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On July 08 2013 06:14 ProAndrii wrote:Lowering basic Hellbat damage to 18 +4vs and making Blue Flame return Hellbat to do 18 +18 vs light is definitely gonna help out with those silly TvT games we see now. Plus making transformation upgrade cost 50/50 gonna make it quite useful actually e.g. harassing opponent with a few Blue Flame Hellions to remain safer with medivacs when able and returning to full power to defend when needed, defending late game Zealot, DT harass is going to get easier and more exciting to watch 
With your brilliance, you should be an inventor. Try coming up with solutions to the pressing problems of our times. For example, we really need a primarily single-passenger transportation which takes no fuel and allows for flexible maneuvering. It might help to utilize a couple of these new contraptions called "the wheel".
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Make it so that they are not bio and medivacs can't heal them. That would solve a lot tbh
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On July 08 2013 06:21 -Switch- wrote: Make it so that they are not bio and medivacs can't heal them. That would solve a lot tbh
Unfortunately Archon
Archons do additional damage vs biological. This will massively buff hellbat vs toss.
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On July 08 2013 06:24 Rye. wrote:Show nested quote +On July 08 2013 06:21 -Switch- wrote: Make it so that they are not bio and medivacs can't heal them. That would solve a lot tbh Unfortunately ArchonArchons do additional damage vs biological. This will massively buff hellbat vs toss.
It's a tiny buff compared to the massive nerf of not being healed by medivacs anymore.
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On July 08 2013 06:24 Rye. wrote:Show nested quote +On July 08 2013 06:21 -Switch- wrote: Make it so that they are not bio and medivacs can't heal them. That would solve a lot tbh Unfortunately ArchonArchons do additional damage vs biological. This will massively buff hellbat vs toss.
Yes the reason why they became Bio in the first place, still remember the Beta with Hellbats just tanking Protoss while bio doesn't even have to kite. No way to reach Ghosts and Vikings and after the Bio change, they optimized Hellbats vs Zealots even. So this would be a huge buff for TvP, while it would not affect the Hellvac problem in TvT. It would help Zerg a little though against Hellvacs, but they are the least troubled anyway. Was quiet funny to see a Terrans roll over Protoss and then they introduce this change and don't even mention TvP. Okay it made Hellbats useless versus Toss until they optimized the splash. So maybe they weren't aware.
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On July 05 2013 14:04 Rabiator wrote:Show nested quote +On July 04 2013 23:41 woreyour wrote:On July 04 2013 23:37 SsDrKosS wrote:On July 04 2013 23:33 woreyour wrote:On July 04 2013 23:09 SsDrKosS wrote:On July 04 2013 22:55 woreyour wrote:On July 04 2013 17:31 SsDrKosS wrote:On July 03 2013 18:49 woreyour wrote:On July 03 2013 18:18 SsDrKosS wrote:On July 03 2013 17:59 MrSourGit wrote: [quote]
I would go for this , minor needs in effectiveness and timing for a while .... I agree with no2 (which is what blizzard wants) but 1 and 3 sounds weird. I actually want hellbat gets +1 armor (not sure light unit can have armor) or some health boost and make it pure mech, but I hardly think blizzard will remove bio tag ever. If they do, many won't QQ though. And require 2 upgrade? its gonna be like terran hydra! I rather remove the whole transformation upgrade that hellions comes with transformation when armory finish Why would number 3 be weird? the problem is hellbat and drops. upgrade before drops can still be worth it but terran needs to invest more or make it just delayed not coming in 7:30 mins and killing all workers. I also have another thing come up to mind, make hellbats armored, and remove healing option but this sounds drastic. Just makes sense since they took parts of themselves and turned arms into shields, made their HP total to 135, it is big and slow so should be armored (looks like a marauder/firebat). No you dont need to have 2 upgrades to be implemented, as I said they can choose one of those, pre ignigter or transform. Each one of the options would make it more pleasant than the current state as it would delay the 7:30 drop. 1st option would make the early drop 3 shot workers, the later drop would be the same potency as the current state. First, the first option is about reducing durability of hellbat (not making early drop 3 shot. maybe you have mixed up numbers?  ). But there is no units that heals only half or quarter since starcraft I alpha. Hellbat is already illogical by being a FACTORY unit that can be both mech and bio and this is even more non sense. And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). Secondly, no 2 is what actually blizzard suggested and not good because it affects other match ups that are not TvT (please read previous posts). That's why I wanted hellbat dmg to be less nerfed. Thirdly, if you have to get current hellbat after factory-> armory-> techlab on the factory, then research, would you use it? This will nerf not only hellbat drop but also hellbat itself too much in ALL match ups. Also, making armored (I thought I posted only few posts ago???) will make hellbat blowed by other +armor attackers, which will also affect not only drops but hellbat in general. Hellbat is the meatshield for mech because other mechs are armored but hellbat is not armored. Hope I have explained well. XP Please read whole posts (I actually did!) because I don't want people just jump in and saying something that what already has been discussed. Edit: when I say 'affects', it means it affects TOO MUCH. Sorry I dont have the luxury of time reading the whole 40 pages of discussions.  but number 1 would not reduce its durability because it has still 135 hp. It would only slow the rate of heal in which they are practically immoral against zerg units if you have high medivac count. And yes this is a game mechanic, does not matter if it is not in SC2 alpha? why? because it is an update. Change is constant and we are now in HOTs, maybe in LoV we could have real firebats and actual medics back, who knows? Maybe warhounds will do a comeback. You cant justify starcraft for being realistic? This is a fiction game. Where can u find dudes making blades from thoughts?  Does not matter if it makes more sense if they are bio/mech coming from a factory, maybe when he transforms he exposes his ass and makes him bio, we dont know he just does it. The damage in number 2 is solely for the 2 hit worker kill which makes it 1 hit since you have 2 hellbats in a drop. This affects all match ups as worker HPs are 40, 40, 45. Has nothing to do with TvT or any other specific matchups. The only thing it would make is delay the 7:30 minute drop that is too fast to do. maybe it would make it 8:30 this time, gives any race ample time to defend and not make them too far behind for defending. The armored suggestion can work but it would need careful reviews has to add +1 armor to it or just leave it 0 default armor. Yeah meatshields tend to be armored right? and not light? if it makes sense to you that they have armored shields in their arms, suddenly have 35 more HP and slowed movement speed then yes armored makes most sense. I read the whole OP post but again with the 40 pages of whine and for the interest of my time, i cant read 40 pages. I would just provide what I think are appropriate and I think the more similar the suggestion the more people seems to agree. facepalmd... no1- Its from SC I alpha. you didn't read a single post carefully did you? I said: And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). no2- ONLY TvT suffers from early drops. Thats why I said hellbat should have 18+4 when they come out (so that they will 3 shots SCV but 2 shots drones and probes) We don't want hellbat drops to be totally disappear. We just want hellbat drops less effective and less be seen. no3- being light will make it NOT countered by + armor types which counter other mechs like tanks and thors. And you said in no1 it doesn't matter the hellbat to be real life logical but you want to include real life logic to make 'sense'??? in no3? Edit:Man, if you are trolling, you really got me. why do you keep comparing SC2 alpha, BW and SC2 whatever version with HOTs? That is why we are now in HOTs, please move on. point 1 does not have to do with drops, it has to do with A moving all around meatshield problem. for drops we have option no. 2 and 3. Yes, again, option 2 and 3 will make it less effective or come later. Please read carefully.no4 (armour type) you mean? not no.3 (transform option). As I said, it will need careful considerations but still thats why you build banshees for this not mass hellbats. kid. keep trolling until someone bashes you. LOL what is troll with that son? Do you even understand the points? I think you don't even play terran. tsk tsk You are trolling because all those "separate games" you list are actually an evolution based on the same concept. That "we are in HotS now" remark is like a any of todays idiots who think that everything new must be better and has nothing to learn from the old. Too many kids these days are "worshippers of new technology" while not noticing that new stuff causes more problems than old stuff. And it isnt "stuff" only but also behaviours and general economy "advancements" which go down a bad path because kids are worshipping "the new" without question.
