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Legacy of the Void: Multiplayer Development Update - Page 17

Forum Index > SC2 General
732 CommentsPost a Reply
Prev 1 15 16 17 18 19 37 Next All
[BSP]Kain
Profile Joined May 2014
119 Posts
February 13 2015 11:10 GMT
#321
Really nice of Blizzard to experiment so much, seems like SC2 will have bright future. =]
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 13 2015 11:11 GMT
#322
On February 13 2015 19:04 Yiome wrote:
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

SC1BW was a bit slower than SC2, and a better game as result.
ooDi
Profile Blog Joined August 2010
Canada170 Posts
February 13 2015 11:13 GMT
#323
RIP HERC RIP TERRAN
"Believe you can and you're halfway there." @UR_ooDi www.twitch.tv/ooDi_sc
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-02-13 11:27:09
February 13 2015 11:14 GMT
#324
I don't like the Infestor -> Viper change for the mass air ability. Why give a ability that is supposed to counter mass air to an air unit that requires you to have air superiority to be used safely? It's nonsense >.>

edit : I dislike the new T unit too, looks like a Terran sentry. The new P unit is what they need but this Shade idea looks very strange for a "core gateway unit". Doesn't "core unit" means "without fancy ability especially useful to kill workers"? Tempest should be removed, not redesigned back to HotS specs. Roach burrow is good, everything that encourages us to make more roaches is good.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ejozl
Profile Joined October 2010
Denmark3491 Posts
February 13 2015 11:21 GMT
#325
How does the anti air spell work?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ETisME
Profile Blog Joined April 2011
12711 Posts
February 13 2015 11:31 GMT
#326
On February 13 2015 19:50 LoneYoShi wrote:
Show nested quote +
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.

Me too but I disagree.
Its like playing with double colossus drop, it has way too high risk for what's it worth.
Tank is a large part of your unit composition given the cost and the tech path, it's not disposable like a bio drop
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2015-02-13 11:39:48
February 13 2015 11:39 GMT
#327
On February 13 2015 20:31 ETisME wrote:
Show nested quote +
On February 13 2015 19:50 LoneYoShi wrote:
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.

Me too but I disagree.
Its like playing with double colossus drop, it has way too high risk for what's it worth.
Tank is a large part of your unit composition given the cost and the tech path, it's not disposable like a bio drop


Hmm, so I think with the current Sc2-economy, siege tank drop play would be a big part of turtle mech as - when defeindg - some of your siege tanks will be redudant. This means you would be able to harass quite effectively with siege tanks while turtling with your main army if the economy wasn't changed.

However, with the new economy, you need to spread your self out faster, which makes each indiviudal siege tank more important. In that situation, I can see drop play + Siege Tanks being used for mobility purposes to go faster from one of your bases to another or for the extra micro during engagements, rather than for harass-play.
Startyr
Profile Joined November 2011
Scotland188 Posts
February 13 2015 12:05 GMT
#328
A simple approach for a protoss gateway unit would be to create another upgrade for the stalker.

Stalker gets a new damage upgrade on the twilight council. Takes them to a dragoon level of damage but they are still more fragile.

Adjust the research time or have it also require the dark shrine or templar archives as required so it is not available to early.



Then for a dark archon type unit.

'stasis field' similar to the arbiter ability from Bw. (does the oracle still get that stasis trap ability?)

'speed time' all units within a certain radius of the caster get an increase to movement speed.

A mind control ability is possible even if it only lasts a short time.

Then give it some version of the shade ability. Caster 'phases out' and becomes invulnerable, also makes them immune to emp. Maybe it turns into some kind of flying unit for the duration so it could follow blink stalkers around.


Imagine fully upgraded blink stalkers and a dark archon carrying out hit and run attacks.
Higher damage and extra abilities to run away or delay any pursuers.

Protoss should feel more comfortable being out on the map constantly instead of sitting back and building up for one big engagement.
TRex_1270
Profile Joined March 2014
United States1 Post
February 13 2015 12:21 GMT
#329
As someone who has tried to get back into sc2 (several times) after playing brood war, id say the biggest problem with sc2 is the pacing.

It goes from god awful slow to break-neck fast, and if you eff up in either of those two you lose automatically. brood war was fun because it was made to be played, not watched at grand finals.
They couldn't hit an elephant at this dist--
TheDwf
Profile Joined November 2011
France19747 Posts
February 13 2015 12:27 GMT
#330
On February 13 2015 21:05 Startyr wrote:
A simple approach for a protoss gateway unit would be to create another upgrade for the stalker.

Stalker gets a new damage upgrade on the twilight council. Takes them to a dragoon level of damage but they are still more fragile.

Adjust the research time or have it also require the dark shrine or templar archives as required so it is not available to early.

