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Wings of Liberty: Situation Report 1/11/13 - Page 5

Forum Index > SC2 General
312 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 14 15 16 Next All
Ace1123
Profile Joined September 2011
Philippines1187 Posts
January 12 2013 06:58 GMT
#81
Great Changes Go BLIZZ!
ForGG, Mvp, MMA, MarineKing, BoxeR,
Ace1123
Profile Joined September 2011
Philippines1187 Posts
January 12 2013 07:30 GMT
#82
I want new Map Pools -__-
ForGG, Mvp, MMA, MarineKing, BoxeR,
ReMiiX
Profile Blog Joined April 2009
United States338 Posts
January 12 2013 07:44 GMT
#83
Blizzard working with the community. I have hope for the future of this game. Gogo blizz!
GaTech CSL fighting!
Dirkinity
Profile Joined November 2012
Germany409 Posts
January 12 2013 07:49 GMT
#84
Why do they need to test this? Just nerf the imbafestor and fine. And buff Raven Speed and Range, kkthx!
tsuxiit
Profile Joined July 2010
1305 Posts
January 12 2013 08:09 GMT
#85
We’re also discussing our direction for the Heart of the Swarm map pool. Though we will go into further detail at a later date, we are currently planning to make heavier use of popular tournament maps, refresh the map pool more frequently than we did in Wings of Liberty, and work closely with tournament organizations around the world in order to collaborate on map development.


Ah...how refreshing...none of these things have ever before been promised.
Addict
Profile Joined July 2011
Belgium164 Posts
January 12 2013 08:16 GMT
#86
Great changes
Greenei
Profile Joined November 2011
Germany1754 Posts
January 12 2013 08:20 GMT
#87
this will only help protoss... sigh.
IMBA IMBA IMBA IMBA IMBA IMBA
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
Last Edited: 2013-01-12 08:26:04
January 12 2013 08:23 GMT
#88
I guess nerfing infested terran will help protoss in the late game but I don't think this does anything substantial for terran.
The biggest problem with infestor, balance and design wise, is fungal. It roots, it deals damage, it can be chain used making it too unforgiving for the opponent, it hits air&ground etc. And all that from a unit that costs only 2 supply.

But nerfing fungal would require buffs in other areas, probably hydras etc. and it is too much work for Blizzard so they will never do it.

I dont understand how, in 2 years of wol, they never put effort to at least remove root ability and play around buffing hydra movement speed, or range etc.

I just hope they eventually change fungal in Hots since zerg gets new units and with proper nerfs to fungal and buffs to zerg in other places, it could make game more balanced and interesting than wol ever was.
Whitewing
Profile Joined October 2010
United States7483 Posts
January 12 2013 08:25 GMT
#89
I like how blizzard is finally adding cross positions, long after everyone has grown bored with those maps in their entirety -_-.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
January 12 2013 08:26 GMT
#90
nerf creep spread already ffs
@KawaiiRiceLighT
sc2pal
Profile Joined February 2011
Poland624 Posts
January 12 2013 08:32 GMT
#91
Thank you blizzard
Bagration
Profile Blog Joined October 2011
United States18282 Posts
January 12 2013 08:33 GMT
#92
Interesting, but is it too late, considering that there is only 2 more months before HOTS? It will certainly make Protoss especially stronger in lategame PvZ
Team Slayers, Axiom-Acer and Vile forever
RaiZ
Profile Blog Joined April 2003
2813 Posts
January 12 2013 08:36 GMT
#93
On January 12 2013 10:19 Xpace wrote:
"We've held off on these changes until now primarily because we thought having different sets of hidden start location rules for each map might be confusing to lower level players."
"At this point we feel that most StarCraft II players have a solid understanding of starting locations on each map."

Wait, what?

Dunno if you're being sarcastic or not, but I'll take the serious' one : maps like shakuras and metalopolis comes to mind when they had 3 starting position instead of 4 (Shakuras is horizontal spawns only, Metalo it was either in your side or cross position, both never had the closest spawning positions (except on the very first seasons)).
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Big J
Profile Joined March 2011
Austria16289 Posts
January 12 2013 09:18 GMT
#94
On January 12 2013 17:20 Greenei wrote:
this will only help protoss... sigh.

