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Qxc's Thoughts: Recent Community Feedback - Page 3

Forum Index > SC2 General
51 CommentsPost a Reply
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Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2015-09-15 06:15:08
September 15 2015 06:09 GMT
#41
Injects are way more beneficial than mules, though. Even now with 3 larvae per inject, zerg get half of their larvae from larvae injects.

Macro difficulty is also largely down to injects for zerg while terran has a mess of building management
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
DooMDash
Profile Joined May 2010
United States1015 Posts
September 15 2015 15:50 GMT
#42
On September 15 2015 13:58 hitpoint wrote:
Show nested quote +
On September 15 2015 02:32 DooMDash wrote:
Can't agree with QXC on mules. They weren't even demanding before.


Yea pretty much. I don't know how anyone can compare mules to inject in terms of skill or attention required.


On that same note I didn't think inject was hard either. I'm all for a queue for them though, if people think that missing them is a little too unforgiving.
S1 3500+ Master T. S2 1600+ Master T.
NKexquisite
Profile Joined January 2009
United States911 Posts
September 15 2015 18:25 GMT
#43
I cannot believe how strong the Protoss 1 base crap is right now... Adepts and Photon Pylons can they even be stopped if you just turtle on 1 base as Terran? I've never seen anything so silly in my life
Whattttt Upppppppp Im Nesteaaaaaa!!
Gasi
Profile Joined January 2014
38 Posts
September 15 2015 18:46 GMT
#44
Am i the only one who actually likes the macro mechanics as they are in HOTS ? I am far from the best at those but still it gives me reasons to go back at my base and take care of it.

As for Zerg (not my main) i have no problems with injects, specially when i have macro hatch, maybe a fair buff could be if queens get to spawn free hatch for some energy cost.

After all the game is called StarCraft, it will feel strange if all we do is press 1 to select all buildings and que stuff with tap, without even looking at base....
Aron Times
Profile Blog Joined March 2011
United States312 Posts
September 15 2015 23:11 GMT
#45
I think one of the underlying issues in this macro/micro debate is that while macro is disproportionately more important than micro, casters tend to focus on the crazy micro tricks and only barely mention macro. Basically, you hear Tastosis talk about a sick micro move in detail, but only really comment on how good the players' macro is. As in, they only really say how good the players' macro is without going into a lot of detail.

Maybe if the casters focused on what's really important in the game right now, i.e. macro, people would learn to look for those things instead of watching the game solely for the flashy but ineffective micro plays. Maybe point out how spot on a person's expansion timing is, or how efficient he is at saturating mineral lines, or how low his resource floating is.

Mind you, I come from a micro background, and support nerfed or even automated macro in Starcraft, but if you guys want to keep macro as the dominant factor in gameplay, our community needs to focus on it and emphasize it a lot more than it does now.
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
ETisME
Profile Blog Joined April 2011
12712 Posts
September 15 2015 23:53 GMT
#46
I agree with most of what qxc said, except the chrono, it feels really weird at the moment.
That being said I hope they will just pick one and stick with it, I reckon other races macro mechanics are fine enough.

One of my biggest concern is that they are not picking their choices yet, it is taking too long and therefore none of the other elements can be settled and looked at properly
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2015-09-16 13:43:29
September 16 2015 13:30 GMT
#47
On September 14 2015 16:15 Tyrhanius wrote:
Adept is described as "harass unit", but it's not :
The unit is tanky, high DPS vs light, very strong on frontal combat vs light units like Terran bioball, and has his ability to harass.

Blizzard must choose what they want :
- A harass unit : make it more mobile, but more squishy.
- A frontal unit : make it less mobile.


Think of the Adept as the replacement for BW's early game Dragoon and later the Reaver. It serves the purpose of giving Protoss a unit that can hold off early marines or zerglings, and put pressure on Terran's wall, like the BW Dragoon. Well it doesn't do great against a wall, but forces a bunker is more like it.

Later, with the Warp Prism, Adepts serve as weaker versions of reavers on harass.

Also consider if 1-2 medivacs with marines or marauders do about the same damage as adepts against workers. I would say yes. The big difference is Adepts cannot take out a Command Center/ Nexus/ Hatchery for a very very long time.

Granted, warp in from the prism comes early than a recall from an arbiter. But medivacs are also much more important in the general bio army composition for Terran so seeing 1,2, or 5 medivac drops is nothing new. Speed boost keeps them alive as well so... basically yeah, Protoss is getting actual harass options that Terran have been enjoying for a good while. Zerg has very different options, but it is clear with the new nydas and similar that Blizzard want everybody to have harass abilities.
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2015-09-16 13:53:54
September 16 2015 13:50 GMT
#48
On September 16 2015 03:25 NKexquisite wrote:
I cannot believe how strong the Protoss 1 base crap is right now... Adepts and Photon Pylons can they even be stopped if you just turtle on 1 base as Terran? I've never seen anything so silly in my life


Yes I think. If you build your second CC in your main behind your wall, you can survive by building bunkers behind your depots, spaced apart, so that a new pylon must be made to creep closer and closer. And then you get to the point where a probe has to come up the ramp, which it should never be able to do. All the while you are double muling and getting stim and medivacs. As soon as you have medivacs, Protoss must retreat. After retreating, you kill all the pylons. He'll be behind, you can expand freely and go for potentially game ending medivac drops since he spent a ton of resources attacking.

