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Legacy of the Void Announced - Page 47

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 45 46 47 48 49 149 Next
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
November 08 2014 01:00 GMT
#921
On November 08 2014 09:29 royalroadweed wrote:
Do hercs have stim?

Let's just say that Cloaken said - they have SPLASH :D
Another world, another place, another universe, won the race.. :) ;) :P
CyberVoid
Profile Joined June 2013
Brazil165 Posts
November 08 2014 01:00 GMT
#922
Wow! Great changes... I hope some of them make it out of the beta.
"My mission is to kill time, and time's to kill me in its turn. How comfortable one is among murderers."
Shock710
Profile Blog Joined December 2009
Australia6097 Posts
November 08 2014 01:00 GMT
#923
what is protosses second new unit? didnt the twitter say 2 new for each
dAPhREAk gives Shock a * | [23:55] <Shock710> that was out of context -_- [16:26] <@motbob> Good question, Shock!
Weavel
Profile Joined January 2010
Finland9221 Posts
November 08 2014 01:03 GMT
#924
On November 08 2014 09:59 royalroadweed wrote:
Am I the only one disappointed in the model of the disruptor? Its the replicant.
Yeah a little bit. Not too unique unit now.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 08 2014 01:05 GMT
#925
I had hoped nukes would have gotten some love. Maybe the ability to build more than one nuke from a single ghost academy. Maybe with a limit of 3 like in starbow.
"Nerfing Toss can just make them stronger"
Satan Battles
Profile Joined November 2014
4 Posts
November 08 2014 01:05 GMT
#926
On November 08 2014 08:57 Omegatemplar wrote:
Of course the game will be balanced and nothing is final yet. But toss need more attention from Blizzard. I think they are not giving The Power of Protoss to the game. So many changes that affect the game. Terran has much more tech than Protoss or Zerg at multiplayer. And at the history toss get thousands of years ahead of Terran in tech. Please, Blizzard, show us the True Power of Protoss.


Toss got the most out of HoTS without a doubt. MSC makes Toss safe from ANY early cheese (At least for its duration), void rays get bonus dmg instantly, oracle is an amazing unit, and tempests are good as well. Terran got Hellbats and Mines, which only affect ZvT. Zerg got SH and Viper, SH can be abused in ZvP, but in general are so immobile that outplaying them is just a matter of moving faster than them (not hard). Viper is good, but how many games do Zergs even get to Hive? It only affects the lategame. I for one am glad to see Zerg getting more useful early/midgame options, Protoss already has such a well rounded group of units that trade extremely well.
The only thing necessary for the triumph of evil is for good men to do nothing.
Musicus
Profile Joined August 2011
Germany23576 Posts
November 08 2014 01:08 GMT
#927
On November 08 2014 09:56 Noocta wrote:
Show nested quote +
On November 08 2014 09:51 Musicus wrote:
On November 08 2014 09:50 Noocta wrote:
I don't understand, the Herc looks like it fills the EXACT same roles as the Hellbat.
Beefy light armor unit that doesn splash and fight against ling baneling while being a good tank against immortal ? Sounds familiar ?


I don't think it's good vs lings and it's a barracks unit though. And it has an active ability you can micro and looks awesome.


They do splash damage in the video...


Haha I just rewatched it and I was completely wrong, they wreck lings it seems.
Maru and Serral are probably top 5.
Noocta
Profile Joined June 2010
France12578 Posts
November 08 2014 01:08 GMT
#928
On the other hand, I really like the Ravager.
Making forcefield less of a 1 player game was needed. And it has good synergy with infestors which we don't see much anymore.
" I'm not gonna fight you. I'm gonna kick your ass ! "
FuRong
Profile Joined April 2010
New Zealand3089 Posts
November 08 2014 01:09 GMT
#929
Wow, automated tournaments. I never thought you would, Blizzard. Amazing!
Don't hate the player, hate the game
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
November 08 2014 01:11 GMT
#930
A lot of these changes won't make it to the first build of the beta let alone the release version
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
SuperHofmann
Profile Joined September 2013
Italy1741 Posts
November 08 2014 01:12 GMT
#931
No reasons to think that this videos are serious.

I mean.

HotS beta: Waround, Carriers removed, widow mines had timer before explode, oracle had the spell to block minerals, thousands of changes for the Hellbats

What else?

Units are going to change tons of times before the real game, this videos are not very usefull
Vasacast always in my <3
xxjcdentonxx
Profile Joined November 2012
Canada163 Posts
November 08 2014 01:14 GMT
#932
Anyone have an explanation as to why these changes are so positive? David Kim said their goal with LotV was, "more action", and the audience was relatively silent at that. And I was a bit disappointed with it as well as the new units. They seem very generic, simple spell casting that does AoE mostly. Every race is getting more of the same shared abilities, every race becoming more homogenized than they already were. Even HotS had more unique and creative unit design than LotV, although those units were changed drastically to become more generic later. This is just how I saw it but I am interested in hearing why the changes are being praised by TL who I'm sure have valid opinions.
"Expand or die." —Ferengi Rule of Acquisition #45
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
November 08 2014 01:14 GMT
#933
On November 08 2014 10:12 SuperHofmann wrote:
No reasons to think that this videos are serious.

I mean.

HotS beta: Waround, Carriers removed, widow mines had timer before explode, oracle had the spell to block minerals, thousands of changes for the Hellbats

What else?

