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Legacy of the Void Announced - Page 32

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 30 31 32 33 34 149 Next
cheekymonkey
Profile Joined January 2014
France1387 Posts
November 07 2014 22:25 GMT
#621
12 worker start, maximum 12 workers. What! This is a huge change, and it's definitely going to change. Will be very interesting to see however.
Cheren
Profile Blog Joined September 2013
United States2911 Posts
November 07 2014 22:25 GMT
#622
On November 08 2014 07:22 Jaaaaasper wrote:
Show nested quote +
On November 08 2014 07:20 -Archangel- wrote:
On November 08 2014 07:19 Jaaaaasper wrote:
This is actually a joke right? They're going to announce the actual non awful expansion after this right? Or that they acquired the command and conquer brand this this is the new version of that? This is terrible.

No it is not. It is finally good.

Its actually a step down from the game and expansion that ruined the brand, on the bright side the pro scene wont last long enough to really drag the brand through the mud a bit more.


let's be real though, you're not the audience, the audience is people who played and liked WoL and left for LoL and Dota.
VGhost
Profile Blog Joined March 2011
United States3616 Posts
November 07 2014 22:26 GMT
#623
On November 08 2014 07:14 Jaaaaasper wrote:
Show nested quote +
On November 08 2014 07:10 Plansix wrote:
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.

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.


I don't know what to think about this change.

On the one hand, it radically changes the dynamics for (here's where not watching SC2 hurts me, I'm falling back on BW) super-early cheese: 6-pool or BBS or whatever.

But what it does is it moves early-game choices - since you already have one functional base - out a level: how fast do you take an expansion? If you take an expansion and your opponent goes all-in before the nexus comes up, will you lose? Here's where I think there's a problem: travel distance means you should have an equal force, before an attack can get there, with the cost of the Nexus (or whatever) offset by the time to attack.

It seems like the logical goal here is to have maps where that first base is a lot riskier or else the third is plausible early. I don't really like the change because it seems like it cuts out a whole segment of gameplay; but I don't want to say I hate it because I can see how it will get to the actual fights faster.
#4427 || I am not going to scan a ferret.
Hikari
Profile Blog Joined May 2010
1914 Posts
November 07 2014 22:26 GMT
#624
@12 workers change...
long live 6pool...
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
November 07 2014 22:26 GMT
#625
On November 08 2014 07:23 -Archangel- wrote:
Show nested quote +
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

No they decided to lower minerals in main base and give you more workers at start so you can expand faster

They gave you the optimal saturation of a base with out any actual need to build workers. How is that not just going to lead to non stop 1 base all ins that hit even earlier?
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 07 2014 22:26 GMT
#626
On November 08 2014 07:16 Energizer wrote:
Show nested quote +
On November 08 2014 07:12 Sapphire.lux wrote:
Why is there no discussion on the SH? Flying Locusts people! FLYING FREE UNITS! arrr


Maybe because they dont actually attack air? And its a hive upgrade? And the cooldown between spawns was increased?

But no more tank aoe and clumpedness!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Psione
Profile Joined March 2014
United States45 Posts
November 07 2014 22:26 GMT
#627
On November 08 2014 04:54 Zealously wrote:
Regardless of whether or not these LotV changes are GOOD, they are massive. That, by definition, is great for Starcraft. The community has been demanding changes to blow the game open and allow it to be the best it can be. Some of these things may sound weird now, but things will change and Blizzard has shown that they're now willing to make big changes to have the best game they possibly can.

So hyped.

As should be expected early on, many things can and will change from now until release. Definitely keep the feedback coming (we'll be listening), but I would also suggest checking out the Multiplayer panel on Saturday at 2:15 PM PST. The team will be talking about the changes in-depth and their thoughts behind them. It should help answer a lot of the questions people may have right now.
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
SC2Towelie
Profile Joined July 2014
United States561 Posts
November 07 2014 22:27 GMT
#628
So happy that they're making huge changes :D
I would rather they change things too much than change things not enough. They can always make small balance tweaks later on in patches.
Don't forget to bring a towel! (Towelie.635)
paralleluniverse
Profile Joined July 2010
4065 Posts
November 07 2014 22:27 GMT
#629
I'm glad their trying to make the game more dynamic with more action. The early game of SC2 is quite boring at the moment.

But I'm annoyed there still won't be in-game streaming and spectating, like Dota 2. Now we will likely never seen this feature, which sucks majorly.
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
November 07 2014 22:28 GMT
#630
On November 08 2014 07:25 Cheren wrote:
Show nested quote +
On November 08 2014 07:22 Jaaaaasper wrote:
On November 08 2014 07:20 -Archangel- wrote:
On November 08 2014 07:19 Jaaaaasper wrote:
This is actually a joke right? They're going to announce the actual non awful expansion after this right? Or that they acquired the command and conquer brand this this is the new version of that? This is terrible.

No it is not. It is finally good.

Its actually a step down from the game and expansion that ruined the brand, on the bright side the pro scene wont last long enough to really drag the brand through the mud a bit more.


let's be real though, you're not the audience, the audience is people who played and liked WoL and left for LoL and Dota.

