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Active: 2003 users

Legacy of the Void Announced - Page 121

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 119 120 121 122 123 149 Next
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
November 11 2014 19:18 GMT
#2401
--- Nuked ---
Dauntless
Profile Joined May 2010
Norway548 Posts
November 11 2014 19:21 GMT
#2402
was wondering how people were feeling about the upcoming changes to StarCraft 2 in the Legacy of the Void, so I made a couple of polls.

Please vote based on the theoretic idea behind the change and don't think about the balance right now.

If you are unsure about any of the changes, they are all (except economy changes) featured in this playlist.

Which units, unit changes and features do you like?

Favourite new unit
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
TheDwf
Profile Joined November 2011
France19747 Posts
November 11 2014 19:29 GMT
#2403
On November 12 2014 04:21 Dauntless wrote:
Which units, unit changes and features do you like?

That feel when you search which box to check after you reread the list 2 times
Lobotomist
Profile Joined May 2010
United States1541 Posts
November 11 2014 19:29 GMT
#2404
On November 12 2014 04:18 SatedSC2 wrote:
Show nested quote +
On November 12 2014 03:37 Hider wrote:
The only difference is that you cannot win the game right there in lol. (but in fact you pretty much do if you get 2 kills and assists on every member)

And there is also another difference. League entertainment is related to champion vs champion interactons (regardless of the number of champios involved)

Sc2 isn't about 5 marines v 10 zerglings. For the Sc2-skillset to be exciting you need to see larger amount of units being microed all around the map. Therefore it makes perfect sense that invade is entertaining and 2rax isn't.

Except people do find 2 Rax/2 Gate/Early Pools exiting as shown by the video examples I gave.

Stop lying unless you have evidence to back this up.

Find a video were everyone boos a proxy instead of being hype about it.

Find me the video were Artosis complains instead of yelling BITBYBIIIIIIIIIIIIIIIIIIIIIIIIIIIT!!!

Seriously.

You're just wrong about this.
5 marines vs 10 zerglings can be super exciting. I mean you wouldn't want to play that every game, but the fact that you can boil the game down to that if you want is good.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Tenks
Profile Joined April 2010
United States3104 Posts
November 11 2014 19:30 GMT
#2405
On November 12 2014 04:17 mishimaBeef wrote:
Show nested quote +
On November 12 2014 04:10 Tenks wrote:
I'm not sure I even understand the motivation exactly behind the worker change. Ok 95% of games you will go up to those workers anyways. But in professional matches this gives a bit of downtime to introduce the players and talk about them for a sec. In my day-to-day ladder games that first minute gives me some time to mentally prepare and go over my build and any changes I want to make to my game from the previous game. Just not sure if the benefit outweighs the negative.


I watch a lot of pro matches, still too much down time. As for the ladder point, you can prepare your builds ahead of time. Say I want to play 10 straight matches with the same build, I have to prepare it at the beginning of every game?


I mean more like "Last game I lost on King Station is because of a drop on my left side I should make sure to position a marine there this time" and a mental check like that. And I'm sure I'm in the top 5% of SC2 viewers by raw hours and never once did I think the number of starting workers needs to be increased to increase the pace of the games. If anything it is the actual downtime with nothing but techno music and no games going on is what kills the viewership experience.
Wat
Big J
Profile Joined March 2011
Austria16289 Posts
November 11 2014 19:37 GMT
#2406
On November 12 2014 04:18 SatedSC2 wrote:
Show nested quote +
On November 12 2014 03:37 Hider wrote:
The only difference is that you cannot win the game right there in lol. (but in fact you pretty much do if you get 2 kills and assists on every member)

And there is also another difference. League entertainment is related to champion vs champion interactons (regardless of the number of champios involved)

Sc2 isn't about 5 marines v 10 zerglings. For the Sc2-skillset to be exciting you need to see larger amount of units being microed all around the map. Therefore it makes perfect sense that invade is entertaining and 2rax isn't.

Except people do find 2 Rax/2 Gate/Early Pools exiting as shown by the video examples I gave.

Stop lying unless you have evidence to back this up.