You dwell in the past if that is the case. You problem is that it works before in X, it should work now in Y. Which is just wrong. No they wont because they are totally different games. We need to fix and take to account all current issues not just compare it with past games and results. That is why new ideas are welcomed here not look for nerfing and dwelling to old stuff. Change is inevitable. learn to adapt and accept it, thats why old stuff turns obsolete because new is almost always better. It is just dumb to just dwell on the old stuff when you can have so much better to have and use.
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On July 08 2013 18:46 woreyour wrote:Show nested quote +On July 05 2013 14:04 Rabiator wrote:On July 04 2013 23:41 woreyour wrote:On July 04 2013 23:37 SsDrKosS wrote:On July 04 2013 23:33 woreyour wrote:On July 04 2013 23:09 SsDrKosS wrote:On July 04 2013 22:55 woreyour wrote:On July 04 2013 17:31 SsDrKosS wrote:On July 03 2013 18:49 woreyour wrote:On July 03 2013 18:18 SsDrKosS wrote: [quote]
I agree with no2 (which is what blizzard wants) but 1 and 3 sounds weird. I actually want hellbat gets +1 armor (not sure light unit can have armor) or some health boost and make it pure mech, but I hardly think blizzard will remove bio tag ever. If they do, many won't QQ though.
And require 2 upgrade? its gonna be like terran hydra! I rather remove the whole transformation upgrade that hellions comes with transformation when armory finish Why would number 3 be weird? the problem is hellbat and drops. upgrade before drops can still be worth it but terran needs to invest more or make it just delayed not coming in 7:30 mins and killing all workers. I also have another thing come up to mind, make hellbats armored, and remove healing option but this sounds drastic. Just makes sense since they took parts of themselves and turned arms into shields, made their HP total to 135, it is big and slow so should be armored (looks like a marauder/firebat). No you dont need to have 2 upgrades to be implemented, as I said they can choose one of those, pre ignigter or transform. Each one of the options would make it more pleasant than the current state as it would delay the 7:30 drop. 1st option would make the early drop 3 shot workers, the later drop would be the same potency as the current state. First, the first option is about reducing durability of hellbat (not making early drop 3 shot. maybe you have mixed up numbers?  ). But there is no units that heals only half or quarter since starcraft I alpha. Hellbat is already illogical by being a FACTORY unit that can be both mech and bio and this is even more non sense. And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). Secondly, no 2 is what actually blizzard suggested and not good because it affects other match ups that are not TvT (please read previous posts). That's why I wanted hellbat dmg to be less nerfed. Thirdly, if you have to get current hellbat after factory-> armory-> techlab on the factory, then research, would you use it? This will nerf not only hellbat drop but also hellbat itself too much in ALL match ups. Also, making armored (I thought I posted only few posts ago???) will make hellbat blowed by other +armor attackers, which will also affect not only drops but hellbat in general. Hellbat is the meatshield for mech because other mechs are armored but hellbat is not armored. Hope I have explained well. XP Please read whole posts (I actually did!) because I don't want people just jump in and saying something that what already has been discussed. Edit: when I say 'affects', it means it affects TOO MUCH. Sorry I dont have the luxury of time reading the whole 40 pages of discussions.  but number 1 would not reduce its durability because it has still 135 hp. It would only slow the rate of heal in which they are practically immoral against zerg units if you have high medivac count. And yes this is a game mechanic, does not matter if it is not in SC2 alpha? why? because it is an update. Change is constant and we are now in HOTs, maybe in LoV we could have real firebats and actual medics back, who knows? Maybe warhounds will do a comeback. You cant justify starcraft for being realistic? This is a fiction game. Where can u find dudes making blades from thoughts?  