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Legacy of the Void: Multiplayer Development Update - Page 11

Forum Index > SC2 General
732 CommentsPost a Reply
Prev 1 9 10 11 12 13 37 Next All
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
February 12 2015 23:15 GMT
#201
What's the thing with scan range?
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
February 12 2015 23:17 GMT
#202
Protoss need a unit to get through midgame not gateway unit...i dunno about herc remove everything else is fine
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Lexender
Profile Joined September 2013
Mexico2656 Posts
February 12 2015 23:18 GMT
#203
On February 13 2015 08:15 Jenia6109 wrote:
What's the thing with scan range?


ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
February 12 2015 23:28 GMT
#204
On February 13 2015 08:17 Cricketer12 wrote:
Protoss need a unit to get through midgame not gateway unit...i dunno about herc remove everything else is fine

Good thing Protoss has access to Gateway units in the mid-game!

http://wiki.teamliquid.net/starcraft2/Protoss_Tech_Tree
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 12 2015 23:30 GMT
#205
On February 13 2015 07:57 ZenithM wrote:
Show nested quote +
On February 13 2015 07:39 darkness wrote:
On February 13 2015 07:39 ZenithM wrote:
It's at least good that they try shit and aren't afraid to break the game in the process, it's pre-beta, let the crazy ideas flow and don't listen to the "b-b-but mah forcefialds!!!!" whiners.


Ok, let's reduce marine's dps. How about that? Don't listen to whiners yo.

I'd be fine with it, if it gave way for some other crazy change of course. Nerfs just for the sake of nerfing isn't all that fun. What is happening here is a new unit with new spells being introduced that allegedly render one of the most controversial abilities in Starcraft 2 less powerful. Call me crazy but I don't think it's that bad, really.

I'd be fine if Marines took a more secondary role in favor of something else. For example, I'd trade some of my marines' power for Protoss being a more interesting race, that's how much I like the game. Manly Terrans are like that, we will take nerfs if it makes the game more interesting. Quite unlike Protoss wusses who just like ever faster oracles and tempests shooting colossus beams, and Zerg sissies who would love nothing more than cliff-hopping banelings and mutalisks spawning by pairs.


It all sounds fine until you realise why Blizzard insists gateway units must be weaker. Because of force fields. If you want to make force field useless, that's fine, but you have to fix gateway then.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
February 12 2015 23:30 GMT
#206
Wow I kinda like these changes esp "Experimenting with slowing down the pacing of combat in SC2".

Imo this will reduce the "win bec of luck" or "lose bec of a split sec mistake" in sc2. Excited for the New toss unit.
Also can anyone elaborate this? : Scan range experimentation


AKMU / IU
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 12 2015 23:31 GMT
#207
Also what do you think of that new protoss unit + blink stalkers? It seems like guaranteed blink stalkers no matter how many turrets you have.
usopsama
Profile Joined April 2008
6502 Posts
February 12 2015 23:32 GMT
#208
Honestly, they should also remove (or severely change) the cyclone. That unit is way too broken.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 12 2015 23:35 GMT
#209
Interesting, but that experimentation with the "reduce by 40% the attack speed" seems a bit off... I don't think what's wanted is slower fights for the sake of being slower, it's just that units don't clump as much and the "terrible" damage...
LiquipediaWanderer
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
February 12 2015 23:44 GMT
#210
I'm digging some of these changes, really looking forward to what the new units will end up looking like. I just learned what scan range was and I'm glad to see they're experimenting with it. I love the Roach burrow buff too!
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
shin_toss
Profile Joined May 2010
Philippines2589 Posts
February 12 2015 23:44 GMT
#211
On February 13 2015 08:35 Ragnarork wrote:
Interesting, but that experimentation with the "reduce by 40% the attack speed" seems a bit off... I don't think what's wanted is slower fights for the sake of being slower, it's just that units don't clump as much and the "terrible" damage...


I think this move is to remove or at least lessen the "split-second mistake = autolose" factor in the game. Because its really frustrating when it happens. In BW there's no such thing like that that you'll lose your entire army in less than 10 secs. I think it's a good idea. But not sure about 40%. But we'll have to see.
AKMU / IU
Magnifico
Profile Joined March 2013
1958 Posts
Last Edited: 2015-02-12 23:46:50
February 12 2015 23:46 GMT
#212
I'm concerned that this damage reduction change would reduce the skill ceiling too much. Everything would get easier - from blink micro, forcefields, split to defending harass on the mineral lines... You will need way less reaction time speed also.

I think that the speed and the violence of the current state of the game are charming and something that should be praised.

Look how awful Grey Goo is.
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 12 2015 23:50 GMT
#213
Thoughts:

1) I do not understand how blizzard designers have not pushed out more unit ideas through all this time. The shade seems forced and will be scrapped 100% because it does not fit an RTS. They keep coming up with ideas that would be great MOBA CHAMPION IDEAS (*COUGH LEAGUE OF LEGENDS ZED*) but have absolutely no place in an RTS where you can make 20 of that unit.

