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Legacy of the Void Announced - Page 66

Forum Index > SC2 General
2977 CommentsPost a Reply
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Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2014 12:30 GMT
#1301
Can someone break down the economy revamp for me?
As far as I understand it they did two things:
- game starts with 12workers, which seems to be mainly a anti-rush change to remove 11/11, 10pool etc. and allow players to start scouting the moment they enter a game without huge economical drawbacks
- only 1000minerals per base

But they haven't changed the saturation level or the mining efficiency of workers or any of that, right?
nocluewhatsoever
Profile Joined November 2014
France10 Posts
November 08 2014 12:33 GMT
#1302
--- Nuked ---
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 12:33 GMT
#1303
On November 08 2014 21:26 TheDwf wrote:
Show nested quote +
On November 08 2014 21:23 Foxxan wrote:
On November 08 2014 21:21 DarkLordOlli wrote:
On November 08 2014 21:20 Foxxan wrote:
I dunno why gateway units should be buffed after that tiny nerf to wg. The nerf doesnt do much in the long run anyway. So nothing is really changing.


The WG change is absolutely gigantic.

How so?
Warpgate will still be the superior choice over gateway.
3sec longer warpin makes it more vulnerable, toss needs to warpin a bit further away than in hots.
The 200% extra damage makes toss need more decision while warping in.

While protoss do the gw timing attacks with a warpprism - The warpins are usually behind the units.
This change makes it a bit easier to drop units and to defend against warpin offense.

So in the end i dont see this as huge at all.

It's huge in some clutch defensive situations or in a fight near a warping Pylon, otherwise not so much


Yeah, but the situations you mentioned are the only ones where warpins are of crucial importance for P. No one would hold 3 bases against T for instance with overcharge not hitting air + those big nerfs to warpin. Even medivac boost removal as you suggested wouldn't compensate it totally, buffs -maybe not huge, maybe so- to stalkers would be needed.
Daralii
Profile Joined March 2010
United States16991 Posts
November 08 2014 12:34 GMT
#1304
On November 08 2014 21:33 nocluewhatsoever wrote:
<3

Really only sad that there is no teasing/hints of maps and editor related stuff

If they implement half of the "tease" .. wow .. that ll be the most change ever for a blizz game

The campaign preview makes it look like there'll be some new tilesets and doodads.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 12:34 GMT
#1305
On November 08 2014 21:30 Everlong wrote:
Also, the new Cyclon, removal of Hardened shield passive and Tempest being mostly anti-ground makes mech viable imo.


It's actually really close to being viable currently (it's viable at GM level with varied opening styles, gameplans and lategame compositions) so they better watch out and not make it OP.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2014-11-08 12:36:13
November 08 2014 12:35 GMT
#1306
On November 08 2014 21:30 Big J wrote:
Can someone break down the economy revamp for me?
As far as I understand it they did two things:
- game starts with 12workers, which seems to be mainly a anti-rush change to remove 11/11, 10pool etc. and allow players to start scouting the moment they enter a game without huge economical drawbacks
- only 1000minerals per base

But they haven't changed the saturation level or the mining efficiency of workers or any of that, right?

They have. Before max was 24 workers per base, now it is 16.

So, you will saturate your base a lot faster but you will also need to expand aggressively, otherwise you will be starving for minerals really fast.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2014 12:35 GMT
#1307
On November 08 2014 21:35 Ramiz1989 wrote:
Show nested quote +
On November 08 2014 21:30 Big J wrote:
Can someone break down the economy revamp for me?
As far as I understand it they did two things:
- game starts with 12workers, which seems to be mainly a anti-rush change to remove 11/11, 10pool etc. and allow players to start scouting the moment they enter a game without huge economical drawbacks
- only 1000minerals per base

But they haven't changed the saturation level or the mining efficiency of workers or any of that, right?

They have. Before max was 24 workers per base, now it is 16.


In the Exhibition match #1 it is still 24.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 12:35 GMT
#1308
On November 08 2014 21:35 Ramiz1989 wrote:
Show nested quote +
On November 08 2014 21:30 Big J wrote:
Can someone break down the economy revamp for me?
As far as I understand it they did two things:
- game starts with 12workers, which seems to be mainly a anti-rush change to remove 11/11, 10pool etc. and allow players to start scouting the moment they enter a game without huge economical drawbacks
- only 1000minerals per base

But they haven't changed the saturation level or the mining efficiency of workers or any of that, right?