Does not matter if it makes more sense if they are bio/mech coming from a factory, maybe when he transforms he exposes his ass and makes him bio, we dont know he just does it. The damage in number 2 is solely for the 2 hit worker kill which makes it 1 hit since you have 2 hellbats in a drop. This affects all match ups as worker HPs are 40, 40, 45. Has nothing to do with TvT or any other specific matchups. The only thing it would make is delay the 7:30 minute drop that is too fast to do. maybe it would make it 8:30 this time, gives any race ample time to defend and not make them too far behind for defending. The armored suggestion can work but it would need careful reviews has to add +1 armor to it or just leave it 0 default armor. Yeah meatshields tend to be armored right? and not light? if it makes sense to you that they have armored shields in their arms, suddenly have 35 more HP and slowed movement speed then yes armored makes most sense. I read the whole OP post but again with the 40 pages of whine and for the interest of my time, i cant read 40 pages. I would just provide what I think are appropriate and I think the more similar the suggestion the more people seems to agree. facepalmd... no1- Its from SC I alpha. you didn't read a single post carefully did you? I said: And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). no2- ONLY TvT suffers from early drops. Thats why I said hellbat should have 18+4 when they come out (so that they will 3 shots SCV but 2 shots drones and probes) We don't want hellbat drops to be totally disappear. We just want hellbat drops less effective and less be seen. no3- being light will make it NOT countered by + armor types which counter other mechs like tanks and thors. And you said in no1 it doesn't matter the hellbat to be real life logical but you want to include real life logic to make 'sense'??? in no3? Edit:Man, if you are trolling, you really got me. why do you keep comparing SC2 alpha, BW and SC2 whatever version with HOTs? That is why we are now in HOTs, please move on. point 1 does not have to do with drops, it has to do with A moving all around meatshield problem. for drops we have option no. 2 and 3. Yes, again, option 2 and 3 will make it less effective or come later. Please read carefully.no4 (armour type) you mean? not no.3 (transform option). As I said, it will need careful considerations but still thats why you build banshees for this not mass hellbats. kid. keep trolling until someone bashes you. LOL what is troll with that son? Do you even understand the points? I think you don't even play terran. tsk tsk You are trolling because all those "separate games" you list are actually an evolution based on the same concept. That "we are in HotS now" remark is like a any of todays idiots who think that everything new must be better and has nothing to learn from the old. Too many kids these days are "worshippers of new technology" while not noticing that new stuff causes more problems than old stuff. And it isnt "stuff" only but also behaviours and general economy "advancements" which go down a bad path because kids are worshipping "the new" without question. You dwell in the past if that is the case. You problem is that it works before in X, it should work now in Y. Which is just wrong. No they wont because they are totally different games. We need to fix and take to account all current issues not just compare it with past games and results. That is why new ideas are welcomed here not look for nerfing and dwelling to old stuff. Change is inevitable. learn to adapt and accept it, thats why old stuff turns obsolete because new is almost always better. It is just dumb to just dwell on the old stuff when you can have so much better to have and use. No real sense to respond to this kind of stupid post, but I will do it anyway because it is so easy to prove wrong. The poster ignores the fact that SC2 has that number in it and thus is a sequel to another game which has developed quite a fan base in the past. It follows the same basic design of three races and 200 supply limit, 2 resources and there are even some units which were taken from the original game. Sure enough the single player campaign continues the story from the first game and its expansion. What more proof do you need that the two games are NOT SEPARATE ENTITIES?
Take off your blinkers and accept the fact that to develop better new stuff you need to learn from the old and admit failures and wrong steps. Thus it is absolutely necessary for the SC2 team to look to the past and see where BW didnt have problems while SC2 has. It is also quite easy to show with a comparison between the two games that they have turned an "RTS" into an "RTA" and that might not be such a good thing. As an RTA Starcraft 2 is brilliant but hardly playable for fun on the ladder; to become an RTS it needs to be tuned down and the unit count - how many units are on the map at a time - needs to be changed to BW levels.
