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Legacy of the Void Announced - Page 135

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 133 134 135 136 137 149 Next
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2014-11-23 23:45:49
November 23 2014 23:44 GMT
#2681
Yea, I've thought that the colossus should just be slower (but maybe buffed in some other way I don't know). I think the cliffwalking is cool. But I find it really strange that sometimes colossoxen can be exposed, but then are save by moving them back. You can't do that with siege units. If broodlords or tanks are exposed, they're fucked.

Also, if they fix the turret thing that LaLush found, they would look way more stylish.
ejozl
Profile Joined October 2010
Denmark3372 Posts
November 24 2014 00:04 GMT
#2682
I made a Bnet post about the Colossus a little while ago.
http://eu.battle.net/sc2/en/forum/topic/12618403870
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 24 2014 05:33 GMT
#2683
On November 24 2014 09:04 ejozl wrote:
I made a Bnet post about the Colossus a little while ago.
http://eu.battle.net/sc2/en/forum/topic/12618403870


Eh you really didn't make any of the relevant points people made on the previous page though. Your points were fairly superficial all around.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 24 2014 06:05 GMT
#2684
On November 24 2014 06:04 Jenia6109 wrote:
Simple change to Colossus:
- Make it slower and/or unable to kite units (like Thor)
- +20-40 HP
- Range 9 -> 8 (optional)
Then it will make sense.


Better idea.

Increase damage by 95
Lower cost by 100 minerals/100 gas
lower build time
remove weakness to air units
rename to reaver

people would not complain at all.
Hark, what baseball through yonder window breaks?
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 24 2014 06:26 GMT
#2685
And I've got one better than that - replace ghost's EMP with LOCKDOWN and replace raven's auto turret with EMP. P could have a similar single-target-crippling spell so the deathball vs. deathball situation could be avoided.
Make DC listen!
Kazahk
Profile Blog Joined April 2012
United States385 Posts
Last Edited: 2014-11-24 06:48:05
November 24 2014 06:47 GMT
#2686
Is it just me or do you hear the Zora king from OoT when you see a reaver?
+ Show Spoiler +

skip to 30 second mark.
Rngesus blessed me with a tooth half, then shunned me with a spinach roll.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 24 2014 15:31 GMT
#2687
On November 24 2014 15:05 Thieving Magpie wrote:
Show nested quote +
On November 24 2014 06:04 Jenia6109 wrote:
Simple change to Colossus:
- Make it slower and/or unable to kite units (like Thor)
- +20-40 HP
- Range 9 -> 8 (optional)
Then it will make sense.


Better idea.

Increase damage by 95
Lower cost by 100 minerals/100 gas
lower build time
remove weakness to air units
rename to reaver

people would not complain at all.

If these are literally the changes, people wouldn't stop complaining :D
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Cloak
Profile Joined October 2009
United States816 Posts
November 24 2014 22:26 GMT
#2688
On November 25 2014 00:31 The_Red_Viper wrote:
Show nested quote +
On November 24 2014 15:05 Thieving Magpie wrote:
On November 24 2014 06:04 Jenia6109 wrote:
Simple change to Colossus:
- Make it slower and/or unable to kite units (like Thor)
- +20-40 HP
- Range 9 -> 8 (optional)
Then it will make sense.


Better idea.

Increase damage by 95
Lower cost by 100 minerals/100 gas
lower build time
remove weakness to air units
rename to reaver

people would not complain at all.

If these are literally the changes, people wouldn't stop complaining :D


Lots of fine print: Instead of consistent death beams with a predictable arc, it'd be a slower shot, not instant hitbox, sometimes explodes as a dud blue ball thing that cost minerals and the replenishment is cooldowned by building time. Also movement speed of the unit would have to drop like a rock. Different games, different balance. With that said, a Scarab shot is a piece of spectator gold that shouldn't've been removed.
The more you know, the less you understand.
swissman777
Profile Joined September 2014
1106 Posts
November 24 2014 23:20 GMT
#2689
well, all I am going to say is that all the micro-heavy situations would force pros to retire earlier, thus making the life choice of a pro-gamer even worse.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 25 2014 01:23 GMT
#2690
On November 25 2014 07:26 Cloak wrote:
Show nested quote +
On November 25 2014 00:31 The_Red_Viper wrote:
On November 24 2014 15:05 Thieving Magpie wrote:
On November 24 2014 06:04 Jenia6109 wrote:
Simple change to Colossus:
- Make it slower and/or unable to kite units (like Thor)
- +20-40 HP
- Range 9 -> 8 (optional)
Then it will make sense.


Better idea.

