We believe this will have two benefits: players going on the offense will have more attacking options, and players on the defense can show off their defending skill better since they have to defend a much wider area now.
What they don't realize yet is that the only defensive option is Avilo-level of turtle. The only way for a defensive focussed player to defend extra bases is to cut down on offensive units/investments and place them into turtling. The net effect here (assuming the defensive player is solid) is less aggression.
I really hope 12 workers makes it into the beta to be tested. The biggest problem for me in sc2 is stupid fluke build order wins from 7pool, 11/11, proxygate. 12 workers may solve some of the rock paper scissors and make the game more skill based. You can beat any overpowered unit/race with skill, but no amount of skill can prevent occasional fluke losses if you 2 hatch before pool vs a proxy gate or play zerg vs a 11/11, early pools vs 15hatch, etc.
Since things are gonna change, more or less: Are upgrades really necessary? (I mean +1/+1 etc?) Most of the time, at least in lower leagues (low masters and below), they are just something that makes the analyzation of the current situation more difficult: you are not sure whether your army can beat the opponents army unless you consider the differences in upgrades. Moreover, timing things to match with the finishing upgrades is not really that much fun: yes, you can win games by hitting the right timing, but you just find yourself stalling your attack (instead of seizing a strategically optimal moment) when you wait for your +2/+2 to complete. Yes, there are interesting plays that upgrades make possible (a drop that snipes the double forge can win you the game, zealots with +1 attack is scoutable but then allows new plays by owning lings etc.). But, in the end, would it be that much of a loss if we had no upgrades for attack/defence? Naturally, they are things that make complete tech switch harder (i.e. allows opponent to better prepare for certain compositions) and in the late game full upgrades nullify each other in any case.. Yet, it is still frustrating to realise that you forgot certain upgrade and that is why you are likely to lose an otherwise even game..
im hoping for some more focus on messing up base infrastructure in the mid to late game, at least in ZvT and ZvP. i know that TvP has terran messing up protoss buildings right now. but in general buildings aren't that expensive and they're almost never touched later on. would be cool to see some buildings burn for once, limiting production for a medium-short time and creating some openings. add in more drop play, too.
the new corruptor spit is a cute change but i'd prefer something a bit more serious and less cute.
Almost made me feel guilty of all the sh*t I was talking about before, lol
Would've REALLY liked if they experimented more about the economy changes and try it with also saturation changes.. If you're making a game with more bases to be taken in general - better find ways to reduce the amount of workers needed to support them.. IMO would've really been well made if saturation was reduced to 12 and the max amount of workers per base to be 16 - so instead of 16/24 make the requirements be 12/16 respectively.. The new units are already far more micro oriented and each race has rather effective death-ball disassembling ways to deal with such a "phenomenon" (vs deathballs there are now effective units such as - Infestors, Ravagers, SwarmHost, Viper for Zerg, new Tempest ability, new Carrier ability, Psi-storm for Protoss, and Cyclone for Terran), so would've really liked to have seen the outcome of such a change
However - here's a suggestion, (no balance crap, no whine and sh*t like that, just a pure suggestion) - someone pls. tell it to Mr. Kim:
Rather than that stupid Void Ray attack - make Corruptors have an ability (after Hive has been evolved, or even make it a Hive research if needed) - to carry and drop spines & spores (just carry and drop mechanic, spines & spores would still require creep for them to root in the ground and do it's own thing) - would really like to see how that would pan out regarding the Zerg backdoor strats I think :D
Beta will look much different than what you saw at BlizzCon
Thank you.
That's all that actually matters from what was said.
Blizzard is totally clueless when to balancing. We learn that every time Blizzard releases a RTS game, they ignore the community, then end up giving them what they want months later after realizing it was the right thing to do, but still claim credit.
Blizzard have made the only three good competitve RTS games out there so no they clearly are not.
Blizzard are saying in the statment you presumably looked through that they will test basiclly everything. Your respons is that thats worthless.
I have loved playing all of their RTS games and I have loved watching it. The only time I feel bad about SC2 is everytime I read the comment section on this site.
If someone says to you that they have some cool new ideas we will test out, our previous creations have been huge successes, and your reaction is "no its gonna be shit whatever it is" your only function is to drain away positivty.
