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On February 20 2015 07:12 Jenia6109 wrote: Looking for this topic for some days i see it became so negative.
So, for the opposite I will say that SC2 is perfect now!
Ok, not so perfect. But here are just some things that make the game not perfect and i will count them.
1. Strong Warp Gate pushes in PvZ and sometimes in PvT in mid game. LotV solution: Warp Gate nerf and Zerg anti FF units.
2. Tempest vs Massive Air. LotV solution: Tempest rework.
3. Swarm Hosts in late game. LotV solution: Swarm Host rework (even in HotS!)
4. Mech in TvZ stalemates. LotV solution: Point Defence Drone nerf (even in HotS!)
5. Blink Stalkers in PvT. LotV solution: Warp Gate nerf again.
6. Mech is so weak in PvT. LotV solution: Immortal rework, adding the Cyclone.
7. Some units are not useful in lategame: Reaper. LotV solution: none.
So, LotV will make the game perfect. What are you afraid of? I think even the economy change is unnecessary. But the Scan Range is necessary one! So, just wait for Reaper change and it will be 101% perfect RTS of all time until SC3.
Chill guys, shake it off until the LotV!
Not sure if this is trolling or faith in humanity.
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Russian Federation1607 Posts
On February 20 2015 08:15 Big J wrote:Show nested quote +On February 20 2015 07:12 Jenia6109 wrote: Looking for this topic for some days i see it became so negative.
So, for the opposite I will say that SC2 is perfect now!
Ok, not so perfect. But here are just some things that make the game not perfect and i will count them.
1. Strong Warp Gate pushes in PvZ and sometimes in PvT in mid game. LotV solution: Warp Gate nerf and Zerg anti FF units.
2. Tempest vs Massive Air. LotV solution: Tempest rework.
3. Swarm Hosts in late game. LotV solution: Swarm Host rework (even in HotS!)
4. Mech in TvZ stalemates. LotV solution: Point Defence Drone nerf (even in HotS!)
5. Blink Stalkers in PvT. LotV solution: Warp Gate nerf again.
6. Mech is so weak in PvT. LotV solution: Immortal rework, adding the Cyclone.
7. Some units are not useful in lategame: Reaper. LotV solution: none.
So, LotV will make the game perfect. What are you afraid of? I think even the economy change is unnecessary. But the Scan Range is necessary one! So, just wait for Reaper change and it will be 101% perfect RTS of all time until SC3.
Chill guys, shake it off until the LotV! Not sure if this is trolling or faith in humanity. Almost no trolling there. I faith in successful company of talents, but not in paper theoretics.
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On February 20 2015 08:15 Big J wrote:Show nested quote +On February 20 2015 07:12 Jenia6109 wrote: Looking for this topic for some days i see it became so negative.
So, for the opposite I will say that SC2 is perfect now!
Ok, not so perfect. But here are just some things that make the game not perfect and i will count them.
1. Strong Warp Gate pushes in PvZ and sometimes in PvT in mid game. LotV solution: Warp Gate nerf and Zerg anti FF units.
2. Tempest vs Massive Air. LotV solution: Tempest rework.
3. Swarm Hosts in late game. LotV solution: Swarm Host rework (even in HotS!)
4. Mech in TvZ stalemates. LotV solution: Point Defence Drone nerf (even in HotS!)
5. Blink Stalkers in PvT. LotV solution: Warp Gate nerf again.
6. Mech is so weak in PvT. LotV solution: Immortal rework, adding the Cyclone.
7. Some units are not useful in lategame: Reaper. LotV solution: none.
So, LotV will make the game perfect. What are you afraid of? I think even the economy change is unnecessary. But the Scan Range is necessary one! So, just wait for Reaper change and it will be 101% perfect RTS of all time until SC3.
Chill guys, shake it off until the LotV! Not sure if this is trolling or faith in humanity. It's essentially a whole bunch of nothing.
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On February 20 2015 07:12 Jenia6109 wrote: Looking for this topic for some days i see it became so negative.
So, for the opposite I will say that SC2 is perfect now!
Ok, not so perfect. But here are just some things that make the game not perfect and i will count them.
1. Strong Warp Gate pushes in PvZ and sometimes in PvT in mid game. LotV solution: Warp Gate nerf and Zerg anti FF units.
