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Canada13389 Posts
On November 08 2014 14:04 Daumen wrote: will we be able to see some pro players play LotV @ Blizzcon?
Worst case I hope they do a side stage tomorrow during one of the breaks between panels.
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On November 08 2014 14:04 Daumen wrote: will we be able to see some pro players play LotV @ Blizzcon? Yes, after TaeJa vs INoVation there will be some LotV 2v2s. And tomorrow before the RO4 there will be some as well.
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just realized aswell that overlord will scout much slower aswell, starting at 12 supply
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your Country52797 Posts
wrong thread
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On November 08 2014 14:11 ejozl wrote: just realized aswell that overlord will scout much slower aswell, starting at 12 supply
yep, there are lots of nuanced changes that would follow this, and other details that have to be explained - does our starting hatch offer us more supply or do we start with two overlords? do additional hatcheries offer the same supply or less? and your point is a really big one. i think zerg hits 12 workers before the other races so this is a slight worker nerf for us to all start there at the same time. also the lower mineral count on patches and the way this will force z into expanding toward their opponent earlier than they normally have to by taking their 4th and 5th..
I don't think many race-specific things have been appreciated in all of these changes.. and I doubt these changes can have been very well tested so far... this is just... -_____-
time to start the petition against 12 worker start
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On November 08 2014 14:26 Lumi wrote:Show nested quote +On November 08 2014 14:11 ejozl wrote: just realized aswell that overlord will scout much slower aswell, starting at 12 supply yep, there are lots of nuanced changes that would follow this, and other details that have to be explained - does our starting hatch offer us more supply or do we start with two overlords? do additional hatcheries offer the same supply or less? and your point is a really big one. i think zerg hits 12 workers before the other races so this is a slight worker nerf for us to all start there at the same time. also the lower mineral count on patches and the way this will force z into expanding toward their opponent earlier than they normally have to by taking their 4th and 5th.. I don't think many race-specific things have been appreciated in all of these changes.. and I doubt these changes can have been very well tested so far... this is just... -_____- time to start the petition against 12 worker start
You are being silly.
Sure, this will be harder here, and this will change here. But do you actually think Blizzard will release a game where zergs cannot win games?
They have new tools, and things will be adjusted appropriate. Remember, with stuff like this, BALANCE DOES NOT MATTER, the priority needs to be to make the game fun first, and then balance it, since it's not as hard as you think it is to balance when Blizzard has so many variables to play with.
The big picture needs to be understood first before the miniscule details begin to be analyzed.
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I'm not really excited about the economy changes to be honest. Will the supply cap be increased from 200 or will we just see people build even more workers and armies even smaller than before? How is that at all going to increase the fun and diversity of strategies? I feel there's a risk it will make the game quite stale even quicker as supply cap could make be reached even faster than before. Armies being limited in size like that encourages deathballs. If you could add a lot more mineral dump units to your army without fearing reaching a supply cap of inferior units, the game could become more interesting I think.
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On November 08 2014 14:31 FiWiFaKi wrote:Show nested quote +On November 08 2014 14:26 Lumi wrote:On November 08 2014 14:11 ejozl wrote: just realized aswell that overlord will scout much slower aswell, starting at 12 supply yep, there are lots of nuanced changes that would follow this, and other details that have to be explained - does our starting hatch offer us more supply or do we start with two overlords? do additional hatcheries offer the same supply or less? and your point is a really big one. i think zerg hits 12 workers before the other races so this is a slight worker nerf for us to all start there at the same time. also the lower mineral count on patches and the way this will force z into expanding toward their opponent earlier than they normally have to by taking their 4th and 5th.. I don't think many race-specific things have been appreciated in all of these changes.. and I doubt these changes can have been very well tested so far... this is just... -_____- time to start the petition against 12 worker start You are being silly. Sure, this will be harder here, and this will change here. But do you actually think Blizzard will release a game where zergs cannot win games? They have new tools, and things will be adjusted appropriate. Remember, with stuff like this, BALANCE DOES NOT MATTER, the priority needs to be to make the game fun first, and then balance it, since it's not as hard as you think it is to balance when Blizzard has so many variables to play with. The big picture needs to be understood first before the miniscule details begin to be analyzed.
They'll make some efforts to balance things, sure. But look how long and painful that was with WoL. They are resetting balance stability on a far more dramatic scale than any of their rts expansions ever have, wouldn't you agree? And if you think the whole expansion is designed around selling more copies rather than balancing the game, it doesn't sit appreciably.