Impossible to do as long as they have Blink
ejozl
Profile Joined October 2010
Denmark3491 Posts
February 13 2015 12:37 GMT
#331
I don't want Dragoon, Blink Stalkers requires more skill and creativity can make for cool scenarios. If there's Dragoons, this means there will be less Blink Stalkers.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
February 13 2015 12:47 GMT
#332
The 40% reduction in attack speed is HUGE. I wonder how well it will go over in the pro scene if it will happen, changing the entire game and balance with this one change. Still, interesting that Blizz even considering this option.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2015-02-13 12:49:18
February 13 2015 12:48 GMT
#333
We’re just not sure of this yet. For example, we’re seeing that slower engagements seem to reduce the skill component in combat.


Blizzard talking out of their asses here. slower engagements gives everyone more time to micro, a good player will still have time to out-micro a lesser one
maru lover forever
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
February 13 2015 12:51 GMT
#334
On February 13 2015 21:48 Incognoto wrote:
Show nested quote +
We’re just not sure of this yet. For example, we’re seeing that slower engagements seem to reduce the skill component in combat.


Blizzard talking out of their asses here. slower engagements gives everyone more time to micro, a good player will still have time to out-micro a lesser one

Good luck killing banelings when marines shoot 40% slower.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
February 13 2015 12:53 GMT
#335
On February 13 2015 21:51 maartendq wrote:
Show nested quote +
On February 13 2015 21:48 Incognoto wrote:
We’re just not sure of this yet. For example, we’re seeing that slower engagements seem to reduce the skill component in combat.


Blizzard talking out of their asses here. slower engagements gives everyone more time to micro, a good player will still have time to out-micro a lesser one

Good luck killing banelings when marines shoot 40% slower.


"with damage values adjusted accordingly"


Obviously the balance between units is going to go to whack because of this change, I can't even think about how good stalkers become with blink and this change

they're experimenting with the idea that engagements should be spread out over time instead of being one big explosion which is over in 10 seconds. i'm fine with this change, it's a good change
maru lover forever
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 13 2015 13:03 GMT
#336
Hello everybody! Here's my opinions on the matter !

Firstly, props to Blizzard for being so active in communication. It's a fairly recent change and we have to express how much we appreciate them being more open !

Comments on the changes posted by Blizzard and possible alternatives:
HERC was a nice unit idea. Sadly, it had two main problems.
1- A lack of a defined role. The HERC showed overlap with Hellbats (especially with Medivacs) in it's role in the game. It would do the same thing except without the Mechanical Tag. Whilst the ability looked cool, it was not different enough to differentiate itself enough.
2- It really didn't synergize with Bio well. HERC was an in-your-face unit, commiting itself by using the Grapple ability. Once you used Grapple, you are commited to fighting at that location. Couple this with Terran Bio being very weak to splash (Storm, Collosus, Fungal, Baneling, Disruptor, Ravager, Lurker, etc.) and you have an army on one hand that needs to kite and move around, and a unit that essentially yolo's into enemy forces.

When looking at the Terran race and what it needs to fill gaps, there's a couple of things that come to mind, especially when considering the new economy. The new economy will force more expanding, which forces races in one of two main playstyles: more defensive and cost-efficient, or more mobile and highly aggressive. Mech fills the first role decently, Bio fills the second. Protoss and more so Zerg both have their equivalents to the styles of play.

Given we'll see the Cyclone, Mech will have one of it's major weaknesses strenghtened, Mech can finally pose a threat on the map that isn't defended with static defense (read: not Hellions). Bio is certainly the more aggressive style. We need to make a decision here. Do we want Bio to be more aggressive and be forced into aggression OR do we want Bio to be capable of filling both roles (akin to BioTank in WOL) of defending and having the ability to move out and pressure on the map without being highly exploitable (this is what the Medivac + Tank change does!).

Terran doesn't have a major gap in it's playstyle, so I'd prefer seeing more changes to existing units rather than forcing an additional unit in there for the sake of having an additional unit. Examples include but are not limited to:
the Reaper (upgrades for the WOL weaponset in midgame for an harrassing marauding squad / smoke bomb upgrade that denies vision of a location like the LOS-blockers do...),
buffing the Siege Tank to deal much higher damage at the cost of attack speed or smart- targeting (this allows Mech to more easily secure locations that are more spread out without commiting too much supply, meanwhile, they are more exploitable with flanks and baiting shots, even introducing overkill),
doing something to make the Ghost less of a niche unit (rebuff Snipe to deal 35~40 damage +10 Psionic so Snipe can actually be used to snipe, the current implementation is worthless) and preferably adding a third (fourth, if you count Nuke) ability like Lockdown or Irradiate, which are very Ghosty abilities to introduce into the game.
Vikings could use some changes to make them more effective on the ground, please consider changing the animation so they land whilst moving, making landing a lot less clunky.
Lastly, make Battlecruisers more threatening! They're fucking expensive, take a long time, and pretty damn underwhelming T_T

Thor Repair Removal is fine, it was a boring concept from start, so well... Something I thought of when thinking of the Thor is introducing a sort of skillshot like in the WOL campaign, but less powerful. Possibly make it's primary use a 2 second stun. Overall, I think reducing Thor size and making them faster and reducing the attack delay goes a long way into making them less of a clunky missfit of a unit.


