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Dignitas Apollo's Interview with David Kim - Page 2

Forum Index > SC2 General
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Dudasc
Profile Joined October 2012
Brazil286 Posts
Last Edited: 2013-04-11 04:26:13
April 11 2013 04:25 GMT
#21
On April 11 2013 13:14 frostalgia wrote:
Good interview. Nice to hear they are paying close attention.

I wouldn't say Medivacs are overpowered, but making Afterburners cost Energy would make things a lot more interesting. Feedback would be to stop Medivacs from boosting, instead of always one-shotting them because they have so much energy. It may also make Caduceus Reactor get used once in a while.

Widow Mines should just scale better with Mech upgrades. (Less splash until +1 at least)
Then you could even combine Mech/Air Attack upgrades just like Mech/Air Armor.

Swarm Hosts getting faster movement speed isn't a bad idea, but should be part of Locust Life upgrade. Burrow and Overlord Speed would be used more before Lair tech if they were 75 gas instead of 100. Blinding Cloud, however, is just a bad spell. Maybe have it affect Air but cut all unit Range in half?

Void Rays could require 5 seconds to get Armored bonus damage after activating Prismatic Alignment. They would have a weakness to sneak attacks, but still be strong if activated 5 seconds before battle.

I really wish there was an easier way to tell who casts Time Warps when watching a PvP.
The MsC used to spin fast during Envision in beta.. be nice if they'd bring it back for Time Warp.

Adding GSL/Proleague maps to the ladder pool is the way to go... especially the new GSL maps are great.


I think combining tech mech/air upgrades would be the most stupid change. TvZ mech is just fine, the top 2 barcodes terran players in EU are doing mech in TvZ, and BCs + thors + vikings + ravens are already unbeatable right now.

I think that the Locusts life upgrade wouldn't do the trick either, most of the time they die before doing any decent damage, and thats the reason zergs don't use them too much. Any decent korean protoss player (most GMs) can deal with them just fine: the low range make them clump up too much and then SHs are exposed. Not counting that SHs are extremely costy units in both supply and minerals/gas. They were supposed to be siege units but noone is scared of them haha, toss just tank them and keep macroing. Other siege units like colossi and tanks are much scarier.
frostalgia
Profile Joined March 2011
United States178 Posts
Last Edited: 2013-04-11 04:42:14
April 11 2013 04:28 GMT
#22
You might be right, I just find it strange to have Plating combined while Weapons isn't. Maybe just increase the research time.

Swarm Hosts would be more interesting if Locusts would respawn slightly faster when the Hosts are unburrowed and moving.
That would be a great way to force zergs to micro their Swarm Hosts more often.
we are all but shadows in the void
Masada714
Profile Joined March 2011
United States89 Posts
April 11 2013 05:10 GMT
#23
I'm sure most Zergs will disagree with me but I'm sad that they are considering buffing the Swarm Host. It is incredibly strong in ZvP, not sure about ZvT. But locusts do incredible amounts of damage and Toss typically doesn't have a good way to deal with it. They usually pop out with 10 - 15 Swarm Hosts at once and have support to instantly snipe any detection we have to deal with it. If you try to counter they will just completely destroy your base and if you try to engage it directly, more often then not it won't be very cost efficient if you kill everything and the you die to the resupply.

However, I'm really happy with the map discussion and it only looks like it will keep improving with every season. I'm curious to what maps we will see on the ladder for the next season.
MoonPieMat
Profile Joined January 2011
United States96 Posts
April 11 2013 05:21 GMT
#24
I think they are seeing the wrong issues with the Swarm host. Its movement speed and burrow time are not the reasons it's a poor unit. The amount of time it takes for the locust to spawn is. 25 seconds is simply too long for a siege unit to be effective. The campaign swarm hosts were disgustingly good. Do something similar with multiplayer swarm hosts. Lower the spawn time of locusts, make it so they "root" to attack (it's similar to burrow in that they can't move, but you don't need detection to attack them), and maybe lower attack and increase hp. Really separate them from tanks.

Disappointed with the lack of anything on ZvZ. It's absolutely terrible to play and watch. I realize bw ZvZ was 1base muta vs muta but it feels like WoL ZvZ had way more interesting play styles.

Also David Kim saying they were sending maps to tournaments strikes me as odd. Wouldn't you want the players to test these maps since they'd be, you know, playing on them? How would the tournament organizers know more than the actual people who play on these maps day in and day out?

I'm glad they are holding back with the nerfs though. Good interview overall
"OBJECTION!"
tshi
Profile Joined September 2012
United States2495 Posts
April 11 2013 05:28 GMT
#25
I feel so bad for David Kim. One of the hardest jobs, I'm sure. And a large part of what makes it hard must be ignoring all the whiny bitches and not lose focus on the actual job : (.

