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Legacy of the Void Announced - Page 117

Forum Index > SC2 General
2977 CommentsPost a Reply
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Daralii
Profile Joined March 2010
United States16991 Posts
November 11 2014 12:18 GMT
#2321
On November 11 2014 20:21 The_Templar wrote:
Show nested quote +
On November 11 2014 20:20 ReMinD_ wrote:
On November 11 2014 07:10 Hider wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.


Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably.

But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".


How was Collosus changed ?

The range was reduced from 9 to 8 iirc

Also indirectly nerfed by the cyclone's existence. Run in, lockon, run out and the colossus is probably dead if the toss doesn't load it into a prism.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
TheDwf
Profile Joined November 2011
France19747 Posts
November 11 2014 12:19 GMT
#2322
On November 11 2014 20:21 The_Templar wrote:
Show nested quote +
On November 11 2014 20:20 ReMinD_ wrote:
On November 11 2014 07:10 Hider wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.


Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably.

But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".


How was Collosus changed ?

The range was reduced from 9 to 8 iirc

That's nice, but instead of nerfing they should completely remake it. The Colossus suffers from everything that is wrong in SC2: supply inflation, anticonceptual unit (= artillery without the weaknesses of an artillery), poor microability, horrible interactions, exponential growth of firepower leading to deathball play...

- Supply should be reduced from 6 to 4.
- Cost should be decreased (e. g. 200/150); same for the range upgrade if it's kept (100/100 or 150/150). The range should be anywhere from 7-8 (native, depending on the existence of a range upgrade or not) to 9-10 (with the upgrade).
- Decrease production time.
- Decrease mobility (remove cliffwalking, decrease movement speed). This is a piece of artillery and in some situations it arrives faster than regular "infantry" ... Besides, it would promote Prism usage (which, by the way, should not get this weird distance lifting, there's a reason dropships have to be close to the target they pick...).
- Decrease attack speed.
- Change damage accordingly; of course it should still slaughter low hit points targets such as workers, Marines, Zerglings and keep a good efficiency against medium hit point targets such as Marauders, Roaches, etc.
- Change the form of the splash. Instead of a line that naturally spouses the enemy concave, promoting a-move instead of focusing (micro), change it to a normal impact like the Siege Tank or the Reaver so that hitting clumps is rewarded.
- Lose the vulnerability to anti-air. The shift focus contest between Corruptors/Vikings and Stalkers to determine how long Colossi are going to live is insanely bland. Not only this allows a much needed reworking of Corruptors and Vikings, but it also breaks the fact the same anti-air simultaneously deals with Prisms and Colossi and Carriers.
- Thanks to this we can decrease hit points now that they're no longer vulnerable to medium or long distance anti-air. Artillery should be fragile.
- Of course it would no longer hover over other units (end of the aesthetically horrible cluster of units) nor give air vision, since it's no longer consider an air unit.
Big J
Profile Joined March 2011
Austria16289 Posts
November 11 2014 12:21 GMT
#2323
On November 11 2014 21:17 SatedSC2 wrote:
Show nested quote +
On November 11 2014 13:20 mishimaBeef wrote:
"the early game dead time is an important part of Starcraft"

How so? Mind games?

Yep:





If you can declare bullshit, bad, uninteresting coinflips an important part of Starcraft then I want to declare this kind of stuff an important part of starcraft too:


At least in those games you need skill not luck to win.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-11 12:34:16
November 11 2014 12:23 GMT
#2324
On November 11 2014 20:21 The_Templar wrote:
Show nested quote +
On November 11 2014 20:20 ReMinD_ wrote:
On November 11 2014 07:10 Hider wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.


Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably.

But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".


How was Collosus changed ?

