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LotV Design Changes announced - Page 33

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 31 32 33 34 35 46 Next All
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 17 2016 04:12 GMT
#641
First impressions. Tanks feel great. Cyclones feel a bit to strong.
Head Coach Park: "They should buff tanks!"
breaker1328
Profile Joined March 2016
Canada300 Posts
August 17 2016 04:18 GMT
#642
Just watched Pig, Livibee, and Vibe play a bunch of games against each other on the test map. From a viewer's standpoint, I liked pretty much every change that I saw. I didn't see all of them, no ravens, only one game with swarm host, no ravagers, one game with BCs, no carriers, and other units that already aren't really being used often so I won't comment on those but of the changes that I saw the most (blink DTs, new Cyclone, new Thor, new Infestor, new Hydras and some of the other more common stuff, like a couple games earlier in the day with Pig and a different player (EonBlu I think his name was) that had some spiffy tempest lockdowns and from the information I've gathered so far, blink DTs are good for baiting scans but by that point in the game the toss already had Tempest anyway and they're still good and I don't think that blink DTs are going to be that much of a game changer overall.

On the other hand, the new hydras look so strong vs protoss gateway armies now it's almost sickening to watch them shred through adepts/zealots/stalkers even off of creep. Of course there will be more of an answer to the PICA that lower level protoss players like myself have been using to beat zerg for months that I'm sure zerg players are happy about.

I haven't played in over a month but when I load the game up this weekend it's going to be on the test maps for sure. I'm really excited to try this stuff out.

Since I'm mainly watching the games at this point I don't really have any specific gripes that should really mean anything as far as it comes to playing them and I'm not sure if I'm excited because this is a big dump of new changes or because the changes are actually good from a player's perspective.

Anyway, my opinion so far is mostly positive. Can't wait to see the pros get a hold of this thing.
seemsgood
Profile Joined January 2016
5527 Posts
August 17 2016 05:36 GMT
#643
Cyclones vs protoss is in weird spot.You don't want to get high number of cyclones(not even massing) when opponent got about 5-6 void rays.Very good unit for early-mid game skirmishing and late game tech switching.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
August 17 2016 06:28 GMT
#644
I like the direction of tanks. Very powerful map control is nice. Sacrificing mobility is ok.
Libs are ok. You can still mass to counteract mutas.
Cyclone changes, Thors, idk how much that will changes and how many newly created gaps will be filled. Thors are still slow to build slow to move and hard to make useful. Cyclones still seem too weak to fill the new roles.

I'm keen on trying the new custom games mods.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Vanadiel
Profile Joined April 2012
France961 Posts
August 17 2016 07:43 GMT
#645
I did watched nathanias stream for a bit, in one in particular he did not crossed the map once in the first 12 minutes and had 6 or 7 CCs, while the Zerg could not do anything against it and had no hope to put pressure. Roach seemed completely useless and hydra / infestor while hoping for good neural parasite seemed to be the only non Hive tech to survive when the mech army push. In general I try to keep an open mind and hope to be proven wrong, but it was a lot of turtle and boring play to me.
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
August 17 2016 08:28 GMT
#646
On August 17 2016 16:43 Vanadiel wrote:
I did watched nathanias stream for a bit, in one in particular he did not crossed the map once in the first 12 minutes and had 6 or 7 CCs, while the Zerg could not do anything against it and had no hope to put pressure. Roach seemed completely useless and hydra / infestor while hoping for good neural parasite seemed to be the only non Hive tech to survive when the mech army push. In general I try to keep an open mind and hope to be proven wrong, but it was a lot of turtle and boring play to me.


so people have to get used to the new balance. who would have thought.. oO
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
August 17 2016 08:34 GMT
#647
Can´t wait for this to hit the pro scene. What a breath of fresh air.
Vanadiel
Profile Joined April 2012
France961 Posts
August 17 2016 09:01 GMT
#648
On August 17 2016 17:28 GrandSmurf wrote:
Show nested quote +
On August 17 2016 16:43 Vanadiel wrote:
I did watched nathanias stream for a bit, in one in particular he did not crossed the map once in the first 12 minutes and had 6 or 7 CCs, while the Zerg could not do anything against it and had no hope to put pressure. Roach seemed completely useless and hydra / infestor while hoping for good neural parasite seemed to be the only non Hive tech to survive when the mech army push. In general I try to keep an open mind and hope to be proven wrong, but it was a lot of turtle and boring play to me.


so people have to get used to the new balance. who would have thought.. oO


Not the question of balance I'm having issues, it's the design behind it that I dislike.
jinjin5000
Profile Joined May 2010
United States1555 Posts
August 17 2016 09:56 GMT
#649
I still think mech lacks ground anti air- thors do very low dps for supply (19 dps for 6 supply unit vs 15dps from vikings that are 2 supply) vs armored air and cyclones do 10dps which is even lower.

Thors do have advantage of their dps being burst, but as the capital ships pop out, they start to trade poorly as thors are super clunky and low dps

Cyclone should be able to fill in that role but blizzard seems to direct it to it being anti ground unit... even when it was introduced at beginning of lotv to serve as mobile anti air mech unit.

