On February 10 2014 22:03 Qikz wrote: Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.
Ravens have free units as well, PDDs together with tanks achieve the same thing. Both are silly and should be changed imo.
really?
First off. Auto-Turrets can't move. Second, Auto-turrets cost energy. Third Auto-turrets don't benefit from fucking upgrades.
On February 10 2014 22:03 Qikz wrote: Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.
Ravens have free units as well, PDDs together with tanks achieve the same thing. Both are silly and should be changed imo.
really?
First off. Auto-Turrets can't move. Second, Auto-turrets cost energy. Third Auto-turrets don't benefit from fucking upgrades.
You're seriously trying to call them equal?
it does benefit from building armor upgrade (and the duration upgrade)
On February 11 2014 01:00 ZeromuS wrote: Hosts have yet to be figured out. I'm not sure if it will be in time or not though.
Really?
Is this like theory that Mech works just fine, it just hasn't been figured out yet? Or the old theory that Protoss players just need more time figure out the 1-1-1 and everything will be fine?
The funny thing about these theories is the solution is apparently so complex, that no one can figure them out.
This also reminds me of all the people who told me Terrans would invent new timings when I said the MSC will kill all early Terran aggression (such as 2 rax pressure). And that was before HOTS was released. Look how that turned out.
You see, some things you can just sit down and think about logically to figure out. Swarm Hosts are one of them. They are terrible unit that encourages turtle style.
However I think your next point has a lot of merit.
On February 11 2014 01:00 ZeromuS wrote: The biggest issue for me is the fact that three to 4 base transitions are so late in the game that you already have a very powerful army when you take that 4th for the additional gas to solidify that super late army transition. I think if we saw earlier 4/5 bases being taken with a tangible impact on army size we would see less turtle play since the 4th or 5th would need to be defended by a smaller army. Not sure if this will figure itself out or not. I remember when nats were hard to secure and timings on the third from 2 base were more effective. I think ATM players are taking late 4ths with big armies making trading that army mean the end of game so they turtle.
It might be just a lack of understanding on how to take the 4th without dying or to punish a 4th without going all in that is hurt I g us ATM as well. Though turtley cost effective armies don't help its possible the same understanding concerns that impacted early sc2 is happening again.
You did a nice job spelling out the reason that Morrow alluded to as why any certain race can't have a stronger end game than the other races. And the reason "basic" as Morrow says, it is the way the economy works in SC2.
Sadly, that will never change. The design team is far too stubborn. Instead we'll see odd nerfs or buffs come through.
SC2 is a good game. But I feel like there is so much potential that the current design team is unable to unlock.
On February 10 2014 22:08 labbe wrote: Morrow, switch to starbow
Even though it is unlikely, this is probably the most realistic solution.
Assuming Blizzard will solve this issue is ignorant. They tried to solve it with HOTS, eliminating turtling that was a stated objective of theirs, but of course they manage to make the problem worse because the game designers don't understand the game. Remember how David Kim said they designed the Swarmhost to allow for Zerg to be aggressive in the mid-game? Look how that turned out.
Time and again Blizzard has shown an inability to fix problems with SC2.
According to DKs AMA recently they aren't unable they are unwilling. They like how it is.
On February 10 2014 22:03 Qikz wrote: Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.
Ravens have free units as well, PDDs together with tanks achieve the same thing. Both are silly and should be changed imo.
really?
First off. Auto-Turrets can't move. Second, Auto-turrets cost energy. Third Auto-turrets don't benefit from fucking upgrades.
You're seriously trying to call them equal?
it does benefit from building armor upgrade (and the duration upgrade)
Pretty sure it gets +1 from the hi-sec auto-tracking. May have to double-check that. Also, can be repaired (pretty good). The most redeeming feature of the auto-turret is its tendency to make ultras act retarded.
Sadly, that will never change. The design team is far too stubborn. Instead we'll see odd nerfs or buffs come through.
This part really confuses me. If you look at the WC3 expansion it had such huge sweeping changes. Different armor and damage types, racial item shops, a massive % decrease in gold cost to all units. It was a completely different game. I don't understand why HotS tried to play it so safe rather then truly improving the game.
On February 10 2014 22:08 labbe wrote: Morrow, switch to starbow
Even though it is unlikely, this is probably the most realistic solution.
Assuming Blizzard will solve this issue is ignorant. They tried to solve it with HOTS, eliminating turtling that was a stated objective of theirs, but of course they manage to make the problem worse because the game designers don't understand the game. Remember how David Kim said they designed the Swarmhost to allow for Zerg to be aggressive in the mid-game? Look how that turned out.
Time and again Blizzard has shown an inability to fix problems with SC2.
According to DKs AMA recently they aren't unable they are unwilling. They like how it is.
That isn't what they said at all. They said they are looking into it and want to find a change with will leave the swarm host as a useful unit.
On February 10 2014 22:08 labbe wrote: Morrow, switch to starbow
Even though it is unlikely, this is probably the most realistic solution.
