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Legacy of the Void: Multiplayer Development Update - Page 15

Forum Index > SC2 General
680 CommentsPost a Reply
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Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
December 18 2014 09:29 GMT
#281
On December 18 2014 18:26 `dunedain wrote:
Herc:

No longer effective for cost

What the actual fuck? Why build it at all then?


I think it means that the HERC will not be a good unit for simply massing and A-moving. I don't think they're saying that it's going to be shit, just that you won't be massing it like you would marines or tanks.
AdministratorBreak the chains
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 18 2014 09:33 GMT
#282
On December 18 2014 18:26 `dunedain wrote:
Herc:

No longer effective for cost

What the actual fuck? Why build it at all then?

You'd probably only use it for tactical stuff, like knocking back/absorbing banelings or sneaking into an enemy worker line.
ModeratorI am still alive, somehow
TL+ Member
MoonFan
Profile Joined July 2013
Vietnam55 Posts
December 18 2014 09:36 GMT
#283
sneaking into an enemy worker line.

And what then without AoE?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 18 2014 09:36 GMT
#284
On December 18 2014 18:36 MoonFan wrote:
Show nested quote +
sneaking into an enemy worker line.

And what then without AoE?

Oh, I don't know. I forgot about the lack of AoE for a minute.
ModeratorI am still alive, somehow
TL+ Member
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
December 18 2014 09:40 GMT
#285
OMG zergs now getting AA :D
no longer gona be shoehorned into mass queen infestor to beat soemthing like a voidspam will be good to see
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-12-18 09:45:45
December 18 2014 09:42 GMT
#286
I get the feeling that LotV is going to be quite boring. They are doing the same mistake they made with WoL and HotS. They come up with crazy, fun ideas at first (to creat a hype train and sell the game probably) and then they ruin everything by scraping the craziest ideas and keeping the boring ones. People remember a game for the crazy things you can do when playing it, in ten years from now no one will say "remember this time when blizzard split apart the mech and air upgrades ? xDDD Damn I wish today's game devs could take such crazy decisions !".

Just take anything from there and throw it into the game pls
rly ?
[PkF] Wire
Profile Joined March 2013
France24239 Posts
December 18 2014 09:46 GMT
#287
On December 18 2014 15:03 insitelol wrote:
I don't like a thing about Lotv...
Call me paranoid, but i think this all is entirely a wrong direction. Game already has shitloads of units and strategies that leads to randomness and unconsistency. But looks like blizzard is ok with that, as all they seem to care about is crowd reactions like "omg mine shoot all the probes/mutas/banes etc". All these new units (and Hots units like oracle and viper) remind me of some mediocre moba. BUT THIS IS RTS. Stop adding niche units with fancy micro mechanics!! They should remove units from the game, not add them. In Lotv each race will have like 15-16 playable units wtf?!! Is this Total Annihilation? Or starcraft?



I agree the number of units seems really high and their obsession with MOBA-like abilities for every unit bothers me.
aXa
Profile Blog Joined July 2010
France748 Posts
December 18 2014 09:51 GMT
#288
I wish blizzard would stop give each and every unit a spell or an ability. Just make units with different speed, attack range, damage, armor value ... and there you have it. A great game. I don't want to play starcraft-moba-of-legend.
algue
Profile Joined July 2011
France1436 Posts
December 18 2014 09:56 GMT
#289
On December 18 2014 18:51 aXa wrote:
I wish blizzard would stop give each and every unit a spell or an ability. Just make units with different speed, attack range, damage, armor value ... and there you have it. A great game. I don't want to play starcraft-moba-of-legend.

different cost and production time too, I totally agree there
rly ?
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
December 18 2014 10:09 GMT
#290
Holy cow they think the new protoss unit should be a slow harasser (lolwut) that is not effective for the cost and becomes invulnerable while it does harass... Seems doable and the kinda unit everyone will love.

Everything else is fine I guess.
Revolutionist fan
[PkF] Wire
Profile Joined March 2013
France24239 Posts
December 18 2014 10:14 GMT
#291
Resource changes
First, we’d like to give an update on the resource changes we showed at Blizzcon. In that build, resources were reduced to 70% of what they currently are in Heart of the Swarm. From our playtesting, we really liked that this set-up encouraged players to move out more and take expansions more aggressively which led to action packed games. One element we were still concerned about was the potential diminished importance of harassment since workers were being transferred much earlier. Since Blizzcon, we’ve looked at changes that keep the positive aspect of encouraging players to take more bases, while still providing incentives to harass bases in various locations. The change we are currently testing is as follows:

Half of the mineral patches have 1500 (same as HotS), and the other half has 750.
Gas is at 75% of total.
The main things we like with this change so far are:

Players are still encouraged to move out and take bases aggressively.
There are still reasons to harass most of the bases since they remain operational at half efficiency.
Macro on bases and transferring workers throughout the game becomes more meaningful and more rewarding to players who do this better.
We currently feel like this solution help resolve the main negative side of the change we proposed at Blizzcon, but we’ve only been testing this for a few weeks, so we can’t say with 100% certainty. We’d definitely like to hear your thoughts in this area.