For zerg, the hydras feel very nice, mobile, and powerful as they should be. Good change, may be tad strong vs protoss.
Athenau
Profile Joined March 2015
589 Posts
August 17 2016 10:20 GMT
#650
Cyclone should be able to fill in that role but blizzard seems to direct it to it being anti ground unit... even when it was introduced at beginning of lotv to serve as mobile anti air mech unit.


When did they say this? Certainly not when they first introduced it at Blizzcon.
lestye
Profile Blog Joined August 2010
United States4228 Posts
August 17 2016 11:08 GMT
#651
On August 17 2016 11:45 Pugfarmer wrote:
Yea I really think they just needed to tone down liberator AA, inc thor Aa, dec ultra armor, make adept shade uncancelablr, and inc tempest supply.

I'd really like to make shade uncancellable too. Its just obnoxious you have to plan around him being two places at once. Too much of a safety net with how much you get out of it.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
TL+ Member
seemsgood
Profile Joined January 2016
5527 Posts
August 17 2016 11:17 GMT
#652
New viking is ridiculously good,acceptable performance vs ground,good vs air just like goliaths.
You can consider it's retarded goliath and of course blizzard won't let their beloved tengu got overlapped by cyclone.
Vanadiel
Profile Joined April 2012
France961 Posts
August 17 2016 11:18 GMT
#653
Given how Protoss is a bit screwed with this patch I'd say no to any nerf they get on early and mid game units.
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
August 17 2016 11:45 GMT
#654
can we get a channel for this mod going or if anyone ~masters+ level wants to play with me add me on
skype: lilkyolil

add some info about who you are/why you are adding please
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
PressureSC2
Profile Joined January 2016
122 Posts
August 17 2016 12:23 GMT
#655
I am very excited with what I am experiencing thus far. Overall design appears to be very much improved, considering that there will be some more tweaks, and at also re-balancing of sorts post redesign to keep Terran balanced with Zerg/Toss.

However, there is one area of concern that I can presently see. When more than a few factories are built, the immediate and obvious path for an opponent would appear to be massing air units. Factory/Starport options to deal with Z/P air (assuming a considerable investment in factory production buildings) appear to be somewhat lacking.

Perhaps the Thor would need some additional movement speed, and maybe also a small decrease in its size (model) so that it can path and more easily acquire the range necessary to fire upon more clumped air units. Otherwise, I could see a lot of micro against Terran to move in, fire, withdraw by both tempests and broodlords with no sufficient answer from heavy factory based play.

Thors are currently too clunky to go head to head at the present time with most units that they are intended to battle.

It would be very interesting to see some ground vs. ground battles (predominantly), by having "ground options" to battle mech. If the air transition is too powerful, players will circumvent any "balanced" ground response, and Terran players may be tempted to simply bypass the risk of short-lived factory play to go directly into Starports or avoid the same issue by simply playing bio.

This is just my view based on what I have seen so far of course.

A further redesigned (mobile) Thor would be interesting to see. It is difficult to fight siege from the air with only turrets (any stationary defense no matter how strong), and I feel that the Thor is currently somewhere between a mobile unit, and a stationary turret. With mobility, and better pathing/stacking, it may fill the hole left by the absense of another unit that existed in BW that I will not mention here...
seemsgood
Profile Joined January 2016
5527 Posts
August 17 2016 13:00 GMT
#656
They should change thor into frontline unit or positional AA unit.The clunkiness of this unit doesn't allow it to become a firepower supporter.
VisionFlare
Profile Joined June 2015
12 Posts
August 17 2016 13:12 GMT
#657
The new role of the Swarm Host in Legacy of the Void seems to be good, but unit balance has made it impossible to confirm this.

Did i miss something? I haven't seen SH being used in any of the tournaments i've watched, so this is a serious question.
Vanadiel
Profile Joined April 2012
France961 Posts
August 17 2016 13:17 GMT
#658
On August 17 2016 22:12 VisionFlare wrote:
The new role of the Swarm Host in Legacy of the Void seems to be good, but unit balance has made it impossible to confirm this.

Did i miss something? I haven't seen SH being used in any of the tournaments i've watched, so this is a serious question.


It has been used... like twice from Rogue, as far as I remember.
Deleted User 137586
Profile Joined January 2011
7859 Posts
August 17 2016 13:19 GMT
#659
This is better than most expansions! As a Terran, I might actually want to play and watch SC2 again after this
Cry 'havoc' and let slip the dogs of war
Tuczniak
Profile Joined September 2010
1561 Posts
August 17 2016 13:19 GMT
#660
On August 17 2016 22:12 VisionFlare wrote:
The new role of the Swarm Host in Legacy of the Void seems to be good, but unit balance has made it impossible to confirm this.

Did i miss something? I haven't seen SH being used in any of the tournaments i've watched, so this is a serious question.
It's that they still think their design could work and people didn't make them because of their cost. Which is both true. The mistake with their SH change was that it left a hole in zerg HotS lategame, not that new SH had terrible design. The cost was also wrong, but they changed it now.
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