The range was reduced from 9 to 8 iirc


oh wow, if thats true it looks like I'm doing DK's work
+ Show Spoiler +
On September 25 2014 23:17 Meavis wrote:

here's something I want to see some discussion around:
Complaint
            Problem: Colossus/templar ball is to strong in TvP lategame.
            Solution: Reduce thermal lance from +3 to +2 range
            Side Effects:

            gives bio more room to enclose before the first hits, reducing the scaling effect on the deathball.

            ghosts have some more breathing room to snipe/emp before getting melted

            colossus is slightly weaker ofcourse

            kiting potential on colossus is lowered

            possible imbalance in PvZ as colossus have to get closer to vipers

"Not you."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
November 11 2014 12:26 GMT
#2325
--- Nuked ---
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2014-11-11 12:28:25
November 11 2014 12:27 GMT
#2326
While I agree with Sated here that this kind of play is an important part of starcraft because it allows for poker-esque type of bluffs and plays, it is generally not as exciting in SC2 because 99% of the time thoroughly scouting will prevent that type of stuff from happening.

I think it won't disappear with 12 starting workers btw, I just think it will look different. You can still proxy stuff and it will have similar effect. If we're talking about reacting properly to greedy builds, I'm pretty sure that can still be done.
TheDwf
Profile Joined November 2011
France19747 Posts
November 11 2014 12:40 GMT
#2327
What's above all bad with the 12 worker change is how it will further speed up economy growth if the mining efficiency remains unchanged. I'm certainly not looking forward to the day players sit at 130 supply at 10 or 11 minutes and are max by 12 or 13. The game needs to be slowed down there, not further accelerated.
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 11 2014 12:44 GMT
#2328
On November 11 2014 21:18 Daralii wrote:
Show nested quote +
On November 11 2014 20:21 The_Templar wrote:
On November 11 2014 20:20 ReMinD_ wrote:
On November 11 2014 07:10 Hider wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.


Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably.

But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".


How was Collosus changed ?

The range was reduced from 9 to 8 iirc

Also indirectly nerfed by the cyclone's existence. Run in, lockon, run out and the colossus is probably dead if the toss doesn't load it into a prism.

Huh didn't even consider that. I might even like the cyclone now.
"Nerfing Toss can just make them stronger"
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 11 2014 12:45 GMT
#2329
On November 11 2014 21:40 TheDwf wrote:
What's above all bad with the 12 worker change is how it will further speed up economy growth if the mining efficiency remains unchanged. I'm certainly not looking forward to the day players sit at 130 supply at 10 or 11 minutes and are max by 12 or 13. The game needs to be slowed down there, not further accelerated.


Honest question: Why?
Big J
Profile Joined March 2011
Austria16289 Posts
November 11 2014 12:46 GMT
#2330
On November 11 2014 21:26 SatedSC2 wrote:
Show nested quote +
On November 11 2014 21:21 Big J wrote:
On November 11 2014 21:17 SatedSC2 wrote:
On November 11 2014 13:20 mishimaBeef wrote:
"the early game dead time is an important part of Starcraft"

How so? Mind games?

Yep:

http://www.youtube.com/watch?v=ezG40_GV1yI

http://www.youtube.com/watch?v=cwXkLBXDm-w&feature=youtu.be&t=21m45s

If you can declare bullshit, bad, uninteresting coinflips an important part of Starcraft then I want to declare this kind of stuff an important part of starcraft too:
http://www.youtube.com/watch?v=hKPlGknTaTw

At least in those games you need skill not luck to win.

NaNiwa knew that JD wanted to go 3 Hatch Before Pool so he played on that. He did the same thing to HyuN at another tournament for the same reason. sOs knew that herO wasn't scouting properly so he played on that. It's an important part of punishing player's who are known to be greedy. If you don't find mindgames interesting then fair enough, but waiting an extra minute for those of us who do can't be that bad.

The game you posted has nothing to do with mindgames or coinflips so I don't really know why you're posting it. The problems that the SH has have nothing to do with proxy Gateways or 11/11 Rax or 6 Pools or whatever else you can do before 10 supply (and there are a lot of builds you can do before 10 supply yet alone 12).

