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Legacy of the Void Announced - Page 51

Forum Index > SC2 General
2977 CommentsPost a Reply
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Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2014-11-08 03:57:12
November 08 2014 02:35 GMT
#1001
Thank the God Emperor (Boxer) that Blizzard actually decided to revamp the harvesting and economy mechanics. I'm more excited about that than any of these units.

As for the units...honestly, I like some of the ideas, but in general this really seems to be just inching closer and closer to Warcraft 3, where "micro" was shoehorned in via targetable abilities and cooldowns.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-08 02:38:54
November 08 2014 02:36 GMT
#1002
On November 08 2014 11:29 Liquid`Jinro wrote:
Show nested quote +
On November 08 2014 10:44 Ljas wrote:
On November 08 2014 10:42 Liquid`Jinro wrote:
The cyclone is a terrible unit that hopefully doesnt make it into the game....

Reasoning please.

Being able to shoot while moving without requiring any player input, is the opposite of micro.


So this was what players initially said when the Phoenix was added. Everyone laughed at it and thought it was easiest unit ever as you just had to right click back. It turned out, however, that the right-click was still extremely microintensive as you constantly had to react to what the enemy was doing.

I don't believe that micro is about spamming as many buttons. Rather, I believe that you create fun and skillfun interactions by rewarding players for reacting to what the enemy is doing. Those who can do this as fast as possible can make plays that are really fun to watch.

Going back to the Cyclone, I don't believe that this is the case for this unit. If blizzard really had a specific skillful interaction in mind, I am sure they would have showed it to us during the video. Tbh, it looked like they had no idea what second unit to give to terran. But I think this unit would suck regardless of whether it attacked while moving or not.
WetSocks
Profile Joined June 2012
United States953 Posts
November 08 2014 02:37 GMT
#1003
Time to finish my hots campaign I guess. Lurkers hype.
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
November 08 2014 02:38 GMT
#1004
On November 08 2014 11:31 NexT_SC2 wrote:
I think Blizzard was trying to make the game easier to watch for newer players by making units with more micro potential, eg; Herc, dissruptor, siege tanks, ravenger, etc.

Not just that - but the economy changes as well

I actually hope we get a change where no longer 24 workers per base will be required, but say 16 or 18 instead.. You even START with 12 workers - though not confirmed this yet

Regardless - I'm pretty sure that the economy management will be easier in favor of having more Army management, and the mere fact that it seems that ALL the races have anti-deathball mechanics (or means to punish those kinds of play at least) is just AWESOME and it forces some type of - WC3-ish type of play with tripple (or even quadruple) amount of units, but no hero in the games

I think I really like where this seems to be going TBH
Another world, another place, another universe, won the race.. :) ;) :P
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
November 08 2014 02:39 GMT
#1005
On November 08 2014 11:35 LaLuSh wrote:
Show nested quote +
On November 08 2014 11:29 Liquid`Jinro wrote:
On November 08 2014 10:44 Ljas wrote:
On November 08 2014 10:42 Liquid`Jinro wrote:
The cyclone is a terrible unit that hopefully doesnt make it into the game....

Reasoning please.

Being able to shoot while moving without requiring any player input, is the opposite of micro.


In agreement with Jinro. It's not really moving shot if the unit has to stop and "lock on" to a target every single time before it can move-shoot.

My bets is the cyclone's attack is an ability or a weapon that shoots automatically once it is "locked on" -- without requiring further player input. The Cyclone will continue shooting either until the target is dead or is out of range. Once that happens, the cyclone has to stop, lock on to a new target, and can then start "move-shooting" again once it is locked on to a new target.

It's a cheap Blizzard™ way of doing moving shot.


They've been listening a lot, I think a tweak could happen. But phoenixes do it sooooo :/

The Herc looks cool.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
parkufarku
Profile Blog Joined March 2014
882 Posts
November 08 2014 02:39 GMT
#1006
I honestly don't see the point of Lurkers in this game. Lurker is a mid-game ground fighting unit which complements zerglings, which is the baneling's role.

Baneling + Ling is already there to fight against Bio army, and Roach + Ling / Baneling ling for the Zealot + Stalker army. All it does is make the Zerg army less mobile
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
November 08 2014 02:41 GMT
#1007
On November 08 2014 11:39 parkufarku wrote:
I honestly don't see the point of Lurkers in this game. Lurker is a mid-game ground fighting unit which complements zerglings, which is the baneling's role.

Baneling + Ling is already there to fight against Bio army, and Roach + Ling / Baneling ling for the Zealot + Stalker army. All it does is make the Zerg army less mobile


I think we all wanted it, now we see if it was worth having or not
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Existential
Profile Joined December 2010
Australia2107 Posts
November 08 2014 02:42 GMT
#1008
On November 08 2014 11:39 parkufarku wrote:
I honestly don't see the point of Lurkers in this game. Lurker is a mid-game ground fighting unit which complements zerglings, which is the baneling's role.

