On November 30 2014 07:57 BillGates wrote: This expansion feels way too similar. I wanted a lot of new units, a lot of new game mechanics, a lot of different stuff added on and old stuff removed and changed.
I mean its been pretty much the same stuff for over 6 years now and the new expansion doesn't keep it fresh enough. With just 2 new units and some minor changes to existing units, it feels like its the same old game for 6 years now.
I would have liked 4 new units for each race, change up 2-3 more and remove 2-3 from the current units. Add in some new and unique mechanics, increase difficulty on macro mechanics.
On November 30 2014 07:57 BillGates wrote: This expansion feels way too similar. I wanted a lot of new units, a lot of new game mechanics, a lot of different stuff added on and old stuff removed and changed.
I mean its been pretty much the same stuff for over 6 years now and the new expansion doesn't keep it fresh enough. With just 2 new units and some minor changes to existing units, it feels like its the same old game for 6 years now.
I would have liked 4 new units for each race, change up 2-3 more and remove 2-3 from the current units. Add in some new and unique mechanics, increase difficulty on macro mechanics.
Lol.
He has a point. But it's not LotV fault. It's the HotS for not changing too much. And the big intervals between the expansions. There could have been some big patches that changed a lot, but there weren't.
Compare how much SC2 has changed since the beta in 2009, and how much Dota has changed since 2009.
I like LotV big changes. Hope Blizzard can do big changes more often.
I didn't trust the disruptor at first, but the unit is really fun. It overlaps with the colossus imo, but it's way more micro intensive to use. It is probably OP right now because the cooldown to use the ability which allows him to attack is very low, for example a 2 disruptor drop combined with the new warp prism seems impossible to stop unless you prevent it from landing. I'd say they can delete the colossus at this point. It just looks like a badly designed unit compared to the disruptor.
It doesn't attack air. With terran a common strategy could be to pickup the units on the medivacs. Because of this, blink stalkers/disruptor might be a strong option since you can snipe medivacs with the stalkers. Although I think that if you just run away with stimmed bio you should be able to avoid them.
On December 01 2014 05:34 KingAlphard wrote: I didn't trust the disruptor at first, but the unit is really fun. It overlaps with the colossus imo, but it's way more micro intensive to use. It is probably OP right now because the cooldown to use the ability which allows him to attack is very low, for example a 2 disruptor drop combined with the new warp prism seems impossible to stop unless you prevent it from landing. I'd say they can delete the colossus at this point. It just looks like a badly designed unit compared to the disruptor.
It doesn't attack air. With terran a common strategy could be to pickup the units on the medivacs. Because of this, blink stalkers/disruptor might be a strong option since you can snipe medivacs with the stalkers. Although I think that if you just run away with stimmed bio you should be able to avoid them.
Terran bio can run from it but what about mech or zerg late game armies that are slow as hell. Really don´t want to see a scenario where 3-4 of those things just kill everything as those slow armies try to "run" away. Even if they manage to split toss death ball can finish them easily. I hope they remove the invulnerability button from the unit. This would allow you to target them down.
On December 01 2014 05:34 KingAlphard wrote: I didn't trust the disruptor at first, but the unit is really fun. It overlaps with the colossus imo, but it's way more micro intensive to use. It is probably OP right now because the cooldown to use the ability which allows him to attack is very low, for example a 2 disruptor drop combined with the new warp prism seems impossible to stop unless you prevent it from landing. I'd say they can delete the colossus at this point. It just looks like a badly designed unit compared to the disruptor.
It doesn't attack air. With terran a common strategy could be to pickup the units on the medivacs. Because of this, blink stalkers/disruptor might be a strong option since you can snipe medivacs with the stalkers. Although I think that if you just run away with stimmed bio you should be able to avoid them.
Terran bio can run from it but what about mech or zerg late game armies that are slow as hell. Really don´t want to see a scenario where 3-4 of those things just kill everything as those slow armies try to "run" away. Even if they manage to split toss death ball can finish them easily. I hope they remove the invulnerability button from the unit. This would allow you to target them down.
Hm, can you root the disruptor with a fungal while it is in its invulnerability mode?
I hope for new Unit sounds (more powerfull), the most sounds of sc2 are boring, Lurker sc/bw ZINNNNG ZINNNG, Lurker sc2 i cant hear, or the zealot is so peace now, or the tank or or or... i hate the lame sc2 sound ;/ there is no atmosphere. where are the good old times, but good that the lurker is coming back. that is power
On December 01 2014 07:38 Schakal111 wrote: I hope for new Unit sounds (more powerfull), the most sounds of sc2 are boring, Lurker sc/bw ZINNNNG ZINNNG, Lurker sc2 i cant hear, or the zealot is so peace now, or the tank or or or... i hate the lame sc2 sound ;/ there is no atmosphere. where are the good old times, but good that the lurker is coming back. https://www.youtube.com/watch?v=tDcDrMHlT1Q that is power
From my point of view (of what they said in multiplayer updates), the game will shift from tactics+strategy+macro to micro+tactics+strategy, which resembles style of the old school SC (boxer, etc).
On December 01 2014 05:34 KingAlphard wrote: I didn't trust the disruptor at first, but the unit is really fun. It overlaps with the colossus imo, but it's way more micro intensive to use. It is probably OP right now because the cooldown to use the ability which allows him to attack is very low, for example a 2 disruptor drop combined with the new warp prism seems impossible to stop unless you prevent it from landing. I'd say they can delete the colossus at this point. It just looks like a badly designed unit compared to the disruptor.