2. Tempest vs Massive Air. LotV solution: Tempest rework.
3. Swarm Hosts in late game. LotV solution: Swarm Host rework (even in HotS!)
4. Mech in TvZ stalemates. LotV solution: Point Defence Drone nerf (even in HotS!)
5. Blink Stalkers in PvT. LotV solution: Warp Gate nerf again.
6. Mech is so weak in PvT. LotV solution: Immortal rework, adding the Cyclone.
7. Some units are not useful in lategame: Reaper. LotV solution: none.
So, LotV will make the game perfect. What are you afraid of? I think even the economy change is unnecessary. But the Scan Range is necessary one! So, just wait for Reaper change and it will be 101% perfect RTS of all time until SC3.
Chill guys, shake it off until the LotV!
You left out that Protoss will still be a fundamentally badly designed race that isnt fun for anybody. We will see if the second new Toss unit will do something in that regard, but if its another gimmicky spell unit, then probably not.
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It would be nice to speculate on how the dice will roll, but in the end all we can do is wait for something playable and get some concrete timings to work with. That being said I'm feeling disturbingly positive about these changes >=]
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For LotV, I would like to see: - A unit that sends out lightning bolts (as in Diablo) - A lurker that can create huge, unsurpassable crevices - A melee viking (zealot with Viking-abilities) - Buildings that can beam to other places - A fast mega-transporter with 200 capacity and ultra-low health - A space ship that constantly clones itself (children clone as well) - A caterpillar for terran (just for decoration) - Different sorts of zerg creep (defensive/transport/healing) - The hero units from the SC2 campaigns - A protoss zerg-lab that can study zerg technology after capturing zerglings - A frost giant - An Ultra-ultralisk (Massive leader of the ultralisks)
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On February 23 2015 02:12 SUPERFRANZ wrote: For LotV, I would like to see: - A unit that sends out lightning bolts (as in Diablo) - A lurker that can create huge, unsurpassable crevices - A melee viking (zealot with Viking-abilities) - Buildings that can beam to other places - A fast mega-transporter with 200 capacity and ultra-low health - A space ship that constantly clones itself (children clone as well) - A caterpillar for terran (just for decoration) - Different sorts of zerg creep (defensive/transport/healing) - The hero units from the SC2 campaigns - A protoss zerg-lab that can study zerg technology after capturing zerglings - A frost giant - An Ultra-ultralisk (Massive leader of the ultralisks)
Not sure if you are trolling or not, but all of these abilities are terrible.
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On February 23 2015 02:22 404AlphaSquad wrote:Show nested quote +On February 23 2015 02:12 SUPERFRANZ wrote: For LotV, I would like to see: - A unit that sends out lightning bolts (as in Diablo) - A lurker that can create huge, unsurpassable crevices - A melee viking (zealot with Viking-abilities) - Buildings that can beam to other places - A fast mega-transporter with 200 capacity and ultra-low health - A space ship that constantly clones itself (children clone as well) - A caterpillar for terran (just for decoration) - Different sorts of zerg creep (defensive/transport/healing) - The hero units from the SC2 campaigns - A protoss zerg-lab that can study zerg technology after capturing zerglings - A frost giant - An Ultra-ultralisk (Massive leader of the ultralisks)
Not sure if you are trolling or not, but all of these abilities are terrible. SUPERFRANZ is probably David Kim's TL account. In all seriousness, yeah those suggestions are God awful.
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I figured the HERC would get removed. The idea was interesting idea, though.
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On February 23 2015 02:55 DSK wrote: I figured the HERC would get removed. The idea was interesting idea, though.
Yeah, I hope they give the Grapple ability to another unit though. It's really interesting.
