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.
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.
Well it's interceptors are still unmicroable, and that's the real "free units" issue.
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.
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.
Well it's interceptors are still unmicroable, and that's the real "free units" issue.
I don't understand your point because interceptors aren't free.
On November 09 2014 18:55 sushiman wrote: Toss gets another damn orb. I hate the design, feels like the replicator thing they showed for hots, wish the design department showed some innovation. It also seems like just another worker harass unit, seems fairly simple to micro against.
That's funny because it literally reuses the replicator model...
the only thing that comes to mind is that zerg will have even bigger problems with air units. T and P air got even buffed while Z AA is still in a very bad state (which is why we see mass spore lategame since no other AA unit of Z is viable lategame). this might be okay if the ravager has a pretty low CD and range 9 on his ability...otherwise i dont see how Z can fight BC raven oder colossus HT archon buffed carrier/void/tempest lategame. corruptors can get a dmg buff with the infestor but their really bad range and low attack speed still mean they die horribly to archon storm or thor WM HSM PDD.
although the main problem might be that Z has no counter to energy units like HT or ravens other than free units (and the only reliable one with mass SH gets nerfed, which is awesome but Z needs a compensation for that). if that gets adressed Z AA is in a fine state. some kind of feedback/emp ability would really help the bad Z AA and increase the micro on both parts.
but we will see how it works out. i just hope Z will be able to fight T and P air + support deathballs without having to hide and turtle behind 1000 spores like it is now just because Z AA is so bad.
interesting changes, but I bet it'll be like HoTS initially when like 90% of all the introduced stuff got removed. such as: medivac faster healing, battle cruiser move speed, shredder, replicator, warhound, hellbat size in medivacs, hellbat damage, initial purpose of Tempest (splash countered light aerial units), etc. I'll be interested what blizzard decides to actually keep...
Pretty awful changes. Didn't think it's possible but the early change list is even worse than the one that was there for Heart of the Swarm. Protoss is especially entertaining though, as it seems they have absolutely no idea what they want to do with the race, and refuse to answer any of the demands of the playing community.
With these changes, everything that counters Protoss stayed the same, but things just got worse, Immortals getting bad and force fields becoming counterable early game, overcharge getting nerfed once again, warp gates getting nerfed, tempests no longer countering brood lords, and all of the new units being terrible, while the opponents just got stronger.
Also I just love that Protoss can't have a unit or tech path that gives them peace of mind against Mutalisks. Try to go 2 Stargate Phoenix now when your force fields won't do jack shit anymore.
On November 09 2014 12:54 mishimaBeef wrote: notice the scv under the orbital command's satellite http://i.imgur.com/BfvZmok.jpg
according to video: ultralisk armor buffed
Is it meant to be something like in AoE (you see the silhouette of any unit hidden by a structure/terrain) ? If so, I hope you can deactivate it. It seems unneeded in SC2.
It feels like I missed the memo where Toss was winning over 70% in all matchups. If any race should have the nerf feel to it, shouldn't Toss be the last race? It's as if they worked on LotV for 1 week, tops, before the nerfs to the mothership core. I honestly can't foresee how LotV ever comes out. Toss feels like the weakest race at the moment. The balance stats make it look even more under powered than it feels.
Atm, I feel like Toss has no new units: I doubt that unit gets added, or even if it does, I wouldn't be surprised if it wasn't used. I think it's a joke when Toss gets more nerfs than buffs given its current state. I think the swarm host is even better now. I think it's a joke when the unit to get the biggest buff is the unit you can't ever afford to get in the first place.
I feel like I'm legless and I've just been given a soccer ball. How am I supposed to look at the soccer ball without getting pissed off? I haven't heard one word about hacking during Blizzcon. I feel like it's a time of pretending we're in a utopia where everything is going to end up great, instead of actually trying to improve on things. I'm not worried about the beta. I'm worried about when the F am I ever going to be able to see score screens on a consistent basis. How long does it take? They inspire so little faith, it's crazy. They have too many games they're focused on (or not focused on...).
Sometimes I load a replay on accident, or have a change of heart, and I try to click on cancel, yet the replay never stops. wtf. If they brought the scourge back, people would go crazy and be happy... I mean, the work has already been done for them... instead, there is the void and complaints of Zerg's anti air being too weak. Yet, since they're not creative at all, there's not even an attempt at filling the void...
I'm just frustrated by so much. The widow mine costs 75-25. The new unit for Toss costs 300 gas. This is insulting. Someone needs to try to justify/explain this. I'd love to know the last time anyone on the design/balance team has even played a game as Toss. I feel like these have to be the people spamming "Toss OP, 1a" in twitch.
These are some extreme changes to the gameplay, though I like the fact they're introducing more 'counter-micro' like destroying force fields or shielding immortals. I'm actually really liking all the changes.
On November 09 2014 18:55 sushiman wrote: Toss gets another damn orb. I hate the design, feels like the replicator thing they showed for hots, wish the design department showed some innovation. It also seems like just another worker harass unit, seems fairly simple to micro against.
That's funny because it literally reuses the replicator model...
sounds like the replicator just turned into the shredder...
So I watched the multiplayer panel and in their explanation they just took the cyclone to counter a whole lot of other changes that they made. No wonder it turned out overpowered. It's a bit like their holy grail unit and they didn't realise that it's good versus anything now.
Increased banshee range in TvT? - cyclone ultralisks with improved armor and other slow units? -cyclone terran bunkers? - cylone anti harass vs oracles? - cyclone lurkers? - cyclone
I wonder why they keep removing abilties from units. Why can't they just add a second one? Thor damage switch gets removed, corruption gets removed for their new abilities. I don't know why to remove them if they don't overlap.
I love the ravager idea. It's a really smart way to play with a forcefield counter. I think the disruptor is a great new unit as well. Lot's of decision making required. Stasis field wards seems interesting as well. Cyclone might be nice as either a very low hp glass cannon or after a big damage nerf.
I wonder why they keep removing abilties from units. Why can't they just add a second one? Thor damage switch gets removed, corruption gets removed for their new abilities. I don't know why to remove them if they don't overlap.
I think they themselves know that creating a bunch of button-press units is not the direction that Starcraft ever was or should go.
Personally I hope they find good solutions for stuff like lock-on, the ravager shot, the disruptor activation, the Herc hook so that you don't have to cast spells with every single unit.
I honestly believe that half these changes won't go through, way too much OP shit. I also find it incredibly ironic and hillarious they say they want to implement units with high micro and they come and show the Cyclone, which you don't even need to a-move, just move command will do the job.
Anyway, the campaign I am excited about. And, if they don't horribly fuck up the multiplayer, it could be a great improvement, but I get a sense that they don't really know were to take it now.