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Legacy of the Void: Multiplayer Development Update - Page 16

Forum Index > SC2 General
732 CommentsPost a Reply
Prev 1 14 15 16 17 18 37 Next All
imre
Profile Blog Joined November 2011
France9263 Posts
February 13 2015 09:36 GMT
#301
On February 13 2015 05:54 TheDwf wrote:
Show nested quote +
On February 13 2015 05:49 Musicus wrote:
On February 13 2015 05:44 TheDwf wrote:
On February 13 2015 05:43 Clonester wrote:
So SCV is back again Terrans best melee unit.

As it should be


Only until the Super Mega Battle SCV comes out!

The latest design we’ve tested for this unit slot is a combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army. This among many other changes we’ve tried with the HERC hasn’t turn out well for us, but this is not surprising as it really takes a lot of time and effort when it comes to new unit design iteration. We’ll continue to pursue potential new units that fit into the Terran army and we’d love to hear your feedback on this topic.

Mining like 4.3 SCVs, it is only logical the MULE receives 4.3 times the dps of a standard SCV, triggering the unstoppable rax 12 into SCV pull + MULE into the enemy base rush!

Oh God, this makes me remember this 12 workers at start thing is still there. /:


really need to set up a campaign against this horror that kills most proxies :'(
Zest fanboy.
ANLProbe
Profile Joined October 2013
667 Posts
February 13 2015 09:42 GMT
#302
What do they mean by Scan range? Do they mean how large the area is of where you scan?
Go TAEJA
baabaa
Profile Blog Joined October 2011
Canada29 Posts
February 13 2015 09:44 GMT
#303
considering the complete debacle at the Blizzcon demo why isn't the Cyclone gone....most ridiculous unit ever, basically winning the game just by making one of them.. but only slightly in comparison to hellbats and widow mines. I am completely stunned that Blizzard actually gave zerg a free upgrade. I thought helping zerg like that was illegal (terran vehicle and ship upgrades condensed, hellbat upgrade automatic, siege tank upgrade automatic, tech lab requirement for reaper removed, etc) Why are certain units or abilities which are so obviously imbalanced even making it into serious consideration in the first place... Thor auto repair? Great move getting rid of it. Why was it even there in the first place?? don't get me started on Battle Cruiser teleport. why not give Ultralisks energy to transfuse themselves and broodlords a teleport ability while you're at it... this new protoss unit? come on. all they have to do now is send a bunch of shadows to each opponent mineral line and their opponent is unable to move out and attack them. absolutely ridiculous...I was considering getting LotV just for the campaign, as I can't see ever seriously playing it on ladder with all that is being messed with, it's hard enough taking HOTS seriously with reaper timings (faster than lings for 2 minutes in early game, free harass and scouting and auto heal so you lose nothing), hellbats (high splash damage plus healing for a mech unit and it costs ZERO gas??) and widow mines still needing to be nerfed. Would blizzard consider giving zerg a roach that - attacks air - attacks while burrowed - has splash damage - does more damage - saps terran scan energy if it's scanned - all that is ridiculous. but terran widow mines have all those abilities [as they also are a counter to overseers which zerg needs to even detect them].. there's a reason why top zerg players seldom use the HOTS units vs terran and terrans use the HOTS units very frequently vs zerg -- this is obvious and blizzard doesn't think there is a problem?
effecto
Profile Joined February 2011
France142 Posts
February 13 2015 09:48 GMT
#304
Finally some ambitious reactions from Blizzard, cannot wait the beta!
Design - eddytritten.com
Daeracon
Profile Joined March 2011
Sweden200 Posts
February 13 2015 09:51 GMT
#305
On February 13 2015 06:22 404AlphaSquad wrote:
Show nested quote +
On February 13 2015 06:15 The_Red_Viper wrote:
On February 13 2015 06:07 TheDwf wrote:
On February 13 2015 06:05 The_Red_Viper wrote:
On February 13 2015 06:00 TheDwf wrote:
On February 13 2015 05:58 The_Templar wrote:
On February 13 2015 05:54 [PkF] Wire wrote:
Is anyone else than me bothered by the fact the new "core gateway unit" sounds an awful lot like a blink stalker ?

It does seem like it, doesn't it? Hopefully they do something else besides delayed blink or there will be way too much overlap.

It's fascinating how much they're willing to torture themselves so Protoss doesn't get back the Dragoon

Dragoons would achieve what exactly?

