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Legacy of the Void Announced - Page 45

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 43 44 45 46 47 149 Next
RDaneelOlivaw
Profile Joined April 2011
Vatican City State733 Posts
November 08 2014 00:27 GMT
#881
It's a small thing but it would be really fantastic if they implemented race-picking for LotV
jojos11
Profile Joined March 2014
Korea (North)314 Posts
November 08 2014 00:28 GMT
#882
some of these units are pretty imba imo,especially zerg ones. protoss are kinda boring
Diaresta
Profile Joined February 2012
United States597 Posts
November 08 2014 00:28 GMT
#883
Lurkers back, and Reavers back as Disruptors. The new units look interesting, but I'm not too crazy about starting with 12 workers.

Hopefully the game delivers. Looking alright so far, and I'm excited.
@Diaresta Huk//Jaedong//Taeja ★EGTL★ ♥Stephano♥ | "Agent 3154, welcome back."
Arolis
Profile Joined October 2010
United States496 Posts
November 08 2014 00:28 GMT
#884
On November 08 2014 09:05 [PkF] Wire wrote:
Show nested quote +
On November 08 2014 09:02 alpenrahm wrote:
On November 08 2014 08:56 [PkF] Wire wrote:
On November 08 2014 08:54 Darkthorn wrote:
On November 08 2014 04:45 Charoisaur wrote:
On November 08 2014 04:43 kusto wrote:
On November 08 2014 04:42 Charoisaur wrote:
Sry bu this sounds terrible. not buying lotv if this is true


Oh yes you will.

the unit changes could be ok.
but the economy changes sound like they will kill sc2.
seriously why change it? we had always 6 starting workers no reason to change it

and reward micro more than macro.


I would actually hate it. I like to think of SC as the macro game and of WC as the micro game. I think SC should stay much more macro focused, while of course rewarding great micro as much as possible.


the reduction from 16 down to 12 only means that your production rate is cut down to 75%. You will still be making much more units then in Warcraft, its not like they are going to introduce upkeep. In my opinion this is a slick move to shift the overall focus of the game.


Yeah but that's what I mean, I hope macro remains the focus of the game rather than micro.

Correct me if I'm wrong, but wouldn't this be more like SC:BW? People complained about the volume of mining done by a single base in this game since beta and complained that the army build up is so much faster than BW that mid-game fights are dominated by 150ish food or higher armies compared to the midgame armies of BW which were much smaller. Getting to 200/200 in a BW game was a big deal. It'd be nice if it was actually a big deal in SC2 instead of an every game occurrence.

Going for something like a Hydra bust vs. Protoss might not even see 100 food reached by either army before the game ended in BW. Comparative to the early HotS Zergling/Baneling/Roach to bust a fast third vs. Terran. You need a crap-ton more units to make that attack.
Prog455
Profile Joined April 2012
Denmark970 Posts
November 08 2014 00:29 GMT
#885
On November 08 2014 09:15 Shinespark wrote:
Literally less than 5% of this post will survive to the final version of LotV, so I don't see any reason to get excited.


I beg to differ. Less than 5% means nothing in this post will make it into the final version. I'd be willing to bet a sizeable amount of money, that atleast a single new unit will make it into the final version.
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 08 2014 00:29 GMT
#886
Do hercs have stim?
"Nerfing Toss can just make them stronger"
Musicus
Profile Joined August 2011
Germany23579 Posts
Last Edited: 2014-11-08 00:30:50
November 08 2014 00:30 GMT
#887
wrong thread sorry
Maru and Serral are probably top 5.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 00:31 GMT
#888
On November 08 2014 09:28 Arolis wrote:
Show nested quote +
On November 08 2014 09:05 [PkF] Wire wrote:
On November 08 2014 09:02 alpenrahm wrote:
On November 08 2014 08:56 [PkF] Wire wrote:
On November 08 2014 08:54 Darkthorn wrote:
On November 08 2014 04:45 Charoisaur wrote:
On November 08 2014 04:43 kusto wrote:
On November 08 2014 04:42 Charoisaur wrote:
Sry bu this sounds terrible. not buying lotv if this is true


Oh yes you will.

the unit changes could be ok.
but the economy changes sound like they will kill sc2.
seriously why change it? we had always 6 starting workers no reason to change it

and reward micro more than macro.