Units are going to change tons of times before the real game, this videos are not very usefull


I actually disagree with that, they're indicative on how Blizzard wants to see the game change, and they show us the direction they want to take the game currently. Obviously none of this is final, but it shows us the sort of game that LOTV will be - one which is much more cutthroat than before.
I will agree that the actual CONTENT is not substantial, but everything's subject to change for the beta.
kiss kiss fall in love
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
November 08 2014 01:15 GMT
#934
On November 08 2014 10:11 BLinD-RawR wrote:
A lot of these changes won't make it to the first build of the beta let alone the release version


What do you think won't make it into final release?
AKA: TelecoM[WHITE] Protoss fighting
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 08 2014 01:18 GMT
#935
On November 08 2014 10:14 IntoTheheart wrote:
Show nested quote +
On November 08 2014 10:12 SuperHofmann wrote:
No reasons to think that this videos are serious.

I mean.

HotS beta: Waround, Carriers removed, widow mines had timer before explode, oracle had the spell to block minerals, thousands of changes for the Hellbats

What else?

Units are going to change tons of times before the real game, this videos are not very usefull


I actually disagree with that, they're indicative on how Blizzard wants to see the game change, and they show us the direction they want to take the game currently. Obviously none of this is final, but it shows us the sort of game that LOTV will be - one which is much more cutthroat than before.
I will agree that the actual CONTENT is not substantial, but everything's subject to change for the beta.


well HotS started as more micro stuff and possibilities and went into more a-move stuff. With all those changes that increase the pace of the game, I would say we would have to play on faster to handle all of that properly. Otherwise LotV will put every players wrist to the grave.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
November 08 2014 01:18 GMT
#936
On November 08 2014 09:43 Colston wrote:
Yeah, but one change won't change the concept of strategy and tactics will it? Will it really ruin the depth of the game? You honestly think these genius pro's won't be able to come up with new tactics just as exploitable and awesome as they've been able to already?

Forcing people to have to start using their brains again won't hurt the scene at all, it'll make for some god damn refreshing games. The only rushes being avoided by this is the 6 pool and possibly the cannon rush, and I'm pretty sure they'll be convertable to the 12 supply cannon rush and the 12 pool. It's not like greed won't be an option anymore, and people will still get punished for it...


On November 08 2014 09:40 Capped wrote:
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.


You're both assuming that I am somehow disregarding all of the "aggressive" build orders (builds that are not focused on establishing an early midgame economy).

Of course there's going to be more than just greedy openings, there's one base plays in WoL and HOTS; I'm talking strictly about the strategies that are even earlier than those.

Here are build orders that I would call rushes:

Proxy 2 gate
Proxy 2 gate - Stalkers
10 Gate / Early Cybernetics for Zealot/Stalker/MSC
Cannon Rushes
Early pool from 6 to Overpool
8/8/8 Proxy Barracks-Reaper Rush
Proxy Marauder
Proxy Two Barracks

These builds all have a common theme: They cut economy, especially in the case of the proxies; They're trying to get out units faster or slightly ahead of their opponent's in relative build time.

With 12 workers, you and your opponent will almost always have your buildings started and completed at the same time because there is no opportunity for you to gain a time advantage before the start of the game unless you decide to not produce the first worker (if they keep the initial 50 minerals).

What's the point of proxying for Terran if your opponent will have units popping before your marines, reapers or marauders get out of the barracks and into your opponents base? In WoL and HOTS marines and reaper rushes hit before Zerg has zerglings, or before Protoss has a Stalker on the way. Protoss has it even worse as their starting pylon has to begin in their base in order to be anywhere near efficient. There's virtually no real advantage in proxying at all when your opponent will always have an easy time holding off the rush since they're not actually vulnerable to it unless you choose to pool units which is basically praying that your opponent does not send a worker at all to your base (a 15/16 scout would fuck you over).

If anyone has played LittleWarGame, you'll know exactly what I'm talking about when I say that "Rushes" are ineffectual and a non factor (not including 1 base...).
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
November 08 2014 01:19 GMT
#937
On November 08 2014 09:59 TheDwf wrote:
Oh, and they should stop with those insta movement MOBA abilities... Abduct, Blink, Hook. Respect the normal movement and positioning of units please.


I believe the reason those abilities work in a MOBA is that there are tons of these instant movement abilities and interactions are created based on that. Like if you Flash in League, it - in many instances doesn't put you above critical range of getting hit by a skillshot. Instead it just means that the skillshot is being missed if the enemy didn't predict you were flashing. But good players can predict behaviour of the enemy and thus land skillshots based on the enemy flashing which creates a really cool skillcap.

In Sc2, stuff like Abduct and Blink just exist in a vacuum, as it doesn't really add any interesting countermicro.
Draconicfire
Profile Joined May 2010
Canada2562 Posts
November 08 2014 01:20 GMT
#938
The new Terran units are kinda iffy. I'm also not a big fan of the increased pick up range of the Warp Prism.

I'm pretty happy with the rest of the race changes though, a lot more of a focus on micro and reducing boring gameplay.
@Drayxs | Drayxs.221 | Drayxs#1802
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2014-11-08 01:22:39
November 08 2014 01:20 GMT
#939
On November 08 2014 10:15 GGzerG wrote:
Show nested quote +
On November 08 2014 10:11 BLinD-RawR wrote:
A lot of these changes won't make it to the first build of the beta let alone the release version


What do you think won't make it into final release?


The cyclone for sure. Unless they make it so expensive that it cannot be built in the midgame, it just won't happen. Calling it right now just like the I did with the Warhound when we got their stats

Fast as a stalker, more range AND shooting while moving? Can't balance that.

As a Protoss the new changes leave me a bit bored. Hopefully the changes make the positional play more important, which is what it has always missed.

Also the dude with the hook is basically the Hellbat, it even has an upgrade to make it attack in aoe lol
Revolutionist fan
CorsairHero
Profile Joined December 2008
Canada9491 Posts
November 08 2014 01:21 GMT
#940
welp whatever happens, i'm going to buy it anyways to play the campaign
© Current year.
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