Find a video were everyone boos a proxy instead of being hype about it.

Find me the video were Artosis complains instead of yelling BITBYBIIIIIIIIIIIIIIIIIIIIIIIIIIIT!!!

Seriously.

You're just wrong about this.

Yup, how they loved it:
+ Show Spoiler [Game 1] +
Poll: Recommend Grand Final Game 1?

★★ - Only recommended if you got nothing better to do (30)
 
31%

★★★★ - Highly recommended game (21)
 
21%

★★★ - Good Game (17)
 
17%

★ - Do not see this game no matter what (17)
 
17%

★★★★★ - One of the best games of the year (13)
 
13%

98 total votes

Your vote: Recommend Grand Final Game 1?

(Vote): ★★★★★ - One of the best games of the year
(Vote): ★★★★ - Highly recommended game
(Vote): ★★★ - Good Game
(Vote): ★★ - Only recommended if you got nothing better to do
(Vote): ★ - Do not see this game no matter what




So exciting...
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-11-11 19:41:00
November 11 2014 19:40 GMT
#2407
On November 12 2014 04:29 TheDwf wrote:
Show nested quote +
On November 12 2014 04:21 Dauntless wrote:
Which units, unit changes and features do you like?

That feel when you search which box to check after you reread the list 2 times

Are you telling me you don't like any of the changes? Not even the Ravager or the Lurker? Or the new SH? Or the new Immortal ability? Or am I missing something here?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-11-11 19:44:18
November 11 2014 19:41 GMT
#2408
Well man you are brave if you sit through the 3:20 multiplied by the number of games you watch (VODs?).
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 11 2014 19:42 GMT
#2409
On November 11 2014 13:28 pure.Wasted wrote:
Show nested quote +
On November 11 2014 13:00 Uvantak wrote:
On November 11 2014 12:45 Xiphos wrote:
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?

There you go:

12 Supply workers in construction.
[image loading]

12 Supply workers get out of cocoon.
[image loading]


This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft.


Could you please explain how what the pictures show is bad for the game?

Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow.

On November 11 2014 13:20 mishimaBeef wrote:
"the early game dead time is an important part of Starcraft"

How so? Mind games?


Sorry for the delay folks, went to bed :p

I have discussed this with other mapmakers, and even when there are pros a cons regarding keeping or removing the early game many of the reasons go back to design and the inherent uncertainty of a starcraft game, the game can end up in first three minutes battling it out with a couple zerglings or it can last well beyond an hour with huge armies facing each other, from a tournament setting point of view mindgames and multigame overarching strategies (cheese vs greedy plays) are dependent in the early game.

I highly recommend anyone that's discussing these issues to jump in and try the LotV economy mod, and the SCBW economy one too, and try to rush people, I can only talk from a Z perspective since it is my best race and in my experience rushes are considerably weaker, which means you will not want to be aggressive early game as one may want with the current system which takes us to people expanding earlier and being much more greedy generating a new period of deadtime at the start of the game.

At the moment i'm very reticent of this change, none the less i'll be the first one to say that 20ish games in my mod are not a big enough pool to form a strong opinion on.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 11 2014 19:44 GMT
#2410
Old rushes might be weaker. New rushes might not be.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-11-11 19:50:08
November 11 2014 19:49 GMT
#2411
On November 12 2014 04:21 Dauntless wrote:
was wondering how people were feeling about the upcoming changes to StarCraft 2 in the Legacy of the Void, so I made a couple of polls.

Please vote based on the theoretic idea behind the change and don't think about the balance right now.

If you are unsure about any of the changes, they are all (except economy changes) featured in this playlist.

Which units, unit changes and features do you like?

Favourite new unit

Tricky, i like the banshee speed upgrade but not default cloak, like combined revelation and envision but not stasis ward...
And i support economic changes, but not exactly as it is right now :/
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Tenks
Profile Joined April 2010
United States3104 Posts
November 11 2014 19:52 GMT
#2412
I must have missed when the banshee got default cloak. I could have sworn I saw it researching in the exhibition match on Deathwing.
Wat
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
November 11 2014 19:54 GMT
#2413
On November 12 2014 04:52 Tenks wrote:
I must have missed when the banshee got default cloak. I could have sworn I saw it researching in the exhibition match on Deathwing.