I would actually hate it. I like to think of SC as the macro game and of WC as the micro game. I think SC should stay much more macro focused, while of course rewarding great micro as much as possible.


the reduction from 16 down to 12 only means that your production rate is cut down to 75%. You will still be making much more units then in Warcraft, its not like they are going to introduce upkeep. In my opinion this is a slick move to shift the overall focus of the game.


Yeah but that's what I mean, I hope macro remains the focus of the game rather than micro.

Correct me if I'm wrong, but wouldn't this be more like SC:BW? People complained about the volume of mining done by a single base in this game since beta and complained that the army build up is so much faster than BW that mid-game fights are dominated by 150ish food or higher armies compared to the midgame armies of BW which were much smaller. Getting to 200/200 in a BW game was a big deal. It'd be nice if it was actually a big deal in SC2 instead of an every game occurrence.

Going for something like a Hydra bust vs. Protoss might not even see 100 food reached by either army before the game ended in BW. Comparative to the early HotS Zergling/Baneling/Roach to bust a fast third vs. Terran. You need a crap-ton more units to make that attack.


I don't know anything about BW sorry .
Deleted User 173346
Profile Blog Joined April 2011
16169 Posts
November 08 2014 00:31 GMT
#889
--- Nuked ---
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
November 08 2014 00:31 GMT
#890
What I really don't understand about some of these changes is what problems with the game they are trying to fix. I feel like blizzard shouldn't make changes just for the sake of changing something, but they should rather find brilliant solutions to problems that exist in the gameplay.

For example, I can see where they want to go with economy changes, carriers and tank buff, swarm host and immortal changes, etc. But why exactly are they adding the herc? The cyclone? Did they really have to change the tempest, the oracle and nerf warpgate?

Guess we're discussing too much about it since the game won't come out in less than one year, but still...
Cheren
Profile Blog Joined September 2013
United States2911 Posts
November 08 2014 00:31 GMT
#891
http://blizzard.com

Blizz homepage now has WoW, Heroes, Overwatch, and SC2, for those complaining it didn't have SC2 before.
Hemling
Profile Joined March 2010
Sweden93 Posts
November 08 2014 00:32 GMT
#892
IS THIS REAL LIFE?

The lurker announcement seriously gave me flashbacks from when i was 12y and i ran lurker drop rush every game on bnet! (yes i was a noob cheese kid with maphack back then lol)
http://eu.battle.net/sc2/en/profile/246845/1/Hemligt/
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
November 08 2014 00:32 GMT
#893
On November 08 2014 09:19 Colston wrote:
I can understand all of you not wanting to see the 12 worker change, I mean, if they'd implement that we'd all lose those 3 awesome minutes of worker building, barracks blocking and / or reaper expands. I really can't imagine how the competitive scene would survive that..

I mean, if there's one thing that'd be totally disgusting it would be some completely new strategies instead of small variations on a build order everyone uses. If I'd never be able to see another double hatch first into 5 minutes of extremely exciting boner-inducing hard droning I don't know how I'd be able to live with myself....


It's a pretty obvious bone to throw at the Viewing audience at the expense of depth.

Early rushes are somewhat practical because you have a timing window where your opponent will be vulnerable (by starting a building(s) and subsequently units earlier than your opponent by cutting workers and/or proxying). With 12 workers at the start, it's going to be nearly impossible for any real "rushes" to occur when the starting buildings will always start at the same time.

It's important that you have these kinds of possibilities in a game, even if these strategies aren't going to be used regularly they force players to scout, search for proxies, basically account for risk taking by their opponents (this plays a bigger role in tournament Best Of series).

On the other hand, we might see more one base play in LoTV, especially for Terran since they benefit the most from having access to MULE earlier (earlier you start OC, the more MULEs will be in play throughout the opening stages of the game); but I think that's more lame since it's easily scouted.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
November 08 2014 00:32 GMT
#894
Looks interesting, I'll keep a tab to see how everything fans out.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 08 2014 00:33 GMT
#895
On November 08 2014 09:31 KingAlphard wrote:
What I really don't understand about some of these changes is what problems with the game they are trying to fix. I feel like blizzard shouldn't make changes just for the sake of changing something, but they should rather find brilliant solutions to problems that exist in the gameplay.

