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LotV Design Changes announced - Page 45

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 43 44 45 46 Next All
mantequilla
Profile Blog Joined June 2012
Turkey776 Posts
August 23 2016 14:44 GMT
#881
zoning tools are often used for "zoning out" enemy workers
Age of Mythology forever!
Loccstana
Profile Blog Joined November 2012
United States833 Posts
August 23 2016 23:38 GMT
#882
Just give us back the cyclone from the LOTV showmatch:

[url]http://i.imgur.com/lw2yN.jpg[/url]
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2016-08-24 03:44:47
August 24 2016 03:29 GMT
#883
I'm having trouble finding the test map in the arcade, the link to Launch the map from a battle.net webpage added a week ago has already expired. Any help?

Nevermind, it's in Custom games under multiplayer, not under Arcade.
KT FlaSh FOREVER
JimmyJRaynor
Profile Blog Joined April 2010
Canada16643 Posts
Last Edited: 2016-08-24 04:52:18
August 24 2016 04:04 GMT
#884
when you click on the "SC2" logo thingie in the very top left hand corner of the SC2.exe main screen there used to be a "Latest News" area that showed up on the left side of teh screen. its now gone. that is how i entered the PTR map previously. i think it'll reappear soon .. i suspect Blizzard did something to fix Battle.Net because it was crappy earlier today.
When they "fixed" BNet i think this "Latest News" area disappeared.

so now i get in via the BNet Desktop CLient through the "NEWS" `tab` at the top. Its not a "tab" any more because of all this Apple everyhting is invisibly floating every where bullshit. But that's what it is .. a "NEWS" tab. THe 3 tabs are "Games" "Shop" ,"NEWS".

Then Filter the "NEWS" by "SC2". Then find the article. then go to the circled red part and click.

here is a screen shot of where to go...
[image loading]

also, here is the LINK to get to the test map
battlenet:://starcraft/map/1/277656

what a pain... if any one knows a faster way.. please post.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
August 27 2016 10:58 GMT
#885
When I tried that, I gor: the link below can't be viewed in your region?
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2016-09-01 17:44:10
September 01 2016 17:42 GMT
#886
On August 22 2016 07:51 The_Red_Viper wrote:
I want units to spread out more while moving, yes. That would buff defenders advantage (which is imo good) and nerf deathballs because you cannot have your insane dps on a small area anymore while attacking.

Not sure what you mean with "problems" around narrow pathways tbh, imo it would actually make these meaningful.
AOE as it is now would be nerfed, but at the same time you could actually have strong aoe again which kills stuff because it wouldn't be easy to hit that "great storm" or "beautiful fungal"

Do i want units to be as derpy as they were in bw? Not necessarily, but i want some of that pathing effect in sc2 because i think it would make the game better in some regards.

If that includes that people have to micro manage their units a bit more (as in unit placement during fights, not pressing ability buttons) that's also a plus for me personally. Again, 'more like' bw, not exactly as bw.


There was a thread back in the time of WoL where someone made a mod or scenario (not sure right now) and posted in-game screenshots of exactly what SC2 armies would look like if that was implemented (much better!). You see, that idea has been floating around for ages, it still sticks because it makes absolute sense, and yet here we are. Somewhat sad.

Either way if you're interested you can do some digging and maybe find those pics I'm talking about so others can understand better.
leffedabaye
Profile Joined April 2011
9 Posts
Last Edited: 2016-09-01 17:58:30
September 01 2016 17:57 GMT
#887
I think Lalush posted something on micro. You should check is article even though Lotv wasn't live already at this time his points remain valid.

May be it's a reflexion start.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 02 2016 16:37 GMT
#888
I think they need to do more drastic things to differentiate SC2 from other RTS games and make it more interesting.

One thing I'd like to see is an Allied Commanders competitive 1v1 mode, where you can have matchups like Raynor vs Swann or Artanis vs Kerrigan.

Keep rebalanced versions of the existing Co-op upgrades, but incorporate them in a WoW/SC2 campaign style talent tree where you unlock new talents when you level up, and can switch between them between games.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 02 2016 16:39 GMT
#889
On September 02 2016 02:42 Apolo wrote:
Show nested quote +
On August 22 2016 07:51 The_Red_Viper wrote:
I want units to spread out more while moving, yes. That would buff defenders advantage (which is imo good) and nerf deathballs because you cannot have your insane dps on a small area anymore while attacking.

Not sure what you mean with "problems" around narrow pathways tbh, imo it would actually make these meaningful.
AOE as it is now would be nerfed, but at the same time you could actually have strong aoe again which kills stuff because it wouldn't be easy to hit that "great storm" or "beautiful fungal"

Do i want units to be as derpy as they were in bw? Not necessarily, but i want some of that pathing effect in sc2 because i think it would make the game better in some regards.

If that includes that people have to micro manage their units a bit more (as in unit placement during fights, not pressing ability buttons) that's also a plus for me personally. Again, 'more like' bw, not exactly as bw.