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On February 23 2015 03:01 Krobolt wrote:Show nested quote +On February 23 2015 02:55 DSK wrote: I figured the HERC would get removed. The idea was interesting idea, though. Yeah, I hope they give the Grapple ability to another unit though. It's really interesting. A melee marauder that grapples on units
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On February 18 2015 09:30 StalkerFang wrote:Show nested quote +On February 18 2015 04:07 ZeromuS wrote:On February 18 2015 03:56 OtherWorld wrote:On February 18 2015 03:41 BisuDagger wrote:On February 18 2015 03:26 RampancyTW wrote: I can't believe people are still complaining about gateway units/warpgate
Protoss units are large and typically low DPS
Gateway units are fine, they just scale poorly due to low damage output per surface area, so they need to be supported by AOE in later stages of the game
Arguing for the warpgate mechanic change at this point is like someone arguing to remove lift from terran buildings and making it an upgrade. Both will never happen. "That will never happen" is not a good way of thinking when you want to change things d: On February 18 2015 03:43 Lunareste wrote:On February 18 2015 03:38 Tuczniak wrote:On February 18 2015 03:26 RampancyTW wrote: I can't believe people are still complaining about gateway units/warpgate
Protoss units are large and typically low DPS
Gateway units are fine, they just scale poorly due to low damage output per surface area, so they need to be supported by AOE in later stages of the game
Current warpgate is the core design flaw of protoss. You will always end up discussing warpgate when talking about protoss design. I'm not sure it will be as game-breaking in the future, however. 200% damage taken while warping in AND doubling the warp in time should have serious ramifications on counter play and map presence to stop the Protoss aggression before it ever really gets started, especially if Zerg begin to create combat units before the attack gets to their side of the map. Not to mention that Warp Prism harass won't give nearly "guaranteed" damage anymore, at least not to the same degree it does now. Well yeah that's the main thing now, they are nerfing warpgate so much that it loses most of its specifity/interest, and all P players will use warpgate as standard gates, warping in units at home. While we could have gateways to produce units, and the ability to turn them into warpgates with quick warp-in time and normal damage taken BUT with a significantly higher cooldown. No. Blizzard has said warpgates is part of the feel for protoss. It sets protoss apart as a macro mechanic. If it was so absolutely broken it would have been removed long before now. The increased damage change makes warp prism warp ins less powerful if the defending player see it coming. I do think they need to make it so that protoss doesnt take increased damage as a defender, but we will see. I fear for trying to defend as protoss with the extra damage on my units, will make it tough. What if it was possible to warp in around a nexus and when you did so units warped in instantly or almost instantly? Protoss might not have to rely so much on the MSC for defense if this was the case, while all-ins using mass warpgates or warp prism harrass would be considerably weaker. Are there any big problems with this idea? I feel like Blizzard might be pretty open to this change since you're not actually changing the core warpgate mechanics.
I've also considered changes like these over the years, problem is it would make people proxy nexus everywhere :p on a more serious note, using "distance from buildings" as a variable creates small inconsistencies depending on map size. Imagine a very small map where protoss can warp in near their Natuarl and abuse rush distance/ fast unit warp in... now the"defensive" warp in is working as an all in booster... similar issues when people wanted to limit msc to only travel close to bases \Nexi
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On February 18 2015 10:15 Quineotio wrote:I would like to hear your opinion on some changes I think would help. I don't think the answer to deathballs was more harassment. I think that harassment actually causes deathballs. Because harassment is so strong in sc2, the defending player must devote a large amount of time (and army) to defending, which means they are spending less time (and army) on attacking. The game becomes medivac drops and muta harass, zealot warpins and roach runbys. If harassment was more difficult players would use their entire armies more actively. I don't think the proposed changes to resources is the answer. All it will do is force a more frantic gathering of bases and smaller army sizes. It will send the game in a more macro oriented direction, which I think is the opposite of the proposed goal to increase player interaction. I think it would make more sense to make workers gather more resources, but decrease the amount needed for saturation. This would allow players to spend more time and money building army units instead of workers. Taking the races one at a time: ZERG: Zerg have lacked options for a core mid game army for the entire of sc2. Zerg relies on low tier units such as the roach, zergling and baneling, for too long, past the point where they are a good return on investment. The zerg player tends to struggle when the terran or protoss get to 140 supply, because the low tier zerg units don't fight well against larger enemy armies. This is the point when zerg really needs a better core army unit to help to transition into hive. The introduction of the ravager and lurker should help this a great deal. The only other major problem with zerg is that the hive units feel weak. The broodlord is too slow to be effective on the larger maps, but their slow speed is necessary to counter their powerful attack and difficult to fight broodlings. I think it would fit the larger maps better if broodlords moved much faster, but their broodlings didn't last as long - perhaps they only do one additional