For example, I can see where they want to go with economy changes, carriers and tank buff, swarm host and immortal changes, etc. But why exactly are they adding the herc? The cyclone? Did they really have to change the tempest, the oracle and nerf warpgate?

Guess we're discussing too much about it since the game won't come out in less than one year, but still...

I think they're adding the herc to deal better with baneling lurker combos. From starbow bane lurker combos were very strong vs bio play.
"Nerfing Toss can just make them stronger"
hoby2000
Profile Blog Joined April 2010
United States918 Posts
November 08 2014 00:35 GMT
#896
I'm fascinated and shocked. They're changing a lot about the game, a lot more than I expected. Not sure what these changes mean yet, but damn Blizzard. If you actually intend to keep a majority of these changes, you can color me impressed.

If they were to release this right now for multiplayer, I would buy it and try it out for sure. Looks interesting.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
Kokujin
Profile Joined July 2010
United States456 Posts
November 08 2014 00:36 GMT
#897
No more 6/8/10 pooling.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 00:37 GMT
#898
On November 08 2014 09:31 KingAlphard wrote:
What I really don't understand about some of these changes is what problems with the game they are trying to fix. I feel like blizzard shouldn't make changes just for the sake of changing something, but they should rather find brilliant solutions to problems that exist in the gameplay.

For example, I can see where they want to go with economy changes, carriers and tank buff, swarm host and immortal changes, etc. But why exactly are they adding the herc? The cyclone? Did they really have to change the tempest, the oracle and nerf warpgate?

Guess we're discussing too much about it since the game won't come out in less than one year, but still...


It's actually true a lot of changes seem to come out of the blue and to try and create a new game rather than fixing the one we currently play. They said there would be something to explain the reasoning behind the changes and it will be interesting to hear about that.
Capped
Profile Blog Joined June 2011
United Kingdom7236 Posts
Last Edited: 2014-11-08 00:43:07
November 08 2014 00:40 GMT
#899
On November 08 2014 09:32 Gamegene wrote:
Show nested quote +
On November 08 2014 09:19 Colston wrote:
I can understand all of you not wanting to see the 12 worker change, I mean, if they'd implement that we'd all lose those 3 awesome minutes of worker building, barracks blocking and / or reaper expands. I really can't imagine how the competitive scene would survive that..

I mean, if there's one thing that'd be totally disgusting it would be some completely new strategies instead of small variations on a build order everyone uses. If I'd never be able to see another double hatch first into 5 minutes of extremely exciting boner-inducing hard droning I don't know how I'd be able to live with myself....


It's a pretty obvious bone to throw at the Viewing audience at the expense of depth.

Early rushes are somewhat practical because you have a timing window where your opponent will be vulnerable (by starting a building(s) and subsequently units earlier than your opponent by cutting workers and/or proxying). With 12 workers at the start, it's going to be nearly impossible for any real "rushes" to occur when the starting buildings will always start at the same time.

It's important that you have these kinds of possibilities in a game, even if these strategies aren't going to be used regularly they force players to scout, search for proxies, basically account for risk taking by their opponents (this plays a bigger role in tournament Best Of series).

On the other hand, we might see more one base play in LoTV, especially for Terran since they benefit the most from having access to MULE earlier (earlier you start OC, the more MULEs will be in play throughout the opening stages of the game); but I think that's more lame since it's easily scouted.


Your logic is entirely flawed.

Rushes and greedy openings will always exist in an RTS, theres a reason they exist in EVERY rts. Just because there are 12 starting workers instead of 6 doesnt mean rushes suddenly dont exist, it means the game changes and the meta shifts, new stuff emerges.

Sure, everything might be "bigger" (Army size, tech, whatever) and the rushes "longer" or "later" but in the context of the game - it will still always be a rush, just like a greedy eco play will be greed. Doesnt matter if its a 2 rax proxy or a 12 worker 4 rax all in.
Useless wet fish.
Highways
Profile Joined July 2005
Australia6120 Posts
November 08 2014 00:41 GMT
#900
What are the economy changes?

There seems to be a lot of conflicting reports.
#1 Terran hater
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