Assuming Blizzard will solve this issue is ignorant. They tried to solve it with HOTS, eliminating turtling that was a stated objective of theirs, but of course they manage to make the problem worse because the game designers don't understand the game. Remember how David Kim said they designed the Swarmhost to allow for Zerg to be aggressive in the mid-game? Look how that turned out.
Time and again Blizzard has shown an inability to fix problems with SC2.
According to DKs AMA recently they aren't unable they are unwilling. They like how it is.
He made a critical logical error in his argument and I pointed it out.
On February 06 2014 07:20 Pandain wrote:
Do you believe that the swarm host is proving to be used in the way that you wanted it to when you designed the unit for HotS? Do you like the way the swarm host is currently being used by pros?
David Kim wrote: The first question in our minds don't matter as much at this point.
He set out to fix a problem that he identified (Zerg not having aggressive options in the mid game).
As we know, he failed.
And now he says the problem doesn't matter? What happened to the problem of Zerg having issues being aggressive in the mid game? And why did he try to fix it in the first place!? By ignoring Pandain's question, he basically said the initial problem never existed. And what does that say about him? If the problem did not exist, why did he create the Swarm Host? Because he did think the problem existed, but he was wrong, and is unwilling to admit it.
It proves he is unable to correctly identify problems in the game. It isn't that they are unwilling to fix them. They try to "fix" an issue, fail, and then forget about fixing said problem, because they realize the issue actually wasn't a problem in the first place. And we are left the the "results" (ie Swarmhost) which they then try to somehow fit into the game. And often the "results" overlap with existing units, ie Tempests. Remember Tempests solving the non-existent Muta problem in WOL? Yeah, me too. Now Tempests are just a replacement for the Carrier, performing nearly the same role (long range capital ship).
Frankly, I'm not sure what is worse: Blizzard's inability to identify real problems with the game, or their inability to implement in the game what they had planned to implement.
The Swarm Host is evidence of failure on both fronts. And it is why we are left with a unit that makes the game worse. Let's not even get started with other units like the Warhound.
Swarm hosts problem is that small pockets of them aren't particularly good, and they work much better with army/static D support + high numbers of SH. You're not getting around that with changes in the meta, the meta has changed to reflect the role that Swarmhosts fulfil the best
On February 10 2014 22:03 Qikz wrote: Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.
Ravens have free units as well, PDDs together with tanks achieve the same thing. Both are silly and should be changed imo.
really?
First off. Auto-Turrets can't move. Second, Auto-turrets cost energy. Third Auto-turrets don't benefit from fucking upgrades.
You're seriously trying to call them equal?
it does benefit from building armor upgrade (and the duration upgrade)
I know that, the upgrades I was referring to was attack and armor upgrades.
On February 10 2014 22:03 Qikz wrote: Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.
How can you be so unbelievably biased as to believe that building pfs turrets ravens and vikings then sitting in your base for 1.5 hours before moving out, losing half your army and then still having an army zerg can't beat is a strat worthy of winning? That strat is fucking stupid, sh are the only way zerg has a chance, and that map is awful.
The combined apm in that game must have been like 150.
Because having one race designed to turtle and another designed to swarm all over the map was awesome to watch and I would love to see it back. <3
But I agree with Morrow, Raven and Planetaries are too much turtling power while no race ever has incentive to spread out because the economy is maxed out at three bases already.
Sadly, that will never change. The design team is far too stubborn. Instead we'll see odd nerfs or buffs come through.
This part really confuses me. If you look at the WC3 expansion it had such huge sweeping changes. Different armor and damage types, racial item shops, a massive % decrease in gold cost to all units. It was a completely different game. I don't understand why HotS tried to play it so safe rather then truly improving the game.
Dustin Browder literally said that they were thinking of looking into the economy system during htos beta but that it would be a huge endeavour and that they were already "so busy" with the marvel that is swarmhost and oracle that they had no time to look into it.
So basically, regardless of the answers D.Kim might give, they apparently do think the economy system could be better. But theyre not willing to change it nonetheless.
What I don't understand is why people want mech and then complain when it works.
Isn't mech by definition a very passive/turtle-based style? I think that making mech viable may actually be against the interests of SC2 players everywhere.
On February 11 2014 01:31 dcemuser wrote: What I don't understand is why people want mech and then complain when it works.
Isn't mech by definition a very passive/turtle-based style? I think that making mech viable may actually be against the interests of SC2 players everywhere.
yes a lot of complaints in this thread. I'm suprised it made the spotlight so fast as well
While the OP gave me insight about a fundamental difference of BW and SC2, I don't think that the solution to all SC2 problems is to emulate BW. I would still like to see an effort from Blizzard to require the player to expand more.
On February 10 2014 22:08 labbe wrote: Morrow, switch to starbow
Even though it is unlikely, this is probably the most realistic solution.
Assuming Blizzard will solve this issue is ignorant. They tried to solve it with HOTS, eliminating turtling that was a stated objective of theirs, but of course they manage to make the problem worse because the game designers don't understand the game. Remember how David Kim said they designed the Swarmhost to allow for Zerg to be aggressive in the mid-game? Look how that turned out.
