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Legacy of the Void: Multiplayer Development Update - Page 7

Forum Index > SC2 General
680 CommentsPost a Reply
Prev 1 5 6 7 8 9 35 Next All
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
December 17 2014 20:53 GMT
#121
On December 18 2014 05:50 Antonidas wrote:
Did anyone who attended BlizzCon get a ticket to the beta? There was a notice that claimed attendees of the Starcraft matches would get access... But I didn't see anyone get it..

Man, I sort of hope they just go open beta right away. Two expansions in, you shouldn't really be bug testing the engine or servers any more.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
TheDwf
Profile Joined November 2011
France19747 Posts
December 17 2014 20:57 GMT
#122
One of our goals with the HERC is to help give Terran an advantage vs Zerglings and Banelings and encourage the Zerg player to tech switch.

"Players have complained for 3 years about the dumb and simplistic hardcounter design of SC2, so we felt it would be the right move to add yet another hardcounter to the key ZvT basic unit duo that is part of the most exciting asymetrical interactions in the history of the game."

-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
December 17 2014 20:59 GMT
#123
So I commented on a few of these things in my latest video. I thought the Cyclone was actually balanced well, or thereabouts, I think it was drastically over-reacted to. It was MOST strong vs P on maps like Nimbus, which were very rare, and then only in the mid-late game with mech armies. Otherwise, it was rather irrelevant.

Z stuff looks good.

P: I don't know why they reverted the photon overcharge, I thought it was an adequate change... Maybe a bit annoying with banshees, but that is just a new meta you have to learn with a new game.

The thing I do not understand the most is: Immortals. As mentioned above I made a video in which I talked about them a bit somewhere at the end. They're literally terrible now compared to how they used to be. You will obviously still be making them vs Ultras and still making them vs mech, but the fact is that they're so incredibly awful now you might as well be going air. Like, simply put, they're not the ideal unit to deal with those compositions anymore. Now, this wouldn't be such a big deal to me if well... that wasn't their only purpose... so... other than a few to bolster army damage vs armored and to transition I feel that they're pretty horrendous now.... :/
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
JimmyJRaynor
Profile Blog Joined April 2010
Canada17877 Posts
December 17 2014 21:00 GMT
#124
great changes by Blizzard introduced at Blizzcon. These refinements sound really good.

we have an economy that is "up and running" right from the start of the game.
really intricate cool micro possibilities.
all we need is a bald guy named "Kane" and "basebuilding that is not a chore" and we'll be all set.

So many ex-C&C-ers now on the SC2 team and their influence is being felt.
i'm hoping for a C&C style RTS with Blizzard level polish and Blizzard level post sales support.
so far its looking good.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
December 17 2014 21:03 GMT
#125
On December 18 2014 06:00 JimmyJRaynor wrote:
great changes by Blizzard introduced at Blizzcon. These refinements sound really good.

we have an economy that is "up and running" right from the start of the game.
really intricate cool micro possibilities.
all we need is a bald guy named "Kane" and "basebuilding that is not a chore" and we'll be all set.

So many ex-C&C-ers now on the SC2 team and their influence is being felt.
i'm hoping for a C&C style RTS with Blizzard level polish and Blizzard level post sales support.
so far its looking good.

I agree, these changes are slowly moving towards C&C mechanics. However, I think the "basebuilding" should be a chore.
Meerel
Profile Joined March 2012
Germany713 Posts
December 17 2014 21:04 GMT
#126
im disappointed....david kim is totally incapable of designing a game like starcraft
SDMF
egrimm
Profile Joined September 2011
Poland1201 Posts
December 17 2014 21:04 GMT
#127
On December 18 2014 05:47 swissman777 wrote:
Show nested quote +
On December 18 2014 04:44 egrimm wrote:
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.

So much this.
We need smth similar to dragoon.

Starbow has really cool solution: they moved stalkers to be more harass oriented unit and less multi purpose as they are currently in hots and added dragoons to fill the gap and allow protoss for more freedom to move on the map.

That might need tweaking warp gate tech, but blizzard already stated they gonna at least change it a bit.
I'd like to test postponing WG, so 1base WG rushes won't be a thing.

Maybe add requirement for WG to have Twilight Council or even move WG to TC ?


But the lack of in the middle units make protoss to be more "tricky" race, which I really like. I find starcraft 2 to be more fun than BW simply because there's bigger differences between the races compared to BW. That just make things more interesting and forces players to have a variety of strategies in their arsenal (or that's what I think)


Well, You could still go Blink Stalkers in mid game to harass and try to pin Terran in base long enough to allow for transition to robo OR You could go for dragoons + zealots and force some engagements on the map which right now with current gateway units is not possible after Marauder with CC occurs.
sOs TY PartinG
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
December 17 2014 21:06 GMT
#128
On December 18 2014 06:04 Meerel wrote:
im disappointed....david kim is totally incapable of designing a game like starcraft


What changes would you have made?
AdministratorBreak the chains
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
December 17 2014 21:08 GMT
#129
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