And mech, and anything Terran air and it might stop lategame mass IT wars in ZvZ.
(and of course factory heavy biomech like 3factory transitions)
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
January 12 2013 09:21 GMT
#95
I didnt realize this before, but their reason for not updating the maps pisses me off to no end.
4th August 2012...Never forget.....
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 12 2013 09:39 GMT
#96
On January 12 2013 17:09 tsuxiit wrote:
Show nested quote +
We’re also discussing our direction for the Heart of the Swarm map pool. Though we will go into further detail at a later date, we are currently planning to make heavier use of popular tournament maps, refresh the map pool more frequently than we did in Wings of Liberty, and work closely with tournament organizations around the world in order to collaborate on map development.


Ah...how refreshing...none of these things have ever before been promised.


Well it's true though they have never said they would put in more tournament maps or anything. Now I could be wrong but you make it sound like they have promised this before when they haven't. I could just be mis-understanding and you might be serious, just seems sarcastic to me.

I am confident that blizzard is going to be changing the map pool more and working with tournament organizers. Really happy about this
When I think of something else, something will go here
graNite
Profile Blog Joined December 2010
Germany4434 Posts
January 12 2013 09:41 GMT
#97
On January 12 2013 17:36 RaiZ wrote:
Show nested quote +
On January 12 2013 10:19 Xpace wrote:
"We've held off on these changes until now primarily because we thought having different sets of hidden start location rules for each map might be confusing to lower level players."
"At this point we feel that most StarCraft II players have a solid understanding of starting locations on each map."

Wait, what?

Dunno if you're being sarcastic or not, but I'll take the serious' one : maps like shakuras and metalopolis comes to mind when they had 3 starting position instead of 4 (Shakuras is horizontal spawns only, Metalo it was either in your side or cross position, both never had the closest spawning positions (except on the very first seasons)).


I think he was talking about the fact that they held it back because they thought it was too complicated for newer players...
Why didn't they just put a description of where your opponent can spawn on the loading screen?!
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Godwrath
Profile Joined August 2012
Spain10121 Posts
January 12 2013 09:42 GMT
#98
On January 12 2013 10:17 Zrana wrote:
Doesn't it seem like there's basically no reason to get range upgrades now for zerg, apart from maybe holding some all-ins with +1? Though even that is questionable.


If you only played infestor armies... sure. But that's the whole problem and what they are trying to fix in the first place.
WerderBremen
Profile Joined September 2011
Germany1070 Posts
January 12 2013 09:45 GMT
#99
Great changes, they are so needed. Better they realize later than never.
"Thats the moment you send the kids outta the room - when you get contained by MarineKing." Tasteless
n0ise
Profile Joined April 2010
3452 Posts
Last Edited: 2013-01-12 09:59:30
January 12 2013 09:58 GMT
#100
On January 12 2013 17:36 RaiZ wrote:
Show nested quote +
On January 12 2013 10:19 Xpace wrote:
"We've held off on these changes until now primarily because we thought having different sets of hidden start location rules for each map might be confusing to lower level players."
"At this point we feel that most StarCraft II players have a solid understanding of starting locations on each map."

Wait, what?

Dunno if you're being sarcastic or not, but I'll take the serious' one : maps like shakuras and metalopolis comes to mind when they had 3 starting position instead of 4 (Shakuras is horizontal spawns only, Metalo it was either in your side or cross position, both never had the closest spawning positions (except on the very first seasons)).


You
Can
CLEARLY MARK
The starting positions
On the loading screen

Or even write something like "Cross position only"

It's one of the many jokes SCII players have to take, along with "we're nerfing infestors eggs to make things fair" and so on. How do upgrades on infested terrans help me when Z has overlord spots on the whole map, can scout anything, can react to anything, and if I don't immediately take map control, there's creep spread in my base and I can never take a third?
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