The problem with knowing the future is that it isn't possible. You can only gamble on it.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 11 2014 12:47 GMT
#2331
On November 11 2014 21:46 Big J wrote:
Show nested quote +
On November 11 2014 21:26 SatedSC2 wrote:
On November 11 2014 21:21 Big J wrote:
On November 11 2014 21:17 SatedSC2 wrote:
On November 11 2014 13:20 mishimaBeef wrote:
"the early game dead time is an important part of Starcraft"

How so? Mind games?

Yep:

http://www.youtube.com/watch?v=ezG40_GV1yI

http://www.youtube.com/watch?v=cwXkLBXDm-w&feature=youtu.be&t=21m45s

If you can declare bullshit, bad, uninteresting coinflips an important part of Starcraft then I want to declare this kind of stuff an important part of starcraft too:
http://www.youtube.com/watch?v=hKPlGknTaTw

At least in those games you need skill not luck to win.

NaNiwa knew that JD wanted to go 3 Hatch Before Pool so he played on that. He did the same thing to HyuN at another tournament for the same reason. sOs knew that herO wasn't scouting properly so he played on that. It's an important part of punishing player's who are known to be greedy. If you don't find mindgames interesting then fair enough, but waiting an extra minute for those of us who do can't be that bad.

The game you posted has nothing to do with mindgames or coinflips so I don't really know why you're posting it. The problems that the SH has have nothing to do with proxy Gateways or 11/11 Rax or 6 Pools or whatever else you can do before 10 supply (and there are a lot of builds you can do before 10 supply yet alone 12).

The problem with knowing the future is that it isn't possible. You can only gamble on it.


OR you can try to read your opponent and make the gamble a "as long as I read him right, it's gonna work". Which is exactly what makes it exciting.


SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-11-11 12:57:13
November 11 2014 12:54 GMT
#2332
--- Nuked ---
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-11-11 12:59:24
November 11 2014 12:56 GMT
#2333
On November 11 2014 21:45 KeksX wrote:
Show nested quote +
On November 11 2014 21:40 TheDwf wrote:
What's above all bad with the 12 worker change is how it will further speed up economy growth if the mining efficiency remains unchanged. I'm certainly not looking forward to the day players sit at 130 supply at 10 or 11 minutes and are max by 12 or 13. The game needs to be slowed down there, not further accelerated.


Honest question: Why?

Why? Because SC2 suffers from the "1 big deathball fight decides the game" syndrome, and the quicker the players are able to get a complete 3-bases economy, the quicker they'll max on a big deathball. If you slow down the game, you decrease the efficiency of getting a big deathball because you are more vulnerable for a longer period of time (or if you prefer, the part of the game when you have few units is longer) which makes more room for skirmishes, small fights, harass, and actual in-battle micro. At least that's how I see it personally

edit :
Also that's probably the best post/suggestion in this thread. Make the colossus the unit it deserves to be please
On November 11 2014 21:19 TheDwf wrote:
Show nested quote +
On November 11 2014 20:21 The_Templar wrote:
On November 11 2014 20:20 ReMinD_ wrote:
On November 11 2014 07:10 Hider wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.


Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably.

But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".


How was Collosus changed ?

The range was reduced from 9 to 8 iirc

That's nice, but instead of nerfing they should completely remake it. The Colossus suffers from everything that is wrong in SC2: supply inflation, anticonceptual unit (= artillery without the weaknesses of an artillery), poor microability, horrible interactions, exponential growth of firepower leading to deathball play...

