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Legacy of the Void Announced - Page 147

Forum Index > SC2 General
2977 CommentsPost a Reply
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DreamR
Profile Blog Joined December 2012
United Kingdom168 Posts
November 29 2014 23:05 GMT
#2921
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.
This game saved me from ending it.
TMG26
Profile Joined July 2012
Portugal2017 Posts
November 30 2014 17:57 GMT
#2922
On November 30 2014 08:05 DreamR wrote:
Show nested quote +
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.
Supporter of the situational Blink Dagger on Storm.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-11-30 20:36:37
November 30 2014 20:34 GMT
#2923
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.
RaFox17
Profile Joined May 2013
Finland4581 Posts
Last Edited: 2014-11-30 20:54:34
November 30 2014 20:53 GMT
#2924
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.
Big J
Profile Joined March 2011
Austria16289 Posts
November 30 2014 20:57 GMT
#2925
On December 01 2014 05:53 RaFox17 wrote:
Show nested quote +
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?
Schakal111
Profile Joined September 2013
20 Posts
Last Edited: 2014-11-30 22:48:54
November 30 2014 22:38 GMT
#2926
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
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 30 2014 23:31 GMT
#2927
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


"We cannot hold!"

Zedd
Profile Joined January 2010
Czech Republic107 Posts
December 01 2014 00:24 GMT
#2928
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).
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
December 01 2014 00:35 GMT
#2929
On December 01 2014 05:57 Big J wrote:
Show nested quote +
On December 01 2014 05:53 RaFox17 wrote:
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,
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 01 2014 02:21 GMT
#2930
On November 30 2014 06:57 Thieving Magpie wrote:
Show nested quote +
On November 29 2014 23:28 TedCruz2016 wrote:
On November 29 2014 11:33 Thieving Magpie wrote:
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.
Make DC listen!
rotta
Profile Joined December 2011
5625 Posts
December 01 2014 02:36 GMT
#2931
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...
don't wall off against random
ETisME
Profile Blog Joined April 2011
12782 Posts
December 01 2014 05:31 GMT
#2932
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.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 01 2014 07:07 GMT
#2933
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.
Hark, what baseball through yonder window breaks?
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
Last Edited: 2014-12-01 07:21:35
December 01 2014 07:20 GMT
#2934
For me, it covers up everything since the Recession. Just sayin'. Never mind.
Make DC listen!
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 01 2014 08:45 GMT
#2935
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.

The brain get used to things in everything.
Destructicon
Profile Blog Joined September 2011
4713 Posts
December 01 2014 10:22 GMT
#2936
On December 01 2014 16:07 Thieving Magpie wrote:
Show nested quote +
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.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
December 01 2014 13:47 GMT
#2937
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?
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.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 01 2014 13:53 GMT
#2938
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
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 |
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 01 2014 14:08 GMT
#2939
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.
Make DC listen!
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-12-01 14:17:43
December 01 2014 14:15 GMT
#2940
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...
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