Legacy of the Void: Multiplayer Development Update - Page 12
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ejozl
Denmark3340 Posts
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KeksX
Germany3634 Posts
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Holdenintherye
Canada1441 Posts
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[PkF] Wire
France24192 Posts
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Shuffleblade
Sweden1903 Posts
On February 13 2015 08:30 darkness wrote: 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. The reason gateway units has to be weak according to blizz is because warpgate gives P too much power otherwise. They can warp them in anywhere, stuff like warpprism would be insanely much harder to deal with. The way I've understod it according to blizz, either gateway units remain weak or warpgate tech has to go, which they really really don't want to do since.... its pretty much Ps staple thing nowadays. | ||
KeksX
Germany3634 Posts
On February 13 2015 09:09 Shuffleblade wrote: The reason gateway units has to be weak according to blizz is because warpgate gives P too much power otherwise. They can warp them in anywhere, stuff like warpprism would be insanely much harder to deal with. The way I've understod it according to blizz, either gateway units remain weak or warpgate tech has to go, which they really really don't want to do since.... its pretty much Ps staple thing nowadays. It's as much their thing as boring split-map games are a thing for ZvP, that doesn't mean it's the way it should be. | ||
lestye
United States4146 Posts
If it's a bit slower, there's more time and opportunity to manuever units, more time more life is more inputs you need to micro as opposed to you throwing units at a problem, it melts in 2 seconds, then you bring new units to reinforce. | ||
Pirfiktshon
United States1072 Posts
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Elentos
55458 Posts
On February 13 2015 09:09 Shuffleblade wrote: The reason gateway units has to be weak according to blizz is because warpgate gives P too much power otherwise. They can warp them in anywhere, stuff like warpprism would be insanely much harder to deal with. The way I've understod it according to blizz, either gateway units remain weak or warpgate tech has to go, which they really really don't want to do since.... its pretty much Ps staple thing nowadays. That's great and all, but they wanted to severely nerf the warp-ins anyway (take longer, 200% damage taken during warp-in), and having 1 gateway unit that doesn't require several upgrades and(/or) a lot of micro to actually trade with anything (esp. now that forcefields lose a lot of their functionality against Zerg) would be reasonable. What could happen is that the meta could become stale very quickly. Maybe every P will see themself forced to open Stargate with an Oracle for detection and a safety Void-ray in LotV just so they won't get Ravager busted, just for example. A gateway unit that actually trades with Roaches without needing +1 and Blink would help mix things up without having to be outright broken. | ||
Magnifico
1958 Posts
On February 13 2015 08:50 KeksX wrote: 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. 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. No. Your description of how the game is working right now is terribly wrong. | ||
Magnifico
1958 Posts
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 ![]() I was thinking about this analogy too. The proposed change would not be as radical as normal speed, but I think your point stands even so. I'd like to know why you think that the current economy changes would drag Starcraft to hell. You didn't offered any reasons. | ||
Big J
Austria16289 Posts
On February 13 2015 09:05 KeksX wrote: Attack speed != overall speed of the game though. It means marines will be able to walk more inbetween shots, tanks will take longer to repeatedly bash down on armies, colossi won't roast your hydras before they even approached the enemy's army etc. Yes, so range relations become less important. Instead of shielding your stuff from his stuff, you take your blob and move it into his blob and it doesn't matter a lot who has more/less range because you are not going to take severe losses while running in. That this would absolutely break units like zerglings/banelings or ultralisks who are balanced around having a hard time reaching stuff like MMM or Tank/Thor goes without saying. And yes, you are going to run more with your marines, but which unit profits more from more running, the zergling or the marine? It's the zergling, because he is like 1.5speed faster than the stimmed marine. And that just means less micro, because once caught by zerglings, there isn't so