Looking forward to new changes. Glad they released some information :D
Anyone else feel like the Terran units are very silly in movement/animation and concepts?
Like.. they couldn't think of anything cooler? The cyclone looks like a silly unit honestly.. like dorky almost.
And the unit that latches on to things? Hmm.. not sure. Just almost seems like these units are not very fitting to SC2.
Looking forward to the changes.
As far as the saturation--> Not sure how this will work out. People say it will be 6 base vs 6 base but that's half the map honestly. Will create a lot of timings for damage and spending on units units units instead of expanding. Should be interesting.
On November 09 2014 00:07 Jerom wrote: The herc looked so much fun in the showmatch.. I can't wait to start using it It's probably going to be my favorite unit in the game.
Also does anyone know where I can find the second showmatch's VOD?
I thought it hasn't been played yet? I mean, they didn't upload it anywhere, maybe they should play it today.
On November 08 2014 19:09 summerloud wrote: they should definitely up the supply limit as well
pcs have come a long way since sc2 got out, hardware-wise it would be easy to slightly increase the visible area of the screen, up the supply limit to 300, and have really epic battles :o
I am not sure about upping the suppy limit. With the decrease in minerals per patch and need for more bases, I am interested to see how large engagements are in the first 15-20 minutes. I wonder at what time most pros would hit 200/200 now and with how many bases.
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 -_-
No one is going to take your 1a Protoss deathball away; you can still play HOTS.
If anything the game is heading more in that direction; cutting out early aggression and making it harder to hit quick timings by nerfing warp-in speed (i.e. it's harder to warp in offensively but not at home where your deathball is. The changes push protoss more in that direction while cutting out fun aggressive options as much as possible. Warp prism harass is pretty much dead with the warp-in changes.
How is warp prism harass dead? Most of the times your units won't be attacked while warping in. Also it reduces your defensive options too, for example if you are being dropped or being attacked by a ling runby you can't warp in units right there so easily.
Early aggression isn't cut out at all. You just have early cheese with more units because of the better economy.
I disagree with this nerf and I think (hope) it won't pass the beta but I don't see it changing the game drastically.
Have you ever done warp prism harass vs zerg? Your units get attacked while building all the time and the time taken to warp in units massively effects how many prongs you can attack on. If you start warping in in a zerg main they now have loads more time to get their units over there to defend.
Any build that starts from 9-14 supply is now gone, so basically any gateway pressure in PvP or PvT is gone, anything before stargate/robo is gone in all matchups.
Making claims about new early game timings before anyone has played a single game is ridicolous. Just wait and see what happens.
^ Truth
People still seem to fail to realize that although you might start with 12 workers.. the units you build still take time.
You make pylon at 12, gate at 13 and then your first zealot is now out at _______.
Doesn't mean early pressure doesn't exist. Your income will be slightly higher but so will your opponents so means more units in smaller amount of time, therefore 5:00 into game will yield more than just your first zerglings/zealot/reaper. Everything is going to change, and new all ins and timings will develop. Lol
You decide to take a third base, im still on 2 making units. That extra 400+ you spend on a nexus or whatever is units for me, making new 1, 2, or 3 base timings.
Not to mention there is a second resource: Gas Gas is really the biggest decider on how well each race is balanced honestly. That's how mules work now and arent imbalanced because terran can make 100 marines but don't hold up against gas units from other races without other gas units from terran like medivac, upgrade, etc.
On November 08 2014 19:09 summerloud wrote: they should definitely up the supply limit as well
pcs have come a long way since sc2 got out, hardware-wise it would be easy to slightly increase the visible area of the screen, up the supply limit to 300, and have really epic battles :o
I am not sure about upping the suppy limit. With the decrease in minerals per patch and need for more bases, I am interested to see how large engagements are in the first 15-20 minutes. I wonder at what time most pros would hit 200/200 now and with how many bases.
Hopefully the new economy results in a slower growth.
On November 09 2014 00:38 Th1rdEye wrote: Looking forward to new changes. Glad they released some information :D
Anyone else feel like the Terran units are very silly in movement/animation and concepts?
Like.. they couldn't think of anything cooler? The cyclone looks like a silly unit honestly.. like dorky almost.
And the unit that latches on to things? Hmm.. not sure. Just almost seems like these units are not very fitting to SC2.
Looking forward to the changes.
As far as the saturation--> Not sure how this will work out. People say it will be 6 base vs 6 base but that's half the map honestly. Will create a lot of timings for damage and spending on units units units instead of expanding. Should be interesting.
Definitely. As someone said, Cyclone looks like a toy car
Herc looks good to me, but walking animation is just awful.