Respeck.
scrub - inexperienced player with relatively little skill and excessive arrogance
algorithm0r
Profile Joined May 2010
Canada486 Posts
April 11 2013 06:10 GMT
#26
Good interview and good OP covers most of the points. Still Blizz pls nerf Terran and Protoss and let me win with roaches only plox. OK TY.
SpurvL
Profile Joined March 2010
Sweden345 Posts
April 11 2013 06:23 GMT
#27
Apollo isnt a part of Dignitas
Naniwa, ThorZaiN, SaSe, DeMusliM, White-RA... Where are my Zerg heroes?.. Stephano <3
bGr.MetHiX
Profile Joined February 2011
Bulgaria511 Posts
April 11 2013 06:37 GMT
#28
great interview, Apollo is always great, good answers from David Kim.

i think in next balance patch they should rename the tempest "anti-broodlord" because it has no other uses.
yes,in pvp u can see tempest vs collosi, but its so rare and voidrays usually are the preferable choice of players
Top50 GM EU Protoss from Bulgaria. Streaming with commentary : www.twitch.tv/hwbgmethix
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
April 11 2013 06:58 GMT
#29
Kim isn't much of a fan of mech :| Bio is great but eventually grows old after a while, I don't think I'll stand the 4M for too long. Factory play should definitely be viable in every match-up, for the sake of diversity and fun. Also, I was kind of lost when he tried to explain why koreans are much better terrans than foreigners.
Terran & Potato Salad.
TigerKarl
Profile Joined November 2010
1757 Posts
April 11 2013 07:03 GMT
#30
Mech (with tanks) works even against protoss, just like it did in WoL. If you say otherwise, your either lazy or you're repeating things parrot-fashion, just because pros are too lazy to try that.
Zanzabarr
Profile Joined October 2010
Canada217 Posts
April 11 2013 07:07 GMT
#31
Swarm hosts are great against toss, and locust damage is ridiculous, 12 damage 0.86 delay before upgrades per locust? They just aren't being used properly or enough in some cases.
Shartugal
Profile Joined September 2011
Denmark134 Posts
April 11 2013 07:12 GMT
#32
I would much rather see a nerf to Widow Mines and/or Hellbats, rather than Speed Medivac Boost, since it actually makes you want to drop more and multitask more, whereas hellbats are big 1a units
Hot_Bid:" What are your longterm plans?" Seiplo:"Money, fame and bitches"
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2013-04-11 07:22:42
April 11 2013 07:22 GMT
#33
On April 11 2013 13:28 frostalgia wrote:
You might be right, I just find it strange to have Plating combined while Weapons isn't. Maybe just increase the research time.

Initially, they combined both Weapon upgrades along with Plating upgrades during the beta. Thing is, you suddenly have this fully upgraded Mech ball with Vikings Banshees and BCs with full upgrades as well. The transition was just too powerful, so they dialed it back to just Armor.

Medivacs' Afterburners costing energy just seems like something that Blizzard would already think of. In fact, I'd be very surprised if it haven't already been tested.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2013-04-11 07:31:13
April 11 2013 07:25 GMT
#34
On April 11 2013 12:55 KanoCoke wrote:
Show nested quote +
On April 11 2013 11:23 blade55555 wrote:
On April 11 2013 11:22 KanoCoke wrote:
Increase the supply requirements for swarm host by one, increase the number of locusts it spawns by one maybe?


3 supply is already a lot doesn't need to be 4 supply.

I wouldn't mind a buff to my beloved swarmhosts

Wouldn't it be worth 4 supply to have 2 locusts spawn per cycle for a single swarm host be good though? 12 supply for 6 locusts compared to 12 supply for 4 locusts per cycle isn't much at first glance, but the more swarm hosts you get, the better it is (24 supply for 12 locusts sounds better than 24 supply for 8 locusts, and so on). It's like spawning zerglings with ranged attack for free. Totally zerg-like in my opinion compared to what it was previously.

Sorry, I am not following you here? 24 supply of Swarm Hosts spawn 16 Locusts, not 8. Single Swarm Host spawn 2 Locusts at a time, not 1.

Maybe they should remove current Enduring Locusts upgrade, and give it by default, and put in upgrade that let you spawn 3 Locusts instead of 2?


But even without this, I think that Swarm Hosts aren't bad units, but just underused. I think that Mine needs a bit of its splash nerfed, Medivac should be fine, but we will see. And I would love to see Hellbats have their damage nerfed, and getting it back with Infernal Preigniter. This way it just seems... stupid. That upgrade is close to worthless and it would make sense, since Hellions and Hellbats are basically same units.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
mrRoflpwn
Profile Blog Joined February 2011
United States2618 Posts
April 11 2013 07:35 GMT
#35
On April 11 2013 13:10 Dudasc wrote:
They should increase the range of the locusts back to 3 and probably increase SHs move speed a little bit.