attack before dying. This would remove one of the more annoying aspects of the broodlord for both the zerg (their immobility) and their opponent (less broodlings to dead with). One way I think zerg melee units (especially ultralisks) could be made more fun in lategame is to increase their mobility. Introduce an upgrade at hive that allows zerglings and ultralisks to jump down cliffs. This would increase the swarminess of these units. They wouldn't be much more powerful in main an natural assaults (because those cliffs go up), but it would allow zerg melee units more mobility in the middle of the map, which is where most of the action would be happening. Would introduce options for the opponent to bait the zerg down a cliff into a losing battle they can't retreat from. One last thing is spore crawlers do too much damage to mutalisks. I think the damage buff that was made removed mutalisks as a viable option, which I see as a bad move because infestors already countered mutalisks, and I think zerg vs zerg was more fun when there were more options. PROTOSS: Protoss gateway has been problematic. It's either too weak or too strong, based on upgrades and the state of the game. It relies a lot on two extremely powerful upgrades (blink, warpgate) and one extremely powerful spell (forcefield). Especially noticeable against zerg is the situation where a protoss army can either completely dominate, or be decimated based on very few decisions or moments of luck (a gap in the forcefields, blinking well). I could never understand why warpgates were a direct upgrade from gateways. It seemed like there was an opportunity to have multiple different ways of building units, both with their pros and cons. I think one way to balance things would be to make warpgates warp in units slower than gateways build. This would make warpgate rushes more difficult, but still allow for remote building of units if you're prepared to suffer the cost of less units over time. With forcefield, I think two things need to happen. I think the sentry should be made a purely caster unit. I think guardian shield should change to give +2 to attack and shield regen in combat as well as it's usual armor buff. Now sentry is a powerful aura unit with forcefield, but it's buff doesn't stack (so having a lot of them with overlapping auras won't have much of an effect) and it doesn't itself do damage. Would mean that you can't rely only on a lot of sentry. I think protoss needs to have another normal, ranged gateway unit. Something like a dragoon basically. The stalker is a great harassment unit, but is not that great in end game battles (a weakness that is somewhat obscured by the overpowered colossus). The protoss needs a powerful, massable, more expensive gateway unit that can be a backbone in late game battles (but that needs support to prevent it from being overwhelmed). I also think the stalker needs a change. I think that it's life should be changed from 80 health 80 shields to 40 health 120 shields, and blink should cost 10 shields. That cost will offset the ability's power in a way that makes it still powerful, but makes blink micro keep stalkers alive slightly less long (because they're losing more shields). This would keep stalkers' role as harassment units, but would make them less useful en masse, and keep them from having an overlapping role with dragoons. I think the colossus should move slower. It's too powerful, but I think part of that is it's too quick. It pretty much keeps up with a gateway army. It should be more of a burden to escort around the battlefield. It is such a powerful tool when it's in the right place, it should be harder to get it there. I don't want to think about protoss air. TERRAN: I think the biggest mistake in the design of terran was the medivac. By coupling a critical component of the terran army (healing) with drop technology, blizzard essentially gave terran drops for free. And by not needing medics, the terran could fill the medivacs with all attacking units, further increasing the power of the drops. Then medivacs got speed boost, which made them even more mobile and harder to kill. So no wonder most of a terran's life is spent dropping - it's the most powerful ability they have by far. I think the external healing component should be removed from medivacs, and instead medivacs should heal units that are inside it. That would allow them to still be useful in drops, and in getting injured units to safety, but would not be a core part of the terran army. Medics should be put back into the game. They would serve as nice blockers against banelings and zealots, and are better to watch than medivacs (which get in the way of the battle). Thanks for you time 
Lemme start by saying I love ff .. I think sentrys should have stronger attack and ff should be shorter, or make ff break if you stack on top of each other, so if you spam them, only the top ff remains the bottom breaks
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I'm going to play LotV, only if the following is implemented (revised):
- A huge kamikaze airship that explodes on command - Groups of Marines can assign leaders and walk in formation - A unit that can only shoot when it is sitting on a mineral patch - Templars can warp into another dimension - If you have 5 Battlecruisers, you can combine them to form a death star - Magic Wand: For 20 sec, players will control all the opponent forces - When 4 probes are grouped together, they can serve as a mobile mineral deposit - Space elephants - Raven Upgrade: Time dilation (speed is faster for opponent) - A berserker unit that automatically dies after 30 sec - Zerg Upgrade: Extra slime - More usage of natural nebula where units can hide behind (Also for flying units) - Natural catastrophes that randomly occur during the game - The Karate-Upgrade for Marauders - An atomic bomb that digs through the ground - Kangaroo Mode for Immortals (jump shoes) - Marines can do the "Raeuberleiter" to pass cliffs - Hydralisks cost no money as long as the "Dyke" (remote-controlled Thor) is alive
User was banned for this post.