much micro left for either side. So somehow blizzard will have to account for that, by either also slowing movement speeds or doing lots of other balance changes due to that. Generally speaking, if you want to see the difference between units with high health/low damage relations (a) or low health/high damage relations (b) you can compare that already: (a) Roach vs stalker/sentry battles. Very slow, lots of HP, little damage, lots of combat slowing abilities (blink, forcefield, burrow) Roach vs Roach battles Colossus/Stalker against Roach/hydra/Corruptor armies (b) Bio vs Zergling/Baneling battles Bio vs Mech battles, or biomech vs biomech Ling/bling vs ling/bling Zealot/Archon/Templar against Bio I can only say that personally I'm enjoying the second category of battles much more. Shit dies, stuff happens. They are hard to control. The moment you can call the battle the battle is over. While with the others, you look at the established arcs and you know who is going to win, but it still takes another 30seconds until that side loses. And its not like the extra time in roach vs roach would be used for supercool micro moves. If you watch top-Zergs stream, they pull their wounded roaches behind the other ones because they have spare APM. It hardly matters and is hardly visible. | ||
codonbyte
United States840 Posts
On February 13 2015 08:50 avilo wrote: 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! Oh god, I'm the biggest scrub ever and normal speed is even too slow for me! Slowing it down to "fast" would be bad enough, but NORMAL? Come on, even when I was in silver league normal was way too slow. | ||
SoleSteeler
Canada5410 Posts
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NewSunshine
United States5938 Posts
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Homunculus159
Austria220 Posts
I do not like them making the game slower. | ||
PinoKotsBeer
Netherlands1385 Posts
MOBA units galore... shade unit, recall, timewarp... so out of place and weird. | ||
Big J
Austria16289 Posts
On February 13 2015 09:33 SoleSteeler wrote: Shade thing may be interesting, but i agree with the idea that they need a core gateway unit that doesbt get annihilated by bio or roach ling hydra... It's called a stalker. https://www.youtube.com/embed/C4HwyOtbP_A https://www.youtube.com/embed/f5WjbPBKhY8 http://www.twitch.tv/wcs_europe/b/615360072?t=5h54m10s http://www.twitch.tv/wcs_europe/b/615360072?t=6h19m50s http://www.twitch.tv/wcs_europe/b/615360072?t=6h38m40s Against Zerg Protoss never had a problem fighting roach/hydra/ling with gateway units, they had a problem having the economy for it (also infestors absolutely shredded such stuff in WoL). HotS Gateway expand into fast third nexus builds have solved that. Protoss can rely on Sentry/Stalker very heavily against Roach/Hydra based play, because they aren't behind in the economy anymore and thus don't have to make up for that with hardcountering the units. | ||
Magnifico
1958 Posts
On February 13 2015 09:31 Big J wrote: I can only say that personally I'm enjoying the second category of battles much more. Shit dies, stuff happens. They are hard to control. The moment you can call the battle the battle is over. While with the others, you look at the established arcs and you know who is going to win, but it still takes another 30seconds until that side loses. And its not like the extra time in roach vs roach would be used for supercool micro moves. If you watch top-Zergs stream, they pull their wounded roaches behind the other ones because they have spare APM. It hardly matters and is hardly visible. My opinion is exact the same. I was even thinking about how roach vs roach battles would be the most annoying thing to watch and play. The reasoning behind this change for a lot of people is this: its unfair losing your 200/200 army in seconds due to not paying attention to the minimap for a split of second. That's a frustanting situation, for sure, but its a mistake that requires skill to avoid (mini map awereness, reaction time, proper positioning etc). I'm open for new and radical changes, but I can not help but thinking that this proposed change would just make the game easier reducing the skill ceiling in the process. | ||
pure.Wasted
Canada4701 Posts
On February 13 2015 09:05 KeksX wrote: Attack speed != overall speed of the game though. It means marines will be able to walk more inbetween shots, tanks will take longer to repeatedly bash down on armies, colossi won't roast your hydras before they even approached the enemy's army etc. Attack speed != attack damage. Why would Colossi roasting Hydras change in any way? It's the burst that roasts Hydras, not sustained damage over the course of a minute... | ||
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