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On November 08 2014 14:34 mnck wrote: I'm not really excited about the economy changes to be honest. Will the supply cap be increased from 200 or will we just see people build even more workers and armies even smaller than before? How is that at all going to increase the fun and diversity of strategies? I feel there's a risk it will make the game quite stale even quicker as supply cap could make be reached even faster than before. Armies being limited in size like that encourages deathballs. If you could add a lot more mineral dump units to your army without fearing reaching a supply cap of inferior units, the game could become more interesting I think. All that's known right now is that bases take less workers to saturate. There's 2 options - either this is compensated by a buff to mining capability, resulting in players having to build fewer workers total, or mining rates remain the same, in which players have to take more bases but the total amount of workers remains constant. Armies are either remaining the same size or getting bigger.
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On November 08 2014 14:34 mnck wrote: I'm not really excited about the economy changes to be honest. Will the supply cap be increased from 200 or will we just see people build even more workers and armies even smaller than before? How is that at all going to increase the fun and diversity of strategies? I feel there's a risk it will make the game quite stale even quicker as supply cap could make be reached even faster than before. Armies being limited in size like that encourages deathballs. If you could add a lot more mineral dump units to your army without fearing reaching a supply cap of inferior units, the game could become more interesting I think.
Or you could mass 800 supply of swarm hosts, I think that a cap is necessary. Creating a new cap at 250, 300, or some other number a bit higher is worth discussing though.
Keep in mind the CPU requirements will go up as well, and requiring a decent graphics card and CPU to play SC2 (it's not that high, but higher than Dota or League for example) generates barriers to entry for a lot of casual players, as well as people living in second world countries.
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glad that they're making radical changes. could turn out to be actually a good game. love the move to push expansions more aggressively.
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Haven't posted here in a while. I gotta say, I'm kind of hyped, though still too cautious to go full hype mode. When I saw the new units, it really seemed like they were trying to add more skill/micro based units into the game which I liked. It was surprising. Still though, I didn't think much of it. Now I read that you will start with 12 workers and mineral patches have only 900 minerals... I'm hyped. These are big changes that I think SC2 has needed for a while now. Hopefully it turns out well.
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we dont need 3 marines to kill lurker, we only need 1. Boxer told me that .
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On November 08 2014 14:39 -NegativeZero- wrote:Show nested quote +On November 08 2014 14:34 mnck wrote: I'm not really excited about the economy changes to be honest. Will the supply cap be increased from 200 or will we just see people build even more workers and armies even smaller than before? How is that at all going to increase the fun and diversity of strategies? I feel there's a risk it will make the game quite stale even quicker as supply cap could make be reached even faster than before. Armies being limited in size like that encourages deathballs. If you could add a lot more mineral dump units to your army without fearing reaching a supply cap of inferior units, the game could become more interesting I think. All that's known right now is that bases take less workers to saturate. There's 2 options - either this is compensated by a buff to mining capability, resulting in players having to build fewer workers total, or mining rates remain the same, in which players have to take more bases but the total amount of workers remains constant. Armies are either remaining the same size or getting bigger.
It's really impossible to say what will happen though. I hope it will mean a significant reduction in the amount of units all races can produce and perhaps discourage extremely rapid supply capping which I feel is like a really fundamental problem to the game currently... Like two base all ins trying to have explosive growth in supply due to how fast workers translates into increased production. Whatever will happen I'm really really excited they stop their useless tweaking of few random units and are actually now trying something different to make significant changes.
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On November 08 2014 13:57 Liquid`Jinro wrote:Show nested quote +On November 08 2014 13:54 jojos11 wrote:On November 08 2014 13:24 Liquid`Jinro wrote:On November 08 2014 13:15 jojos11 wrote:On November 08 2014 13:05 Ryuu314 wrote: reaver where? :[
disrupters = scarabs. why not go all the way and give reaver :[ reavers are boring thats why It's like the most fun protoss unit ever created by a stretch..... its kinda outdated & boring to me.that & medic from BW. More boring than the Colossus? Lorewise the reaver is actually newer than the colossus anyway D: Reavers were also just cobbled together from agriculture robots. Far cry from war machines sealed in planets for fear they could be used to raze the sector.
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What did redeye just say about january? before they handed it back to the casters and david kim..
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So, they did not bring back the lurker, because they did not think to have a range upgrade?
lol.
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Anyone who says the Reaver is boring has never tried to micro one in a fight or has done a Reaver drop in their game.
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Fantastic changes! SC2 has to become more dynamic and more micro oriented with more bases and more harass. Current SC2 is dull with slow death balls and little micro in battles.
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1 minute in. 18 workers. ROFL
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