You make pylon at 12, gate at 13 and then your first zealot is now out at _______.
I thought abit about this: If toss has to always make a pylon at 12, then why not make players start with an extra pylon/supply-depot/overlord? This will speed up the game even more, and if you are going to rebalance the game anyway, then you might as well start the game at a point where decisions actually matter.
On November 09 2014 00:07 Jerom wrote: The herc looked so much fun in the showmatch.. I can't wait to start using it It's probably going to be my favorite unit in the game.
Also does anyone know where I can find the second showmatch's VOD?
I thought it hasn't been played yet? I mean, they didn't upload it anywhere, maybe they should play it today.
Hmm that might be the case. But iirc they planned to go on untill 2 hours after I went to bed, and I went to bed after Taeja vs Innovation, so I can't imagine them playing only one showmatch right?
I need to have something I can watch while I wait for WCS to start again
You make pylon at 12, gate at 13 and then your first zealot is now out at _______.
I thought abit about this: If toss has to always make a pylon at 12, then why not make players start with an extra pylon/supply-depot/overlord? This will speed up the game even more, and if you are going to rebalance the game anyway, then you might as well start the game at a point where decisions actually matter.
I hope you can still decide to proxy your first pylon to rush.
On November 09 2014 00:45 Torte de Lini wrote: For LOTV is 24 or 16 to saturate a main base? I thought it was changed.
It's the same as it is now in HotS. I suppose it's possible that LotV maps will have less mineral patches, but none of the casters talked about it last night with David Kim, they only mentioned starting with 12 workers and mining out really fast. Terran mines out the patch they MULE first at 8 minutes!
On November 09 2014 00:45 Torte de Lini wrote: For LOTV is 24 or 16 to saturate a main base? I thought it was changed.
It's the same as it is now in HotS. I suppose it's possible that LotV maps will have less mineral patches, but none of the casters talked about it last night with David Kim, they only mentioned starting with 12 workers and mining out really fast. Terran mines out the patch they MULE first at 8 minutes!
Well, even if saturation isn't changed at all, 3-base meta should definitely change because you mine out your bases way too fast now.
I like the idea for LOTV, but im not so keen on the mineral/worker change. But i will wait for the beta and see how things will go before i can give a proper opinion
Somehow it doesn't surprise me to see this kind of changes which feel Command & Conquer-ish when we know who is in charge of the project now (though I don't know if this is truly THAT much related).
Picking up sieged tanks looks completely ridiculous.
Stasis & lurkers yay !
Really meh about the cyclone and the Herc but let's see.
Sad to see they didn't remove the SH nor reworked in an interesting way IMO...
Battlecruisers what the fuck?
Mortar roach looks cool, especially because they can destroy forcefield.
Corrupters and infestors change meh while not seeing games...
Disruptor looks interesting.
Oh and the really big thing is the mining changes. I really like it.
Looking forward to seeing games of LotV to see if the changes are good!
I like the thinking behind LotV. Blizzard recognizes that the game needs a major overhaul, much like D3 did. You can really tell that LotV has a long way to go before it's ready to ship though. These units definitely look like a first attempt and compared to what we saw in the reveal for HotS, they seem a lot less refined and polished as far as the animation and artwork goes.
Hopefully that's because they spent a majority of the time tweaking other things and not because internally, Blizzard just doesn't want to push more money into SC2.
On November 09 2014 00:45 Torte de Lini wrote: For LOTV is 24 or 16 to saturate a main base? I thought it was changed.
It's the same as it is now in HotS. I suppose it's possible that LotV maps will have less mineral patches, but none of the casters talked about it last night with David Kim, they only mentioned starting with 12 workers and mining out really fast. Terran mines out the patch they MULE first at 8 minutes!
Well, even if saturation isn't changed at all, 3-base meta should definitely change because you mine out your bases way too fast now.
Yes, the game is still very different, but the saturation would be an even bigger change.
You mean like in Starbow? Then I totally agree. Pointless units/structures are pointless.
No they actually went for the Starbow solution which has an 8-second warp in time as well, but no further production speed punishment (Dragoons can't be warped in though).
You make pylon at 12, gate at 13 and then your first zealot is now out at _______.
I thought abit about this: If toss has to always make a pylon at 12, then why not make players start with an extra pylon/supply-depot/overlord? This will speed up the game even more, and if you are going to rebalance the game anyway, then you might as well start the game at a point where decisions actually matter.
I hope you can still decide to proxy your first pylon to rush.
If your gonna build a pylon 99% of the time in your base, and then the remaining 1% of the time, someone is gonna do same lame cheese, then I prefer just letting players start with a pylon.