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Legacy of the Void Announced - Page 5

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 147 148 149 Next
VeNoM HaZ Skill
Profile Blog Joined November 2010
United States1528 Posts
November 07 2014 19:55 GMT
#81
On November 08 2014 04:53 ssg wrote:
12 workers makes sense. It pretty much cuts out the early game for casuals, which is the most boring game. It'll deepen the strategy on the pro level by forcing expansions right away.

This sounds like absolute bullshit and you know it.

On the other hand, congrats on your job as Blizzard's head marketing exec.
#1 MMA fan! I like you too Taeja. Still patiently waiting for the Crown Prince to become the King.
deus.machinarum
Profile Joined September 2011
Austria658 Posts
November 07 2014 19:55 GMT
#82
Now I'm a bit skeptical as to how many of the changes will actually make it into the game, we`ll just have to wait and see....but HOLY COW, they sure wanted to mix things up
Nothing worth having comes easy.
Cricketer12
Profile Blog Joined May 2012
United States13978 Posts
November 07 2014 19:56 GMT
#83
omg this campaign T_T zeratul better get more screen time than it looks like he gets...
Kaina + Drones Linkcro Summon Cupsie Yummy Way
TT1
Profile Blog Joined December 2008
Canada10010 Posts
November 07 2014 19:56 GMT
#84
looks like another zerg expansion to me :<
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
sudete
Profile Joined December 2012
Singapore3054 Posts
November 07 2014 19:56 GMT
#85
My 11/11, 9-pool and proxy gateway heart cannot take these changes
Year of MaxPax
Popkiller
Profile Blog Joined March 2012
3415 Posts
November 07 2014 19:56 GMT
#86
starting with a fully saturated base doesn't seem real.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 07 2014 19:56 GMT
#87
On November 08 2014 04:54 Zenbrez wrote:
Show nested quote +
Swarm Hosts: now manual mode and no longer burrows. Upgrade for flying locust

What exactly does "now manual mode" mean - no more auto cast, or just optional?

No auto cast, no cloak, locust don't interfere witg ground movement. More skill to use the unit required for sure. And fuck tanks.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
November 07 2014 19:56 GMT
#88
On November 08 2014 04:55 LongShot27 wrote:
This sounds awful, just awful


Do you prefer status quo?
AdministratorBreak the chains
Frosty4ever
Profile Joined August 2011
Czech Republic18 Posts
November 07 2014 19:56 GMT
#89
Well,

fundamental changes protoss needed (forcefields, stronger gateway units, gateway instead of warp gate etc) not made at all. Just added aditional crap. wow...

Half of this ideas will scraped, some of them will make it through with some little changes, than the game will come out, players will figure that game out in year and we are back in the begining. Just like WoL and HotS.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
November 07 2014 19:57 GMT
#90
Why are we talking smack about what we haven't played?
kiss kiss fall in love
lastride
Profile Joined April 2014
2390 Posts
November 07 2014 19:57 GMT
#91
wtf 12 workers??? is this for real? rts=dead
Yrr
Profile Joined June 2012
Germany804 Posts
November 07 2014 19:57 GMT
#92
what the hell?
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
November 07 2014 19:57 GMT
#93
Dat Nydus worm change! OMG!
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 07 2014 19:57 GMT
#94
Another thing.

I already fear for BC warp + Scan.... That seems like an impossible combo to allow.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
GodZo
Profile Joined November 2011
Italy224 Posts
November 07 2014 19:57 GMT
#95
no Dark Archon?
프로토스, Yellow, GdZ
purakushi
Profile Joined August 2012
United States3300 Posts
November 07 2014 19:57 GMT
#96
I can understand speeding it up, but skipping it?

I like my early game
T P Z sagi
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
November 07 2014 19:57 GMT
#97
On November 08 2014 04:57 lastride wrote:
wtf 12 workers??? is this for real? rts=dead


Fucking get over yourself we haven't seen jack shit of it in action
AdministratorBreak the chains
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
November 07 2014 19:58 GMT
#98
needless to say these are the biggest changes ever
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Promised_pain
Profile Joined October 2011
Finland61 Posts
Last Edited: 2014-11-07 19:58:16
November 07 2014 19:58 GMT
#99
This is going to change the game a lot. I'm not going to judge the game yet. I love lurker coming back and corruptors that charge like voids, but idk how I feel about the worker/mineral thing.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2014-11-07 20:00:01
November 07 2014 19:58 GMT
#100
On November 08 2014 04:40 TeamLiquid ESPORTS wrote:

Bases will now mine at maximum efficiency with 12 workers instead of 16 now
Starting workers: 12



I'm pretty sure it's still 16 workers saturation. You just start with 12 and have less minerals per patch.

Maru and Serral are probably top 5.
Prev 1 2 3 4 5 6 7 147 148 149 Next
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