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Legacy of the Void Announced - Page 10

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 8 9 10 11 12 149 Next
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
November 07 2014 20:14 GMT
#181
On November 08 2014 05:13 KingAlphard wrote:
12 workers at start? Does this mean RIP early pools and proxy stuff?

That's not confirmed for a permanent change, it may just be for the purpose of demo
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 07 2014 20:14 GMT
#182
On November 08 2014 05:13 Doodsmack wrote:
Show nested quote +
On November 08 2014 05:10 KeksX wrote:
On November 08 2014 05:10 DarkPlasmaBall wrote:
Trailer gave me nerdchills.

Gotta read through all the new changes now ^^;; This isn't even the beta stage yet, so we should keep an open mind at just how much of this is going to be changed again anyway.

No RTS are obviously DEAD now.
DEAD, starting with more workers KILLS THE GAME.


Drama queen alert. Have a feeling this thread is going to be a drama queen magnet. They're already showing up.

Get it through your thick skull that these changes are not final and THE GAME HAS NOT BEEN BETA TESTED YET.


I was sarcastic, dude. Thought the caps made it obvious...
Doublemint
Profile Joined July 2011
Austria8497 Posts
November 07 2014 20:14 GMT
#183
On November 08 2014 05:13 KingAlphard wrote:
12 workers at start? Does this mean RIP early pools and proxy stuff?


Let's face it, the 10 pool had a good run.
xobybr
Profile Joined August 2014
United States2 Posts
November 07 2014 20:14 GMT
#184
wow it seems like everything got super buffed except for protoss :/
Big G
Profile Joined April 2011
Italy835 Posts
November 07 2014 20:14 GMT
#185
Looking forward to a 6-base allin
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
November 07 2014 20:14 GMT
#186
On November 08 2014 05:13 KingAlphard wrote:
12 workers at start? Does this mean RIP early pools and proxy stuff?
Not necessarily, but they won't be as early as we're used to, for obvious reasons.
[PkF] Wire
Profile Joined March 2013
France24193 Posts
November 07 2014 20:14 GMT
#187
Lol saw the vid. I'm not sure about the eco changes, but most of the unit changes are impractical to say the least. Replicant/Shredder/Warhound all over again. Keep your mouths shut up next time.
GoShox
Profile Blog Joined December 2007
United States1837 Posts
November 07 2014 20:14 GMT
#188
On November 08 2014 04:54 eviltomahawk wrote:
Official website released:

http://us.battle.net/sc2/en/legacy-of-the-void/#multiplayer



AUTOMATED TOURNMAENTS!!!!


The fact that we have to celebrate over the inclusion of a feature that should've been in the game from the very beginning is very, very sad.
BamBam
Profile Blog Joined November 2009
745 Posts
November 07 2014 20:14 GMT
#189
And no AA changes for zerg? Great. Its nice corrupter has its own overcharge, but no real answers for antiair thats cost efficient.
"two is way better than twice as one" - artosis
SCguineapig
Profile Blog Joined January 2013
Netherlands289 Posts
November 07 2014 20:15 GMT
#190
That trailer was fucking epic. I AM HYPED FOR THIS SHIT!
broodwar wasn't perfect
Doublemint
Profile Joined July 2011
Austria8497 Posts
November 07 2014 20:15 GMT
#191
On November 08 2014 05:14 GoShox wrote:
Show nested quote +
On November 08 2014 04:54 eviltomahawk wrote:
Official website released:

http://us.battle.net/sc2/en/legacy-of-the-void/#multiplayer



AUTOMATED TOURNMAENTS!!!!


The fact that we have to celebrate over the inclusion of a feature that should've been in the game from the very beginning is very, very sad.


Bnet 0.2 had to evolve.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 07 2014 20:15 GMT
#192
On November 08 2014 05:13 The_Templar wrote:
Show nested quote +
On November 08 2014 05:13 KingAlphard wrote:
12 workers at start? Does this mean RIP early pools and proxy stuff?

If it goes through, maybe. But this may turn into a 16/17 CC/Nexus/hatchery first meta :D

There's also the possibility for a 1minute 2 rax with a third shortly after :p? Hold that with your delayed defense xD
Mura Ma Man, Dark Da Dude, Super Shot Sos!
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
November 07 2014 20:15 GMT
#193
On November 08 2014 05:13 Doodsmack wrote:
Show nested quote +
On November 08 2014 05:10 KeksX wrote:
On November 08 2014 05:10 DarkPlasmaBall wrote:
Trailer gave me nerdchills.

Gotta read through all the new changes now ^^;; This isn't even the beta stage yet, so we should keep an open mind at just how much of this is going to be changed again anyway.

No RTS are obviously DEAD now.
DEAD, starting with more workers KILLS THE GAME.


Drama queen alert. Have a feeling this thread is going to be a drama queen magnet. They're already showing up.

Get it through your thick skull that these changes are not final and THE GAME HAS NOT BEEN BETA TESTED YET.

KeksX was being sarcastic I think.
kiss kiss fall in love
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 07 2014 20:15 GMT
#194
On November 08 2014 05:14 Energizer wrote:
And no AA changes for zerg? Great. Its nice corrupter has its own overcharge, but no real answers for antiair thats cost efficient.

Free flying locust maybe?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 07 2014 20:16 GMT
#195
On November 08 2014 05:15 SC2Toastie wrote:
Show nested quote +
On November 08 2014 05:14 Energizer wrote:
And no AA changes for zerg? Great. Its nice corrupter has its own overcharge, but no real answers for antiair thats cost efficient.

Free flying locust maybe?


They ground before they attack though, at least in the video they do.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
November 07 2014 20:16 GMT
#196
On November 08 2014 05:15 SC2Toastie wrote:
Show nested quote +
On November 08 2014 05:14 Energizer wrote:
And no AA changes for zerg? Great. Its nice corrupter has its own overcharge, but no real answers for antiair thats cost efficient.

Free flying locust maybe?

I think that the flying locust was meant to be more of an aggressive option, but the Roach upgrade will be pretty interesting against it, I think - with its fireball ability.
kiss kiss fall in love
Faraday
Profile Joined April 2009
United States553 Posts
November 07 2014 20:17 GMT
#197
I mean I like the carrier idea for the protoss but....the rest just sound like nerfs: cannon only shoots ground, warping units take more damage, broken forcefields..... not impressed about toss, sorry
what happened, happened...
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
November 07 2014 20:17 GMT
#198
I have no clue what the starting 12 workers will do with the game, but lower saturration point is so fucking good. Out expanding beyond 3 base vs 3 base exists again.
Administrator
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2014-11-07 20:18:05
November 07 2014 20:17 GMT
#199
Co-op sounds cool

Join the battle with a friend in an open-ended cooperative experience. Choose a powerful commander from your favorite race and fight in diverse scenarios with dynamic, campaign-style objectives. Level up your commander to gain access to new units, abilities, and customization options for your army. The time is now. The theater of war awaits, commander.


Opens up a lot for using campaign units. Could have potential for a casual player vs player multiplayer mode too.
ㅇㅅㅌㅅ
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 07 2014 20:17 GMT
#200
On November 08 2014 05:17 Faraday wrote:
I mean I like the carrier idea for the protoss but....the rest just sound like nerfs: cannon only shoots ground, warping units take more damage, broken forcefields..... not impressed about toss, sorry


Did you see the new abilities? Absolutely sick. And they might get another unit.
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