They have. Before max was 24 workers per base, now it is 16.


I don't see how 16 will be the max since 3 does not divide 16. I still need some enlightenments on that point.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2014-11-08 12:36:49
November 08 2014 12:36 GMT
#1309
On November 08 2014 21:34 [PkF] Wire wrote:
Show nested quote +
On November 08 2014 21:30 Everlong wrote:
Also, the new Cyclon, removal of Hardened shield passive and Tempest being mostly anti-ground makes mech viable imo.


It's actually really close to being viable currently (it's viable at GM level with varied opening styles, gameplans and lategame compositions) so they better watch out and not make it OP.


Mech isn't even close to viable due to Browder's bad extreme hard counter design. Something they're finally fixing.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 12:36 GMT
#1310
On November 08 2014 21:35 Big J wrote:
Show nested quote +
On November 08 2014 21:35 Ramiz1989 wrote:
On November 08 2014 21:30 Big J wrote:
Can someone break down the economy revamp for me?
As far as I understand it they did two things:
- game starts with 12workers, which seems to be mainly a anti-rush change to remove 11/11, 10pool etc. and allow players to start scouting the moment they enter a game without huge economical drawbacks
- only 1000minerals per base

But they haven't changed the saturation level or the mining efficiency of workers or any of that, right?

They have. Before max was 24 workers per base, now it is 16.


In the Exhibition match #1 it is still 24.


Missed them -was so late, didn't even see the end of INno-TaeJa. How were the exhibition matches ?
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-11-08 12:37:38
November 08 2014 12:36 GMT
#1311
On November 08 2014 21:36 DemigodcelpH wrote:
Show nested quote +
On November 08 2014 21:34 [PkF] Wire wrote:
On November 08 2014 21:30 Everlong wrote:
Also, the new Cyclon, removal of Hardened shield passive and Tempest being mostly anti-ground makes mech viable imo.


It's actually really close to being viable currently (it's viable at GM level with varied opening styles, gameplans and lategame compositions) so they better watch out and not make it OP.


Mech isn't even close to viable.


Ask State. (edit : anyway it's not the proper place to discuss HotS balance)
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 08 2014 12:37 GMT
#1312
On November 08 2014 21:27 DarkLordOlli wrote:
Show nested quote +
On November 08 2014 21:23 Foxxan wrote:
On November 08 2014 21:21 DarkLordOlli wrote:
On November 08 2014 21:20 Foxxan wrote:
I dunno why gateway units should be buffed after that tiny nerf to wg. The nerf doesnt do much in the long run anyway. So nothing is really changing.


The WG change is absolutely gigantic.

How so?
Warpgate will still be the superior choice over gateway.
3sec longer warpin makes it more vulnerable, toss needs to warpin a bit further away than in hots.
The 200% extra damage makes toss need more decision while warping in.

While protoss do the gw timing attacks with a warpprism - The warpins are usually behind the units.
This change makes it a bit easier to drop units and to defend against warpin offense.

So in the end i dont see this as huge at all.


Of everything introduced/changed in LotV, the warpgate change is the second biggest one, right after the economy revamp. Defensive warpins basically don't exist anymore unless you see things coming a mile away. No matter where you warp in, it gives your opponent 3 extra seconds to react to it and also 200% extra damage to kill units as they warp in. Aside from the very obvious fact that it slows down protoss reinforcements by 3 seconds each warpin round.

It's a gigantic change.

I did edit my post.

It do change stuff ,yes. Protoss needs more decision in some regards to where to warpin. Especially without support.
But other than that its pretty much the same.
It will still have the same macropower. This is unchanged.

In bigger fights where protoss do their timing attack with heavy wg play. The warpin units will be protected and its pretty much the "same" as before except the 3sec longer duration.

So i dont think this will let blizzard buff gateway units.
However, if ravager comes at lair. This probably means gateway units needs a buff. Or if terrans new units are very strong and accessable early on. Sure, it might need a change.

Other than that, i dont see gateway units getting changed.
Nightshake
Profile Joined November 2010
France412 Posts
November 08 2014 12:37 GMT
#1313
So excited about it ! I like the changes, we'll see how it comes in games !
KobraKay
Profile Joined March 2010
Portugal4359 Posts
November 08 2014 12:37 GMT
#1314
On November 08 2014 21:23 SatedSC2 wrote:
Show nested quote +
On November 08 2014 21:17 [PkF] Wire wrote:
On November 08 2014 20:59 SatedSC2 wrote:
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 -_-

I can get what you're feeling. It seems like a new game, but in the end I'm ready to bet the overall feeling will remain the same. I agree it's strange to make such radical changes, especially since they did not seem to be needed, but people seem to like it (I don't) and overall it can be great to rejuvenate the game. Then again, they can mess it up too and throw the game into oblivion.

