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Legacy of the Void: Multiplayer Development Update - Page 26

Forum Index > SC2 General
680 CommentsPost a Reply
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TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 22 2014 05:39 GMT
#501
Swarm host needs to be removed. Not only do tons of free units make it unfair in late game, but swarm host's role kind of overlaps with lurker.
Make DC listen!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 22 2014 05:41 GMT
#502
On December 22 2014 14:39 TedCruz2016 wrote:
Swarm host needs to be removed. Not only do tons of free units make it unfair in late game, but swarm host's role kind of overlaps with lurker.


They function similarly but accomplish two completely different rolls...
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 22 2014 09:28 GMT
#503
Maybe, but spawning locust should have a cost - either energy or minerals. SH turtling is already OP in late game, let alone the new upgrade in LotV that allows locusts to fly across barriers and destroy bases without any cost.
Make DC listen!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-22 09:41:39
December 22 2014 09:37 GMT
#504
On December 22 2014 18:28 TedCruz2016 wrote:
Maybe, but spawning locust should have a cost - either energy or minerals. SH turtling is already OP in late game, let alone the new upgrade in LotV that allows locusts to fly across barriers and destroy bases without any cost.

The unit is crap but it isn't OP in any way. If anything the unit isn't even strong enough to be a consistend strategy in toplevel Korean play in any matchup (unless it's Zerg vs Mech).
Ramiz1989
Profile Joined July 2012
12124 Posts
December 22 2014 10:52 GMT
#505
On December 22 2014 18:28 TedCruz2016 wrote:
Maybe, but spawning locust should have a cost - either energy or minerals. SH turtling is already OP in late game, let alone the new upgrade in LotV that allows locusts to fly across barriers and destroy bases without any cost.

I don't think that SH turtling is even viable anymore in LotV because:
1) Swarm Hosts cost 100/200 now instead of 200/100.
2) Spawn Locust cooldown is 60 seconds now, while Locusts last for 30 seconds.
3) Spawn Locust isn't on auto-cast anymore(which isn't exactly a big problem, but still it depends from game to game, sometimes it can be).

Yes, Locusts are stronger in terms of dps, but their health is same as before, which means that they die to any AoE, but unlike before you don't have a new wave the moment your first wave dies. If you just mass Swarm Hosts, and opponent has enough AoE to push through them, you will just die in 30 seconds window when you don't have Locusts.

They are changed, and I am pretty sure that they will mostly be used for harassment, taking down bases with few Swarm Hosts because of the new Locusts or something like that. Players won't mass them anymore since they will take a huge chunk of supply for something that will be able to fight for 30 seconds and then doing absolutely nothing for next 30 seconds.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 22 2014 14:21 GMT
#506
I agree that upon these changes SH will be used for harassment instead of stalling enemy's push in late game. With the new upgrade, a few SHs could spawn locusts at anywhere around a base and immediately crawl away, and the locusts will fly across gaps, cliffs or any other kind of barrier to take the base down to the ground. It will be harder to defend than MM drop or muta fly-by. This strategy worked very well in showmatch videos.
Make DC listen!
Espers
Profile Joined August 2009
United Kingdom606 Posts
December 22 2014 14:23 GMT
#507
I don't see why you'd ever use Swarm Hosts over Mutalisks in this "harass" role.
Alexalder
Profile Joined October 2012
Italy5 Posts
December 22 2014 14:39 GMT
#508
I want to suggest a possibile solution to warp-in nerf: have it so that Nexuses "power up" warp-ins in their proximity so that they are like the old ones. This solution makes sense in game mechanics and also in lore and in-game coherence.
What do you think?
War does not decide who is right, only who is left.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 22 2014 15:08 GMT
#509
On December 22 2014 23:23 Espers wrote:
I don't see why you'd ever use Swarm Hosts over Mutalisks in this "harass" role.


1. Higher DPS
2. Ground attack (turrets and spores would be useless)
3. Unpredictable (compared to mutas, your opponents will immediately know what you're up to when your spire is detected)
4. No resource cost.
Make DC listen!
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
December 22 2014 15:31 GMT
#510
On December 22 2014 23:23 Espers wrote:
I don't see why you'd ever use Swarm Hosts over Mutalisks in this "harass" role.