On November 20 2014 05:06 Liquid`Snute wrote: im hoping for some more focus on messing up base infrastructure in the mid to late game, at least in ZvT and ZvP. i know that TvP has terran messing up protoss buildings right now. but in general buildings aren't that expensive and they're almost never touched later on. would be cool to see some buildings burn for once, limiting production for a medium-short time and creating some openings. add in more drop play, too.
the new corruptor spit is a cute change but i'd prefer something a bit more serious and less cute.
SC2 needs superweapons, you're right! A weather control device for protoss (megastorm), a nuke silo for terran (bigger better nukes) and maybe a psionic dominator for zerg!
On November 20 2014 05:06 Liquid`Snute wrote: im hoping for some more focus on messing up base infrastructure in the mid to late game, at least in ZvT and ZvP. i know that TvP has terran messing up protoss buildings right now. but in general buildings aren't that expensive and they're almost never touched later on. would be cool to see some buildings burn for once, limiting production for a medium-short time and creating some openings. add in more drop play, too.
the new corruptor spit is a cute change but i'd prefer something a bit more serious and less cute.
SC2 needs superweapons, you're right! A weather control device for protoss (megastorm), a nuke silo for terran (bigger better nukes) and maybe a psionic dominator for zerg!
Please no, SC2 doesn't need to become AoM with the god powers.
On November 20 2014 05:06 Liquid`Snute wrote: im hoping for some more focus on messing up base infrastructure in the mid to late game, at least in ZvT and ZvP. i know that TvP has terran messing up protoss buildings right now. but in general buildings aren't that expensive and they're almost never touched later on. would be cool to see some buildings burn for once, limiting production for a medium-short time and creating some openings. add in more drop play, too.
the new corruptor spit is a cute change but i'd prefer something a bit more serious and less cute.
SC2 needs superweapons, you're right! A weather control device for protoss (megastorm), a nuke silo for terran (bigger better nukes) and maybe a psionic dominator for zerg!
Please no, SC2 doesn't need to become AoM with the god powers.
I was thinking more Red Alert 2... maybe we can get an autosplit hotkey while we're at it!
The warp prism range increase really isn't a buff. Any good player can still do pick-ups as efficiently as possible with the current range "if an opponent has no air units", so it just acts as a buff for bad protoss players, skewing the game in their favour and not effecting higher levels of play.
Exploring ways to reduce micro in the game that can’t really be seen vs. increasing micro that players can show off.
I would really be curious to know what arbitrary sort of distinction they've made to separate these forms of micro. Nobody in the community except Blizzard devs hold the belief that units which control well and perform simple straight up attacks are "hard to understand". I know they believe they can add micro in "other ways". But fuck me already. Who is going to be impressed and what is being "differentiated" by adding a bunch of 1-click abilities?
Most of those abilities won't even be used as the game fast forwards through its non existing early and mid games into the lategame, where all the exciting stuff supposedly happens.
Honestly, there would be a hundred times more potential for micro in your game if you just weren't so damn keen on rushing through the parts of the game at lower supply counts which would allow for these intricate forms of micro. You're sure as hell not going to see them in a lategame huge army vs huge army situation.
Exploring ways to reduce micro in the game that can’t really be seen vs. increasing micro that players can show off.
I would really be curious to know what arbitrary sort of distinction they've made to separate these forms of micro. Nobody in the community except Blizzard devs hold the belief that units which control well and perform simple straight up attacks are "hard to understand". I know they believe they can add micro in "other ways". But fuck me already. Who is going to be impressed and what is being "differentiated" by adding a bunch of 1-click abilities?
Most of those abilities won't even be used as the game fast forwards through its non existing early and mid games into the lategame, where all the exciting stuff supposedly happens.
Honestly, there would be a hundred times more potential for micro in your game if you just weren't so damn keen on rushing through the parts of the game which would allow for these forms of intricate micro. You're sure as hell not going to see them in a deathballed lategame.
Very good point. I'm also very disappointed in Blizzards sudden distaste for the early game. It's very hard to get in the staff's heads and try and figure out what they're smoking sometimes...
On November 20 2014 05:28 Yonnua wrote: The warp prism range increase really isn't a buff. Any good player can still do pick-ups as efficiently as possible with the current range "if an opponent has no air units", so it just acts as a buff for bad protoss players, skewing the game in their favour and not effecting higher levels of play.
That is a huge buff. You can keep the prism easily out of the range of anything that can shoot it down, safely picking up immortals/whatever.