I liked WoL before winfestors, and then I left for Dota. And I'm not coming back for this.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
paralleluniverse
Profile Joined July 2010
4065 Posts
November 07 2014 22:29 GMT
#631
The cyclone seems like a boring, low-skill unit.
Ramiz1989
Profile Joined July 2012
12124 Posts
November 07 2014 22:29 GMT
#632
On November 08 2014 07:28 Jaaaaasper wrote:
Show nested quote +
On November 08 2014 07:25 Cheren wrote:
On November 08 2014 07:22 Jaaaaasper wrote:
On November 08 2014 07:20 -Archangel- wrote:
On November 08 2014 07:19 Jaaaaasper wrote:
This is actually a joke right? They're going to announce the actual non awful expansion after this right? Or that they acquired the command and conquer brand this this is the new version of that? This is terrible.

No it is not. It is finally good.

Its actually a step down from the game and expansion that ruined the brand, on the bright side the pro scene wont last long enough to really drag the brand through the mud a bit more.


let's be real though, you're not the audience, the audience is people who played and liked WoL and left for LoL and Dota.

I liked WoL before winfestors, and then I left for Dota. And I'm not coming back for this.

Good, Starcraft needs less, not more whining people.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
[PkF] Wire
Profile Joined March 2013
France24236 Posts
November 07 2014 22:29 GMT
#633
I'll definitely listen to that, because I'm very curious to know what the "thought" behind the unkillable nydus or the corruptor changes was. Only a superior twisted mind or a stupid one could come up with such things (my bet is on the second though).
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
November 07 2014 22:30 GMT
#634
On November 08 2014 07:29 paralleluniverse wrote:
The cyclone seems like a boring, low-skill unit.

Gee there aren't any of those in sc2.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
[PkF] Wire
Profile Joined March 2013
France24236 Posts
November 07 2014 22:30 GMT
#635
On November 08 2014 07:30 Jaaaaasper wrote:
Show nested quote +
On November 08 2014 07:29 paralleluniverse wrote:
The cyclone seems like a boring, low-skill unit.

Gee there aren't any of those in sc2.


I guess his point was we don't need one more.
crbox
Profile Joined August 2010
Canada1180 Posts
November 07 2014 22:30 GMT
#636
I am very impressed with these changes and will probably play a lot of LotV when it comes out! Seems like T>Z>P from what I can tell. Terran mech seems incredibly strong (tank drop into autorepairing mass Thors :O !?)
rezoacken
Profile Joined April 2010
Canada2719 Posts
November 07 2014 22:31 GMT
#637
I felt HotS was a little too shy on changes. I'm interested to see where they go with LotV, at least it seems they're trying.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Adreme
Profile Joined June 2011
United States5574 Posts
November 07 2014 22:31 GMT
#638
On November 08 2014 07:26 VGhost wrote:
Show nested quote +
On November 08 2014 07:14 Jaaaaasper wrote:
On November 08 2014 07:10 Plansix wrote:
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.

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.


I don't know what to think about this change.

On the one hand, it radically changes the dynamics for (here's where not watching SC2 hurts me, I'm falling back on BW) super-early cheese: 6-pool or BBS or whatever.

But what it does is it moves early-game choices - since you already have one functional base - out a level: how fast do you take an expansion? If you take an expansion and your opponent goes all-in before the nexus comes up, will you lose? Here's where I think there's a problem: travel distance means you should have an equal force, before an attack can get there, with the cost of the Nexus (or whatever) offset by the time to attack.

It seems like the logical goal here is to have maps where that first base is a lot riskier or else the third is plausible early. I don't really like the change because it seems like it cuts out a whole segment of gameplay; but I don't want to say I hate it because I can see how it will get to the actual fights faster.


My feeling is that the goal is to get the first expansion out faster and get past the first 6 minutes of each game which honestly are fairly slow paced so we can get into the part of the game where I am actually playing my opponent.

I mean honestly was anyone here really struggling to build workers at the very start of the game. Getting us past those first 3 minutes where nothing is happening but building workers and into the part where you are expanding building units and harassing can only be considered a good thing.
Kergy
Profile Joined December 2010
Peru2011 Posts
November 07 2014 22:31 GMT
#639
I had extremely low expectations so I'm quite surprised, this is really solid unit design and I love how they're promoting micro and skill based counter-play. Good job so far Blizzard!
Everyday Girl's Day~!
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
November 07 2014 22:31 GMT
#640
On November 08 2014 07:26 Jaaaaasper wrote:
Show nested quote +
On November 08 2014 07:23 -Archangel- wrote:
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

No they decided to lower minerals in main base and give you more workers at start so you can expand faster

They gave you the optimal saturation of a base with out any actual need to build workers. How is that not just going to lead to non stop 1 base all ins that hit even earlier?


Because I get my second base built before you get Gateway and Cybercore?
Average means I'm better than half of you.
Prev 1 30 31 32 33 34 149 Next
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