So you say that we need "new ideas" and yet you are ruling out some ideas purely on the basis that they "come from the past"? Are you really this ignorant or blind or arrogant that you think that only something that has never been done before can "save us"? Try to OPEN YOUR MIND and GET RID OF YOUR PREJUDICES ...
In any case ... please stop trolling ...
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Just give them a passive "Titanite Armor" or something that stops medivacs from healing them while Archons will keep their bonus damage...
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I absolutely love hellbat drops in TvT. My apm and multitask has always been my biggest strength, and having 4-6 medivacs with hellbats flying around harrassing, while defending harrass myself, and watching my opponent fall apart is awesome feeling. Much better than the mech TvT in WoL of sit around until 200/200 then switch to air.
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On July 08 2013 21:36 Rabiator wrote: Take off your blinkers and accept the fact that to develop better new stuff you need to learn from the old and admit failures and wrong steps. Thus it is absolutely necessary for the SC2 team to look to the past and see where BW didnt have problems while SC2 has. It is also quite easy to show with a comparison between the two games that they have turned an "RTS" into an "RTA" and that might not be such a good thing. As an RTA Starcraft 2 is brilliant but hardly playable for fun on the ladder; to become an RTS it needs to be tuned down and the unit count - how many units are on the map at a time - needs to be changed to BW levels.
So you say that we need "new ideas" and yet you are ruling out some ideas purely on the basis that they "come from the past"? Are you really this ignorant or blind or arrogant that you think that only something that has never been done before can "save us"? Try to OPEN YOUR MIND and GET RID OF YOUR PREJUDICES ...
In any case ... please stop trolling ...
No, you take off your blinkers and stop pretenting Broodwar is the only RTS game out there. Go play some CnC game and get rushed at 2mins because your opponent sold his headquarters AND skipped all teching and now just has an army worth advantage of 50%. Go and play against a Tanya that swims around the map and then your whole base detonates in a few seconds. An Engeneer in some transport vehicle/aircraft and suddenly your opponent gets money from overtaking+selling your building. Or a flame tank getting through and your buildings just evaporate. A humvee with rocket troopers wrecking your stuff.
Starcraft Broodwar is one of the slowest RTS games out there. If you call something RTA just because it is faster than Broodwar, you have to find a new genre for half of the RTS games.
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Rabiator has been saying SC2 should be more like bw since forever, it's no wonder why he keeps on complaining about things that SC2 players actually find OK. he should be the one opening his eyes and accept that the game is actually fine as it is, balance issue aside
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On July 08 2013 21:36 Rabiator wrote:Show nested quote +On July 08 2013 18:46 woreyour wrote:On July 05 2013 14:04 Rabiator wrote:On July 04 2013 23:41 woreyour wrote:On July 04 2013 23:37 SsDrKosS wrote:On July 04 2013 23:33 woreyour wrote:On July 04 2013 23:09 SsDrKosS wrote:On July 04 2013 22:55 woreyour wrote:On July 04 2013 17:31 SsDrKosS wrote:On July 03 2013 18:49 woreyour wrote: [quote]
Why would number 3 be weird? the problem is hellbat and drops. upgrade before drops can still be worth it but terran needs to invest more or make it just delayed not coming in 7:30 mins and killing all workers.
I also have another thing come up to mind, make hellbats armored, and remove healing option but this sounds drastic. Just makes sense since they took parts of themselves and turned arms into shields, made their HP total to 135, it is big and slow so should be armored (looks like a marauder/firebat).
