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LotV Design Changes announced - Page 6

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 4 5 6 7 8 46 Next All
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
August 14 2016 17:50 GMT
#101
On August 15 2016 02:44 Barrin wrote:
Show nested quote +
On August 15 2016 02:33 The_Red_Viper wrote:
The thing with turtling in sc2 is that you cannot really counter it with better economy (unless you build more workers) and this always was a problem with "unbeatable armies".
You get your three bases at once and build your perfect army. It's a bit better in LOTV because you have to expand faster to keep the three base economy but still...

Maps.

yeah we're gonna need to see some pretty big changes in map design to prevent those games i think

Also, controlling more bases is a lot easier with strong air-to-ground, so as long as there are so many ways of killing mineral lines, moving out to decisively hit one spot in the terran defense is gonna be really risky. hellion runbyes, banshees on crack, libs, drops etc
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 14 2016 17:51 GMT
#102
On August 15 2016 02:43 Sapphire.lux wrote:
Show nested quote +
On August 15 2016 02:38 Charoisaur wrote:
Also I still hope for the -1 ultra armor nerf..

Keep in mind the Tank does 70 dmg against them, 85 with +3; so good Tank positioning might become the Ultra counter, BW style.

Ultras still got up to 8 armor, so the tank damage is realistically 62 to 77 against a fully upgraded Ultra, but that's still better than 42 to 57 damage.
ㅇㅅㅌㅅ
Tuczniak
Profile Joined September 2010
1561 Posts
August 14 2016 17:52 GMT
#103
Some changes are good, some bad. But we are finally moving somewhere.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
August 14 2016 17:55 GMT
#104
Seems like Avilo's lobby to make mech great again worked. Blizzard caved into Avilo and his mindless minions of mech maniacs.

These are some drastic changes, so it will be interesting to see what goes live and what dies. Also will stir up the meta so we can see how foreigners and Koreans adapt to all these changes.

Maru and Gumiho should be happy with the mech changes.
Charoisaur
Profile Joined August 2014
Germany15977 Posts
August 14 2016 17:55 GMT
#105
Lib range upgrade should really be removed it's stupid that an air unit can only be countered with other air units.
Many of the coolest moments in sc2 happen due to worker harassment
Athenau
Profile Joined March 2015
569 Posts
August 14 2016 17:55 GMT
#106
2.Can't help but to think that they swapped the anti air and anti ground attack for cyclone around.. it's lock on for air is very bad (160 dmg over 14 sec) and mech already had good amount of anti armor ground options in tank thor hellbat ect.

The mobile portion of mech was really bad, since hellions were so mediocre. In BW it was vultures (along with strong tanks) that made mech viable by letting the terran assert some map control. Cyclones + Hellions now fulfill the same role.

A lot of mechanical issue stems from lack of anti-air and while broodlord range revert helps, not gonna do much vs protoss...

You realize that tempest anti-ground range was nerfed to 6? The Thor now hits all the long-range massive air units, which were the biggest problem before.


Cyclone also absolutely shreds worker line (1 worker per second) with this change but not great vs other units so I am not too excited for the repurpose.

Huh? It's crazy dps vs most armored now (better than an immortal). As for worker shredding, it's not really that great for cost--about the dps of 3 stimmed marines--and really terrible if you're behind on upgrades.
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
August 14 2016 17:56 GMT
#107
On August 15 2016 02:55 Jett.Jack.Alvir wrote:
Seems like Avilo's lobby to make mech great again worked. Blizzard caved into Avilo and his mindless minions of mech maniacs.

These are some drastic changes, so it will be interesting to see what goes live and what dies. Also will stir up the meta so we can see how foreigners and Koreans adapt to all these changes.

Maru and Gumiho should be happy with the mech changes.

Maybe, its gonna be interesting to see whether this is the same case as "gumiho should be really happy about the medievac speed boost" but then it turned out it wasnt special after all because everyone became a gumiho of dropping
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Brutaxilos
Profile Blog Joined July 2010
United States2629 Posts
August 14 2016 17:59 GMT
#108
On August 15 2016 02:05 Topin wrote:
so charge became the same as BW?

I think Charge remains the same mechanic as it has been, but the base movement speed of the zealot is increased too.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-08-14 18:01:17
August 14 2016 18:00 GMT
#109
On August 15 2016 02:56 Aocowns wrote:
Show nested quote +
On August 15 2016 02:55 Jett.Jack.Alvir wrote:
Seems like Avilo's lobby to make mech great again worked. Blizzard caved into Avilo and his mindless minions of mech maniacs.

These are some drastic changes, so it will be interesting to see what goes live and what dies. Also will stir up the meta so we can see how foreigners and Koreans adapt to all these changes.

Maru and Gumiho should be happy with the mech changes.

Maybe, its gonna be interesting to see whether this is the same case as "gumiho should be really happy about the medievac speed boost" but then it turned out it wasnt special after all because everyone became a gumiho of dropping

Well yeah the medivac speed boost kind of normalized the terran skill level. It's not difficult to use medivacs; many foreign pros were already quite capable with drops. The boost only made it easier for all terrans to perform drops; not necessarily giving Maru a bigger edge.

Er I meant Gumiho
usopsama
Profile Joined April 2008
6502 Posts
August 14 2016 18:01 GMT
#110
On August 15 2016 01:34 pieroog wrote:
Source: http://us.battle.net/sc2/en/blog/20241474/legacy-of-the-void-multiplayer-design-changes-8-14-2016


This iconic unit is a critical part of the Mech composition. After numerous discussions with players, a key understanding has surfaced: the added mobility granted by Medivac pickup in Legacy of the Void also brought about the loss of one of the Siege Tank’s most enjoyable aspects: incredibly effective area control. Yet, constructing Medivacs (a unit which heals only biological units) is often not the right choice for Mech players, and so these players are not able to take full advantage of the Siege Tank’s strengths.