I think the following will hold for most sets of two units with overlapping roles: one unit will be mainstream while the other will be primarily used for timing and meta-game purposes. So if the mutalisk is the most prominent threat then swarm host play can punish you if you excessively prepare anti-air. Swarm hosts also facilitate a quicker transition to hive and infestor compositions.

For a more fundamental difference between the two units, I suppose you could characterize them as immobile army harassment versus mobile multi-purpose harassment. There are situations where the former is more useful maybe.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Espers
Profile Joined August 2009
United Kingdom606 Posts
Last Edited: 2014-12-22 16:44:52
December 22 2014 16:44 GMT
#511
On December 23 2014 00:08 TedCruz2016 wrote:
Show nested quote +
On December 22 2014 23:23 Espers wrote:
I don't see why you'd ever use Swarm Hosts over Mutalisks in this "harass" role.


1. Higher DPS
2. Ground attack (turrets and spores would be useless)
3. Unpredictable (compared to mutas, your opponents will immediately know what you're up to when your spire is detected)
4. No resource cost.


I really can't see these making up for the lack of mobility of both Swarm Hosts and Locusts.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-12-22 16:54:03
December 22 2014 16:53 GMT
#512
Would it be fun if sentries were given defensive matrix instead of guardian shield? I've been thinking recently that all "field" abilities like time warp and guardian shield need to be removed from the game for visibility reasons and defensive matrix seems to fit with protoss. Also, guardian shield is one of those "synergy" abilities on a gas-heavy unit that (maybe) promotes death balling.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TheDwf
Profile Joined November 2011
France19747 Posts
December 22 2014 17:43 GMT
#513
On December 23 2014 01:53 Grumbels wrote:
Would it be fun if sentries were given defensive matrix instead of guardian shield? I've been thinking recently that all "field" abilities like time warp and guardian shield need to be removed from the game for visibility reasons and defensive matrix seems to fit with protoss. Also, guardian shield is one of those "synergy" abilities on a gas-heavy unit that (maybe) promotes death balling.

Out of principle I am opposed to SC2 Protoss pillaging the BW Vessel legacy.

I don't think Defensive Matrix would be a good spell for the Sentry, as it once again reinforces the logic of individually powerful units like Immortals or Colossi (perhaps Voids too in PvZ) when that system should be erased to begin with. You're right that Guardian Shield contributes to the ball aspect though; even literally.

Regardless of what happens to the Sentry, I think the priority is to rework Protoss in such a way the race can operate without the MSC and without Sentries, even in early game. Sentries are for instance marginalized in midgame TvP/PvP and it's a good thing. The same thing should happen in ZvP.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2014-12-22 17:48:28
December 22 2014 17:47 GMT
#514
What if they just introduced a strong core gateway unit that could only be built from actual gateways, not warpgates? You can leave warpgate in just fine, as long as that strong unit can't be built from them. That would give protoss tons of strategic options. How many WGs, how many regular gates?

Once that's established, phasing out sentries and perhaps even overcharge as the prime defensive tools becomes a hell of a lot easier.

I know I've brought this up before but I feel like it would solve pretty much everything - and happens to be the exact thing protoss seems to lack in Blizzard's current LotV package.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
[PkF] Wire
Profile Joined March 2013
France24239 Posts
December 22 2014 17:50 GMT
#515
On December 23 2014 02:43 TheDwf wrote:
Show nested quote +
On December 23 2014 01:53 Grumbels wrote:
Would it be fun if sentries were given defensive matrix instead of guardian shield? I've been thinking recently that all "field" abilities like time warp and guardian shield need to be removed from the game for visibility reasons and defensive matrix seems to fit with protoss. Also, guardian shield is one of those "synergy" abilities on a gas-heavy unit that (maybe) promotes death balling.

Out of principle I am opposed to SC2 Protoss pillaging the BW Vessel legacy.

I don't think Defensive Matrix would be a good spell for the Sentry, as it once again reinforces the logic of individually powerful units like Immortals or Colossi (perhaps Voids too in PvZ) when that system should be erased to begin with. You're right that Guardian Shield contributes to the ball aspect though; even literally.

Regardless of what happens to the Sentry, I think the priority is to rework Protoss in such a way the race can operate without the MSC and without Sentries, even in early game. Sentries are for instance marginalized in midgame TvP/PvP and it's a good thing. The same thing should happen in ZvP.