OMG THIS THIS THIS

Protoss has many ways to harass already. We need a fucking fighting unit that doesn't cost 300/200.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
GoodSirTets
Profile Joined June 2012
Canada200 Posts
December 17 2014 21:08 GMT
#130
Bring back infested terran upgrades or longer range neural. Infestors used to be the counter to mass air. But now fungal doesn't do damage and infested terran can't break through the ez to get air upgrades (for terran at least).
High Diamond/ Low Masters :^)
stevethemacguy
Profile Joined September 2008
United States137 Posts
Last Edited: 2014-12-17 21:19:45
December 17 2014 21:08 GMT
#131
On December 18 2014 04:24 OtherWorld wrote:
...that Protoss unit design seems totally off, what Protoss needs is a core, non-gimmicky gateway unit that makes P less reliant on high-tech units, not another gimmicky, spell-based harass unit.


This ^^. Protoss needs a better early/mid game option (i.e. unit) without having to commit to a Stargate. Besides high-risk immortal/stalker/sentry attacks (which usually turn into an all-in), Protoss has very little option do anything for the first 10 minutes. You pretty much sit with a MSC and try to hold everything until you reach a big enough "ball." Contrast this with Terran or Zerg, who can move out with small amounts of units early game to get damage done, without it being all-in.

The MSC has always been a band-aid solution. Give me back the dragoon, or give me death.
"What we do in life, echoes in eternity" -maximus decimus meridius
Meerel
Profile Joined March 2012
Germany713 Posts
December 17 2014 21:10 GMT
#132
On December 18 2014 06:06 Zealously wrote:
Show nested quote +
On December 18 2014 06:04 Meerel wrote:
im disappointed....david kim is totally incapable of designing a game like starcraft


What changes would you have made?


more broodwar
SDMF
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
December 17 2014 21:10 GMT
#133
The biggest argument against the worker change.

12x5 = 60 additional HP at the start for Terran

12 SCV rush gonna destroy Z and P
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2014 21:15 GMT
#134
On December 18 2014 06:10 DinoMight wrote:
The biggest argument against the worker change.

12x5 = 60 additional HP at the start for Terran

12 SCV rush gonna destroy Z and P


That's not how it works, that's not how any of this works!
robopork
Profile Blog Joined May 2009
United States511 Posts
December 17 2014 21:17 GMT
#135
On December 18 2014 06:08 DinoMight wrote:
Show nested quote +
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


OMG THIS THIS THIS

Protoss has many ways to harass already. We need a fucking fighting unit that doesn't cost 300/200.


Strongly agree. The warpprism change turns anything and everything into a harassment option, and I like it. Now we need a way to afford harassment without dying.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2014-12-17 21:27:54
December 17 2014 21:17 GMT
#136
meh horrible, I'll just stick to an old resources mod in LotV then. I just don't like to play this unsafe. Or I'll just play Terran. Being even at 12 workers is such a huge buff for Terran.
Just personal preference, I hate being forced into playstyles.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 17 2014 21:18 GMT
#137
On December 18 2014 06:10 DinoMight wrote:
The biggest argument against the worker change.

12x5 = 60 additional HP at the start for Terran

12 SCV rush gonna destroy Z and P

I somehow think Rush distance Main Minerals to Main Minerals might be longer than 17 seconds. Also, Zerg workers die in the same amount of hits (even more, probably) and produce faster, so Zerg OP.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Magpie842
Profile Joined May 2010
United Kingdom28 Posts
December 17 2014 21:18 GMT
#138
I think invulnerable is an awful choice for a unit ability.

It just removes interaction. It's lame and boring.

Protoss have so many options for harassment already. I feel like this is not what they need at all.

As for the terran changes, the upgrade changes do sound really lame.

RaFox17
Profile Joined May 2013
Finland4581 Posts
December 17 2014 21:19 GMT
#139
On December 18 2014 06:08 DinoMight wrote:
Show nested quote +
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


OMG THIS THIS THIS

Protoss has many ways to harass already. We need a fucking fighting unit that doesn't cost 300/200.

I agree that this is the biggest problem we have. Please make it so that all toss openers dont have to rely on bullshit.
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2014 21:20 GMT
#140
On December 18 2014 06:08 stevethemacguy wrote:
Protoss definitely needs a better early/mid game option (i.e. unit) without having to commit to a Stargate. Besides high-risk immortal/stalker/sentry attacks (which usually turn into an all-in), Protoss has very little option do anything for the first 10 minutes. You pretty much sit with a MSC and try to hold everything until you reach a big enough "ball." Contrast this with Terran or Zerg, who can move out with small amounts of units early game to get damage done, without it being all-in.


a) there's nothing wrong with needing certain techs to do certain stuff. The same is true for Terran, if they don't go factory or in particular starport they are incapable of doing harass. People have just accepted that Terran goes Starport everygame pretty fast.
b) Warp Prisms get buffed. Disruptors get introduced for that reason. Robo is getting pretty good for that sort of play from how it looks.
c) it's not even true. You build a wall and a canon behind and zerg can't do anything with few units early on in ZvP. In contrary to what you say.
You build 1-2stalkers early and Terran is contained vs Protoss early game.
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