Increase damage by 95
Lower cost by 100 minerals/100 gas
lower build time
remove weakness to air units
rename to reaver

people would not complain at all.

If these are literally the changes, people wouldn't stop complaining :D


Lots of fine print: Instead of consistent death beams with a predictable arc, it'd be a slower shot, not instant hitbox, sometimes explodes as a dud blue ball thing that cost minerals and the replenishment is cooldowned by building time. Also movement speed of the unit would have to drop like a rock. Different games, different balance. With that said, a Scarab shot is a piece of spectator gold that shouldn't've been removed.


No disagreements from me.

The point is that slow attacking high damage units fighting fast attacking low damage units is ALWAYS enjoyable. The reaver was good not because it's stats were more balanced, but because it's stats was more extreme. Reavers were cheaper, yes, and they dealt 4 times the damage per hit, yes, but they had drawbacks upon drawbacks piled on top of them so even though they could wipe out 20-40 supply of units in one or two volleys, no one complained and the victim was told to micro better.

Extreme damage plus extreme drawbacks is what makes interesting tech units. Average damage plus average drawbacks makes for an average unit.
Hark, what baseball through yonder window breaks?
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 25 2014 02:05 GMT
#2691
Just delete colossus and give P a strong map-control unit instead.
Make DC listen!
Spect8rCraft
Profile Joined December 2012
649 Posts
November 25 2014 02:21 GMT
#2692
D'you think Blizzard's mistake was trying to go for "mobile siege" units?
Xyik
Profile Blog Joined November 2009
Canada728 Posts
November 25 2014 02:22 GMT
#2693
On November 25 2014 10:23 Thieving Magpie wrote:
Show nested quote +
On November 25 2014 07:26 Cloak wrote:
On November 25 2014 00:31 The_Red_Viper wrote:
On November 24 2014 15:05 Thieving Magpie wrote:
On November 24 2014 06:04 Jenia6109 wrote:
Simple change to Colossus:
- Make it slower and/or unable to kite units (like Thor)
- +20-40 HP
- Range 9 -> 8 (optional)
Then it will make sense.


Better idea.

Increase damage by 95
Lower cost by 100 minerals/100 gas
lower build time
remove weakness to air units
rename to reaver

people would not complain at all.

If these are literally the changes, people wouldn't stop complaining :D


Lots of fine print: Instead of consistent death beams with a predictable arc, it'd be a slower shot, not instant hitbox, sometimes explodes as a dud blue ball thing that cost minerals and the replenishment is cooldowned by building time. Also movement speed of the unit would have to drop like a rock. Different games, different balance. With that said, a Scarab shot is a piece of spectator gold that shouldn't've been removed.


No disagreements from me.

The point is that slow attacking high damage units fighting fast attacking low damage units is ALWAYS enjoyable. The reaver was good not because it's stats were more balanced, but because it's stats was more extreme. Reavers were cheaper, yes, and they dealt 4 times the damage per hit, yes, but they had drawbacks upon drawbacks piled on top of them so even though they could wipe out 20-40 supply of units in one or two volleys, no one complained and the victim was told to micro better.

Extreme damage plus extreme drawbacks is what makes interesting tech units. Average damage plus average drawbacks makes for an average unit.


This is exactly right. This is why storms, nukes, seeker missle, banelings etc are interesting to watch and micro. This is why science vessels / vultures were interesting in BW. This is why marauders, roaches, immortals, collossus suck and make the game boring.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
Last Edited: 2014-11-25 02:36:12
November 25 2014 02:33 GMT
#2694
On November 25 2014 11:21 Spect8rCraft wrote:
D'you think Blizzard's mistake was trying to go for "mobile siege" units?


On the contrary, it's Blizzard's brilliance. Siege units are not necessarily mobile, but they're both microable and mAcroable (you have to deploy them at the right positions). We all miss tank, mines and lurker in BW don't we. I wish they had weighed in on map-control rather than making it a deathball vs. deathball match like what it currently is.
Make DC listen!
Heartland
Profile Blog Joined May 2012
Sweden24580 Posts
November 25 2014 08:56 GMT
#2695
I've been thinking about what sort of mechanics aren't used in sc2. Now they're adding some kind of blind mortar fire with the Ravager and that's cool. What about long range skill shots? Perhaps it's a terrible idea, but I could see it being an interesting ability for some units as it requires specific skills and relates to the game in a new way. Obviously it can't work in the exact same way as it might in a moba (and I am not that familiar with how that works) but it can't be too hard to tweak to not be too strong or too weak.