It's very disappointing that he didnt say anything about zergs air issues: bad anti-air, and broodlords not being viable again. You just can't win ZvP or ZvT air battle.

Also nothing about ZvZ..

That's sad


Broodlords are viable depending on how you play. If you play a heavy roach hydra viper style then going into broodlords would make sense. If you just sit back and expect to make a brood lord army and auto win like in WoL then you will lose. Zerg has to be aggressive nowadays and not many people are getting used to it.
Long live the Boss Toss!
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
April 11 2013 07:37 GMT
#36
On April 11 2013 16:03 TigerKarl wrote:
Mech (with tanks) works even against protoss, just like it did in WoL. If you say otherwise, your either lazy or you're repeating things parrot-fashion, just because pros are too lazy to try that.


I love sc2 hipsters.
Terran & Potato Salad.
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
April 11 2013 07:37 GMT
#37
The should have brought the lurker back its as simple as that. As to fixing Swarmhosts how about the hosts being able to hit air too? It would make them a bit more versatile and i think would encourage them to be used in general play
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 11 2013 08:01 GMT
#38
DK did say that he feels that the entertainment value of Mech compositions is below bio simply due to there being less action and more an intent to 'build up the ball' (he didn't say deathball, but he certainly meant that) before attacking - creating stale games that are long and end with one big fight at the ~20 min mark.

I actually agree with this, but I have no idea how they should fix this to make it more fun to watch (and play). To make let's say a few Thor, tank and hellion drops viable, these should have some sort of healing mechanic (like the science vessel in the terran campaign). To oppose the deathball (which we all hate) there should be some sort of anti-armored explosive (like the baneling or widow mine dealing more damage to armored units so there is less intent to clump them up).

These are just thought I'm throwing out here.

As for the interview: I think it was absolutely great. You are a good interviewer (and you were lucky with the acoustics in that room, they aren't so bad) and the questions you asked were of a wide variety, on interesting topics and well-formulated.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Penev
Profile Joined October 2012
28484 Posts
April 11 2013 08:05 GMT
#39
- Mech is fine, it just isn't being experimented with and that is less of a balance problem than it is a player problem

This is because of not needing to transition out of MMM imo. Bio drop play is fun and all but Terran should be forced to transition into higher tear units more. Pure bio shouldn't be an option lategame. I would have liked it if, in stead of the boost, medivacs would have gotten a repair function for mech; When picked up by medivac, unit gets repaired in time by the medivac itself or by a scv.
I Protoss winner, could it be?
Rainling
Profile Joined June 2011
United States456 Posts
Last Edited: 2013-04-11 08:29:29
April 11 2013 08:10 GMT
#40
On April 11 2013 12:58 Goldfish wrote:
Show nested quote +
On April 11 2013 12:46 grunge wrote:
Yea Siege tanks against protoss are still a losing money pit. In regards to TVZ, I think it's the most exciting match up with the tallest skill ceiling. Match ups more similar to TVP are not what we need at all. To the cat who said people need to stop wanting this to be brood war, that confuses me because that would be the best thing to happen to starcraft 2.


Yeah, I agree. Some things in BW were just great and should return.

One great thing from BW that should definitely return:

The way most air units (and some ground units too) can attack and move at the same time (and dance all over the place).

In terms of "dancing" air units can turn basically instantly (if you manually command them to move a certain direction) but if you a-move somewhere (and if they're not already facing the target they want to attack), then they'll decelerate and lose speed

This wasn't a "mindless rapid clicking mechanic" either, it requires attention and thought. It's simple to learn and fun to use mechanic (that is also hard to master).

I think this is a wonderful idea. This old LaLush thread is a decent guide to how unit micro potential could be improved, it's biased but has useful information: http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769

Here are the three components he credits with increasing the degree of control players have over air units in Brood War:

Attack command: Right click or a-click on a unit followed by a quick move command to avoid deceleration. If you don’t a-click on a unit or building your units will act like SC2 air units.
Hold position: Move units towards enemy and press H followed by a move command to avoid deceleration. Allows spreading shots and dealing damage more efficiently as opposed to target firing one single unit and wasting damage.
Patrol command: Allows you to fire from a 90° angle without losing speed. Is frequently employed against scourge.


I can't think of good reasons changes like these shouldn't be implemented in Starcraft 2, other than the argument that they would be perceived as buggy. I think a reasonable argument can be made for not implementing the patrol command, it seems somewhat random that you can patrol at a certain angle from a unit you are attacking without decelerating. However, the attack command and hold position command are both easy and intuitive to learn, while very difficult to master (Blizzard's design philosophy!).

Edit: On topic, I agree with everything David Kim said in the interview and I think he's taking the right approach.
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