Also, if they fix the turret thing that LaLush found, they would look way more stylish.
Legacy of the Void Announced - Page 135
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DoubleReed
United States4130 Posts
Also, if they fix the turret thing that LaLush found, they would look way more stylish. | ||
ejozl
Denmark3340 Posts
http://eu.battle.net/sc2/en/forum/topic/12618403870 | ||
FabledIntegral
United States9232 Posts
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
United States6752 Posts
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. | ||
TedCruz2016
Hong Kong271 Posts
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Kazahk
United States385 Posts
+ Show Spoiler + skip to 30 second mark. | ||
The_Red_Viper
19533 Posts
On November 24 2014 15:05 Thieving Magpie wrote: 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 | ||
Cloak
United States816 Posts
On November 25 2014 00:31 The_Red_Viper wrote: 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. | ||
swissman777
1106 Posts
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Thieving Magpie
United States6752 Posts
On November 25 2014 07:26 Cloak wrote: 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. | ||
TedCruz2016
Hong Kong271 Posts
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Spect8rCraft
649 Posts
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Xyik
Canada728 Posts
On November 25 2014 10:23 Thieving Magpie wrote: 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
Hong Kong271 Posts
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. | ||
Heartland
Sweden24580 Posts
What other mechanics aren't in sc2 ? | ||
Big J
Austria16289 Posts
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
Hong Kong271 Posts
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". | ||
Ramiz1989
12124 Posts
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 | ||
SC2Toastie
Netherlands5725 Posts
On November 25 2014 18:36 TedCruz2016 wrote: 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. | ||
Big J
Austria16289 Posts
On November 25 2014 18:46 Ramiz1989 wrote: I love Abduct but this would make this ability: -rather stupid looking -overpowered - it is already looing incredibly stupid. ![]() - 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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