There was a thread back in the time of WoL where someone made a mod or scenario (not sure right now) and posted in-game screenshots of exactly what SC2 armies would look like if that was implemented (much better!). You see, that idea has been floating around for ages, it still sticks because it makes absolute sense, and yet here we are. Somewhat sad.

Either way if you're interested you can do some digging and maybe find those pics I'm talking about so others can understand better.

Starbow has this. It actually makes the game more bearable.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
September 02 2016 16:40 GMT
#890
On September 03 2016 01:37 Clbull wrote:
I think they need to do more drastic things to differentiate SC2 from other RTS games and make it more interesting.

One thing I'd like to see is an Allied Commanders competitive 1v1 mode, where you can have matchups like Raynor vs Swann or Artanis vs Kerrigan.

Keep rebalanced versions of the existing Co-op upgrades, but incorporate them in a WoW/SC2 campaign style talent tree where you unlock new talents when you level up, and can switch between them between games.

As much as I love your idea, and would love to see an RTS with a talent tree, the balance on that would be a tremendous endeavor. It's hard enough to balance SC2 with all its various units, but to incorporate a talent tree also would be nearly impossible.
Zwijn
Profile Joined March 2015
Netherlands5 Posts
Last Edited: 2016-09-26 12:35:51
September 26 2016 11:03 GMT
#891
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as long as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.

fLyiNgDroNe
Profile Joined September 2005
Belgium3996 Posts
September 26 2016 11:36 GMT
#892
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.



no. That would be another bad design, like a shooting pylon. I don't think it should be possible to dodge tank shots.
Drone is a way of living
Alexcalibur1996
Profile Joined February 2016
United States39 Posts
September 26 2016 12:05 GMT
#893
The cast range for the tempest ability is something I think could be nerfed. Without friendly damage, it makes high Templar storms useless. Also, it's so easy to lock down entire mineral lines with this ability right now. In my opinion, the ability needs to be redesigned from scratch.
Never play sober.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2016-09-26 12:11:44
September 26 2016 12:10 GMT
#894
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.


A very good suggestion worth exploring. Make it an ability with autocast by default instead of an attack in siege mode.

On September 26 2016 21:05 Alexcalibur1996 wrote:
The cast range for the tempest ability is something I think could be nerfed. Without friendly damage, it makes high Templar storms useless. Also, it's so easy to lock down entire mineral lines with this ability right now. In my opinion, the ability needs to be redesigned from scratch.

It just needs to be removed as well the whole patch.
Less is more.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
September 26 2016 12:12 GMT
#895
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.


The problem is that only spells have to potential for overkill, just giving a slight delay between fire and missle hit won't change that (look at stalkers for example)
The harder it becomes, the more you should focus on the basics.
Zwijn
Profile Joined March 2015
Netherlands5 Posts
September 26 2016 12:24 GMT
#896
On September 26 2016 20:36 fLyiNgDroNe wrote:
Show nested quote +
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.



no. That would be another bad design, like a shooting pylon. I don't think it should be possible to dodge tank shots.


I just think it would be worth exploring a tank shell with non-zero flight time. Whether it should be possible to partly or completely dodge a shell depends on how this change would be implemented.
Another variation could be some sort of guided shell that always hits the target. This way no evasion would be possible but there is still the potential for overkill.

halomonian
Profile Joined January 2012
Brazil255 Posts
September 26 2016 12:31 GMT
#897
I think we can improve some defender's advantage and spread out the gameplay if the miss rate when shooting uphill returns. And, since pathing is improved in Star2, we can even increase the miss chance by a bit. I would love to see an attempt with that
thoughts in chaos | enjOy[dream]
Zwijn
Profile Joined March 2015
Netherlands5 Posts
September 26 2016 12:32 GMT
#898
On September 26 2016 21:12 sabas123 wrote:
Show nested quote +
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.


The problem is that only spells have to potential for overkill, just giving a slight delay between fire and missle hit won't change that (look at stalkers for example)


But stalkers can have overkill right? Maybe not that significant, but this can be more with the siege tank's longer range and AOE. The exact speed can be tweaked to achieve this I think.
Malhavoc
Profile Joined October 2010
Italy308 Posts
September 26 2016 12:38 GMT
#899

I just think it would be worth exploring a tank shell with non-zero flight time. Whether it should be possible to partly or completely dodge a shell depends on how this change would be implemented.
Another variation could be some sort of guided shell that always hits the target. This way no evasion would be possible but there is still the potential for overkill.



It would also allow in extreme cases to micro the targeted unit away, like how it's down with units targeted by raven's bomb.
VonComet
Profile Joined November 2010
Slovenia26 Posts
September 26 2016 13:03 GMT
#900
I think the tank is currently in the perfect spot stat-wise, it enables much more aggressive mech play and the zone control needed to defend the greater number of bases that you need in LotV. I would like to redirect the debate towards more realistic changes again like the horribly underpriced swarmhost, and early game dominance of cyclones.
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