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On February 23 2015 21:47 SUPERFRANZ wrote: I'm going to play LotV, only if the following is implemented (revised):
- A huge kamikaze airship that explodes on command - Groups of Marines can assign leaders and walk in formation - A unit that can only shoot when it is sitting on a mineral patch - Templars can warp into another dimension - If you have 5 Battlecruisers, you can combine them to form a death star - Magic Wand: For 20 sec, players will control all the opponent forces - When 4 probes are grouped together, they can serve as a mobile mineral deposit - Space elephants - Raven Upgrade: Time dilation (speed is faster for opponent) - A berserker unit that automatically dies after 30 sec - Zerg Upgrade: Extra slime - More usage of natural nebula where units can hide behind (Also for flying units) - Natural catastrophes that randomly occur during the game - The Karate-Upgrade for Marauders - An atomic bomb that digs through the ground - Kangaroo Mode for Immortals (jump shoes) - Marines can do the "Raeuberleiter" to pass cliffs - Hydralisks cost no money as long as the "Dyke" (remote-controlled Thor) is alive
The good old times when TL was a serious forum and not full of trolls. The seriousness died with sc2
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On February 18 2015 10:15 Quineotio wrote: I would like to hear your opinion on some changes I think would help.
I don't think the answer to deathballs was more harassment. I think that harassment actually causes deathballs. Because harassment is so strong in sc2, the defending player must devote a large amount of time (and army) to defending, which means they are spending less time (and army) on attacking. The game becomes medivac drops and muta harass, zealot warpins and roach runbys. If harassment was more difficult players would use their entire armies more actively.
Use them for what, if harassment isn't an option? Answer: Make a deathball with them.
I don't think the proposed changes to resources is the answer. All it will do is force a more frantic gathering of bases and smaller army sizes. It will send the game in a more macro oriented direction, which I think is the opposite of the proposed goal to increase player interaction. I think it would make more sense to make workers gather more resources, but decrease the amount needed for saturation. This would allow players to spend more time and money building army units instead of workers.
I completely disagree. If you make bases quicker and cheaper to saturate, then you cut the window of opportunity for a two-base player to challenge a 'greedy' third. You would see less aggression before three/four bases, not more.
Also, SC2 doesn't need more army units earlier. That's a recipe for even more deathball-ish play. What it needs is (hopefully) what the LotV resource changes bring: for three-base builds to be less optimal. Currently, it's easy to take a third while the main is still gathering at maximum capacity, and will continue to do so for quite some time (hence the success of the three base 'parade push'). With the new changes, income will start to dwindle much sooner. That will slow the push from 100-200 supply unless more bases are taken, extending the midgame, rewarding expansion and giving players more targets for attack and harrassment.
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On February 17 2015 12:24 ETisME wrote: I do like forcefields in some situations. I love parting pvz early 8ish sentries move out with obs to clear creep and get an earlier third with the extra minerals. To secure it relies on buying time with forcefields and getting the colossus out
I love how it delays flanks and allow protoss to crush one part of the flank and reposition once the ff runs out.
But the problem is just that it seems to provide more bad games than good ones
forcefields disgust me, how they shut down ramps, how they completely shut down lings and roaches lategame (accompanied by the deathballstyle of massive AOE which forcefields force, Protoss is designed for a 1time massive deathball gamedesider) Unless you go for swarm hosts.