New Protoss Unit really feels like it'll end up like a Ground-Only Dragoon with Stalker teleportation skills. I'd prefer seeing the Stalker as more of a harrassment unit and introducing the Dragoon as a straight up combat unit (BETTER AI!). This should give Protoss the oomph it needs to expand faster and be less vulnerable to... well... anything. Make sure the Dragoon deals with Roaches really well! Gateway units is really one of the things Starbow nailed in my opinion. Most of what they have done is not my preference, but this is really something worth looking at!

Tempest suffers from a lack of role definition as well. The 500 damage/50 second DOT spell is silly, it's not the sort of thing we'd want to see in SC2. I've said before that turning the Tempest into a support unit rather than an attacking unit is an interesting option. The thing I had in mind is a mobile Repair Drone sort of attachment. As of now, Protoss is the only race incapable of fully healing it's army. Attaching 2 Repair Drones to the Tempest could relieve this. They should only come out when both units are out of combat. Additionally, you can give the Tempest access to a few Combat Spells (Oracle is the support caster/scout unit, Tempest will be the army support unit). Things like Statis Shield, Overload attack (I think Phoenix/Tempest had it in WOL/HOTS Alpha) to deal a high amount of damage at the cost of a cooldown. Keep it's improved mobility and give it an attack similar to HOTS (remove vs Massive) and reduce Range a bit.
I don't know if this will actually work, I'm basically spouting ideas here. Tempest really suffers from a lack of definitive role as it's range really makes it a massive snowball unit.

Immortal Barrier/Hardened Shields changes are interesting. I'd prefer seeing them changed so Hardened Shields works differently. It reduces damage of 20 or less to 10, and halves damage higher than 20. They'll be less of a hardcounter to Siege Tanks and I think they'll work fine that way. TheDwf advocated this quite often.

Additionally, for Protoss, really consider changing Gateway Ranged Unit support to a more dedicated unit and make the Stalker more of a specialized unit. Make Movement a tad faster, lower damage, maybe keep their damage vs Air just as high... I really think this would help Gateway armies become strong enough to stand a chance when engaging on multiple fronts.

An important mention to make is that Gateways should have a benefit over Warpgates. Whilst nerfing Warp Gate Warp In currently is a fun solution, I'd prefer seeing Gateways have a certain advantage (especially defensive!!!) over Warpgates. Think of increasing Post WG research production time or weakening units that were warped in (0 shields at warp in, take higher damage for 20 seconds, whatever).


Roach burrow movement at T1 might be too powerful, especially when coupled with Ravagers at T1. Whilst it might be problematic, I would like to see how it turns out!

Infestor is in an awkward place. AFAIK, Fungal/IT stay (they are fine spells now) but the third spell is problematic. I would love to see Dark Swarm (not gonna happen T__T) but a Bloodlust Spell could work as well (Prime candidates are units like the Ravager, Ultralisk, Brood Lord, SuperSwarm Host) that increase attack speed. I could also see Neural being redeveloped slightly. It's an interesting concept that hasn't received enough attention, IMO.


General Attack Speed Decrease won't work without changing Movement speed as well. Whilst currently battles happen to fast, we need to take into account that economy is decelerated and battles will take place in multiple area's in LOTV, which automatically reduces the amount of participating units.
I could see a general game speed reduction of 5%-10% have some interesting effects, but I agree, making the game too slow really changes the difference between pro and casual play in a negative way.
ALSO, THIS IS THE PERFECT OPPORTUNITY TO SYNC GAME TIME WITH ACTUAL TIME!!! Timings will be thrown off anyways with the new economy and 12 worker openings, so this is a chance to change that weird time in game to reflect actual real world time without having any nasty side effects.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
nimdil
Profile Blog Joined January 2011
Poland3756 Posts
February 13 2015 13:05 GMT
#337
I'd like to see infantry carrier vehicle - sort of smaller mobile bunker - to encourage Bio mech.
DemigodcelpH
Profile Joined August 2011
1138 Posts
February 13 2015 13:16 GMT
#338
Protoss doesn't need a new unit. And remove the Tempest please. It's a badly designed unit that has no place and makes all 3 capital ships not viable. Instead of trying to re-purpose it just take it out.
royalroadweed
Profile Joined April 2013
United States8301 Posts
Last Edited: 2015-02-13 13:48:27
February 13 2015 13:42 GMT
#339
I just noticed that terran now has to 2 things I hated most in brood war as a terran player. Reavers and dark swarm.
"Nerfing Toss can just make them stronger"
Caladan
Profile Joined May 2008
Germany1238 Posts
February 13 2015 13:54 GMT
#340
lol. They're just reversing all the cool LotV changes we saw at BlizzCon?
Oh god... I had such high hopes for LotV to change SC2 for the better.
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