Me too, yet it is indicated in the OP that it is default cloak
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 11 2014 19:56 GMT
#2414
On November 12 2014 04:44 mishimaBeef wrote:
Old rushes might be weaker. New rushes might not be.

I HIGHLY recommend you to avoid such comments, specially if you haven't played the mods, the wallin off timings are incredibly fast, all the advantage an early/proxy has over the defensive player is that you get your structures before your opponent, with these new 12 workers both players start basically at the same time meaning that any proxy stuff becomes basically invalid, idem with early pools which hit before your opponent can get his stuff out.

If you get a nice replay of a good cheese/rush that works nicely in with the mod, feel free to post it, i'll be waiting for it eagerly .
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Tenks
Profile Joined April 2010
United States3104 Posts
November 11 2014 19:57 GMT
#2415
On November 12 2014 04:54 OtherWorld wrote:
Show nested quote +
On November 12 2014 04:52 Tenks wrote:
I must have missed when the banshee got default cloak. I could have sworn I saw it researching in the exhibition match on Deathwing.

Me too, yet it is indicated in the OP that it is default cloak


If thats true I'm bringing back the CauthonLuck 1base banshee-before-anything-else Steppes of War build and making GM!
Wat
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 11 2014 20:05 GMT
#2416
On November 12 2014 04:56 Uvantak wrote:
Show nested quote +
On November 12 2014 04:44 mishimaBeef wrote:
Old rushes might be weaker. New rushes might not be.

I HIGHLY recommend you to avoid such comments, specially if you haven't played the mods, the wallin off timings are incredibly fast, all the advantage an early/proxy has over the defensive player is that you get your structures before your opponent, with these new 12 workers both players start basically at the same time meaning that any proxy stuff becomes basically invalid, idem with early pools which hit before your opponent can get his stuff out.

If you get a nice replay of a good cheese/rush that works nicely in with the mod, feel free to post it, i'll be waiting for it eagerly .


I was thinking timing attacks with some of the new units/abilities.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
November 11 2014 20:14 GMT
#2417
--- Nuked ---
Iyventrica
Profile Joined August 2012
United States20 Posts
November 11 2014 21:10 GMT
#2418
The note that efficiency remains unchanged... so with 6 mineral patches, we can have a max of 18 workers mining on them? but efficiency would still be 2 per patch? and then +3 per gyser means we would have a max of 24 workers on a base?

This is probably answered somewhere in the comments, but it seems like such a sea of comments... would be nice if this was put into the OP.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 11 2014 21:23 GMT
#2419
Here are things I want Blizzard to look at for the purpose of maintenance. Including some changes made to the game to address outdated balance concerns.

shared upgrades for air/mech,
cheaper protoss upgrades,
the wide difference in build time for zerg T2 tech buildings,
various odd hellbat rules,
infested terrans not benefiting from upgrades,
inconsistencies in gateway vs warpgate cooldowns for various units,
terran having various forgotten upgrades,
brood lord immunity to abduct,
spore crawler bonus damage to biological,
mothership core vision range,
warp prism shield buff,
immortal range.

I think it's beneficial if the game is more consistent. One example is the fact that protoss upgrades were made cheaper at one point. Now that they've used this option it's gone and it can't be applied for future balance concerns. They can't realistically reduce the price even more. If they would revert to the original values, assuming that the game needs to be re-balanced for LotV anyway, this becomes possible again.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MTAC
Profile Joined May 2013
103 Posts
Last Edited: 2014-11-11 21:45:06
November 11 2014 21:42 GMT
#2420
Here are things I want Blizzard to look at for the purpose of maintenance. Including some changes made to the game to address outdated balance concerns.


Agree with you. IMO they should look even further, especially 'bug/AI abuse' stuff. Like the Zealot Charge micro or mass Ghost snipes (even though this one have to be tuned down from original thing). Hell, if this WG/economy thing gets in, Kaydharin amulet could even be brought back.

That's the kind of thing that made the game fun! Players innovation.
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