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Legacy of the Void: Multiplayer Development Update - Page 17

Forum Index > SC2 General
395 CommentsPost a Reply
Prev 1 15 16 17 18 19 20 Next All
ineversmile
Profile Blog Joined December 2010
United States583 Posts
November 22 2014 08:39 GMT
#321
Instead of making another AoE unit out of the Robo, it would be nice to just have a DPS unit out of there. I think that would give more depth to Protoss than an additional AoE unit.

I did click on that link and ask Blizzard to please just give us the Reaver, so there's that. Maybe if we all keep pestering them about the Reaver, they'll put it back in like the Carrier they almost took out in HotS and the Lurker they should have put back in the game already.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 08:43 GMT
#322
Please remove Swarmhost. No free units!
Make DC listen!
_indigo_
Profile Joined August 2010
Slovenia171 Posts
November 22 2014 09:12 GMT
#323
On November 22 2014 17:39 ineversmile wrote:
Instead of making another AoE unit out of the Robo, it would be nice to just have a DPS unit out of there. I think that would give more depth to Protoss than an additional AoE unit.

I did click on that link and ask Blizzard to please just give us the Reaver, so there's that. Maybe if we all keep pestering them about the Reaver, they'll put it back in like the Carrier they almost took out in HotS and the Lurker they should have put back in the game already.


How is Reaver not another AoE unit?
I have seen it all, and everything is just as senseless as chasing the wind.
Freeborn
Profile Joined July 2010
Germany421 Posts
November 22 2014 10:39 GMT
#324
The disruptor is basically like the reaver - it does super high AoE damage, but needs baby sitting. Well it actually not only needs babysitting but constant active control. But As I see it it's more like the reaver than anything else, including the drop potential.
As far as the difference to Ht and Colossi: you need active control and micro for each disruptor but you have much higher burst damage potential as a result, when compared to almost no micro for colossi and well for HT it'S mostly keeping them alive and not hit by EMP.
It's definetely a more interesting unit than the colossus and quite different from the HT (which also hits air btw).

I am wondering though if you also need the robotics bay for the disruptor, because that would really be a bit redundant - unlock two robo AoE ground units in the exactly same way.

Actually it does indeed have some overlap, but it could still be cool.
A colossus redesign would be a nice way to solve any overlaps and make protoss more fun.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 12:14 GMT
#325
How about bringing the shield battery back? P could really use that to save some dying units.
Make DC listen!
Cloak
Profile Joined October 2009
United States816 Posts
November 22 2014 12:26 GMT
#326
Disruptor
+ No AtA weakness
+ Earlier tech

+/- Not Colossus
+/- More of a MOBA spectacle

- No longer consistent DPSer
- Skill curve will make it rather avoidable
- Perhaps too similar to WM
The more you know, the less you understand.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 13:07 GMT
#327
It's hard to tell its strength and weakness without knowing its cost and supply.
Make DC listen!
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-11-22 13:26:15
November 22 2014 13:22 GMT
#328
On November 22 2014 21:26 Cloak wrote:
Disruptor
+ No AtA weakness
+ Earlier tech

+/- Not Colossus
+/- More of a MOBA spectacle

- No longer consistent DPSer
- Skill curve will make it rather avoidable
- Perhaps too similar to WM

Disruptor is not earlier tech and costs EVEN MORE than the Colossus

So yah - D. Kim's mind - unscramble that

Basically Disruptor is a way back to return the Reaver micro back, but it's even more expensive and even harder than Reavers used to be..

