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Legacy of the Void Announced - Page 63

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 61 62 63 64 65 149 Next
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
Last Edited: 2014-11-08 11:50:11
November 08 2014 11:49 GMT
#1241
As a protoss i don't see anything positive except warp prism, Photon overcharge dont shoot at air? What? Why with 12 workers? This is horrible, we need 6 as standart. Protoss addon with shittiest protoss changes, at l;east give me THE REAVER.

Nerfed warp :/

Am speechless
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 08 2014 11:51 GMT
#1242
On November 08 2014 20:23 Big J wrote:
Show nested quote +
On November 08 2014 20:17 Daralii wrote:
On November 08 2014 20:10 pure.Wasted wrote:
On November 08 2014 19:56 Big J wrote:
- Ravager: wohoo, another midrange unit that cannot do shit against a turtling player nor be used against mobile units ala bio
- Lurker: wohoo, a 6range immobile splash unit in the midgame. Finally another tool that gets completely fucked by marauders, immortals, colossi; has some 9range upgrade in the lategame so you can take out canons one by one and after 10mins of burrowing and reburrowing because you can only barely outrange that stuff you may be allowed to attack a nexus.


Gets anti-slow/mech unit, unhappy it's not anti-bio.

Gets anti-bio unit, unhappy it's not anti-slow/mech.

Seems legit.

Also, pretty sure that Ravagers are meant to do shit against turtling players. Whether they can do that effectively now is anyone's guess, but that's what alpha and beta are for...

My assumption is that ravagers are mostly intended to punish turtle play, siege lines in particular. The T player has to build and micro medivacs to counter that, so their effectiveness and the effectiveness of the siege line hinges on the player's skill and endurance. I like it.


The ravager they showcased has like 8-9range and is armored (so gets extra damage from Tanks). You are not going to touch a 13range siege tank with that. The tank is a counter to the ravager.


Melee Banes counter ranged Marines. What? A lower ranged unit can counter a higher ranged one?

C'mon, man, don't be such a negative nancy. If there was ever legitimate hope for this game, it's now. If Blizz takes advantage of beta this time and really tries stuff out, we could end up with some very fun and balanced new units by release.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
November 08 2014 11:52 GMT
#1243
Lurker attack and move animation looks a bit slow. Otherwise I'm really interested in the public beta after changes like Stasis, Roach evolution, microable shield for Immortal have been introduced, way more so then with HotS
The heart's eternal vow
Doublemint
Profile Joined July 2011
Austria8704 Posts
November 08 2014 11:52 GMT
#1244
On November 08 2014 20:49 cSc.Dav1oN wrote:
As a protoss i don't see anything positive except warp prism, Photon overcharge dont shoot at air? What? Why with 12 workers? This is horrible, we need 6 as standart. Protoss addon with shittiest protoss changes, at l;east give me THE REAVER.

Nerfed warp :/

Am speechless


At a first glance it looks like Toss got the shorter end of the stick, though nothing is set in stone. As hard as it may be we have to trust in Blizzard to make the right calls after the actual testing.

Just all stop with the whine already. This is the avilosation of the SC community. Pitiful.
Pride goeth before destruction, and an haughty spirit before the fall.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
November 08 2014 11:55 GMT
#1245
The thing is, the 12 worker start means it's essentially an entirely new game. None of the old build orders or timings still apply. We need to work out everything from scratch again.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-11-08 12:02:00
November 08 2014 11:59 GMT
#1246
--- Nuked ---
sCnInfinity
Profile Joined March 2013
Germany82 Posts
November 08 2014 11:59 GMT
#1247
If this gets through in any way i'm never gonna touch LotV...
Long live the King Of Wings
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
November 08 2014 12:02 GMT
#1248
It would be okay if they bring back everything to standart 6 workers and standart mineral patches, add reaver and won't change PO.

As warpin reworked, am starting to think about building units without warp upgrade straight from barracks just like T.

Maybe another gateway unit?

In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2014 12:02 GMT
#1249
On November 08 2014 20:33 bluQ wrote:
Wow so much uninformed or misinformt raging stuff ... calm down guys, play some Starbow to understand why is blizzard doing some changes .... ... . .

Show nested quote +
On November 08 2014 20:23 Big J wrote:
On November 08 2014 20:17 Daralii wrote:
On November 08 2014 20:10 pure.Wasted wrote:
On November 08 2014 19:56 Big J wrote:
- Ravager: wohoo, another midrange unit that cannot do shit against a turtling player nor be used against mobile units ala bio
- Lurker: wohoo, a 6range immobile splash unit in the midgame. Finally another tool that gets completely fucked by marauders, immortals, colossi; has some 9range upgrade in the lategame so you can take out canons one by one and after 10mins of burrowing and reburrowing because you can only barely outrange that stuff you may be allowed to attack a nexus.


Gets anti-slow/mech unit, unhappy it's not anti-bio.

Gets anti-bio unit, unhappy it's not anti-slow/mech.

Seems legit.

Also, pretty sure that Ravagers are meant to do shit against turtling players. Whether they can do that effectively now is anyone's guess, but that's what alpha and beta are for...

My assumption is that ravagers are mostly intended to punish turtle play, siege lines in particular. The T player has to build and micro medivacs to counter that, so their effectiveness and the effectiveness of the siege line hinges on the player's skill and endurance. I like it.


The ravager they showcased has like 8-9range and is armored (so gets extra damage from Tanks). You are not going to touch a 13range siege tank with that. The tank is a counter to the ravager.

I have no clue what the purpose of the lurker is. When I go down the melee path I'm mobile and getting kited. I have a good splash option in the baneling and the infestor combines much better than the lurker and doesn't need upgrades. Later on I have ultralisks as well.
When I go down the ranged path, I'm having trouble with drops (the lurker doesn't help here at all) and with marauderheavy bio/tank armies. So lurkers with 6range are crap if they only barely touch marauders (no splash involved) and the Terran deploys tanks by default.

