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SC2 Multiplayer Panel Summary - Page 2

Forum Index > SC2 General
86 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
xTJx
Profile Joined May 2014
Brazil419 Posts
November 05 2016 01:33 GMT
#21
Nothing they can do for SC2 now, just bring the Broodwar remastered.
No prejudices, i hate everyone equally.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 05 2016 01:35 GMT
#22
In a way, the lack of new stuff from the panel just makes me appreciate how open and frequent their communication has been this year for all the changes. Everything is already out on the table and open for discussion and testing.
ㅇㅅㅌㅅ
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
November 05 2016 01:40 GMT
#23
I'm not really sure why people expected new stuff from this panel, they give updates every week.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 05 2016 01:44 GMT
#24
On November 05 2016 10:40 Ansibled wrote:
I'm not really sure why people expected new stuff from this panel, they give updates every week.


I think I've just gotten used to big changes at Blizzcon, and while the current patch is cool, it doesn't feel as big.

KappaKingPrime
Profile Joined May 2014
United States468 Posts
November 05 2016 01:54 GMT
#25
KeksX, you da MVP!
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
November 05 2016 02:02 GMT
#26
If they don't canalize all the effort to BroodWar is not a game that will die, but all a genre. Common blizz, do what it works :-(
aQuaSC
Profile Joined August 2011
717 Posts
November 05 2016 03:41 GMT
#27
Looking at the existence of Warhound I would really like having potential ideas available to test on PTR
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-11-05 03:59:16
November 05 2016 03:53 GMT
#28


edit: oh. it looks like they weren't supposed to put up the multiplayer panel vod.
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
November 05 2016 04:09 GMT
#29
Thank you for collecting all of the comments
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
striderx2048
Profile Joined January 2016
6 Posts
November 05 2016 04:55 GMT
#30
what if they give grounded viking the ground to air attack? now you have a goliath built from the starport. what wrong with this?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 05 2016 04:57 GMT
#31
Official summary:http://us.battle.net/sc2/en/blog/20351521/blizzcon-recap-starcraft-ii-multiplayer-11-4-2016
ivancype
Profile Joined December 2012
Brazil485 Posts
November 05 2016 05:52 GMT
#32
was there any talk today or will be any tomorrow about WCS 2017?
The other race is OP
Solar424
Profile Blog Joined June 2013
United States4001 Posts
November 05 2016 06:05 GMT
#33
Empty words
Fatam
Profile Joined June 2012
1986 Posts
November 05 2016 07:29 GMT
#34
- they were thinking about a more tanky unit that spawns in group of three
- were used pretty much like zerglings
- created confusion about wheter to go ling/roach/new unit; counter-tech options weren't clear
- felt really muddy and so they didn't like it and moved on


Damn, I totally disagree with that design philosophy.
Having to think about whether to make x or y unit, and then the opponent having to carefully consider what to build in order to best fight against that comp... that sure sounds like the trappings of a great strategy game to me.
The unit you make shouldn't be an 100% given thing.

"muddy" aka actually having to think.. is a good thing IMO.

I know I'm kind of cherrypicking with that partial, second-hand quote but it just rubbed me the wrong way. Like damn let's limit SC2's strategic potential, we don't want people to have to think too hard about what to build.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ihatevideogames
Profile Joined August 2015
570 Posts
November 05 2016 07:35 GMT
#35

So why did Goliath not work out?
- Because it overlaps with Thor
- felt like mech marine


I'm trying to think of a way to properly express the rage I feel at this without getting banned, but I can't.

How more out of touch can this man be?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 05 2016 09:27 GMT
#36
On November 05 2016 10:30 KeksX wrote:
Show nested quote +
On November 05 2016 10:29 eviltomahawk wrote:
On November 05 2016 10:23 KeksX wrote:
On November 05 2016 10:22 Hider wrote:
Okay the Goliath is supposed to be a good AA unit with harrassment potential,


Harass potential? Terran has the Viking, Cyclone and WM for harass potential. BW Goliath never had that.

Why even mention the name Goliath here - I guess they are just using it for nostalgia. What the Goliath provided in BW was anti-air vs armored units (from a ground unit). That's it!


Sorry, anti-harrassment. He phrased it this way "Zerg attacks with like 20 mutalisks, if you try to respond with Goliaths you're out of luck." The Goliath couldn't fill a role that was needed in SC2.

The thor overlap is quite obvious here, because their first solution was to add splash damage to the goliath. So then they basically had a mini-thor.