Baneling + Ling is already there to fight against Bio army, and Roach + Ling / Baneling ling for the Zealot + Stalker army. All it does is make the Zerg army less mobile

Yeah I feel as if they're just adding lurkers because people were upset they weren't in the game in the first place. There really is no point of adding a unit that does the same role as the baneling. Might as well get rid of banelings in that case. Which I am not opposed to.
Jaedong <3 | BW - The first game I ever loved
Kitaen
Profile Joined June 2011
Austria466 Posts
November 08 2014 02:42 GMT
#1009
On November 08 2014 11:29 Liquid`Jinro wrote:
Show nested quote +
On November 08 2014 10:44 Ljas wrote:
On November 08 2014 10:42 Liquid`Jinro wrote:
The cyclone is a terrible unit that hopefully doesnt make it into the game....

Reasoning please.

Being able to shoot while moving without requiring any player input, is the opposite of micro.


moving while shooting still means you have to control the movement, see phoenix vs mutas e.g. - pretty fun and definitely not the opposite of micro

the way they implement this unit will be the deciding factor
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 08 2014 02:42 GMT
#1010
On November 08 2014 11:39 parkufarku wrote:
I honestly don't see the point of Lurkers in this game. Lurker is a mid-game ground fighting unit which complements zerglings, which is the baneling's role.

Baneling + Ling is already there to fight against Bio army, and Roach + Ling / Baneling ling for the Zealot + Stalker army. All it does is make the Zerg army less mobile

It outranges base defenses this time around, so its siege role has been buffed, which will be nice now that Swarm Hosts have been redesigned.

Btw, I hope someone has a summary of the campaign panel since it would be a shame if that went by unnoticed.
ㅇㅅㅌㅅ
Urth
Profile Blog Joined November 2007
United States1256 Posts
November 08 2014 02:43 GMT
#1011
I love these changes. It's great to see that blizzard is willing to make huge changes to a stale game.
BY.HERO FIGHTING!!!!
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-11-08 02:45:29
November 08 2014 02:43 GMT
#1012
On November 08 2014 11:32 ZeromuS wrote:
Show nested quote +
On November 08 2014 11:25 CyDe wrote:
On November 08 2014 11:06 Disciple7seveN wrote:
I feel like Protoss is in the same boat as Terran was at the release of HotS: basically the same as the previous expansion... Also, I believe there are some fundamental things that need to be addressed as long as blizz has their radical-change pencil out. There's no good reason why T should continue to be the only race that has to deal with friendly damage... :/ but I'm glad they're shaking things up! We'll have to wait to see where all the pieces fall!

I think the Disruptor should deal friendly damage. With an AoE unit like that I feel like friendly fire would force the Protoss to control the unit more.


The immortal is seeing major changes. The photon overcharge hits ground only the warp in changes, protoss has seen a huge change. HUGE. I wouldn't be surprised to see even more in the coming months.


Those are nerfs (ok maybe the immortal one makes it more general purpose and could be argued not to be a nerf), and I don't see any good stuff P gets to compensate it. I guess with the warp in changes they can try to buff gateway units in a way, but that'd open a huge Pandora's box.
Weavel
Profile Joined January 2010
Finland9223 Posts
November 08 2014 02:44 GMT
#1013
On November 08 2014 11:35 Ksi wrote:
Thank the God Emperor (Boxer) that Blizzard actually decided to revamp the harvesting and economy mechanics. I'm more excited about that than any of these units.

As for the units...honestly, I like some of the ideas, but in general this really seems to be just inching closer and closer to Warcraft 3, where "micro" is just about targetable abilities and cooldowns.
You know nothing about wc3 micro...
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
November 08 2014 02:47 GMT
#1014
On November 08 2014 11:42 Existential wrote:
Show nested quote +
On November 08 2014 11:39 parkufarku wrote:
I honestly don't see the point of Lurkers in this game. Lurker is a mid-game ground fighting unit which complements zerglings, which is the baneling's role.

Baneling + Ling is already there to fight against Bio army, and Roach + Ling / Baneling ling for the Zealot + Stalker army. All it does is make the Zerg army less mobile

Yeah I feel as if they're just adding lurkers because people were upset they weren't in the game in the first place. There really is no point of adding a unit that does the same role as the baneling. Might as well get rid of banelings in that case. Which I am not opposed to.


I don't think thats true though. You could say that muta/bling fares better vs marine/tank than vs 4M, and then Lurkers fare a bit better vs 4M than Marine/Tank. As long as this isn't a hardcounter-interaction, you will actually have different compositions with different advantages here.
Ksi
Profile Joined May 2010
357 Posts
November 08 2014 02:47 GMT
#1015
On November 08 2014 11:42 Existential wrote:
Show nested quote +
On November 08 2014 11:39 parkufarku wrote:
I honestly don't see the point of Lurkers in this game. Lurker is a mid-game ground fighting unit which complements zerglings, which is the baneling's role.