Don't forget that if he is creeping in with pylons, your workers are typically at a safe distance when repairing bunkers on the far side. Your first bunker should die, others not so much.

At least that is what I do. YMMV.

I suppose a Protoss could just force you to lose say 300 minerals worth of depots/bunkers and he'd lose 300 minerals worth of pylons to delay your expansion, and not invest anymore. At most it seems like you'd break even, recycling bunkers and floating your expansion CC.

Maybe the scariest thing is after they break the Terran's front, Terran has to contend with potential adepts shading up to the mineral line. Not sure how scary that is, considering 300 minerals on pylons is probably 1-2 less gateways for a while.
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 16 2015 14:13 GMT
#49
I want to emphasize how much I think the shift to more micro is important for LotV. Micro was de-emphasized in WoL so much. Such a contrast from BW that it hurt.

The more micro plays matter, the less emphasis on build order wins, and the more open the game becomes. You can squeeze strategies and builds through a little easier. You can either cut corners more for greedy, or cut corners for tech plays.

While no macro mechanics is by far my first choice, I would be fine if the current auto-MULE stayed, along with a refined version of the current Chrono. Zerg and larva inject is tricky. You'd have to free up base management more for the other races to leave it as it is now. If they aren't willing to do that, then maybe the queuing change is the closest thing they can do.
althaz
Profile Joined May 2010
Australia1001 Posts
September 17 2015 00:15 GMT
#50
On September 15 2015 09:36 avilo wrote:
List of adept stats:

-More health than a blink stalker
-More shields
-More mobility than a blink stalker without an upgrade, on tier 1 tech
-Cheaper than a blink stalker
-Available earlier than a blink stalker
-Has an upgrade to become even tankier than a blink stalker
-2 shots marines...even a blink stalker cannot do this.

Ground units that aren't stronger than stalkers (for cost):

"Ground units that are stronger than Stalkers" is identical to the set "Ground units except Stalkers". Stalkers are f***ing worthless, Adepts are the first Protoss gateway unit that's actually *good*.

Now, that's not to say that the Adept isn't too strong - but comparing it to the stalker is absolutely the wrong way to go about things. Instead, you are better off comparing it to the marauder.

The Adept has:
- Less DPS than the marauder
- Has no debuff ability
- Has less range than the marauder
- Loses in 1-on-1 to the marauder
+ Has more total health than the marauder (90 + 90 vs 125)
+ Is faster than the marauder

Might be slightly too strong - making it armoured might be a change worth testing. Adept Zealot would then lost handily to Marine Marauder, but only if Terran Microes well.
The first rule we don't talk about race conditions. of race conditions is
matthy
Profile Joined January 2013
66 Posts
September 17 2015 19:36 GMT
#51
On September 15 2015 02:26 JaKaTaKSc2 wrote:
Show nested quote +
Protoss Chrono Boost

With the version currently in the beta, chronoboost is cast by the Nexus closest to the target, and there are suggestions to change that to other methods. One thing we’re noticing here is there’s really no ideal way to handle how we move the Chrono Boosts around - no matter which rule set we go with, we haven’t found a way to always guarantee an optimal use case. Therefore, we believe it’s best to just increase the cooldown of the ability so that it’s easier to not make a mistake in terms of the same Nexus recasting Chronoboost on multiple things in quick succession.

One other thing to note here is that one of our core design values in StarCraft II is to only make changes that are significant improvements. The reason is that if something is only a slight improvement to an existing thing, we don’t believe it warrants players having to relearn that mechanic. Therefore, for Protoss, it’ll be a question of exactly how much of an improvement this new version would be versus the old one.


I really like the new chrono boost. It feels more intuitive and obvious in its functionality and result. It’s also easier for new players to use which is a plus. I hope that they find a way to leave it as it is as this one feels like a definite improvement over the HoTS version.


I've made a video proposing and analysing blizzards current idea for a soultion (longer cooldown on chrono) with 3 others brought up by the community. Would love to know what you all think:




Jaka Great video with great solutions, already pitched this to blizzard on the forum?

Something very different, Do you also have the Behringer: C-1U USB mic?
Your sound quality is excellent! I have this type also but my input volume is way worse.
aeligos
Profile Joined January 2013
United States172 Posts
September 19 2015 05:36 GMT
#52
On September 15 2015 09:19 Ensiferum8 wrote:
TL. DR

Hi, my name is Qxc

My macro is really bad, so im in favor of everything that reduce macro, so i can be better.

Thank you

User was temp banned for this post.


+1 man +1
libera te tvtemet ex inferis A.'.A.'.
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