Legacy of the Void Announced - Page 32
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cheekymonkey
France1387 Posts
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Cheren
United States2911 Posts
On November 08 2014 07:22 Jaaaaasper wrote: 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
United States3613 Posts
On November 08 2014 07:14 Jaaaaasper wrote: 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. | ||
Hikari
1914 Posts
long live 6pool... | ||
Jaaaaasper
United States10225 Posts
On November 08 2014 07:23 -Archangel- wrote: 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? | ||
SC2Toastie
Netherlands5725 Posts
On November 08 2014 07:16 Energizer wrote: 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! | ||
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Psione
United States45 Posts
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. | ||
SC2Towelie
United States561 Posts
I would rather they change things too much than change things not enough. They can always make small balance tweaks later on in patches. | ||
paralleluniverse
4065 Posts
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
United States10225 Posts
On November 08 2014 07:25 Cheren wrote: 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. | ||
paralleluniverse
4065 Posts
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Ramiz1989
12124 Posts
On November 08 2014 07:28 Jaaaaasper wrote: 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. | ||
[PkF] Wire
France24202 Posts
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Jaaaaasper
United States10225 Posts
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. | ||
[PkF] Wire
France24202 Posts
I guess his point was we don't need one more. | ||
crbox
Canada1180 Posts
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rezoacken
Canada2719 Posts
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Adreme
United States5574 Posts
On November 08 2014 07:26 VGhost wrote: 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
Peru2011 Posts
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WolfintheSheep
Canada14127 Posts
On November 08 2014 07:26 Jaaaaasper wrote: 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? | ||
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