bigger with more increasing numbers and it is the reason why Fungal and Infested Terran are sometimes overpowered. Its all about "critical numbers" which are a terrible thing for a strategy game to have.

No, it's a good thing for an RTS to have. It makes the gameplay varied, allowing for different tactics depending on the time in the game and the investments each player has made.

If you want a game where zealots always beat marines, there are other RTS games for you.


I always read loads of these type of arguments. "There shouldnt be rock paper siccor elements in RTS." I wonder, did you ever play other RTS games on a normal competitive level?
Always look on the bright side of life
algue
Profile Joined July 2011
France1436 Posts
November 18 2012 11:49 GMT
#390
Hell [bat] YEAH !! Hellbat's gonna be buffed !

My favorite unit in the game , i'll use it in every match up!
rly ?
ReachTheSky
Profile Joined April 2010
United States3294 Posts
November 18 2012 11:51 GMT
#391
Man you should have asked him how he felt about there being only 2 terrans in the top 16 ><
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9443 Posts
November 18 2012 11:56 GMT
#392
On November 18 2012 20:26 Sapphire.lux wrote:
Hmm, i'm starting to change my opinion on DB, he makes good points. My decision on buying HOTS depends on how they will go about fixing mech TvP. I'm still worried they will do stupid design choices like the bio Hellbat or Medivac heal mechanic.


Yeh it was a pretty good interview. I still think DB's way of designing the game is flawed as it seems to be too much focussed on throwing different units into the game, instead of having a "goal for how the game should be played (which kind of options each races should have, appropriate responses from the opponent etc)", and then designing the proper units.

And yes, my buying decision relies on mech tvp as well. No reason to buy the game as it is now.
Godwrath
Profile Joined August 2012
Spain10152 Posts
November 18 2012 12:00 GMT
#393
The fungal not affecting ghosts is "interesting", i guess they wouldn't get uncloaked, but overseers aren't psionic so sniping them isn't exactly easy before your ghost get reaped from afar because broodlords.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
November 18 2012 12:02 GMT
#394
On November 18 2012 20:51 ReachTheSky wrote:
Man you should have asked him how he felt about there being only 2 terrans in the top 16 ><


GSL Code S was once only 1-2 protoss player(s). How about that? It might be temporary, so wait for next season.
Dvriel
Profile Joined November 2011
607 Posts
November 18 2012 12:02 GMT
#395
The worst thing is he saying that racial distribution would be a problem if everybody in a tournament was P,T or Z.Come on,really? This is for you race distribution issue?? 16 P,4 T and 12 Z is not an issue in a tournament? Incredible...
Cuce
Profile Joined March 2011
Turkey1127 Posts
November 18 2012 12:02 GMT
#396
fungal not effecting sentries is more intrested I think
64K RAM SYSTEM 38911 BASIC BYTES FREE
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
November 18 2012 12:03 GMT
#397
On November 18 2012 21:00 Godwrath wrote:
The fungal not affecting ghosts is "interesting", i guess they wouldn't get uncloaked, but overseers aren't psionic so sniping them isn't exactly easy before your ghost get reaped from afar because broodlords.


Now imagine a HT, with his almighty mobility, dodging broodlings left and right in order to feedback some infestors.
Terran & Potato Salad.
algue
Profile Joined July 2011
France1436 Posts
November 18 2012 12:05 GMT
#398
On November 18 2012 21:02 Dvriel wrote:
The worst thing is he saying that racial distribution would be a problem if everybody in a tournament was P,T or Z.Come on,really? This is for you race distribution issue?? 16 P,4 T and 12 Z is not an issue in a tournament? Incredible...


it's just combination of circumstances would say a protoss player...
rly ?
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
Last Edited: 2012-11-18 12:09:34
November 18 2012 12:08 GMT
#399
On November 17 2012 21:37 DaveVAH wrote:
-Psionic units immune to infester fungal test map. so a good buff to ghosts and HT vs infester.

I don't like this, seems like another balance change where intuitive thinking is disregarded. If I cast a spell it should affect all units in its range, that's how it's always been and balance is not a good enough reason to change that. It's confusing for both players and spectators.

- Fungal projactile so it takes more skill to use.


They should make the projectile's height between air and ground, so it doesn't look silly when a ground missile hits an air target and vice versa.
/commercial
Godwrath
Profile Joined August 2012
Spain10152 Posts
November 18 2012 12:11 GMT
#400
On November 18 2012 21:03 Lukeeze[zR] wrote:
Show nested quote +
On November 18 2012 21:00 Godwrath wrote:
The fungal not affecting ghosts is "interesting", i guess they wouldn't get uncloaked, but overseers aren't psionic so sniping them isn't exactly easy before your ghost get reaped from afar because broodlords.


Now imagine a HT, with his almighty mobility, dodging broodlings left and right in order to feedback some infestors.


I wasn't even thinking on them like a possibility because fungal or not they fucking die to broodlords. All the time.
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