Sadly with the ravager I think Blizzard is more in the state of mind of trying to nullify the strength of FF in ZvP instead of something revolving around the removal of forcefield -which is a mistake if you ask me, Protoss is indeed doing fine with very little sentries in TvP/PvP.
TheDwf
Profile Joined November 2011
France19747 Posts
December 22 2014 17:50 GMT
#516
On December 23 2014 02:47 DarkLordOlli wrote:
What if they just introduced a strong core gateway unit that could only be built from actual gateways, not warpgates? You can leave warpgate in just fine, as long as that strong unit can't be built from them. That would give protoss tons of strategic options. How many WGs, how many regular gates?

Once that's established, phasing out sentries and perhaps even overcharge as the prime defensive tools becomes a hell of a lot easier.

I know I've brought this up before but I feel like it would solve pretty much everything - and happens to be the exact thing protoss seems to lack in Blizzard's current LotV package.

I was told StarBow had this during a while with the Dragoon, don't know if they left it that way or changed it.
hariooo
Profile Joined October 2013
Canada2830 Posts
December 22 2014 20:59 GMT
#517
The only solution that would really work isn't any of this janky, exception to exception kind of changes people are proposing. Just solid macro mechanics with units whose impact is amplified by player control would be nice (e.g. Speed Zealots vs. Chargelots).
Lexender
Profile Joined September 2013
Mexico2658 Posts
December 22 2014 21:12 GMT
#518
On December 23 2014 02:50 TheDwf wrote:
Show nested quote +
On December 23 2014 02:47 DarkLordOlli wrote:
What if they just introduced a strong core gateway unit that could only be built from actual gateways, not warpgates? You can leave warpgate in just fine, as long as that strong unit can't be built from them. That would give protoss tons of strategic options. How many WGs, how many regular gates?

Once that's established, phasing out sentries and perhaps even overcharge as the prime defensive tools becomes a hell of a lot easier.

I know I've brought this up before but I feel like it would solve pretty much everything - and happens to be the exact thing protoss seems to lack in Blizzard's current LotV package.

I was told StarBow had this during a while with the Dragoon, don't know if they left it that way or changed it.


They still do, it has worked greath for them, I think is a really good idea, besides its not like it will be the only thing they would be taking from Starbow
gmorf33
Profile Joined September 2010
25 Posts
December 22 2014 21:35 GMT
#519
On December 21 2014 02:09 Freeborn wrote:
Show nested quote +
On December 20 2014 03:49 TheDwf wrote:
On December 19 2014 21:23 Grumbels wrote:
A question out of curiosity. I thought it would be obvious that the reaper's weakness past early game could be amended by giving them a mid-game upgrade. A prime candidate would be combat shields: it does not come so early as to affect various reaper rushes and it can be argued that the unit is too squishy later on anyhow. However, there is a potential stumbling block in implementing this because there is a precedent for combat shields to effect some graphical change in marines and this might require a similar adjustment to the reaper model. So while allowing reapers to benefit from combat shields might seem like a harmless option to experiment with, there are hidden costs. Even if Blizzard thought of this change they have to question whether they can make the reaper model work with shields, whether the gameplay benefits (more reaper use) will compensate for the resources expended in creating the model, and so on. Am I overthinking this?

I don't think you can make Reapers useful by midgame without implementing some kind of odd concept from a costly upgrade, simply because they cost 50m 50g and take a long time to produce. I suggested this before the last patch:

On July 02 2014 21:42 TheDwf wrote:
Nitro Packs
Researched from: Tech Lab Barracks
Cost: 150m 150g 140s
Requirements: Factory.

Effects: increases the Reaper's movement speed to 4.25 and restores their WoL attack.

[WoL attack: same as the current one except +5 bonus damage to Light; secondary attack against buildings: 30 (+3). Both range 5.]

Target: lategame TvP, lategame TvZ.
Fairly straighforward. As of now, the Reaper has absolutely no use past early game. With this upgrade, it could be used in lategame, particularly in TvP to defend Zealots/DTs harassement and pressure remote expands without committing Medivacs.

Reapers would probably remain marginal, but well, at least the possibility would be there in some lategame scenarii.


The reaper is one of the units that bothers me the most - not beause its incredibly bad or makes the gameplay worse like the MSC, sentry or colossus. It's because nobody ever fuckign builds them past the first scout(s). That's not enough reason to exist for a unit in SC2 IMO.