What other mechanics aren't in sc2 ?
Big J
Profile Joined March 2011
Austria16289 Posts
November 25 2014 09:34 GMT
#2696
btw an idea about the Viper abduct:
the pull target location should be the Viper, instead of the place where the Viper was standing when initiating

It is a tiny change, but:
- this would make it so that you could pull a target and then fly backwards with the Viper to pull 1-2range further with proper micro
- this would make it so that you could pull a target and pull the pulling Viper, to multipull a target
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 25 2014 09:36 GMT
#2697
On November 25 2014 17:56 Heartland wrote:
I've been thinking about what sort of mechanics aren't used in sc2. Now they're adding some kind of blind mortar fire with the Ravager and that's cool. What about long range skill shots? Perhaps it's a terrible idea, but I could see it being an interesting ability for some units as it requires specific skills and relates to the game in a new way. Obviously it can't work in the exact same way as it might in a moba (and I am not that familiar with how that works) but it can't be too hard to tweak to not be too strong or too weak.

What other mechanics aren't in sc2 ?


How about neutral creatures for hunting like those in War3? It could be a bunch of Primal Zerg, Tal'darim Jihads or Terran Mercenaries or a hybrid or the like scattered at specific positions on a map, somewhere far away from your base. If you go attack them and defeat them, you'll be rewarded with resources pickup - like those in the campaigns, immediate 250 minerals or 150 gas, but the risk is that your base could be in danger of getting harassed without proper defense, and you could lose some of your precious early-game units to the neural creatures during the "hunting".
Make DC listen!
Ramiz1989
Profile Joined July 2012
12124 Posts
November 25 2014 09:46 GMT
#2698
On November 25 2014 18:34 Big J wrote:
btw an idea about the Viper abduct:
the pull target location should be the Viper, instead of the place where the Viper was standing when initiating

It is a tiny change, but:
- this would make it so that you could pull a target and then fly backwards with the Viper to pull 1-2range further with proper micro
- this would make it so that you could pull a target and pull the pulling Viper, to multipull a target

I love Abduct but this would make this ability:
-rather stupid looking
-overpowered
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 25 2014 09:47 GMT
#2699
On November 25 2014 18:36 TedCruz2016 wrote:
Show nested quote +
On November 25 2014 17:56 Heartland wrote:
I've been thinking about what sort of mechanics aren't used in sc2. Now they're adding some kind of blind mortar fire with the Ravager and that's cool. What about long range skill shots? Perhaps it's a terrible idea, but I could see it being an interesting ability for some units as it requires specific skills and relates to the game in a new way. Obviously it can't work in the exact same way as it might in a moba (and I am not that familiar with how that works) but it can't be too hard to tweak to not be too strong or too weak.

What other mechanics aren't in sc2 ?


How about neutral creatures for hunting like those in War3? It could be a bunch of Primal Zerg, Tal'darim Jihads or Terran Mercenaries or a hybrid or the like scattered at specific positions on a map, somewhere far away from your base. If you go attack them and defeat them, you'll be rewarded with resources pickup - like those in the campaigns, immediate 250 minerals or 150 gas, but the risk is that your base could be in danger of getting harassed without proper defense, and you could lose some of your precious early-game units to the neural creatures during the "hunting".

We want players engaging players, not attacking failsafe and more rewarding creeps.

Aboyut the long range skillshot;
Storm/Nuke/EMP/Fungal are what you mean, perhaps?

Longer range starts to become too random.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-25 10:08:04
November 25 2014 09:55 GMT
#2700
On November 25 2014 18:46 Ramiz1989 wrote:
Show nested quote +
On November 25 2014 18:34 Big J wrote:
btw an idea about the Viper abduct:
the pull target location should be the Viper, instead of the place where the Viper was standing when initiating

It is a tiny change, but:
- this would make it so that you could pull a target and then fly backwards with the Viper to pull 1-2range further with proper micro
- this would make it so that you could pull a target and pull the pulling Viper, to multipull a target

I love Abduct but this would make this ability:
-rather stupid looking
-overpowered


- it is already looing incredibly stupid. (I guess you mean the pull the pulling Viper thing?)
- not sure why. You could balance it out with a slight range decrease of say 0.5-1, which on average makes up for the additional pulling range. The "pull the Viper that pulls the target" is extremely rare, because you have to preposition a Viper at the back to do it. And then the only thing that changes compared to "pull target with Viper 1, then further pull with Viper 2" which we already hardly ever see is that you may safe the Viper1 in scenarios where it isn't oneshot.

On the flipside, killing a pulling Viper could result in the target being dropped, so you could actually countermicro the pulling and safe the unit halfway.
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