No you dont need to have 2 upgrades to be implemented, as I said they can choose one of those, pre ignigter or transform. Each one of the options would make it more pleasant than the current state as it would delay the 7:30 drop. 1st option would make the early drop 3 shot workers, the later drop would be the same potency as the current state. First, the first option is about reducing durability of hellbat (not making early drop 3 shot. maybe you have mixed up numbers?  ). But there is no units that heals only half or quarter since starcraft I alpha. Hellbat is already illogical by being a FACTORY unit that can be both mech and bio and this is even more non sense. And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). Secondly, no 2 is what actually blizzard suggested and not good because it affects other match ups that are not TvT (please read previous posts). That's why I wanted hellbat dmg to be less nerfed. Thirdly, if you have to get current hellbat after factory-> armory-> techlab on the factory, then research, would you use it? This will nerf not only hellbat drop but also hellbat itself too much in ALL match ups. Also, making armored (I thought I posted only few posts ago???) will make hellbat blowed by other +armor attackers, which will also affect not only drops but hellbat in general. Hellbat is the meatshield for mech because other mechs are armored but hellbat is not armored. Hope I have explained well. XP Please read whole posts (I actually did!) because I don't want people just jump in and saying something that what already has been discussed. Edit: when I say 'affects', it means it affects TOO MUCH. Sorry I dont have the luxury of time reading the whole 40 pages of discussions.  but number 1 would not reduce its durability because it has still 135 hp. It would only slow the rate of heal in which they are practically immoral against zerg units if you have high medivac count. And yes this is a game mechanic, does not matter if it is not in SC2 alpha? why? because it is an update. Change is constant and we are now in HOTs, maybe in LoV we could have real firebats and actual medics back, who knows? Maybe warhounds will do a comeback. You cant justify starcraft for being realistic? This is a fiction game. Where can u find dudes making blades from thoughts?  Does not matter if it makes more sense if they are bio/mech coming from a factory, maybe when he transforms he exposes his ass and makes him bio, we dont know he just does it. The damage in number 2 is solely for the 2 hit worker kill which makes it 1 hit since you have 2 hellbats in a drop. This affects all match ups as worker HPs are 40, 40, 45. Has nothing to do with TvT or any other specific matchups. The only thing it would make is delay the 7:30 minute drop that is too fast to do. maybe it would make it 8:30 this time, gives any race ample time to defend and not make them too far behind for defending. The armored suggestion can work but it would need careful reviews has to add +1 armor to it or just leave it 0 default armor. Yeah meatshields tend to be armored right? and not light? if it makes sense to you that they have armored shields in their arms, suddenly have 35 more HP and slowed movement speed then yes armored makes most sense. I read the whole OP post but again with the 40 pages of whine and for the interest of my time, i cant read 40 pages. I would just provide what I think are appropriate and I think the more similar the suggestion the more people seems to agree. facepalmd... no1- Its from SC I alpha. you didn't read a single post carefully did you? I said: And I hoped you have read some other posts that making hellbat less heal or even not healable still kills enough workers and defences when dropped (I.E still cost-effective). no2- ONLY TvT suffers from early drops. Thats why I said hellbat should have 18+4 when they come out (so that they will 3 shots SCV but 2 shots drones and probes) We don't want hellbat drops to be totally disappear. We just want hellbat drops less effective and less be seen. no3- being light will make it NOT countered by + armor types which counter other mechs like tanks and thors. And you said in no1 it doesn't matter the hellbat to be real life logical but you want to include real life logic to make 'sense'??? in no3? Edit:Man, if you are trolling, you really got me. why do you keep comparing SC2 alpha, BW and SC2 whatever version with HOTs? That is why we are now in HOTs, please move on. point 1 does not have to do with drops, it has to do with A moving all around meatshield problem. for drops we have option no. 2 and 3. Yes, again, option 2 and 3 will make it less effective or come later. Please read carefully.no4 (armour type) you mean? not no.3 (transform option). As I said, it will need careful considerations but still thats why you build banshees for this not mass hellbats. kid. keep trolling until someone bashes you. LOL what is troll with that son? Do you even understand the points? I think you don't even play terran. tsk tsk You are trolling because all those "separate games" you list are actually