However, if we decrease the mobility of Siege Tanks by removing Medivac pickup, we can justify a large increase to its damage and reinvigorate the Siege Tank’s ability to assert dominance over specific areas of the map. Doing so will also decrease the unit’s overlap with the Widow Mine, which serves as a more mobile burst damage option (similar to the current Siege Tank with Medivac pickup).

Siege Tank Changes:

Sieged Siege Tank damage increased from 35 (+15 vs armored) to 40 (+30 vs armored).
Sieged Siege Tanks can no longer be picked up by Medivacs.
35 (+15 vs armored) damage versus 40 (+30 vs armored) damage:


Source: http://us.battle.net/sc2/en/blog/20241474/legacy-of-the-void-multiplayer-design-changes-8-14-2016

I think I am dreaming.
_Croc
Profile Joined August 2013
Norway36 Posts
August 14 2016 18:01 GMT
#111
OMG!!!

I told myself to never play LotV ladder until Blizzard made the changes I was hoping for! I am so glad because these changes are very close to what I wanted

I AM SO HAPPY. I might actually play ladder again soon!

GO SIEGE TANK BUFF!!! DOWN WITH TANKIVAC!!!
~~ I am so excited for the tank buff ~~
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
August 14 2016 18:01 GMT
#112
FUCK YES, I am going back to SC2 after this patch.
Clonester
Profile Joined August 2014
Germany2808 Posts
August 14 2016 18:02 GMT
#113
I cant believe they do this...its kurwa beautiful
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
August 14 2016 18:02 GMT
#114
Judging by many of the comments so far, it seems there are a whole lot more 'mech' players than I expected.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 14 2016 18:02 GMT
#115
On August 15 2016 02:51 eviltomahawk wrote:
Show nested quote +
On August 15 2016 02:43 Sapphire.lux wrote:
On August 15 2016 02:38 Charoisaur wrote:
Also I still hope for the -1 ultra armor nerf..

Keep in mind the Tank does 70 dmg against them, 85 with +3; so good Tank positioning might become the Ultra counter, BW style.

Ultras still got up to 8 armor, so the tank damage is realistically 62 to 77 against a fully upgraded Ultra, but that's still better than 42 to 57 damage.

It's a significant change i think. BW TvZ bio is fantastic IMO changing from heavy bio to mass Tank production in late game, changing the entire dynamic of the MU. If SC2 can get some of that it would be incredible for bio play. Not to mention opening up mech play especially with the BL change.
Head Coach Park: "They should buff tanks!"
Fango
Profile Joined July 2016
United Kingdom8987 Posts
August 14 2016 18:03 GMT
#116
Am I the only one crying about siege tank pickup nerf?
As a terran being able to pick up seiged tanks in LoTV was the funnest addition by far, it made TvT so much faster paced instead of tank-line stalemates.
Plus being able to watch TY and Maru dance their tanks aorund eachother in TvT is incredible to watch.


Okay the rest of the changes are decent, who tf came up with the DT buff though? DT drops are a viable strategy in every Protoss matchup, yet now they can blink out of scans?? Warp prisms could already pick them up from far enough.
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
August 14 2016 18:04 GMT
#117
as always i dont care what blizz do as long as the game always feels fresh but looking at it, it seems blizz are trying to create ways for games to have comebacks, looks cool cant really wait
Riner1212
Profile Joined November 2012
United States337 Posts
August 14 2016 18:04 GMT
#118
blizzard if these changes go through i might consider buying the game.
Sjow "pretty ez life as protoss"
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 14 2016 18:05 GMT
#119
On August 15 2016 02:07 Musicus wrote:


lol

I wish MVP, Flash and Fantasy were still around in SC2 This version of Terran would have suited them greatly.
Head Coach Park: "They should buff tanks!"
jinjin5000
Profile Joined May 2010
United States1434 Posts
August 14 2016 18:05 GMT
#120
On August 15 2016 02:55 Athenau wrote:
Show nested quote +
2.Can't help but to think that they swapped the anti air and anti ground attack for cyclone around.. it's lock on for air is very bad (160 dmg over 14 sec) and mech already had good amount of anti armor ground options in tank thor hellbat ect.

The mobile portion of mech was really bad, since hellions were so mediocre. In BW it was vultures (along with strong tanks) that made mech viable by letting the terran assert some map control. Cyclones + Hellions now fulfill the same role.

Show nested quote +
A lot of mechanical issue stems from lack of anti-air and while broodlord range revert helps, not gonna do much vs protoss...

You realize that tempest anti-ground range was nerfed to 6? The Thor now hits all the long-range massive air units, which were the biggest problem before.

Show nested quote +

Cyclone also absolutely shreds worker line (1 worker per second) with this change but not great vs other units so I am not too excited for the repurpose.

Huh? It's crazy dps vs most armored now (better than an immortal). As for worker shredding, it's not really that great for cost--about the dps of 3 stimmed marines--and really terrible if you're behind on upgrades.


1.it provides map control but at an expensive cost. It's still gonna be 150/100 with low range missile attack that does 40dps+40dps (same as lock on). It has increased range but loses its ability to hold against air (160 damage vs 14 second isn't that great) or deny early air

2.Thor does hit air units now but it's not great vs anything not named "less than ~10 broodlords". It does not trade at all vs carriers if you ever played mech vs skytoss

3.it's more of map control thing but not that great tbh.
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