They would allow the reorganization of the whole Protoss race without the major obstacles that are Sentries, the MSC, Immortals, Colossi and Warpgate in their current form

How? What is the difference between the stalker and a dragoon? Sure, the stats, but as concept? Why not make the stalker "better"?
If you can find reasons why making the stalker better (ok maybe if you remove blink) you also state at the same time why dragoons wouldn't work.
I maybe can see dragoons/better stalkers being usefull against zerg, but the whole warpgate thing doesn't really allow for it tbh.
Other than that against terran they would be just as useless as stalkers are now as soon as terran gets stim and medivacs imo.
As long as the pathing works as it does now you will always need strong aoe against terran

You could just have Dragoons be really beefy and come from Gateways instead of Warpgates



I love the idea of having the dragoon back and letting it come from the Gateway instead.
This makes protoss macro more interesting. Let protoss be able to change back and forth between gateway and wg with some numbers tweaking the duration it takes to switch between them and cooldowns. That way protoss would possibly have a few WG for harassing with a Warp Prism or Pylons, but keep on making a stronger army back home.

And it gives a lot of diversity to any PvX matchup.

Stronger Gateway units for protoss is key in making their matchups more interesting.
You can't use your breaks to get over a hill
Creager
Profile Joined February 2011
Germany1923 Posts
February 13 2015 09:53 GMT
#306
Though I haven't read anything regarding initial worker count, I assume they are still going with that 12 worker idea :/

Removing the HERC is a good step, since the unit design seemed too overlapping and not really viable aside from specific push timings.
Hopefully they don't make the same mistake they made with HotS by not giving Terran accomodation for the Warhound... And while you're at it, re-design this rolling litter bin!
... einmal mit Profis spielen!
Bojas
Profile Joined December 2010
Netherlands2397 Posts
February 13 2015 09:57 GMT
#307
Really happy they're trying out new things. Hopefully a beta comes out soon, so they can test new things quicker and gather more feedback. They really should invite a select number of people who are good at giving feedback for a closed alpha.
Yiome
Profile Joined February 2014
China1687 Posts
February 13 2015 10:04 GMT
#308
Attack speed change sounds interesting but I really don't want to see starcraft become more and more warcraft III style...
And YAY for roach change :D
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
February 13 2015 10:11 GMT
#309
the new terran unit is going to be Warhound? Instead of herc? :D They should've been add Reaver for protoss and just delete the colosus, and probably add to protoss gateway army just standart dragoon
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
Tuczniak
Profile Joined September 2010
1561 Posts
February 13 2015 10:13 GMT
#310
It's funny. Usually I shit all the time on Blizzard and other people are happy about their patches. This time I'm happy about the patch and people think Blizzard doesn't know what they are doing. XD
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2015-02-13 10:18:48
February 13 2015 10:16 GMT
#311
On February 13 2015 18:53 Creager wrote:
Though I haven't read anything regarding initial worker count, I assume they are still going with that 12 worker idea :/

Removing the HERC is a good step, since the unit design seemed too overlapping and not really viable aside from specific push timings.
Hopefully they don't make the same mistake they made with HotS by not giving Terran accomodation for the Warhound... And while you're at it, re-design this rolling litter bin!


While I'm mostly happy that the HERC is gone too, I'm still kinda sad to lose it for TvT. It was a fun bio unit that could be used to bust tank lines with that grappling ability, or at least force some friendly fire. It may have brought pure bio play back ! But I agree with you, I don't think it had any proper role in TvZ or TvP. So all in all, pretty happy it's gone.

I'm actually mostly satisfied with the changes announced. Blizzard doesn't seem afraid to go big on the changes, and that is good. They realized something had to be done on the economy side, and they are working on it (and I find their solution quite elegant and neat, can't wait to play test it). They also realized something was wrong with the warpins/gateways, they try stuff to change it. Now they realize something isn't right with fights that are over in 2 seconds, and they are looking into it. I'm not quite sure lowering the attack speed is the right way to do it and I would have preferred a damage reduction, but I trust them to make the right choice.

All in all, it shows that they're not afraid to make deep changes that will have huge ramifications and effects on how the game is played. And that's great news ! They really are willing to rework a lot of stuff in order to deeply improve the game. Now let's just give them time to figure stuff out before getting our pitchforks out ! :-)


TheDwf
Profile Joined November 2011
France19747 Posts
February 13 2015 10:17 GMT
#312
On February 13 2015 17:16 Boricua wrote:
That 72% of the poll "Opinion on the HERC removal?" are Z and P......

Nope, I'm sure many Terrans didn't want that uninspired beefy melee unit that goes against the spirit of the faction (like the Hellbat) + emphasizes their MOBA conception of micro.