Reaver micro was - drop, target, pick up

Disruptor will be - drop, activate, move, wait to explode, pick up (one of the reasons/uses of the new Prism 6 pickup range), but still - w.t.f. - even Bisu won't be able to do that, yet that being someone on ladder
Another world, another place, another universe, won the race.. :) ;) :P
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 13:26 GMT
#329
Just bring back reaver and shield battery if their designers have run out of ideas of new units.
Make DC listen!
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
November 22 2014 13:30 GMT
#330
On November 22 2014 19:39 Freeborn wrote:
The disruptor is basically like the reaver - it does super high AoE damage, but needs baby sitting. Well it actually not only needs babysitting but constant active control. But As I see it it's more like the reaver than anything else, including the drop potential.
As far as the difference to Ht and Colossi: you need active control and micro for each disruptor but you have much higher burst damage potential as a result, when compared to almost no micro for colossi and well for HT it'S mostly keeping them alive and not hit by EMP.
It's definetely a more interesting unit than the colossus and quite different from the HT (which also hits air btw).

I am wondering though if you also need the robotics bay for the disruptor, because that would really be a bit redundant - unlock two robo AoE ground units in the exactly same way.

Actually it does indeed have some overlap, but it could still be cool.
A colossus redesign would be a nice way to solve any overlaps and make protoss more fun.


As you described, it seems like it's a colossus which needs to be microed more and does more damage. Then they might as well wipe out the colossus from the game and replace it with the disruptor. Keeping both of them is a waste.

A problem of protoss right now is the lack of a decent ground vs air unit. The only option is the stalker, which has a pathetic dps against non-armored units such as mutalisks, banshees and phoenixes. Maybe they could put an upgrade to the stalker (twilight council?) which gives a bonus vs. air light units.

Protoss also lacks ground vs. ground early game DPS. They could add a gateway unit similar to the immortal, but unlocked with the twilight council. Obviously then you want to differentiate it from the immortal, apart from it being weaker since it's a gateway unit.


TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 13:42 GMT
#331
This "editorial" post nailed it. A truly comprehensive analysis of all the LotV changes for P and how disappointing they are. Compared to T and Z's new units and groundbreaking redesigns, P's got a minor buff on prism drop and a major nerf on gateway units - warping takes longer time and warping-in units take double damage!

http://us.battle.net/sc2/en/forum/topic/15142514694
Make DC listen!
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 22 2014 14:43 GMT
#332
In brood war, speed shuttle was pretty good. In sc2 you can have a speed shuttle that replenishes its cargo. I think it could see more use.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Meerel
Profile Joined March 2012
Germany713 Posts
November 22 2014 14:46 GMT
#333
just make gateway units stronger and all the problems are gone david......trust me
SDMF
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 14:51 GMT
#334
What else can be done about that other than cheaper and/or faster charge and blink upgrades ...
Make DC listen!
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
Last Edited: 2014-11-22 15:06:59
November 22 2014 15:05 GMT
#335
On November 22 2014 22:42 TedCruz2016 wrote:
This "editorial" post nailed it. A truly comprehensive analysis of all the LotV changes for P and how disappointing they are. Compared to T and Z's new units and groundbreaking redesigns, P's got a minor buff on prism drop and a major nerf on gateway units - warping takes longer time and warping-in units take double damage!

http://us.battle.net/sc2/en/forum/topic/15142514694

Very well done!
We (protoss) need more love!
Yes, we are the strongest and easiest race now. But it doesn't mean that we just should be hardly nerfed in LotV!
We need more space to discover, new mechanics and possibilities!

When I saw Blizzcon videos for each race it was like:
Terran video: wow, great!
Zerg video: wow, awesome!
Protoss: Hm, good. But, where is the second new unit?!!

Blizzard, please, give us more love in LotV, give us more skillcap, and new unit that do something cool, not just walking mine!

Thanks!
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 22 2014 16:06 GMT
#336
Well, toss isn't supposed to be good at harassment anyway as all of its units except zealots cost a lot of gas. They are too expensive to die. It could be balanced by creating certain benefits for toss to play defensive, but Blizzard just did the opposite by slashing each mineral patch and gas geyser by 1/3 which kind of forces everyone to expand. At this point, toss needs a siege and microable unit like lurker more than Z does.
Make DC listen!
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
November 22 2014 16:06 GMT
#337
On November 22 2014 22:42 TedCruz2016 wrote:
This "editorial" post nailed it. A truly comprehensive analysis of all the LotV changes for P and how disappointing they are. Compared to T and Z's new units and groundbreaking redesigns, P's got a minor buff on prism drop and a major nerf on gateway units - warping takes longer time and warping-in units take double damage!

http://us.battle.net/sc2/en/forum/topic/15142514694

As mentioned in the OP, the game will probably change drastically between now and the start of the beta, and between the start of the beta and release. Anyone remember some of the unit videos from pre-alpha WoL? Practically none of the unit abilities ended up making the cut and the units themselves were changed significantly.