Baneling + Ling is already there to fight against Bio army, and Roach + Ling / Baneling ling for the Zealot + Stalker army. All it does is make the Zerg army less mobile

Yeah I feel as if they're just adding lurkers because people were upset they weren't in the game in the first place. There really is no point of adding a unit that does the same role as the baneling. Might as well get rid of banelings in that case. Which I am not opposed to.


Agreed on the banelings. I never liked them because they seemed like they are just an outgrowth of WoL's "terrible terrible damage" philosophy. I much prefered the slower, more positional aspect of using lurkers as splash. It's much more interesting to watch, is slightly less map dependent than getting good angles of engagement with banelings (since you can at least pre-position lurkers), and it gives Zerg a stronger aspect of positional, combined arms play, rather than throwing one giant blob at another.
RageCommodore
Profile Joined September 2011
Germany912 Posts
November 08 2014 02:47 GMT
#1016
im pretty happy with the overall approach they are taking here. Compared to the ridiculous stuff we got when the first hots changes were announced, none of these changes actually sound like total madness (although there is obviously some adjusting needed).

Personal favourite is the tempest change. The part where I'm a bit sceptical is that I think that BL's are still gonna be useless since they do so little on their own due to their slow dps. But whatevs, let's wait until the beta starts to judge that.
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 08 2014 02:48 GMT
#1017
On November 08 2014 11:39 ZeromuS wrote:
Show nested quote +
On November 08 2014 11:35 LaLuSh wrote:
On November 08 2014 11:29 Liquid`Jinro wrote:
On November 08 2014 10:44 Ljas wrote:
On November 08 2014 10:42 Liquid`Jinro wrote:
The cyclone is a terrible unit that hopefully doesnt make it into the game....

Reasoning please.

Being able to shoot while moving without requiring any player input, is the opposite of micro.


In agreement with Jinro. It's not really moving shot if the unit has to stop and "lock on" to a target every single time before it can move-shoot.

My bets is the cyclone's attack is an ability or a weapon that shoots automatically once it is "locked on" -- without requiring further player input. The Cyclone will continue shooting either until the target is dead or is out of range. Once that happens, the cyclone has to stop, lock on to a new target, and can then start "move-shooting" again once it is locked on to a new target.

It's a cheap Blizzard™ way of doing moving shot.


They've been listening a lot, I think a tweak could happen. But phoenixes do it sooooo :/

The Herc looks cool.

I think it too soon to say with actually using the unit.
"Nerfing Toss can just make them stronger"
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
November 08 2014 02:48 GMT
#1018
Really exciting. I wonder what will stay. Looks like lots of these units will require more micro.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Ksi
Profile Joined May 2010
357 Posts
November 08 2014 02:49 GMT
#1019
On November 08 2014 11:44 Weavel wrote:
Show nested quote +
On November 08 2014 11:35 Ksi wrote:
Thank the God Emperor (Boxer) that Blizzard actually decided to revamp the harvesting and economy mechanics. I'm more excited about that than any of these units.

As for the units...honestly, I like some of the ideas, but in general this really seems to be just inching closer and closer to Warcraft 3, where "micro" is just about targetable abilities and cooldowns.
You know nothing about wc3 micro...


I know there was a lot more to WC3's micro than that, but what I meant is that in WC3, there was almost a gluttony of castable abilities and cooldowns. While it was interesting for WC3, I don't think it quite fits with the philosophy of Starcraft.
Doc Daneeka
Profile Joined March 2010
United States577 Posts
November 08 2014 02:51 GMT
#1020
holy SHIT.

there's so many changes to how the game works that i wouldn't know where to begin critiquing them. also haven't watched much starcraft 2 the last year or so, so i have no clue what the meta is like these days. it mostly looks good, i think? it's undoubtedly going to change significantly during beta. some things have got to be broken. i'm not crazy about the corruptor basically becoming a void ray, or giving the terrans a stalker, just because i don't like the races becoming more similar, but i guess we'll see how they function when we get the beta. if they increase micro and spawn a whole bunch of new unit compositions then it's probably worth it.

they better give the ravager a more interesting model than that, though. without commenting on the mechanics of the unit at all, it's just a roach with a popped zit on its back basically. very lazy. i have to assume it's a stand-in until the artists come up with something better.

i wonder how influenced some of these changes were by custom maps like One Goal? the stasis mine the oracle is getting really reminds me of a unit from that version of the game, i think the void ray or possibly the oracle itself. oh btw, thank fucking god they're giving the oracle a greater diversity of spells. that unit was always disappointingly one dimensional.

it seems they're really trying to push SC2 to the next level, instead of just bandaging problems like with HotS. they know it's their last chance to make SC2 a long-lived phenomenon. if this changes the game as much as it looks like it's going to, it makes HotS look like a minor content patch by comparison. i think they're also acknowledging with this that SC3 is a long, long way away. They were smart to split this game into a trilogy - it gave them a lot of time to learn from mistakes and monitor multiplayer calmly and systematically. i'm so glad they're taking this chance to really pump more life into the game.

but the lurker better morph from the hydralisk. i'll be so pissed if it doesn't.
payed off security
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