Forcefields shut down ur opponents micro, as a zerg, theres nothing more frustrating than losing a full army to forcefields, again forcefield make anything other than Swarm host-play, or muta play past the 12-13th min mark almost pointless.
Due to the design of forcefields and the mothershipcore, protoss is more or less immune to early aggression /early allins (unless were talking 9-10 pools).
They make games boring by (again) promoting deathballs and forces protoss gateway units to be very weak. all in all, the game would be much more beautiful without forcefields since it promotes deathballing and hinders multitasking and multiprong fights.
and Yes, im not suggesting that blizzard should remove forcefields and warpgate and MScore and just leave protoss as it is. Protoss needs a complete redesign imo. scrap everything about it except for phoenixes and High templars :D
This is ofc only my opinion, biased from years of zergtears. But I honestly feel as if forcefields warpgate and the design of protoss are killing sc2.
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On February 26 2015 05:59 NEEDZMOAR wrote:Show nested quote +On February 17 2015 12:24 ETisME wrote: I do like forcefields in some situations. I love parting pvz early 8ish sentries move out with obs to clear creep and get an earlier third with the extra minerals. To secure it relies on buying time with forcefields and getting the colossus out
I love how it delays flanks and allow protoss to crush one part of the flank and reposition once the ff runs out.
But the problem is just that it seems to provide more bad games than good ones forcefields disgust me, how they shut down ramps, how they completely shut down lings and roaches lategame (accompanied by the deathballstyle of massive AOE which forcefields force, Protoss is designed for a 1time massive deathball gamedesider) Unless you go for swarm hosts. Forcefields shut down ur opponents micro, as a zerg, theres nothing more frustrating than losing a full army to forcefields, again forcefield make anything other than Swarm host-play, or muta play past the 12-13th min mark almost pointless. Due to the design of forcefields and the mothershipcore, protoss is more or less immune to early aggression /early allins (unless were talking 9-10 pools). They make games boring by (again) promoting deathballs and forces protoss gateway units to be very weak. all in all, the game would be much more beautiful without forcefields since it promotes deathballing and hinders multitasking and multiprong fights. and Yes, im not suggesting that blizzard should remove forcefields and warpgate and MScore and just leave protoss as it is. Protoss needs a complete redesign imo. scrap everything about it except for phoenixes and High templars :D This is ofc only my opinion, biased from years of zergtears. But I honestly feel as if forcefields warpgate and the design of protoss are killing sc2.
Forcefields are hardly used mid-late to late game unless you've kept your sentries alive, nearly a non-issue.
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On February 26 2015 14:03 FabledIntegral wrote:Show nested quote +On February 26 2015 05:59 NEEDZMOAR wrote:On February 17 2015 12:24 ETisME wrote: I do like forcefields in some situations. I love parting pvz early 8ish sentries move out with obs to clear creep and get an earlier third with the extra minerals. To secure it relies on buying time with forcefields and getting the colossus out
I love how it delays flanks and allow protoss to crush one part of the flank and reposition once the ff runs out.
But the problem is just that it seems to provide more bad games than good ones forcefields disgust me, how they shut down ramps, how they completely shut down lings and roaches lategame (accompanied by the deathballstyle of massive AOE which forcefields force, Protoss is designed for a 1time massive deathball gamedesider) Unless you go for swarm hosts. Forcefields shut down ur opponents micro, as a zerg, theres nothing more frustrating than losing a full army to forcefields, again forcefield make anything other than Swarm host-play, or muta play past the 12-13th min mark almost pointless. Due to the design of forcefields and the mothershipcore, protoss is more or less immune to early aggression /early allins (unless were talking 9-10 pools). They make games boring by (again) promoting deathballs and forces protoss gateway units to be very weak. all in all, the game would be much more beautiful without forcefields since it promotes deathballing and hinders multitasking and multiprong fights. and Yes, im not suggesting that blizzard should remove forcefields and warpgate and MScore and just leave protoss as it is. Protoss needs a complete redesign imo. scrap everything about it except for phoenixes and High templars :D This is ofc only my opinion, biased from years of zergtears. But I honestly feel as if forcefields warpgate and the design of protoss are killing sc2. Forcefields are hardly used mid-late to late game unless you've kept your sentries alive, nearly a non-issue.
What I mean is, forcefields promote deathballing.
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