My idea would be to give the reaper an upgrade that allows it to place one widow mine. I think the widowmine is a crappy "unit" and this way they become less weird due to their limited production and the inability to relocate them, that plus making the reaper useful again. it should probably also get a very slight damage increase (maybe together with the nitro packs).
But I know terran players probably love their mine so whatever :p



Actually, this would be kind of a cool idea for the reaper. Give each one like 1-2 mines they can plant and remove the widow mine from the factory. That makes it more like a Vulture from BW and gives it a use all game long: Scouting and map control via mines.
TheDwf
Profile Joined November 2011
France19747 Posts
December 22 2014 23:28 GMT
#520
On December 23 2014 06:35 gmorf33 wrote:
Show nested quote +
On December 21 2014 02:09 Freeborn wrote:
On December 20 2014 03:49 TheDwf wrote:
On December 19 2014 21:23 Grumbels wrote:
A question out of curiosity. I thought it would be obvious that the reaper's weakness past early game could be amended by giving them a mid-game upgrade. A prime candidate would be combat shields: it does not come so early as to affect various reaper rushes and it can be argued that the unit is too squishy later on anyhow. However, there is a potential stumbling block in implementing this because there is a precedent for combat shields to effect some graphical change in marines and this might require a similar adjustment to the reaper model. So while allowing reapers to benefit from combat shields might seem like a harmless option to experiment with, there are hidden costs. Even if Blizzard thought of this change they have to question whether they can make the reaper model work with shields, whether the gameplay benefits (more reaper use) will compensate for the resources expended in creating the model, and so on. Am I overthinking this?

I don't think you can make Reapers useful by midgame without implementing some kind of odd concept from a costly upgrade, simply because they cost 50m 50g and take a long time to produce. I suggested this before the last patch:

On July 02 2014 21:42 TheDwf wrote:
Nitro Packs
Researched from: Tech Lab Barracks
Cost: 150m 150g 140s
Requirements: Factory.

Effects: increases the Reaper's movement speed to 4.25 and restores their WoL attack.

[WoL attack: same as the current one except +5 bonus damage to Light; secondary attack against buildings: 30 (+3). Both range 5.]

Target: lategame TvP, lategame TvZ.
Fairly straighforward. As of now, the Reaper has absolutely no use past early game. With this upgrade, it could be used in lategame, particularly in TvP to defend Zealots/DTs harassement and pressure remote expands without committing Medivacs.

Reapers would probably remain marginal, but well, at least the possibility would be there in some lategame scenarii.


The reaper is one of the units that bothers me the most - not beause its incredibly bad or makes the gameplay worse like the MSC, sentry or colossus. It's because nobody ever fuckign builds them past the first scout(s). That's not enough reason to exist for a unit in SC2 IMO.

My idea would be to give the reaper an upgrade that allows it to place one widow mine. I think the widowmine is a crappy "unit" and this way they become less weird due to their limited production and the inability to relocate them, that plus making the reaper useful again. it should probably also get a very slight damage increase (maybe together with the nitro packs).
But I know terran players probably love their mine so whatever :p



Actually, this would be kind of a cool idea for the reaper. Give each one like 1-2 mines they can plant and remove the widow mine from the factory. That makes it more like a Vulture from BW and gives it a use all game long: Scouting and map control via mines.

I don't think the Reaper is the good unit for that. Besides, the Mine as an autonomous unit is one of the few domains where SC2 innovated in a way that didn't turn into something worse or a disaster. But even if it's pretty much the only good HotS addition, it can be further improved:

- First it should be released from its core role in bio TvZ (aiming for Marines/Tanks/Mines as the bio midgame TvZ composition would be ideal) and TvP against Templar play. It should act as a support unit, both for bio and mech (right now the latter is not viable because of the 2 supply cost).
- Turn it into a 1 supply unit. This will allow Terran to place Mines on the map, for control and defence, without a significant commitment in supply. Supply inflation is really a major problem in SC2 and tons of units should be reworked around a decreased supply cost in order to allow more army splitting.
- Damage should be toned down accordingly. Oracles should have less impact on early game PvT (and PvP!) so that the bonus damage to shields can go. This way, primary Protoss units would no longer be one-shot by Mines. The splash damage should be decreased as well since it would be possible to build more Mines. Regarding splash damage, a differentiation between ground and air units could be introduced.
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