Legacy of the Void Announced - Page 94
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MarlieChurphy
United States2063 Posts
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MarlieChurphy
United States2063 Posts
Here are all relevant videos: + Show Spoiler + http://youtu.be/rxzw5Ln2Lu8 | ||
Hider
Denmark9385 Posts
On November 09 2014 12:22 LaLuSh wrote: Dunno if this was posted before. So apparently David Kim likes the moving shot on the Banshee and therefore gives it an additional range, but I still have no idea why Blizzard maintains the 0.16 damage point on it then. 6 range + 0 DP is so much preferable to 7 range and 0.16 DP in my opinion. Also wished someone asked a bit harder into the thought proces behind the low acceleration/insane DPS/low range of the Oracle that is an absolute microkiller. Why on earth not work on the moving shot here. If it has 6 range, max responsveiness and a lower attack speed then the "moving shot"-micro is actually rewarded against Marines. I don't think anyone would be dislike that type of micro compared to how it currently works. @ protoss new unit: I like that they were looking at an early game unit with harass potential. But I also wished that they would be much more willing to look at how protoss overall is played with the following changes: (1) Reduce infastructure cost for protoss so it has more stuff in the midgame (2) Increase mobility and responsiveness (0 damage point) of the Immortal so it has more micro potential and so protoss easier can move out on the map/defend harass with it. (3) Remove Collosus aa vulnerability and balance it around being targetable by normal ground units, which will require roughly 7 range. Also increase responsvieness (0 DP) so it can easier be pulled back if enemy target fires it. | ||
XDEKSDEEXD
622 Posts
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mishimaBeef
Canada2259 Posts
http://i.imgur.com/BfvZmok.jpg according to video: ultralisk armor buffed | ||
mishimaBeef
Canada2259 Posts
(source: http://us.battle.net/sc2/en/blog/16654945/legacy-of-the-void-multiplayer-preview-11-8-2014) - a decrease in overall passive gameplay - distinguish players who can manage their units effectively due to its high skill-ceiling and micro requirements - Create more significant counter-micro opportunities and lessen situations where one player’s micro performance is more important than the other | ||
Hider
Denmark9385 Posts
On November 09 2014 12:58 mishimaBeef wrote: Here are some interesting design goals: (source: http://us.battle.net/sc2/en/blog/16654945/legacy-of-the-void-multiplayer-preview-11-8-2014) - a decrease in overall passive gameplay - distinguish players who can manage their units effectively due to its high skill-ceiling and micro requirements - Create more significant counter-micro opportunities and lessen situations where one player’s micro performance is more important than the other That is the exact same thing they have always said though. The difficult part is getting there, and for some reason the Oracle and the Swarm Host was still implemented into the game. If micro doesn’t matter that much, battles are less interesting. Legacy of the Void aims to make micro much more important throughout a battle so that combat results are less predictable. And for some reason they have added more free unit vs army "micro" with the new Carrier and the Swarm Host interaction is still about free unit vs static defense/workers/army. I am sure Blizzard has some talented developers, but there is also one or more guys on the team who doesn't really understand the implications of some of the unit changes. | ||
brickrd
United States4894 Posts
On November 09 2014 12:58 mishimaBeef wrote: Here are some interesting design goals: (source: http://us.battle.net/sc2/en/blog/16654945/legacy-of-the-void-multiplayer-preview-11-8-2014) - a decrease in overall passive gameplay - distinguish players who can manage their units effectively due to its high skill-ceiling and micro requirements - Create more significant counter-micro opportunities and lessen situations where one player’s micro performance is more important than the other its funny because the phrasing there is kind of a tacit confirmation of a lot of sentiments that have been very widely dismissed as "balance whine" or "design whine" | ||
ZAiNs
United Kingdom6525 Posts
On November 09 2014 12:54 mishimaBeef wrote: notice the scv under the orbital command's satellite http://i.imgur.com/BfvZmok.jpg Yea, I also noticed in the TvZ, when a CC lifter, you could see the silhouettes of Roaches it was covering. | ||
VArsovskiSC
Macedonia563 Posts
I mean - Terran DISGUSTINGLY OP - AGAIN ?? Seriously - someone check DKim's mental health ? Why ALWAYS it's the Terran that has to be FREAKIN OP in the development stage ? WHAT ON EARTH do they get by making Terran be the biggest disgusting thing ever existed, and then have to hit like 30 nerfs for scrubs to say that Terran doesn't get love or whatever ? WHY THE HELL did the Photon Overcharge stop shooting air AND Banshees get increased range.. I mean I get the speed change cause after Mutalisks - basically no-one built a single Banshee ever, but - the RANGE as well ? WHY THE HELL doesn't the Disruptor hit air - thought those were a new way to deal with the Mutalisks, or at least an alternate if your Templar were out of position or whatever ![]() I mean W.T.F. - so I guess out of the new races - only Zerg seems fine ATM, Terran is disgusting, and Protoss seems obliterated ![]() | ||
brickrd
United States4894 Posts