- Supply should be reduced from 6 to 4.
- Cost should be decreased (e. g. 200/150); same for the range upgrade if it's kept (100/100 or 150/150). The range should be anywhere from 7-8 (native, depending on the existence of a range upgrade or not) to 9-10 (with the upgrade).
- Decrease production time.
- Decrease mobility (remove cliffwalking, decrease movement speed). This is a piece of artillery and in some situations it arrives faster than regular "infantry" ... Besides, it would promote Prism usage (which, by the way, should not get this weird distance lifting, there's a reason dropships have to be close to the target they pick...).
- Decrease attack speed.
- Change damage accordingly; of course it should still slaughter low hit points targets such as workers, Marines, Zerglings and keep a good efficiency against medium hit point targets such as Marauders, Roaches, etc.
- Change the form of the splash. Instead of a line that naturally spouses the enemy concave, promoting a-move instead of focusing (micro), change it to a normal impact like the Siege Tank or the Reaver so that hitting clumps is rewarded.
- Lose the vulnerability to anti-air. The shift focus contest between Corruptors/Vikings and Stalkers to determine how long Colossi are going to live is insanely bland. Not only this allows a much needed reworking of Corruptors and Vikings, but it also breaks the fact the same anti-air simultaneously deals with Prisms and Colossi and Carriers.
- Thanks to this we can decrease hit points now that they're no longer vulnerable to medium or long distance anti-air. Artillery should be fragile.
- Of course it would no longer hover over other units (end of the aesthetically horrible cluster of units) nor give air vision, since it's no longer consider an air unit.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
November 11 2014 12:58 GMT
#2334
On November 11 2014 06:59 royalroadweed wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.

PPD = Point Defense Drone?

That seems lame, I like that PDDs are super strong vs marauders.... marauders are a horribly boring unit.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Qikz
Profile Blog Joined November 2009
United Kingdom12067 Posts
November 11 2014 13:02 GMT
#2335
On November 11 2014 21:56 OtherWorld wrote:
Show nested quote +
On November 11 2014 21:45 KeksX wrote:
On November 11 2014 21:40 TheDwf wrote:
What's above all bad with the 12 worker change is how it will further speed up economy growth if the mining efficiency remains unchanged. I'm certainly not looking forward to the day players sit at 130 supply at 10 or 11 minutes and are max by 12 or 13. The game needs to be slowed down there, not further accelerated.


Honest question: Why?

Why? Because SC2 suffers from the "1 big deathball fight decides the game" syndrome, and the quicker the players are able to get a complete 3-bases economy, the quicker they'll max on a big deathball. If you slow down the game, you decrease the efficiency of getting a big deathball because you are more vulnerable for a longer period of time (or if you prefer, the part of the game when you have few units is longer) which makes more room for skirmishes, small fights, harass, and actual in-battle micro. At least that's how I see it personally

edit :
Also that's probably the best post/suggestion in this thread. Make the colossus the unit it deserves to be please
Show nested quote +
On November 11 2014 21:19 TheDwf wrote:
On November 11 2014 20:21 The_Templar wrote:
On November 11 2014 20:20 ReMinD_ wrote:
On November 11 2014 07:10 Hider wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.


Seems like a straight up nerf vs toss. I guess this is why Collosus also was nerfed probably.

But not sure I like this, since I always felt that the real issue with toss in the midgame lied with protoss and not terran. Toss is weaker than both terran and zerg, and therefore I would have preferred that terran bio and zerg was maintained in army strenght, but toss was "buffed".


How was Collosus changed ?

The range was reduced from 9 to 8 iirc

That's nice, but instead of nerfing they should completely remake it. The Colossus suffers from everything that is wrong in SC2: supply inflation, anticonceptual unit (= artillery without the weaknesses of an artillery), poor microability, horrible interactions, exponential growth of firepower leading to deathball play...