There's so many units that already exist that blizzard could use or do similar things to. Dark archon...ghost lockdown ability...some of the single player campaign units?

Either way, you can tell their design resources are coming from people that are either working on Heroes of the Storm or MOBA-ish. You cannot put units into SC2 with champion like abilities because SC2 is on a way different scale and having 20 ravagers aka 20 Kog Maws running around shooting artillery barrage is just going to break the game lol.

2) Economy changes. Are. BAD.

Most of you guys have maybe never played other RTS games. The smaller percentage of you that have played RTS other than Brood War/SC2 probably have never played an RTS game that went through with a similar and drastic economy change.

I am talking about Command and Conquer 3. I played CnC3 throughout it's entire life span, from beginning to it's death.

It's death came from no patches (which we already see has happened to SC2) but also from a mis-guided economy change to the game that players and designers all hoped would "encourage more micro opportunities and action."

Yeah...it basically screwed the game, made it slower. It was an excuse to not patch and balance the game essentially. Rather than balancing out the issues that plagued the game in terms of balance, that economy change went through and massively slowed down CnC3, and made for less action on the map because of less units.

In regards to SC2...at this point in the game guys, economy change is one of the worst possible ideas for SC2. It will not do what a lot of you guys think it will by "forcing action all over the map." It will destroy the game, i am telling you right now from experience of having seen an RTS go through it. No one has to believe me, just reference this post and my thoughts when you see SC2 game play is screwed up with LOTV due to an unnecessary and misguided economy change.

3) SLowing down of the game is a terrible idea, once again i know a lot of the circle jerk right now is that "slowing down the game will create more micro!" Well guess what, once again any of you that think this are wrong.

Slowing down the game isn't going to create more micro - it's going to make the game slow...and easier, and so anyone can micro or do amazing things. The best analogy i can make and the best statement i can make to succinctly describe my feelings on this is:

"Slowing down SC2 will make SC2 melt into Grey Goo."

For those of you that have not looked up or read about the RTS "Grey Goo," it's a brand new RTS advertised as basically not being fast like SC2. It's slow as fuck, and basically doomed from the start. We do not want SC2 to become Grey Goo or to get slower where it's bad for spectators, and bad for players because then it's harder for players to distinguish themselves from others via unique micro actions.

As an aside, Grey Goo should probably do what SC1 did and add a faster/fastest setting and that game might have the potential to take off

So yeh, that's about it. To sum up: a lot of casual SC2 observers and even some progamers seem very uninformed about the SC2 economy change. It's not going to create "mega action all over the map." It's most likely going to end up hurting the game hard.

Slowing down the game is bad, despite the circle jerk being to the contrary. 99% of the SC2 community just sees a youtube video about slowing down the game and believe what they are told about "more micro" when that is not going to be the case.

And blizzard needs to really get their stuff together right now and push out new units for LOTV...or use old units like the dark archon and rebrand them!
Sup
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-02-12 23:54:25
February 12 2015 23:50 GMT
#214
On February 13 2015 08:35 Ragnarork wrote:
Interesting, but that experimentation with the "reduce by 40% the attack speed" seems a bit off... I don't think what's wanted is slower fights for the sake of being slower, it's just that units don't clump as much and the "terrible" damage...

Uh, wouldn't the terrible damage be lowered? If this applies to spells as well it would do a lot.

Colossus attacking 40% less often would mean that clumped units get less damage, so I think if we can't get different pathing thats the next best thing.

On February 13 2015 08:46 Tiaraju9 wrote:
I'm concerned that this damage reduction change would reduce the skill ceiling too much. Everything would get easier - from blink micro, forcefields, split to defending harass on the mineral lines... You will need way less reaction time speed also.

I think that the speed and the violence of the current state of the game are charming and something that should be praised.

Look how awful Grey Goo is.


Right now most of the fights are determined pre - fight, no? I.e. how you position, when and with what you attack. During the fight it's just spam all your abilities and then move out quickly enough or go full force. Little micro involved because most of the time your micro will do less for you than it actually is gaining you apart from spellcasters.

By lowering the attack speed by 40% it's not terribly slower, even though it might be too harsh(maybe going down to something like 30%), and by letting all other values such as movement and damage values stay the same, you don't really take micro opportunities away but reward adjusting units mid-fight. Also fights are over slower so you actually have a little bit more time to look at the fight and see how it's going. Right now disengaging is, if you don't have the right units for that, impossible. This might actually encourage that!
shin_toss
Profile Joined May 2010
Philippines2589 Posts
Last Edited: 2015-02-12 23:52:38
February 12 2015 23:51 GMT
#215
On February 13 2015 08:46 Tiaraju9 wrote:
I'm concerned that this damage reduction change would reduce the skill ceiling too much. Everything would get easier - from blink micro, forcefields, split to defending harass on the mineral lines... You will need way less reaction time speed also.

