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Legacy of the Void Announced - Page 77

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 75 76 77 78 79 149 Next
H0i
Profile Joined October 2010
Netherlands484 Posts
November 08 2014 16:56 GMT
#1521
On November 09 2014 01:52 LaLuSh wrote:
Show nested quote +
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Supposedly, in the new maps there will be 6 mineral patches per base instead of 8; we did not see this during the showmatches because they played on old maps.
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2014-11-08 16:58:41
November 08 2014 16:57 GMT
#1522
On November 09 2014 01:52 LaLuSh wrote:
Show nested quote +
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Yeah sigh, quite disappointing. I see what they are *trying* to do, but come on, this is just lazy and silly.

Even though it is not optimal (no BW wandering workers), I would have preferred 4-6 starting workers, increased mining time, and 7-8 minerals per trip. Super easy to do in the editor.

Blizzard, please.
T P Z sagi
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 08 2014 16:57 GMT
#1523
Cant believe either they didnt actually change how mining works. Why cant they do this?
ddayzy
Profile Joined September 2014
259 Posts
November 08 2014 16:57 GMT
#1524
On November 09 2014 01:52 LaLuSh wrote:
Show nested quote +
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


The need to expand more aggressivly is not a proper change because?
dutchfriese
Profile Joined November 2012
2554 Posts
November 08 2014 16:57 GMT
#1525
On November 09 2014 01:52 LaLuSh wrote:
Show nested quote +
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Fair point. But just so I understand you correctly, by proper economy changes do you mean scrapping auto mine?
Ramiz1989
Profile Joined July 2012
12124 Posts
November 08 2014 16:58 GMT
#1526
On November 09 2014 01:56 dutchfriese wrote:
Show nested quote +
On November 09 2014 01:52 Blizzkrieg wrote:
So building an economy is just no longer a part of this game? I like the unit changes and all, but the worker/mineral change just doesn't sit right with me...



I didn't realize building up to 12 workers required so much skill. If anything, expanding and controlling your portion of the map is more important now if you want a large economy. Correct me if I'm wrong, but if optimal mineral saturation is currently 16, then 3 mining bases now = 4 mining bases in the next expansion.

Even if it isn't like that, mineral nodes now have ~900 minerals only, and you will have to expand quickly or will stave for minerals really soon. There won't be 3-base turtling anymore.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
HEADD
Profile Joined June 2014
Czech Republic611 Posts
Last Edited: 2014-11-08 17:04:42
November 08 2014 16:58 GMT
#1527
On November 09 2014 01:28 Ramiz1989 wrote:


Found other showmatch, Zest + Jaedong vs. SoO + Polt, but sadly it isn't English cast, can't find English cast at all. :/

ZvP looks alot more better than ZvT.
Btw is funny how they trying hit fast units with ravager without fungal.And corruptors looks very weak vs buidings.Not like on that video on first page.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 08 2014 16:58 GMT
#1528
On November 09 2014 01:52 LaLuSh wrote:
Show nested quote +
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.

Huh? So a mineral line doesn't need less workers now to be "the most" efficient the before?
Head Coach Park: "They should buff tanks!"
ddayzy
Profile Joined September 2014
259 Posts
November 08 2014 16:58 GMT
#1529
On November 09 2014 01:57 purakushi wrote:
Show nested quote +
On November 09 2014 01:52 LaLuSh wrote:
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Yeah sigh, quite disappointing.

Even though it is not optimal (no BW wandering workers), I would have preferred 4-6 starting workers, increased mining time, and 7-8 minerals per trip. Super easy to do in the editor.

Blizzard, please.


This would be better because?
Ramiz1989
Profile Joined July 2012
12124 Posts
November 08 2014 17:00 GMT
#1530
On November 09 2014 01:58 HEADD wrote:
Show nested quote +
On November 09 2014 01:28 Ramiz1989 wrote:
https://www.youtube.com/watch?v=k-zFgZyVtYo&list=UUArlc7G7VjBqeXhZ4a5DTRQ

Found other showmatch, Zest + Jaedong vs. SoO + Polt, but sadly it isn't English cast, can't find English cast at all. :/

ZvP looks alot more better than ZvT.

Well, these were just showmatches, to me it looked like that Stardust + Jjakji didn't prepare at all(or whoever played Z in first match), they all tried to show us new stuff.

But I agree, this ZvP actually looked quite cool.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 08 2014 17:01 GMT
#1531
On November 09 2014 01:58 HEADD wrote:
Show nested quote +
On November 09 2014 01:28 Ramiz1989 wrote:
https://www.youtube.com/watch?v=k-zFgZyVtYo&list=UUArlc7G7VjBqeXhZ4a5DTRQ

Found other showmatch, Zest + Jaedong vs. SoO + Polt, but sadly it isn't English cast, can't find English cast at all. :/

ZvP looks alot more better than ZvT.

Swarm host games will be 30 minutes instead of an hour :D
Moderatorshe/her
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
Last Edited: 2014-11-08 17:05:16
November 08 2014 17:01 GMT
#1532
On November 09 2014 01:56 H0i wrote:
Show nested quote +
On November 09 2014 01:52 LaLuSh wrote:
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Supposedly, in the new maps there will be 6 mineral patches per base instead of 8; we did not see this during the showmatches because they played on old maps.


Wasn't this exactly what FRB had tested around 2 years ago and concluded it didn't work because the defenders advantage was reduced simultaneously.

In order for the whole spread-out to work you you have to make sure that the defenders advantage is high enough so it's possible to spread out and not just die to one big army. Moreover, it also needs to be possible to defend bases while investing into offensive units/playing aggressively simultaneously. Howeve,r in order do that, there needs to be groundbreaking changes to Starcraft (high ground advantage isn't enough).