I don't care if other people like it. If it ends up being a better game for everyone else then that's great for everyone else and it's great for Blizzard and I'll be happy for y'all, but I will still be left with a large eSports-sized hole in my life as a result =/

That's why I am complaining. I don't want to stop playing and watching SC2, but I will have to if these changes go through because they're bewilderingly awful.


Welcome to 2010. Replace SC2 with BW and LotV with SC2 and you NOW get what a lot of people felt back then. Now imagine someone would tell you STFU or GTFO and stop talking about your stupid old game, get in touch with times, embrace modern games and shut up because this WILL bring in a lot of players and a never before giant scene for SC and esports, etc, etc ,etc.

Im sorry I used you as an example but this could apply to all sc2 fans that now feel disgusted from the changes introduced and a seemingly new game being shoved to them.

I actually don't thinks changes will be that dramatic but I respect your opinion and feel your sadness and completely understand. I was just trying to put things in perspective of how it feels to be "on the other side".
CJ Fighting! (--.--)
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
November 08 2014 12:37 GMT
#1315
This sounds exciting!
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
Olli
Profile Blog Joined February 2012
Austria24422 Posts
November 08 2014 12:37 GMT
#1316
They need to be careful about not overnerfing the immortal vs mech. You walk a fine line there, if they're too weak then mech can really spiral and become extremely strong very fast
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
November 08 2014 12:38 GMT
#1317
On November 08 2014 21:28 Daralii wrote:
Show nested quote +
On November 08 2014 21:27 Everlong wrote:
This probably has been stated, but picking up Tanks in Siege Mode with Medivacs is great counter to Blinding Cloud. It really seems like they wanted to emphasize micro, which is really great. Obviously, some shit is straight up overpowered and won't make it into the game (Nydus), but most of those changes are really good. Also, every timing, every build, everything learnt so far can be thrown out of the window if they make happen the change to 12 starting workers. Insane. New game, basically.

Nyduses are still made of paper. I don't see how they're OP at all.


It doesn't matter how weak Nyduses are. If you get Nydused mid/late game you are done. You will not kill it in time no matter what. This is basically a guaranteed way for Zerg to get units into Protoss/Terran main base. You can also place like 2-3 Nyduses really to make sure. It's broken, believe me, it won't be in the final game.

The only possibility to counter the new Nydus is to leave absolutely no space in your base for Nydus to be placed, which is insane and just straight up silly.
Ramiz1989
Profile Joined July 2012
12124 Posts
November 08 2014 12:38 GMT
#1318
On November 08 2014 21:36 [PkF] Wire wrote:
Show nested quote +
On November 08 2014 21:35 Big J wrote:
On November 08 2014 21:35 Ramiz1989 wrote:
On November 08 2014 21:30 Big J wrote:
Can someone break down the economy revamp for me?
As far as I understand it they did two things:
- game starts with 12workers, which seems to be mainly a anti-rush change to remove 11/11, 10pool etc. and allow players to start scouting the moment they enter a game without huge economical drawbacks
- only 1000minerals per base

But they haven't changed the saturation level or the mining efficiency of workers or any of that, right?

They have. Before max was 24 workers per base, now it is 16.


In the Exhibition match #1 it is still 24.


Missed them -was so late, didn't even see the end of INno-TaeJa. How were the exhibition matches ?

There was one match, played in Archon mode and it was bad. I mean we see new stuff and players were obviously trying to show that, but it was a bad showcase of new stuff and a lot of stuff looks quite imbalanced of course.

Nothing strange for a first showing of LotV, we will have to wait for the Beta.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 08 2014 12:39 GMT
#1319
I dont understand the economy either. It seems like its not really changed..But i dont have much info.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 08 2014 12:39 GMT
#1320
On November 08 2014 21:37 DarkLordOlli wrote:
They need to be careful about not overnerfing the immortal vs mech. You walk a fine line there, if they're too weak then mech can really spiral and become extremely strong very fast


Exactly. People don't seem to realize how much, though maybe awkward design wise, a really strong immortal vs mech is needed. Then again, gateway buffs are maybe on the way, so we shouldn't theorycraft about it too much I guess.
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