an evolution based on the same concept. That "we are in HotS now" remark is like a any of todays idiots who think that everything new must be better and has nothing to learn from the old. Too many kids these days are "worshippers of new technology" while not noticing that new stuff causes more problems than old stuff. And it isnt "stuff" only but also behaviours and general economy "advancements" which go down a bad path because kids are worshipping "the new" without question. You dwell in the past if that is the case. You problem is that it works before in X, it should work now in Y. Which is just wrong. No they wont because they are totally different games. We need to fix and take to account all current issues not just compare it with past games and results. That is why new ideas are welcomed here not look for nerfing and dwelling to old stuff. Change is inevitable. learn to adapt and accept it, thats why old stuff turns obsolete because new is almost always better. It is just dumb to just dwell on the old stuff when you can have so much better to have and use. No real sense to respond to this kind of stupid post, but I will do it anyway because it is so easy to prove wrong. The poster ignores the fact that SC2 has that number in it and thus is a sequel to another game which has developed quite a fan base in the past. It follows the same basic design of three races and 200 supply limit, 2 resources and there are even some units which were taken from the original game. Sure enough the single player campaign continues the story from the first game and its expansion. What more proof do you need that the two games are NOT SEPARATE ENTITIES? Take off your blinkers and accept the fact that to develop better new stuff you need to learn from the old and admit failures and wrong steps. Thus it is absolutely necessary for the SC2 team to look to the past and see where BW didnt have problems while SC2 has. It is also quite easy to show with a comparison between the two games that they have turned an "RTS" into an "RTA" and that might not be such a good thing. As an RTA Starcraft 2 is brilliant but hardly playable for fun on the ladder; to become an RTS it needs to be tuned down and the unit count - how many units are on the map at a time - needs to be changed to BW levels. So you say that we need "new ideas" and yet you are ruling out some ideas purely on the basis that they "come from the past"? Are you really this ignorant or blind or arrogant that you think that only something that has never been done before can "save us"? Try to OPEN YOUR MIND and GET RID OF YOUR PREJUDICES ... In any case ... please stop trolling ...
LOL really? hahaha, now I think you are the one trolling, Dont worry I have all the time to feed you and I am still not loosing hope for you and your other buddies 
Let me explain to you incase you dont realize this. BW has a lot of pathing issues, poor maps, poor AI issues. Slow ass, manual contol for everything plus your bugs and wtf moments. It even has guides for using a certain unit (remember the reaver?).
So now that I have pointed that out, let me explain to you that SC2 has addressed some of those issues so what now? If we put say on the current state of SC2 a reaver you will cry reall hard. Imagine if you are zerg and I drop reavers with perfect AI rifing a fast ass prism plus I warp some units as well for good measure. Well reavers are not that all. Lets see... imagine wraiths? Oh, imagine goliaths, damn they would be the best units next to marines. They are just some units that needs to be replaced because of this enhancement/fix to the BW issues. In that aspect, BW was a totally different game if you can understand that. Try to ponder on that before you use type stuff.
You just dont trash the whole SC2 and port BW to the current system, its not the same, it is not that easy. If that would be the case blizzard would totally do that and you all would cry. Have you played the custom BW map? Do you think it is a balanced map or even a good idea? Also SC2 is not an expansion of BW. Please try to understand that else we would just have the same things on steriods.
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On July 08 2013 21:39 Nimelrian wrote: Just give them a passive "Titanite Armor" or something that stops medivacs from healing them while Archons will keep their bonus damage... Agree! Just do the balance required. It's not like it makes any sense, that a medivac is able to heal a transformed car anyway.
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On July 08 2013 23:01 Napoleon53 wrote:Show nested quote +On July 08 2013 21:39 Nimelrian wrote: Just give them a passive "Titanite Armor" or something that stops medivacs from healing them while Archons will keep their bonus damage... Agree! Just do the balance required. It's not like it makes any sense, that a medivac is able to heal a transformed car anyway.
Or a transforming flamethrower infantry. Seriously, David Kim is rolling back the clock, Terrans need AA just like in BW days.
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