- Supply should be reduced from 6 to 4.
- Cost should be decreased (e. g. 200/150); same for the range upgrade if it's kept (100/100 or 150/150). The range should be anywhere from 7-8 (native, depending on the existence of a range upgrade or not) to 9-10 (with the upgrade).
- Decrease production time.
- Decrease mobility (remove cliffwalking, decrease movement speed). This is a piece of artillery and in some situations it arrives faster than regular "infantry" ... Besides, it would promote Prism usage (which, by the way, should not get this weird distance lifting, there's a reason dropships have to be close to the target they pick...).
- Decrease attack speed.
- Change damage accordingly; of course it should still slaughter low hit points targets such as workers, Marines, Zerglings and keep a good efficiency against medium hit point targets such as Marauders, Roaches, etc.
- Change the form of the splash. Instead of a line that naturally spouses the enemy concave, promoting a-move instead of focusing (micro), change it to a normal impact like the Siege Tank or the Reaver so that hitting clumps is rewarded.
- Lose the vulnerability to anti-air. The shift focus contest between Corruptors/Vikings and Stalkers to determine how long Colossi are going to live is insanely bland. Not only this allows a much needed reworking of Corruptors and Vikings, but it also breaks the fact the same anti-air simultaneously deals with Prisms and Colossi and Carriers.
- Thanks to this we can decrease hit points now that they're no longer vulnerable to medium or long distance anti-air. Artillery should be fragile.
- Of course it would no longer hover over other units (end of the aesthetically horrible cluster of units) nor give air vision, since it's no longer consider an air unit.


People max in Broodwar at pro level when they don't get touched at about 13-14 minutes, maybe even quicker depending on their build. The problem with SC2 isn't the fact people max out too quickly, it's just nobody attacks each other outside off harassment during that time before max so all that happens is both people get to max with a big ball and the way the mechanics of building work in SC2 and the speed of the units/size of the maps if you attack at that point and fail you lose the game. It's what made me stop playing.

In BW it is completely unrealistic to expect someone to reach max as quick as I said unless they're turtling/so much better than the other person that they just take 6 bases really quickly and roll them with gateways and that isn't because the games slower, it's because more smaller skirmishes happen and people lose and trade supply more often than in SC2. It also helps that the maps are designed better so you don't sit in a corner, you're forced to move to the opposite corner of the map to expand and you don't have a fourth right next to your third or four bases per corner.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 11 2014 13:02 GMT
#2336
On November 11 2014 21:56 OtherWorld wrote:
Show nested quote +
On November 11 2014 21:45 KeksX wrote:
On November 11 2014 21:40 TheDwf wrote:
What's above all bad with the 12 worker change is how it will further speed up economy growth if the mining efficiency remains unchanged. I'm certainly not looking forward to the day players sit at 130 supply at 10 or 11 minutes and are max by 12 or 13. The game needs to be slowed down there, not further accelerated.


Honest question: Why?

Why? Because SC2 suffers from the "1 big deathball fight decides the game" syndrome, and the quicker the players are able to get a complete 3-bases economy, the quicker they'll max on a big deathball. If you slow down the game, you decrease the efficiency of getting a big deathball because you are more vulnerable for a longer period of time (or if you prefer, the part of the game when you have few units is longer) which makes more room for skirmishes, small fights, harass, and actual in-battle micro. At least that's how I see it personally


But don't you think that speeding up economic growth would also increase the amount of units you have in early to midgame and thus decreasing the time you spend in lategame(which results in the deathbally play)?

Right now a problem I see is that a lot of games are just stalling until you get into lategame and if you try to end the game further, you have to cheese hardcore. With the new units and economic pattern I could see that changing since you can force game-ending engagements or one that look like them much sooner and thus more fighting pre-lategame.

@Sated:
Well but what kind of play are we talking about?
I can see 2 rax still being viable; while protoss and zerg might have stuff faster, terran will also have more stuff to attack with.
2 gate can still be pretty fast compared to the opponent unless people start to build spawning pools right away which would bring them to a major disadvantage compared to someone who goes for eco first(so mindgame)
And proxy hatcheries... well they were always kinda weirdish and that won't change.

Thats all assuming though, no idea how it actually plays out in the end since I didn't test it.
BaronVonOwn
Profile Joined April 2011
299 Posts
November 11 2014 13:02 GMT
#2337
I like the 12 worker change, I think it was more targeted at esports than anything though. The downtime at the beginning of every game was a little embarassing to be honest. It just seems pointless to have this slow buildup time.