I think that the speed and the violence of the current state of the game are charming and something that should be praised.

Look how awful Grey Goo is.


current pace is kinda off imo. In BW its way slower but you can't say that it has lower skill ceiling in terms of micro.
AKMU / IU
Doc Daneeka
Profile Joined March 2010
United States577 Posts
Last Edited: 2015-02-12 23:55:17
February 12 2015 23:53 GMT
#216
all sounds good to me. the combat engineer unit idea is something i've been saying should be in the terran arsenal since HotS beta. i wish they had come to that idea earlier so we didn't have to fart around with all these gimmicky toys they keep trying to give terran. new protoss unit idea sounds way more interesting than that AoE thing (is that currently still in the game? i hope not)

On February 13 2015 08:51 shin_toss wrote:
Show nested quote +
On February 13 2015 08:46 Tiaraju9 wrote:
I'm concerned that this damage reduction change would reduce the skill ceiling too much. Everything would get easier - from blink micro, forcefields, split to defending harass on the mineral lines... You will need way less reaction time speed also.

I think that the speed and the violence of the current state of the game are charming and something that should be praised.

Look how awful Grey Goo is.


current pace is kinda off imo. In BW its way slower but you can't say that it has lower skill ceiling in terms of micro.


brood war AI was also retarded, raising the skill ceiling. i hope some version of this slower combat makes it to beta though so we can at least see for ourselves how it pans out.
payed off security
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
February 12 2015 23:55 GMT
#217
Roach burrow movement without the roach warren upgrade? This is fantastic.
You don't choose to play zerg. The zerg choose you.
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 12 2015 23:56 GMT
#218
Another thought i had to add that warrants it's own post and can create discussion:

Starcraft 1 is an absolutely terrible RTS game...on normal speed.

I had to make the above statement because it's absolutely true. The reason why SC1 is never played on normal speed is because the game is absurdly slow, very boring, and literally anyone can micro units when the game is put on normal speed.

Starcraft 1 never would have become the e-sport it is today if it did not have a fastest speed setting. It would have just been another random video game that people played for a bit and quit.

Fastest setting is what allowed Starcraft 1 to make magic happen and be a game driven by user skill.

What i would recommend everyone here to do is go attempt to play an SC2 game on normal speed. Or SC1 if you still play. Then come back to this thread with your mind blown at how much worse the game is @_@

Just had to get this thought out there, i'm sure others realize it too
Sup
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
February 12 2015 23:59 GMT
#219
On February 13 2015 08:56 avilo wrote:
Another thought i had to add that warrants it's own post and can create discussion:

Starcraft 1 is an absolutely terrible RTS game...on normal speed.

I had to make the above statement because it's absolutely true. The reason why SC1 is never played on normal speed is because the game is absurdly slow, very boring, and literally anyone can micro units when the game is put on normal speed.

Starcraft 1 never would have become the e-sport it is today if it did not have a fastest speed setting. It would have just been another random video game that people played for a bit and quit.

Fastest setting is what allowed Starcraft 1 to make magic happen and be a game driven by user skill.

What i would recommend everyone here to do is go attempt to play an SC2 game on normal speed. Or SC1 if you still play. Then come back to this thread with your mind blown at how much worse the game is @_@

Just had to get this thought out there, i'm sure others realize it too

The training missions (like the rush defense etc crap) is all set at normal, and I remember that being agonizingly slow
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
[PkF] Wire
Profile Joined March 2013
France24238 Posts
February 13 2015 00:00 GMT
#220
On February 13 2015 08:59 Cricketer12 wrote:
Show nested quote +
On February 13 2015 08:56 avilo wrote:
Another thought i had to add that warrants it's own post and can create discussion:

Starcraft 1 is an absolutely terrible RTS game...on normal speed.

I had to make the above statement because it's absolutely true. The reason why SC1 is never played on normal speed is because the game is absurdly slow, very boring, and literally anyone can micro units when the game is put on normal speed.

Starcraft 1 never would have become the e-sport it is today if it did not have a fastest speed setting. It would have just been another random video game that people played for a bit and quit.

Fastest setting is what allowed Starcraft 1 to make magic happen and be a game driven by user skill.

What i would recommend everyone here to do is go attempt to play an SC2 game on normal speed. Or SC1 if you still play. Then come back to this thread with your mind blown at how much worse the game is @_@

Just had to get this thought out there, i'm sure others realize it too

The training missions (like the rush defense etc crap) is all set at normal, and I remember that being agonizingly slow

Oh yeah. I remember going through them to get I don't know which portrait, and that was infuriating.
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