It's mostly nonsense. They're mixing up "encouraged to" and "forced to". There should be incentives to expand, that's interesting and allows players with good positioning and game sense to get an advantage out of it. But players should not be forced to expand everywhere because their resources are just running out.
ejozl
Profile Joined October 2010
Denmark3505 Posts
December 18 2014 10:33 GMT
#292
I love the scrappy feel the new minerals will give, it's the struggle for resources. They now tell players in a more 'mild' manner, you will need to expand soon, instead of the hard cap with same minerals on each patch.
Terran will also not screw themselves over with the MULE, since you now have dedicated MULE patches.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
sushiman
Profile Joined September 2003
Sweden2691 Posts
December 18 2014 10:34 GMT
#293
On December 18 2014 19:09 Salteador Neo wrote:
Holy cow they think the new protoss unit should be a slow harasser (lolwut) that is not effective for the cost and becomes invulnerable while it does harass... Seems doable and the kinda unit everyone will love.

Everything else is fine I guess.

It sounds almost exactly like the disruptor, just on a different tier. The imagination at their design department must be completely drained or something; I mean, they've been working on the Protoss campaign for quite some time now, surely there must be more unit concepts in there they could convert to multiplayer other than something phasing in and out and is another damn harasser?
1000 at least.
FrozenProbe
Profile Joined March 2012
Italy276 Posts
Last Edited: 2014-12-18 10:48:04
December 18 2014 10:36 GMT
#294
Neat changes, especially the economy one. It basically give you time to expand while you're at full economy on one base (16 workers on minerals), then you've to transfer half of them remaining at 8 workers in the main base and 16 on the natural, then again, 8 - 8 - 16 and so on. I think it will promote towards more natural expansion patterns but at the same time it will descourage excessive turtling.

I will discuss only the changes I don't agree with:

MSC

No, thanks. Instead on get the easy-way and drop again a one-click ability to help protoss players defend, why don't you try to resolve the problem at its roots? It would benefit the entire protoss race.

Aside of just removing it, why don't you return to the first design of the MSC? Remember way back in the HotS beta when that thing was an extention of a nexus? That was freaking cool, it was way better designed than this slow and useless or broken ball. I will refresh your memory:

- The MSC was attached to a nexus, you had ana ability to transfer it from a nexus to another one
- The nexus cannon was possible to use only on the nexus with the MSC on it and if you had a cannon activated your MSC was in a sort of "stasis", so you hadn't the ability to use two nexus cannons at the same time.
- The MSC had the ability to recall the units on the nexus, from distance, that was really cool because you had the opportunity to get aggressive with a bunch of fast units (blink stalkers uh?) and save them all recalling into a nexus, you could have done multi pronged attacks with two groups of blink stalkers, like blink on the main of your opponent, drag attention, attack with another group and teleport at home the first group. That was cool, not the current one that promotes a deathball play or an allin-ish play because the MSC is just too slow.
- The energy refill ability, I really don't get why they removed it after a couple of weeks. That was so cool, you could've used to the nexus to have more chronoboost, to a sentry to have more forcefields, to a templar to have a fast psi-storm, but it was just one, not an AoE refill, it costed MSC's energy (so no nexus cannon, nor recall) and you had to be near to the MSC (so to a nexus) to use it.

I still think that the first design was way better than the actual one, they felt that it wasn't like a unit because was attached to the nexus, and this is one of the worst motivations that I've ever read from Blizz.


New Toss Unit

So basically you want to add the disruptor to the protoss arsenal, ok, and then you want to add a mini-disruptor? Why?

Instead of giving another harass-unit that will develop into stupid one base proxy or something like that, design a reliable, core unit for the protoss army that isn't high-tier/high-cost and could lead to a more skirmish-play from the protoss players. I got really tired to be unable to fight basic T/Z compositions until I don't have AoE, even a bunch of speedlings can contain a protoss on two bases.. that's really unenjoyable.

In those developer updates and at the Blizzcon panel, they focused down on key problems of the protoss race. They feel that the forcefields are a problem and so they designed more and more counters to them and that's fine, then they nerfed the warpins, and you know I'm still fine with that.. but they gave nothing to early game protoss units in compensation. So basically in an expansion that will lead towards a more spreaded and skirmished play protoss players will be even more weak into the early-mid game and what the new protoss unit is?

A big ball that deals big splash damage and require t3 infrastructures and costs 300 gas..