On November 09 2014 13:05 VArsovskiSC wrote: Well now I get why everyone was b*tching about the Cyclone.. I mean - Terran DISGUSTINGLY OP - AGAIN ?? Seriously - someone check DKim's mental health ? Why ALWAYS it's the Terran that has to be FREAKIN OP in the development stage ? WHAT ON EARTH do they get by making Terran be the biggest disgusting thing ever existed, and then have to hit like 30 nerfs for scrubs to say that Terran doesn't get what they should or whatever ? WHY THE HELL did the Photon Overcharge stop shooting air AND Banshees get increased range WHY THE HELL doesn't the Disruptor hit air - thought those were a new way to deal with the Mutalisks ![]() I mean W.T.F. - so I guess out of the new races - only Zerg seems fine ATM ![]() lol are you playing the game? who gives a fuck if its balanced in development if it were already balanced it wouldnt need "development" it would already be developed and released... i swear people just bitch for the sake of bitching | ||
VArsovskiSC
Macedonia563 Posts
On November 09 2014 13:06 brickrd wrote: lol are you playing the game? who gives a fuck if its balanced in development if it were already balanced it wouldnt need "development" it would already be developed and released... i swear people just bitch for the sake of bitching Sorry dude, BUT - disgusts me to see ALWAYS terran the strongest.. WHAT the f*ck, and WHY the hell ?? Like if they even did some effort to balance all that.. Cyclone does like 50 dps and Herc has like 200hp ?, W.T.F. Why not being able to have a proper or a close to the idea what would be the game like showmatch instead of a one-sided obliterate-fest ? | ||
Lexender
Mexico2647 Posts
On November 09 2014 13:08 VArsovskiSC wrote: Sorry dude, BUT - disgusts me to see ALWAYS terran the strongest.. WHAT the f*ck, and WHY the hell ?? Like if they even did some effort to balance all that.. Cyclone does like 50 dps and Herc has like 200hp ?, W.T.F. Why not being able to have a proper or a close to the idea what would be the game like showmatch instead of a one-sided obliterate-fest ? No they didn't balance that, the beta isn't even out. Stop with this senseless whining. | ||
insourcecertainty
United States142 Posts
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eviltomahawk
United States11135 Posts
On November 09 2014 13:00 Hider wrote: And for some reason they have added more free unit vs army "micro" with the new Carrier and the Swarm Host interaction is still about free unit vs static defense/workers/army. I am sure Blizzard has some talented developers, but there is also one or more guys on the team who doesn't really understand the implications of some of the unit changes. I'm assuming the Carrier still needs minerals to build its Interceptors unless they've said otherwise. At 200 minerals for the full set of 8 Interceptors, the new ability can get expensive each time the Carrier tries to replenish. | ||
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Fionn
United States23455 Posts
Again, it could all go to crap and make some really shitty 5 to 12 minute average length games and kill any of the innovative cheeses, but I'm excited to see what the top pros can bring. | ||
obesechicken13
United States10467 Posts
Pretty hype. Wish the video didn't use the same stock psi blade sounds so much. Otherwise it was nice. | ||
DarkPlasmaBall
United States44336 Posts
I think 6-8 starting workers would make more sense, especially since the bases have fewer resources anyway. | ||
YyapSsap
New Zealand1511 Posts
And for the love of god, can they stop it with relying so highly on composition madness i.e. make unit A to counter unit X which then is countered by unit Y so I get unit B..? This game needs more general units.. I have mixed feelings about LoTV. I hope this time (third time lucky?) around the community can really crack the invisible wall that is hindering us to get to the devs ears. It would have been more encouraging if the announcement on multiplayer was along the lines of: 1) Economy change to create incentive for a player to expand.. NOT force people to expand, snipe expansions -> base trades and allins. 2) Unit movement, e.g. the unnatural "balling" effect and implementing moving shot.. 3) Making the terrain more impactful e.g. high ground advantage instead of the "I can see you and you can't see me" .. 4) Where is the love for zoning units?? There is far too many harassment units. I think its time that slow immobile units can actually zone space so it doesn't drive players paranoid about defending (or forgoing the defense all together). 5) Where are the units and changes that allow protoss to stay away from deathballs? The disruptor looks like a one trick pony that looks exactly like what an oracle could do.. 6) As mentioned before.. they should completely re-work the damage system. When we have things like "+shields" and other very specific damage rules, you know how limiting the current damage system is. Perhaps its also time to go back to the drawing board and create a damage system that doesn't result in SC2 being "whos got the better composition" game. I mean they did it of WC3 ROC -> TFT, i can't see why they want to keep using this damage system that looks simple yet creates so many problems. I mean the counter unit does indeed give a player A an advantage but player B could micro (if there is potential) to level that advantage (think vulture vs dragoons, marines vs lurkers). | ||
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[Phantom]
Mexico2170 Posts
I'm Protoss. Played 3 games. first 2 left the game in the firt minute. The second one went swarmhost. Remembered why i didn't play starcraft anymore/switched to zerg the last days i played Legacy of the void can't come soon enough. | ||
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