More importantly I don't think it will hurt game balance. Clearly all the early cheeses like proxy rax, cannon rush, 6 pools etc. are done. As a zerg player who frequently goes overpool in zvp to punish greedy protosses, I could see this as a problem. However the addition of the ravager, lurker, and flying locusts means the other races can no longer be completely safe once they get their wall up so I'm actually happy with the changes. I think these new units actually open up new early cheese opportunities even though "omg zerg rush" is effectively a dead strat. It was already on life support anyway.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-11-11 13:05:40
November 11 2014 13:05 GMT
#2338
On November 11 2014 21:58 Liquid`Jinro wrote:
Show nested quote +
On November 11 2014 06:59 royalroadweed wrote:
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.

PPD = Point Defense Drone?

That seems lame, I like that PDDs are super strong vs marauders.... marauders are a horribly boring unit.

If it's true the reduced damage vs. armored is huge, this is an indirect buff to both stalkers and roaches vs. bio. It makes sense that gateway units need a buff due to the warpgate nerfs, but maybe this is how they're going about it.
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-11-11 13:11:55
November 11 2014 13:08 GMT
#2339
On November 11 2014 22:02 KeksX wrote:
Show nested quote +
On November 11 2014 21:56 OtherWorld wrote:
On November 11 2014 21:45 KeksX wrote:
On November 11 2014 21:40 TheDwf wrote:
What's above all bad with the 12 worker change is how it will further speed up economy growth if the mining efficiency remains unchanged. I'm certainly not looking forward to the day players sit at 130 supply at 10 or 11 minutes and are max by 12 or 13. The game needs to be slowed down there, not further accelerated.


Honest question: Why?

Why? Because SC2 suffers from the "1 big deathball fight decides the game" syndrome, and the quicker the players are able to get a complete 3-bases economy, the quicker they'll max on a big deathball. If you slow down the game, you decrease the efficiency of getting a big deathball because you are more vulnerable for a longer period of time (or if you prefer, the part of the game when you have few units is longer) which makes more room for skirmishes, small fights, harass, and actual in-battle micro. At least that's how I see it personally


But don't you think that speeding up economic growth would also increase the amount of units you have in early to midgame and thus decreasing the time you spend in lategame(which results in the deathbally play)?

Right now a problem I see is that a lot of games are just stalling until you get into lategame and if you try to end the game further, you have to cheese hardcore. With the new units and economic pattern I could see that changing since you can force game-ending engagements or one that look like them much sooner and thus more fighting pre-lategame.

I don't think so tbh. I feel that in the first six months/the first year, we will probably see more action in the midgame due to the economic and unit changes (and it's not even sure, keep in mind that the real LotV will changed a lot compared to what we saw). I mean, it's true that if you watch the showmatches from BlizzCon, I don't think one team spent more than 3/4 minutes at 200/200 over the course of the game. But people will find ways to defend the harass efficiently, the "it's new, I don't know how to play against it" factor will disappear, and the deathball problem will come back even stronger.
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KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2014-11-11 13:19:09
November 11 2014 13:17 GMT
#2340
On November 11 2014 22:08 OtherWorld wrote:
But people will find ways to defend the harass efficiently, the "it's new, I don't know how to play against it" factor will disappear, and the deathball problem will come back even stronger.


This is why we have to design units in a way that this will never be truly the case.
I think thats what made BW for me. You could say "Yeah I totally know how to beat X", but then someone comes who's doing X, but better and you're all like "shit what do?!".

In SC2, if someone goes roaches and you build marauders, you should be fine. There's nothing much you can do wrong except not building enough of them.

Seeing stuff like the Ravagar, I think that doesn't apply to that unit. What do you build against them? If we stick with the example above and you go purely marauder, unless you micro them better than the zerg micros the Ravagar shots, you can still lose against that. It becomes a situation of "who utilizes it better?" and not just "well did you build enough of them?".

Microp opportunities on both sides just prevents this kind of boring play. Look at TvZ, it's the reason people love it.

(Keep in mind that this is just a hypothesis, I have no idea if Ravagers would actually work against Marauders. I just want to describe my idea on how to fix the problem you mentioned)
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