Funnily enough, one iteration of the Warhound was basically the mini-Thor with splash damage anti-air and a bonus vs mech modifier on the auto-attack. This was back when the Thor was redesigned to be a silly hero unit. I honestly thought that was the best version of the Warhound unlike the monstrosity that got unleashed and cut in the beta.

It really sounds like they just did a Warhound 2.0 with the Goliath lol

Show nested quote +
On November 05 2016 10:29 -NegativeZero- wrote:
i hope they keep the thor as the main mech anti-air, but buff its anti-air attacks to an absurd degree, so it can used as a zoning/area control unit operating in small groups.


It's their intention to have the Thor as a core AA option, with Cyclone being the ground core option for mech

but with the current balance patch i don't think they buffed it to enough of a significant degree, it needs to completely shut down air options rather than merely counter/deflect them
vibeo gane,
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2016-11-05 10:02:13
November 05 2016 10:01 GMT
#37
On November 05 2016 10:40 Ansibled wrote:
I'm not really sure why people expected new stuff from this panel, they give updates every week.


Well the thing is that they the stuff they have added into the testmap takes like 3 hours to create in the editor. So after they spent 3 hours on that and then let it idle by itself. What are they doing with the rest of the time?

Sc2 has a ton more fundamental issues that it doesn't seem like they are trying to fix. Why not just move the Sc2 design team onto Wc4 if they aren't even working parttime on the game.
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
November 05 2016 10:46 GMT
#38
On November 05 2016 19:01 Hider wrote:
Show nested quote +
On November 05 2016 10:40 Ansibled wrote:
I'm not really sure why people expected new stuff from this panel, they give updates every week.


Well the thing is that they the stuff they have added into the testmap takes like 3 hours to create in the editor. So after they spent 3 hours on that and then let it idle by itself. What are they doing with the rest of the time?

Sc2 has a ton more fundamental issues that it doesn't seem like they are trying to fix. Why not just move the Sc2 design team onto Wc4 if they aren't even working parttime on the game.


3 hours hours for someone who already know what to change? Your statement doesnt even make sense and there will no WC4... jesus...
twitch.tv/pharaphobia
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 05 2016 12:11 GMT
#39
On November 05 2016 19:01 Hider wrote:
Show nested quote +
On November 05 2016 10:40 Ansibled wrote:
I'm not really sure why people expected new stuff from this panel, they give updates every week.

Sc2 has a ton more fundamental issues that it doesn't seem like they are trying to fix. Why not just move the Sc2 design team onto Wc4 if they aren't even working parttime on the game.

And replace them with whom? Ow wait...
The harder it becomes, the more you should focus on the basics.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-11-05 12:38:01
November 05 2016 12:22 GMT
#40
On November 05 2016 16:29 Fatam wrote:
Show nested quote +
- they were thinking about a more tanky unit that spawns in group of three
- were used pretty much like zerglings
- created confusion about wheter to go ling/roach/new unit; counter-tech options weren't clear
- felt really muddy and so they didn't like it and moved on


Damn, I totally disagree with that design philosophy.
Having to think about whether to make x or y unit, and then the opponent having to carefully consider what to build in order to best fight against that comp... that sure sounds like the trappings of a great strategy game to me.
The unit you make shouldn't be an 100% given thing.

"muddy" aka actually having to think.. is a good thing IMO.

I know I'm kind of cherrypicking with that partial, second-hand quote but it just rubbed me the wrong way. Like damn let's limit SC2's strategic potential, we don't want people to have to think too hard about what to build.


I think your point is something they agree with, though that they don't want to artifically make it harder to think about something than it already is.

Let me put my understanding of it:
This more tanky unit that spawns in groups of 3 was supposed be T1.5 (in their definition: requires tech building on hatchery), and thus it could be out at relatively the same time as roaches or speedlings. So an opponent now had 3 relatively different units that required different answers, but could not really be sure about what type of unit will actually be used by a zerg user. Especially if that new unit doesn't require another tech building, but uses an existing one.

I have no idea what they mean with "muddy" btw, but that was their wording. But go back to the point of "not more than 15 units per race". Having clear, seperate unit roles is really important to them.

The original plan for this unit was to be "a buffer unit for the hydralisk". Then they pointed out that the swarmy part of the unit(groups of 3 etc) was overlapping with speedlings, and the high health/tank part was overlapping with the roach.

What I don't understand is: Why did they look for a buffer for the hydralisk in the first place? I'm pretty sure the Roach fills that role just fine - there are way more interesting roles that could be explored for the zerg imho. But it sounds like this unit exploration resulted in the new hydralisk.
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