On February 13 2015 18:35 SuperHofmann wrote:
I'm still wondering about turbo-medivacs with Siege Tanks and the possible abuses

Oh God, you reminded me that dropping Tanks in Siege Mode is still a thing. /:
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 13 2015 10:20 GMT
#313
On February 13 2015 19:17 TheDwf wrote:
Show nested quote +
On February 13 2015 18:35 SuperHofmann wrote:
I'm still wondering about turbo-medivacs with Siege Tanks and the possible abuses

Oh God, you reminded me that dropping Tanks in Siege Mode is still a thing. /:


One of the most retarded thing still not removed...

"Hey let's take this unit that needs positioning and remove the _positioning_ bit".
LiquipediaWanderer
Ryncol
Profile Joined July 2011
United States980 Posts
February 13 2015 10:24 GMT
#314
On February 13 2015 19:17 TheDwf wrote:
Show nested quote +
On February 13 2015 17:16 Boricua wrote:
That 72% of the poll "Opinion on the HERC removal?" are Z and P......

Nope, I'm sure many Terrans didn't want that uninspired beefy melee unit that goes against the spirit of the faction (like the Hellbat) + emphasizes their MOBA conception of micro.

Show nested quote +
On February 13 2015 18:35 SuperHofmann wrote:
I'm still wondering about turbo-medivacs with Siege Tanks and the possible abuses

Oh God, you reminded me that dropping Tanks in Siege Mode is still a thing. /:


I'm one of them!
ejozl
Profile Joined October 2010
Denmark3482 Posts
February 13 2015 10:36 GMT
#315
They have to do it though. We have Wings of Liberty which is the vanilla each unit is pretty well balanced against each other.
Then we have HotS where they've kind of forced a playstyle, saying we want action packed games, so we're buffing the units that allow for this. Medivac/Muta/Reaper/Warp Prism/introducing widowmine/introducing oracle. It's created a dynamic where these units are pretty much better than the rest.
As for the Siege Tank, this means there's no place for it, so we're seeing that they're also increasing the power level of many other units to compensate and add more diversity, such as the Siege Tank. Like we'd never see Siege Tanks when Ravagers enter the field, without increasing the mobility of the Siege Tank.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Rexeus
Profile Joined October 2011
78 Posts
February 13 2015 10:38 GMT
#316
We can consider making ladder game speed slower. I think it will help micro alot. And less wrist injury.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2015-02-13 10:40:54
February 13 2015 10:40 GMT
#317
On February 13 2015 19:20 Ragnarork wrote:
Show nested quote +
On February 13 2015 19:17 TheDwf wrote:
On February 13 2015 18:35 SuperHofmann wrote:
I'm still wondering about turbo-medivacs with Siege Tanks and the possible abuses

Oh God, you reminded me that dropping Tanks in Siege Mode is still a thing. /:


One of the most retarded thing still not removed...

"Hey let's take this unit that needs positioning and remove the _positioning_ bit".


The issue with both the Siege tank drop play and Warp-prism range dropplay is that it creates a cat-and-mouse effect. The defending player will constantly try and chase the harasser, but will never be able to catch him unless he build hardcounters (like Phoenix/mutalisks), which creates really boring interactions.

Compare this to Marine + Medivacs vs Mutalisks and you actually have an interesting interactions where Mutalisks can catch up to Medivacs, but the terran player can unload his Marines gradually while moving away and focus firing the Mutalisks. The zerg player can then counter-counter react to that by pulling back injured Mutalisks and sending in Lings first. So this harass-play adds to micro while the Warpprism + Siege tank is solely a cat-and-mouse interaction, and while it adds multitasking, it doesn't actually create any "real" small skirmishes, which is what SC2 needs.
ETisME
Profile Blog Joined April 2011
12686 Posts
February 13 2015 10:45 GMT
#318
Siege tank drop is not the same as bio drop, just look at tvt.
It's most likely going to be used for timing attack and for occasion micro trick
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
imre
Profile Blog Joined November 2011
France9263 Posts
February 13 2015 10:49 GMT
#319
On February 13 2015 19:45 ETisME wrote:
Siege tank drop is not the same as bio drop, just look at tvt.
It's most likely going to be used for timing attack and for occasion micro trick


And doom drops to be sure tvt is a retarded mu.
Zest fanboy.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
February 13 2015 10:50 GMT
#320
On February 13 2015 19:45 ETisME wrote:
Siege tank drop is not the same as bio drop, just look at tvt.
It's most likely going to be used for timing attack and for occasion micro trick


I've played a few games on the LotV extension, and it seemed like a great harass option.
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