In the breath of gameplay thread, Barrin compares the game to League of Legends where players are spread out, but that's possible becasue of defensive towers. These defensive towers can then be slowly broken if you outplay your opponent and use minions to soak up the towers shots. Such a solution is extremely difficult to get to work in Starcraft.

This would be better because?


BW economy rewarding taking extra bases, but didn't force the race/playstyles which were less mobile to take as many bases. The economy model in LOTV forces everyone to take bases as fast as possible, which is more likely to create more passive gameplay than vice versa.
NukeD
Profile Joined October 2010
Croatia1612 Posts
November 08 2014 17:02 GMT
#1533
corruptor piss on nexus. corruptor piss on tank
sorry for dem one liners
ddayzy
Profile Joined September 2014
259 Posts
November 08 2014 17:05 GMT
#1534
On November 09 2014 02:01 Hider wrote:
Show nested quote +
On November 09 2014 01:56 H0i wrote:
On November 09 2014 01:52 LaLuSh wrote:
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Supposedly, in the new maps there will be 6 mineral patches per base instead of 8; we did not see this during the showmatches because they played on old maps.


Wasn't this exactly what FRB had tested around 2 years ago and concluded it didn't work because the defenders advantage was reduced simultaneously.

In order for the whole spread-out to work you you have to make sure that the defenders advantage is high enough so it's possible to spread out and not just die to one big army. Moreover, it also needs to be possible to defend bases while investing into offensive units/playing aggressively simultaneously. Howeve,r in order do that, there needs to be groundbreaking changes to Starcraft (high ground advantage isn't enough).

Show nested quote +
This would be better because?


BW economy rewarding taking extra bases, but didn't force the race/playstyles which were less mobile to take as many bases. The economy model in LOTV forces everyone to take bases as fast as possible, which is more likely to create more passive gameplay than vice versa.


Im not sure how you would play passive when you need to stop your oponent from out expanding you. Especially considering everyone now have units and ways of breaking turteling.
mikumegurine
Profile Joined May 2013
Canada3145 Posts
November 08 2014 17:06 GMT
#1535
hmmm so Protoss only gets 1 new unit

and Zerg only gets 1 new unit and 1 (BW unit lurker)....

there might be more new units added right?....
Ramiz1989
Profile Joined July 2012
12124 Posts
November 08 2014 17:09 GMT
#1536
On November 09 2014 02:06 mikumegurine wrote:
hmmm so Protoss only gets 1 new unit

and Zerg only gets 1 new unit and 1 (BW unit lurker)....

there might be more new units added right?....

DK said that they might add one more unit for Protoss, but that is it. I don't think that 2 units per race is bad at all, to be honest I've expected one. Also, they have changed a lot of old units.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2014-11-08 17:10:55
November 08 2014 17:09 GMT
#1537
On November 09 2014 02:01 Hider wrote:
Show nested quote +
On November 09 2014 01:56 H0i wrote:
On November 09 2014 01:52 LaLuSh wrote:
On November 09 2014 01:47 dutchfriese wrote:
On November 09 2014 01:36 LaLuSh wrote:
God they didn't change how mining works. Just mineral nodes.

So disappointing.



Did you think they would? I doubt even the current pros would have wanted them to change it after playing sc2 for so long.


If they're willing to change nodes from 1500 to a 1000 and starting workers to 12, then yes; the answer is they already made changes of roughly the same scale. Why wouldn't I expect them to?

There's no reason they couldn't make proper economy changes and stop with these patented half-measures of theirs.


Supposedly, in the new maps there will be 6 mineral patches per base instead of 8; we did not see this during the showmatches because they played on old maps.


Wasn't this exactly what FRB had tested around 2 years ago and concluded it didn't work because the defenders advantage was reduced simultaneously.

In order for the whole spread-out to work you you have to make sure that the defenders advantage is high enough so it's possible to spread out and not just die to one big army. Moreover, it also needs to be possible to defend bases while investing into offensive units/playing aggressively simultaneously. Howeve,r in order do that, there needs to be groundbreaking changes to Starcraft (high ground advantage isn't enough).

In the breath of gameplay thread, Barrin compares the game to League of Legends where players are spread out, but that's possible becasue of defensive towers. These defensive towers can then be slowly broken if you outplay your opponent and use minions to soak up the towers shots. Such a solution is extremely difficult to get to work in Starcraft.

Show nested quote +
This would be better because?


BW economy rewarding taking extra bases, but didn't force the race/playstyles which were less mobile to take as many bases. The economy model in LOTV forces everyone to take bases as fast as possible, which is more likely to create more passive gameplay than vice versa.


Pros can multitask and harass while taking multiple base. Multiple bases greatly increase the effectiveness and importance of harass.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
KtJ
Profile Joined October 2014
United States3514 Posts
November 08 2014 17:11 GMT
#1538
HERCS!
"I thought I destroyed my CC but it seemed like the only thing I destroyed was Idra's mentality."
Zenbrez
Profile Joined June 2012
Canada5973 Posts
November 08 2014 17:11 GMT
#1539
On November 09 2014 02:06 mikumegurine wrote:
hmmm so Protoss only gets 1 new unit

and Zerg only gets 1 new unit and 1 (BW unit lurker)....

there might be more new units added right?....

...
Refer to my post.
Quakecomm
Profile Joined April 2012
United States344 Posts
November 08 2014 17:11 GMT
#1540
On November 08 2014 04:50 KeksX wrote:
Wow Blizzard finally tries something new and do something radical and everyone is like "WTF I HATE THIS" - just wait FFS this is what we all wanted for years.

This is not the final build to be released today. God damn some people are ungrateful.

My thoughts exactly
gorkey island is the only good map
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