Reading that shit i thought, hm someone is mad. Reading your Signature sets it in perspective; your are mad.


I'm just analyzing what I'm seeing and yup, I'm quite disappointed. You could probably put anybody from the community like Hider or someone from the Starbow mod or someone from any other mod out there up for the task to give the new units reasonable stats and interactions. Meanwhile blizzard showcases their expansion with units like the cyclone that currently seems to hardcounter everything but a fungal growth and the ravager that in its first showmatch couldn't even hit a single thing in 15tries.
Yeah, yeah, "should have built speedlings" is the first comments I'm reading about that showmatch. So that's what we are aiming for now? Even more hardcounter crap?
I'm OK with having to wait and see what the units are capable of when they get somewhere. But currently they are not even at a starting point with some of the stuff they have showcased.
Magnifico
Profile Joined March 2013
1958 Posts
November 08 2014 12:03 GMT
#1250
I'm having a hard time picturing how the disruptor will replace colossus. And it costs 300 gas?
Daralii
Profile Joined March 2010
United States16991 Posts
November 08 2014 12:04 GMT
#1251
On November 08 2014 20:49 cSc.Dav1oN wrote:
As a protoss i don't see anything positive except warp prism, Photon overcharge dont shoot at air? What? Why with 12 workers? This is horrible, we need 6 as standart. Protoss addon with shittiest protoss changes, at l;east give me THE REAVER.

Nerfed warp :/

Am speechless

Warp gate is a terribly implemented mechanic that forces the entire race to be designed around it. It being nerfed is good if only because it opens up the possibility of buffs to gateway units.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Magnifico
Profile Joined March 2013
1958 Posts
Last Edited: 2014-11-08 12:10:34
November 08 2014 12:06 GMT
#1252
On November 08 2014 21:02 cSc.Dav1oN wrote:
It would be okay if they bring back everything to standart 6 workers and standart mineral patches, add reaver and won't change PO.

As warpin reworked, am starting to think about building units without warp upgrade straight from barracks just like T.

Maybe another gateway unit?



Do we have official info on nerfs to the warpin time? This wasn't brought up in the showmatches or interviews with David Kim.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
November 08 2014 12:06 GMT
#1253
I think Cyclones are actually really cool. They might be a bit too strong (or... like, completely overpowered) in their current form, but I really dig the idea
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
phipsL
Profile Joined November 2012
Germany189 Posts
November 08 2014 12:09 GMT
#1254
I haven't played SC2 in about a year or so and even I think that some of this sounds too radical.
I'm a f*cking walking paradox.
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
November 08 2014 12:09 GMT
#1255
Didnt we go through all this with HoTS? Once the"Bean Counters" get their way and turn all those radical exciting units into steaming piles of boring shit it will be business as normal and we can all fall asleep watching no rush 15 min games again.
labbe
Profile Joined October 2010
Sweden1456 Posts
November 08 2014 12:10 GMT
#1256
Meh, Just make Brood War HD blizzard. This looks just as terrible as HoTS.
Doublemint
Profile Joined July 2011
Austria8704 Posts
November 08 2014 12:11 GMT
#1257
On November 08 2014 20:59 SatedSC2 wrote:
Show nested quote +
On November 08 2014 20:52 Doublemint wrote:
On November 08 2014 20:49 cSc.Dav1oN wrote:
As a protoss i don't see anything positive except warp prism, Photon overcharge dont shoot at air? What? Why with 12 workers? This is horrible, we need 6 as standart. Protoss addon with shittiest protoss changes, at l;east give me THE REAVER.

Nerfed warp :/

Am speechless

At a first glance it looks like Toss got the shorter end of the stick, though nothing is set in stone. As hard as it may be we have to trust in Blizzard to make the right calls after the actual testing.

Just all stop with the whine already. This is the avilosation of the SC community. Pitiful.

Why shouldn't I whine?

Almost everything that has been announced goes counter to the things that I actually like about the game.

If the game is released as described then I already know that I will not like it =/

EDIT:

It's almost like a completely different game. WoL and HotS are ultimately very similar to one another, whereas LotV is going to have massive changes. I've spent a lot of time playing WoL and HotS and I really like them. I do not like what I am seeing about LotV. Literally going to lose something that I love doing and watching if these changes go through. It's pretty sad. So yes, whining. And lots of it -_-


Start crying once it really hurts, not in advance. Right now it's not even preliminary, they presented their ideas with the units and the rough direction of where they _think_ they are going. We all know how that worked out for the warhound and that other Protoss unit turning into cheaper units.
Pride goeth before destruction, and an haughty spirit before the fall.
Magnifico
Profile Joined March 2013
1958 Posts
November 08 2014 12:12 GMT
#1258
No panels for people that didn't bought virtual ticket?
Daralii
Profile Joined March 2010
United States16991 Posts
November 08 2014 12:12 GMT
#1259
On November 08 2014 21:09 Topdoller wrote:
Didnt we go through all this with HoTS? Once the"Bean Counters" get their way and turn all those radical exciting units into steaming piles of boring shit it will be business as normal and we can all fall asleep watching no rush 15 min games again.

There was a fairly long revision period between HotS being showcased and the start of beta. Based on what Redeye said, we could be looking at closed beta as soon as next week. They're seemingly throwing caution into the wind and letting the chips fall as they will, which is probably for the best given the circumstances.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-08 12:13:09
November 08 2014 12:13 GMT
#1260
I have great concerns regarding bases mining out in 8-9 minutes and how fast expanding is, this will probably mean maps will be extremely cluttered with bases or extremely large.
"Not you."
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