From what I've seen of the blizzcon videos so far, I like the changes and additions to Terran the most. It seems as once again, Terran is the race blizzard can be the most creative with, both in terms of new units and adding abilities to existing units.

Although honestly, I mostly look forward to the campaign. Multiplayer is not for me anymore.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
November 22 2014 20:20 GMT
#338
On November 22 2014 22:30 KingAlphard wrote:
Show nested quote +
On November 22 2014 19:39 Freeborn wrote:
The disruptor is basically like the reaver - it does super high AoE damage, but needs baby sitting. Well it actually not only needs babysitting but constant active control. But As I see it it's more like the reaver than anything else, including the drop potential.
As far as the difference to Ht and Colossi: you need active control and micro for each disruptor but you have much higher burst damage potential as a result, when compared to almost no micro for colossi and well for HT it'S mostly keeping them alive and not hit by EMP.
It's definetely a more interesting unit than the colossus and quite different from the HT (which also hits air btw).

I am wondering though if you also need the robotics bay for the disruptor, because that would really be a bit redundant - unlock two robo AoE ground units in the exactly same way.

Actually it does indeed have some overlap, but it could still be cool.
A colossus redesign would be a nice way to solve any overlaps and make protoss more fun.


As you described, it seems like it's a colossus which needs to be microed more and does more damage. Then they might as well wipe out the colossus from the game and replace it with the disruptor. Keeping both of them is a waste.

A problem of protoss right now is the lack of a decent ground vs air unit. The only option is the stalker, which has a pathetic dps against non-armored units such as mutalisks, banshees and phoenixes. Maybe they could put an upgrade to the stalker (twilight council?) which gives a bonus vs. air light units.

Protoss also lacks ground vs. ground early game DPS. They could add a gateway unit similar to the immortal, but unlocked with the twilight council. Obviously then you want to differentiate it from the immortal, apart from it being weaker since it's a gateway unit.




This is yet another reason why I suggested they give Protoss the cyclone instead of Terran. Once they make it less insane, of course.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 23 2014 13:53 GMT
#339
On November 23 2014 01:06 maartendq wrote:
Show nested quote +
On November 22 2014 22:42 TedCruz2016 wrote:
This "editorial" post nailed it. A truly comprehensive analysis of all the LotV changes for P and how disappointing they are. Compared to T and Z's new units and groundbreaking redesigns, P's got a minor buff on prism drop and a major nerf on gateway units - warping takes longer time and warping-in units take double damage!

http://us.battle.net/sc2/en/forum/topic/15142514694

As mentioned in the OP, the game will probably change drastically between now and the start of the beta, and between the start of the beta and release. Anyone remember some of the unit videos from pre-alpha WoL? Practically none of the unit abilities ended up making the cut and the units themselves were changed significantly.

From what I've seen of the blizzcon videos so far, I like the changes and additions to Terran the most. It seems as once again, Terran is the race blizzard can be the most creative with, both in terms of new units and adding abilities to existing units.

Although honestly, I mostly look forward to the campaign. Multiplayer is not for me anymore.


So do I, but the story of the campaign will surely be poorly written as bad as WoL's "customized" storylines and HotS's "space opera", so don't have a high expectation on that.
Make DC listen!
MTAC
Profile Joined May 2013
103 Posts
November 23 2014 16:29 GMT
#340
I also like a lot the idea of getting shield battery back. It could be a good tool for defensive purpose if it's powerfull enough (a.k.a. autocast available).

As for the new units. Well, Cyclone and Disruptor are meh unit designs imo.
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