Legacy of the Void Announced - Page 30
Forum Index > SC2 General |
eviltomahawk
United States11135 Posts
| ||
[PkF] Wire
France24202 Posts
On November 08 2014 07:04 Finnz wrote: Corrupters that can kill structures and attack ground while flying? This will make them the strongest air unit in the game. There is absolutely zero way this makes it even to the closed beta. | ||
stevorino
957 Posts
| ||
purakushi
United States3300 Posts
| ||
Xinzoe
Korea (South)2373 Posts
installing hearthstone | ||
imJealous
United States1382 Posts
The Cyclone seems like just the unit mech needs to round it out (not to mention the immortal change), though I don't think it will be very good in TvT. Looks like it needs to move into close range to 'lock on' then it can retreat to longer range while continuing to fire... Marine/Tank target fire seems like it would shred them while they move in to lock on but that might make for some cool micro management. I'm not sure the zerg changes go quite far enough, but I guess the we'll have to see. What good are lurkers without darkswarm? I suppose lurker + fungal will be pretty sick! Still not sure what we will do against late game protoss air armies though unless this ravager + fungal combo is completely broken. | ||
SigmaoctanusIV
United States3313 Posts
On November 08 2014 07:00 Ammanas wrote: the new protoss unit is basically a scarab. that you can control. without the reaver shooting it though. I think people were hoping remove colossus replace with Reaver... | ||
Jaaaaasper
United States10225 Posts
| ||
Ramiz1989
12124 Posts
On November 08 2014 07:05 [PkF] Wire wrote: There is absolutely zero way this makes it even to the closed beta. I agree, and not even because it is OP, but because it is just a copy of Void Ray. It seems rushed, like that they didn't know what to do with Corruptor and gave it stupid ability to... destroy buildings? Great... | ||
GinDo
3327 Posts
On November 08 2014 07:00 Ammanas wrote: the new protoss unit is basically a scarab. that you can control. without the reaver shooting it though. Exactly, but now the stupidity comes from the player and not the AI ![]() | ||
qotsager
Germany585 Posts
| ||
[PkF] Wire
France24202 Posts
On November 08 2014 07:07 Ramiz1989 wrote: I agree, and not even because it is OP, but because it is just a copy of Void Ray. It seems rushed, like that they didn't know what to do with Corruptor and gave it stupid ability to... destroy buildings? Great... Remember they did that with the oracle too, they could just eradicate buildings at some point. Notice how well designed of an unit it ended up being. | ||
Plansix
United States60190 Posts
On November 08 2014 07:07 Jaaaaasper wrote: So basically blizzard decided that having to build workers was too hard, and now you only have to build workers when you expand. K Or that the beginning 2-3 minutes of the game was kind dull and this speeds things up a bit. Also, its going to be in beta, unclear if it makes it to launch. You still need to build workers, likely from the start. | ||
Sapphire.lux
Romania2620 Posts
| ||
Jaaaaasper
United States10225 Posts
On November 08 2014 07:10 Plansix wrote: Or that the beginning 2-3 minutes of the game was kind dull and this speeds things up a bit. Also, its going to be in beta, unclear if it makes it to launch. You still need to build workers, likely from the start. The optimal per base is 12, you start with 12. No need ot build workers until you expand. Might as well just give automated resources at this point and remove those pesky features like building works or expanding or gather resources. After that maybe maybe they can just auto build units from production buildings and have them automatically a-move towards the other guys base. Because actual rts mechanics are clearly too hard. Also I'm really impressed with how corrupters are now a void ray. This may actually be a new low for sc2. | ||
goody153
44122 Posts
I think that siege tank can be loaded unto a medivac probably needs somekind of cooldown time when dropped in siege mode to balance it out. Cyclone seems fun and bugged as fuck. Disruptor invincible frame is funny and also immortals still pretty strong. Ravager seems fun. Terran changes are fun, Zerg changes are uhm besides LURKERS and ravager and protoss changes aren't that amazing but the ok. | ||
neobowman
Canada3324 Posts
On November 08 2014 07:03 Foxxan wrote: What the hell are you talking about... If you cant see the lurkers on the ground like with widowmines..Then there will be no micro involved since the lurkers will one shot all your marines instantly.... There isn't actually a problem with that since you should be able to scout well enough to see if they do have lurkers. If people start going lurkers often, the timings will be figured out along with what to be scouted. Same as in brood war, not a big issue. I imagine the siege tank will now be able to play a similar role to the reaver in BW. Drop harass mid-game with crazy micro. Going to be fun. The change in worker efficiency is eh. I expect that they did it so people are maxing out on workers less but I don't think that's the right approach to it. An exponential decrease in efficiency after a certain point would be better imo. And I don't see why we want to start with 12 workers. Yes, most builds get there anyway but the lack of rush possibilities will take out a lot of the fun in the early game. It just shifts the meta towards later game. | ||
Xyik
Canada728 Posts
| ||
GinDo
3327 Posts
On November 08 2014 07:12 Sapphire.lux wrote: Why is there no discussion on the SH? Flying Locusts people! FLYING FREE UNITS! arrr Not too worried. Not only can they only hit ground, but they have to drop to the ground to attack. Marine/ Thor fodder. | ||
graNite
Germany4434 Posts
| ||
| ||