It doesn't attack air. With terran a common strategy could be to pickup the units on the medivacs. Because of this, blink stalkers/disruptor might be a strong option since you can snipe medivacs with the stalkers. Although I think that if you just run away with stimmed bio you should be able to avoid them.
Terran bio can run from it but what about mech or zerg late game armies that are slow as hell. Really don´t want to see a scenario where 3-4 of those things just kill everything as those slow armies try to "run" away. Even if they manage to split toss death ball can finish them easily. I hope they remove the invulnerability button from the unit. This would allow you to target them down.
Hm, can you root the disruptor with a fungal while it is in its invulnerability mode?
No, not that the moment. At least that's the case in the LotV alpha mod,
On November 29 2014 11:00 Musicus wrote: I just had a thought, won't supply calldown be way better in LotV? You really don't want too many mules since your bases will mine out way faster anyway and supply calldown actually gives you 100 extra minerals that are not on the map. Of course in the early game you will still need mules to keep up with zerg and protoss, but once you have a healthy worker count, I think we might see a lot more supply calldowns from Terran.
We will see a lot less normal supply depots then I guess, since the supply of CCs increased too.
fyi, supply calldowns are only useful early game.
So are mules, unless one or more of your bases are destroyed. All three races need more gas than minerals in mid and late game.
If you already have a lot of depots, being aggressive with units is better than calldown at freeing up supply.
If you only have a few depots, supply calldown is when its at its best since you can "mine" 100 minerals in 1-2 seconds (much faster minerals/second than mule)
Mech already uses supply call down over mules because of how much gas it needs instead of gas. Bio play is VERY VERY mineral heavy and never at any point needs gas more that minerals.
Now, if Medivacs were re-costed to be 50 mineral/ 150 gas to make it an official spellcaster, then you'll start seeing bio being more gas heavy than mineral heavy, but in the current meta Mules > Supply unless its mech.
See, resilience. Other than high mobility and medivac's healing, that's one of the huge incentives for T to play bioball from the beginning to the end. I wish raven/thor/BC had some effective skill to disassemble a deathball so T will shift from bioball into that.
On December 01 2014 07:38 Schakal111 wrote: I hope for new Unit sounds (more powerfull), the most sounds of sc2 are boring, Lurker sc/bw ZINNNNG ZINNNG, Lurker sc2 i cant hear, or the zealot is so peace now, or the tank or or or... i hate the lame sc2 sound ;/ there is no atmosphere. where are the good old times, but good that the lurker is coming back. https://www.youtube.com/watch?v=tDcDrMHlT1Q that is power
The music in SC2 isn't nearly as powerful as before either...
On December 01 2014 14:31 ETisME wrote: The unit sound in bw is cool until you put on the earphone imo, some sounds are way too sharp and low res.
Not that sc2 is better though.
I think i know what you mean, cant this be fixed somehow while still maintain the nice sound? For me personally, i have no issue when putting on any earphones, but i think i can understand why some ppl do. Especially those ppl who didnt hear the sound when it first came or atleast the years early.
On December 01 2014 14:31 ETisME wrote: The unit sound in bw is cool until you put on the earphone imo, some sounds are way too sharp and low res.
Not that sc2 is better though.
Nostalgia covers up a lot of things--like late 90's level sound design.
Not sure what you're getting at. It was almost universally agreed upon that BW sound design was superior in almost all ways. Every thing from unit voice overs to attacks/weapon sounds and buildings sounded way, way better, more mysterious, more futuristic more bad ass. I still hate Blizzard for making Protoss sound like fucking space elves.
If I had an option to replace most unit and building sounds from SC2 to BW I'd totally go for it.
The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?
On December 01 2014 22:47 Grumbels wrote: The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?
Yeah i really don't like the concept of a better roach with an ability. The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach? I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept. I hope they can do that with the ravager as well
On December 01 2014 22:47 Grumbels wrote: The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?
Yes. Corrosive bile hitting ground units only and/or higher gas cost.
On December 01 2014 22:47 Grumbels wrote: The ravager is very strong in large numbers since the shots become harder to avoid. The ravager is also strong in multiple smaller groups because it takes more attention to avoid the shots than to cast them. This strongly reminds me of the old fungal which could shut down both large and small armies. However, if you neuter corrosive bile the ravager becomes less well defined, more like a pseudo roach. Is it possible to find a good balance here?
One thing that I believe could be tweaked with the Ravager is the cooldown of its ability. In my opinion it should feel like a significant reward for dodging an ability/spell. That's what it feels like when you play vs Storms (too an extent at least) due to the 75 mana cost. But with only 10 second CD, I think battles will be just way too focussed on constantly trying to dodge them, and zergs constantly spamming that F key. Thus, I would opt for a somewhat higher CD of at least 15 seconds.
The ability itself is nice (even though i think it is way too spammable right now), but why do we get a "better roach" when evolving a roach? I like that zerg has multiple units which can evolve, but every other unit so far didn't evolve into a better version of itself, it always was a totally new unit concept.
This concept fits the Roach perfectly as the Ravager here helps offset the disadvantages of the Roach. I would argue that the Ravager concept is the best idea since the Medivac was introduced...