Legacy of the Void Announced - Page 13
| Forum Index > SC2 General |
|
xxjcdentonxx
Canada163 Posts
| ||
|
BlackCompany
Germany8388 Posts
I will probably buy LotV for the campaign because i want to know how the story ends. Multiplayer doesnt look like its my style anymore | ||
|
Scrubwave
Poland1786 Posts
| ||
|
OtherWorld
France17333 Posts
Nah seriously I hope the 12 workers thing is just for the alpha. It just sounds unnecessary and dumb as a permanent change. The other changes looks cool for P and Z (no colossus removal though, hope it gets a rework). However I feel like T changes sucks a bit, I'm not sure if a mobile mech unit is going to help mech, and a melee unit feels kinda strange. | ||
|
Nirel
Israel1526 Posts
On November 08 2014 05:23 KingAlphard wrote: 1 base Nydus all ins are gonna be very serious now. Remember moving burrowed banelings? most chances it's not going to come through. | ||
|
Hider
Denmark9419 Posts
On November 08 2014 05:10 Shikyo wrote: ideally the resource gathering changes cause much faster paced and expansionheavy games, which is great It won't do that though. It's more likely to make players focussed on defending their new bases as they cannot afford to invest additionally ressources into offensive. If you think mech or toss is passive/boring now, then it's only gonna be a lot worse with 12 max saturation. Starting with 12 workers is however a good change that paces of the period where "nothing" happens. Out expanding beyond 3 base vs 3 base exists again. This is the biggest myth in the history of Sc2. Look at BW TvZ or PvZ. Terran stays at 2 bases for like 20 minutes. Given this logic, these matchups should be absolutely terrible, but they weren't. Now look at your average Sc2 game. Do you ever see someone staying infitnitely long on 3 bases (I am taking 10+ mins here?). No you dont, becasue you build the 4th as you start mining out on your main and/or if you want to have more than 6 geysers. It's important to understand that 12 max saturation forces players into taking extra bases while BW was about rewarding, but economies still benefited from up to like 28 workers (or something like that). It's completely different concepts and has completley different effects on the gameplay. | ||
|
Yonnua
United Kingdom2331 Posts
Protoss: Warp prism looks cool but unnecessary if you can micro well. Oracle's new ability could be good if you can choose to manually trigger, otherwise looks like you'll only hit 1-2 units with it. Carrier change is interesting but unclear what exactly it means and what the micro limitations are. The rest looks like some pretty brutal and unnecessary nerfs. Zerg: Corruptor looks terrifying. Mass corruptor is already great vs air and gives literally no fucks about ground units, now it's basically WoL Void Rays on Crack. Infestor's new ability is cool. Swarm host is still good defensively because you now need to back up when locusts spawn, you can't fight. They'll probably get more kills each wave now but it might change the unit role a bit. Nydus worm is stupid as fuck in PvZ and I can't see it getting past beta. Unless you open gateway first, you basically will auto-lose every game to nydus rushes. Protoss basically patched out of the game, terran will probably dominate the beta as usual, especially with a heavily buffed mech. I expect lots of changes to this by the end of beta. Don't think any of the new units will need to disappear completely though. | ||
|
SC2Toastie
Netherlands5725 Posts
On November 08 2014 05:24 KeksX wrote: They are not unkillable, just not detectable while being built.... Can't kill what you can't see ![]() | ||
|
Ovid
United Kingdom948 Posts
On November 08 2014 05:24 KeksX wrote: They are not unkillable, just not detectable while being built.... And not damageable whilst doing the animation. | ||
|
Olli
Austria24422 Posts
| ||
|
SetGuitarsToKill
Canada28396 Posts
On November 08 2014 05:25 OtherWorld wrote: RIP 2rax, best build of SC history Nah seriously I hope the 12 workers thing is just for the alpha. It just sounds unnecessary and dumb as a permanent change. The other changes looks cool for P and Z (no colossus removal though, hope it gets a rework). However I feel like T changes sucks a bit, I'm not sure if a mobile mech unit is going to help mech, and a melee unit feels kinda strange. It has to be just for alpha, that or ITS A 4RAX NOW BOYS! | ||
|
KeksX
Germany3634 Posts
I suspect you will be able to see them the same way you can see burrowed infestors or observers. In that case friendly fire will get you far I think. And even if they aren't attackable during that stage completely, it's not like they have a ton of HP or are free... | ||
|
HEADD
Czech Republic611 Posts
Seige tank drop cyclone looks very good Herc is just anty ling/bane. Repairing Thors.. Better banches Teleporting BC... | ||
|
Plansix
United States60190 Posts
| ||
|
Liquid`Nazgul
22427 Posts
| ||
|
Prog455
Denmark970 Posts
| ||
|
pajoondies
United States316 Posts
| ||
|
FLuE
United States1012 Posts
I think the skill ceiling goes way up with all these changes, nothing is "we added a unit that moves fast and shoot." So even if the units change, i hope the direction remains which is create options that allow the skilled players to get the most out of their units and show off some amazing play. There is a lot of good here, more bases = more action. Units that break up the death ball more, and units that reward micro. All good stuff. If you haven't, watch the gameplay videos as they at least show what some of these changes look like. | ||
|
Clonester
Germany2808 Posts
In the videos they say these changes "are on the table". And we all know what this means: They can be scrapped just each day without a notice by bliz. | ||
|
SC2Toastie
Netherlands5725 Posts
| ||
| ||