I'm not upset about the unit, I've used it in the Alpha mod and is great.. it is really fun, maybe a little too powerful, but I like the high-risk high-reward thing. Still I don't get why we've still sentries and Colossi if forcefields will be countered hard and colossi will be nerfed to the ground (or we will still use them, or into a more correct way, we will still be forced to use them). Every aspect of the protoss race that is pointed out from the community as bullshit from the SC2 beta will be addressed in LotV, but why don't Blizzard want to get cocky and redesign it from scratch, remove the colossus, remove the sentry.. let's redesign gateway tech and robo tech in order to make them more fun and less gimmicky deathball or allin centric. You added back the Lurker? Fuck, give back the Reaver! Is it slow as fuck and you think that it won't be good without micro? That's what a unit with so much AoE should be, easy to pickoff but devastating if used well (and with skill). Fuck the sentry and give a microable gateway unit that will stand against basic T/Z compositions. It is too strong with Warp Gate? Fuck warpgate, let this unit be built only from gateways

Blizzard has the tools to change a lot, they're just too scared. Go totally insane with the changes, you're in pre-Alpha, if you aren't insane now you won't be ever.
Makro
Profile Joined March 2011
France16890 Posts
December 18 2014 10:47 GMT
#295
On December 18 2014 18:51 aXa wrote:
I wish blizzard would stop give each and every unit a spell or an ability. Just make units with different speed, attack range, damage, armor value ... and there you have it. A great game. I don't want to play starcraft-moba-of-legend.

definitely agree, this is becoming a mess
Matthew 5:10 "Blessed are those who are persecuted because of shitposting, for theirs is the kingdom of heaven".
TL+ Member
FrozenProbe
Profile Joined March 2012
Italy276 Posts
December 18 2014 10:49 GMT
#296
On December 18 2014 18:51 aXa wrote:
I wish blizzard would stop give each and every unit a spell or an ability. Just make units with different speed, attack range, damage, armor value ... and there you have it. A great game. I don't want to play starcraft-moba-of-legend.


StarCraft: Defense of the Legends of the Storm
KelvaroN
Profile Joined May 2003
Finland33 Posts
Last Edited: 2014-12-18 10:51:54
December 18 2014 10:50 GMT
#297
Just a thought, but... BRING BACK THE REAVER!! :D *BBBBOOOOMMM!!!*

Edit: someone already mentioned it, sorry!
Ramiz1989
Profile Joined July 2012
12124 Posts
December 18 2014 11:01 GMT
#298
On December 18 2014 19:50 KelvaroN wrote:
Just a thought, but... BRING BACK THE REAVER!! :D *BBBBOOOOMMM!!!*

Edit: someone already mentioned it, sorry!

Not someone, but everyone, for thousand times. :D

But to be honest, Disruptor is pretty fun and good unit that requires quite a bit of skill to use and is really close to Reaver when used with Warp Prism. It is more like an Scarab from Reaver, but it still has the same effect.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
nubHunter
Profile Joined July 2014
Spain44 Posts
December 18 2014 11:04 GMT
#299
at this point idc if they bring back the warhound.
RaFox17
Profile Joined May 2013
Finland4581 Posts
December 18 2014 11:06 GMT
#300
On December 18 2014 11:05 Big J wrote:
Protoss Gateway unit idea, lorewise it is Nerazim

*insert Protoss name*
*some Ninja skin with some Psi-Shuriken or similar*
Cost 75/75/2
80HP/20Shield/0armor, light, biological
Attack: Damage 15(+2), Cooldown: 1.5
Attack range 5, ground only
speed: 3.0 (like a speed roach)
size: like a zealot
drop-size: 2

Auto-Cast ability, 6second cooldown: When attacking, the *Ninja Super Trooper* immidiately performs a second attack.
tech requirement: twilight council

Stats Analysis:
good damage output: 13.75 dps, good burst (due to the double attack at the beginning of a combat), good upgrading
can't take many hits, so it has bad tanking for the Colossus
mediocre range, so only zealots and archons can tank reasonably for it
quite mobile, so it can roam the map a lot
does not go well with usual deathball units like stalkers and Colossi due to standing in front of the stalkers

Strategically:
The unit does synergize very well with zealots and can kill enemy workers and stray units very fast. The high-burst damage (30 on the first shot) makes it very good in the midnumbers against Terran bio units, because the bio-units can get bursted down before the medivac-heal takes full effect.
From a cost-balance point of view, the unit cannot be massed on its own in early rushes, because of the high gas:mineral ratio. It's weakness are faster units such as zerglings or hellions that can close the distance and force it into combat, however, due to the high damage output they can still take a good amount of enemies with them into the grave.
It should offer Protoss players an alternative ranged combat and harassment unit to the stalker, with a very contrasting approach in gameplay.

Tactically:
The unit can be microed against very well due to the 5range and sniped very fast. However, with a reasonable zealot buffer the unit can dish out its high burst damage and then use its high speed to fall back until more zealots arrive.
While it doesn't quite bring the same longterm damage output onto the battlefield as marines or hydralisks, the high burst damage allows it to quickly overwhelm enemy forces to fight another day.

Thumbs up!
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