Time and again Blizzard has shown an inability to fix problems with SC2.
According to DKs AMA recently they aren't unable they are unwilling. They like how it is.
He made a critical logical error in his argument and I pointed it out.
Do you believe that the swarm host is proving to be used in the way that you wanted it to when you designed the unit for HotS? Do you like the way the swarm host is currently being used by pros?
David Kim wrote: The first question in our minds don't matter as much at this point.
He set out to fix a problem that he identified (Zerg not having aggressive options in the mid game).
As we know, he failed.
And now he says the problem doesn't matter? What happened to the problem of Zerg having issues being aggressive in the mid game? And why did he try to fix it in the first place!? By ignoring Pandain's question, he basically said the initial problem never existed. And what does that say about him? If the problem did not exist, why did he create the Swarm Host? Because he did think the problem existed, but he was wrong, and is unwilling to admit it.
It proves he is unable to correctly identify problems in the game. It isn't that they are unwilling to fix them. They try to "fix" an issue, fail, and then forget about fixing said problem, because they realize the issue actually wasn't a problem in the first place. And we are left the the "results" (ie Swarmhost) which they then try to somehow fit into the game. And often the "results" overlap with existing units, ie Tempests. Remember Tempests solving the non-existent Muta problem in WOL? Yeah, me too. Now Tempests are just a replacement for the Carrier, performing nearly the same role (long range capital ship).
Frankly, I'm not sure what is worse: Blizzard's inability to identify real problems with the game, or their inability to implement in the game what they had planned to implement.
The Swarm Host is evidence of failure on both fronts. And it is why we are left with a unit that makes the game worse. Let's not even get started with other units like the Warhound.
You have completely misunderstood what DK said.
A unit is a tool given to the players. The designers had an idea of how the unit would be used, but it is in the players' hands to find alternate ways to utilize the unit. What he says is that they're giving players freedom.
The D3 team went the opposite way by saying "you're going to play the game the way we want it to be played", "we define what is 'fun' and what isn't", and removed gold from urns, nerfed chests and IAS.
On February 10 2014 22:08 labbe wrote: Morrow, switch to starbow
Even though it is unlikely, this is probably the most realistic solution.
Assuming Blizzard will solve this issue is ignorant. They tried to solve it with HOTS, eliminating turtling that was a stated objective of theirs, but of course they manage to make the problem worse because the game designers don't understand the game. Remember how David Kim said they designed the Swarmhost to allow for Zerg to be aggressive in the mid-game? Look how that turned out.
Time and again Blizzard has shown an inability to fix problems with SC2.
According to DKs AMA recently they aren't unable they are unwilling. They like how it is.
He made a critical logical error in his argument and I pointed it out.
Do you believe that the swarm host is proving to be used in the way that you wanted it to when you designed the unit for HotS? Do you like the way the swarm host is currently being used by pros?
David Kim wrote: The first question in our minds don't matter as much at this point.
He set out to fix a problem that he identified (Zerg not having aggressive options in the mid game).
As we know, he failed.
And now he says the problem doesn't matter? What happened to the problem of Zerg having issues being aggressive in the mid game? And why did he try to fix it in the first place!? By ignoring Pandain's question, he basically said the initial problem never existed. And what does that say about him? If the problem did not exist, why did he create the Swarm Host? Because he did think the problem existed, but he was wrong, and is unwilling to admit it.
It proves he is unable to correctly identify problems in the game. It isn't that they are unwilling to fix them. They try to "fix" an issue, fail, and then forget about fixing said problem, because they realize the issue actually wasn't a problem in the first place. And we are left the the "results" (ie Swarmhost) which they then try to somehow fit into the game. And often the "results" overlap with existing units, ie Tempests. Remember Tempests solving the non-existent Muta problem in WOL? Yeah, me too. Now Tempests are just a replacement for the Carrier, performing nearly the same role (long range capital ship).
Frankly, I'm not sure what is worse: Blizzard's inability to identify real problems with the game, or their inability to implement in the game what they had planned to implement.
The Swarm Host is evidence of failure on both fronts. And it is why we are left with a unit that makes the game worse. Let's not even get started with other units like the Warhound.
Mass Muta was a problem back in WoL. Tempest was introduced as a unit that is to counter mass muta once it reach critical number in the unit reveal panel, but they have changed it since the beta into a long range siege unit to focus on counting air massive unit The reason is because they went for a different direction on how to deal with mass muta, a buff to phoenix default range. This is probably because of a lot of players saying it will be useless since muta will be able to get a huge mid game advantage and roll the toss before (old) tempest can do anything.
On February 11 2014 01:31 dcemuser wrote: What I don't understand is why people want mech and then complain when it works.
Isn't mech by definition a very passive/turtle-based style? I think that making mech viable may actually be against the interests of SC2 players everywhere.
Shhhhhhhhhhh! We don't talk about that. Mech is the Esports promised land and we do not question it. It's all about positional play and deep SC2 game play that can be mistaken for boring, passive styles. But what you don't see is the beauty and wonder of each tank placement and the wonder of the Viking flock. It is truely a wonder to behold....