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David Kim / Tim Morten Interview @ BlizzCon: Changes for S…

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David Kim / Tim Morten Interview @ BlizzCon: Changes for Starcraft II in 2017

Text byTL.net ESPORTS
Graphics byhexhaven
November 14th, 2016 20:49 GMT

At BlizzCon, we were given the chance to sit down and chat with Tim Morten and David Kim about a whole host of changes announced for Starcraft II heading into 2017, from the War Chest, to esports integration within the game, to the wide-ranging balance tweaks coming in the next season.

TeamLiquid.net: On behalf of TeamLiquid.net, thanks for giving us the opportunity to talk with you. If we could start with you, Tim—even though you’re the head of the production team, you’re not seen as the face of the Starcraft team unlike someone like David. Could you explain to people who might not know you too well what your role is within the company?

Tim Morten: Sure. It’s a very collaborative team, so I don’t think any of us tend to think of ourselves as the head, but my role involves coordination of the development work that goes on, planning and prioritisation of what’s coming up, but also being the advocate for the product inside and outside the company in coordination with the other departments. Esports, marketing and community; all these various pieces that support Starcraft II and enable it to be as successful as it has been. Also, at outside events like this, I get the chance to share my excitement for Starcraft with the rest of the world.


If we can move to the announcements that you’ve made over the weekend then; esports microtransactions are a feature that the community’s been after for quite a while, but in the past, you’ve said that it’s not a path you wanted to go down. What changed your mind when you decided to bring in the War Chest?

Tim Morten: Speaking from my side, this is one of those ideas that has percolated for a long time. We’’ve really been committed to trying to respond to the feedback from players, and hopefully you guys will see this as well. Players have sent a clear message that this is something that they’re interested in seeing; we want to be supportive of that, and of course we are excited about the potential of this to really grow Starcraft II esports.

David Kim: And as for skins, I think we’ve said before that we wanted to do it, but performance issues made it so that we can’t do it, but our engineering team has solved those issues.


The Collection has now brought in new sprays and skins, so is there a chance that there’ll be some team or individual logos that can be brought in?

Tim Morten: No specific plans on that yet, but that’s the kind of thing where as we get that feedback, we can consider moving in that direction.


Are you happy with the reception to the Collection so far?

Tim Morten: Yeah, definitely. We feel like this is just the beginning for us, and with the War Chest feature, there will be a lot more content that plays into the Collection, so this lays the foundation upon which we can build the future.


Have you looked at having something like the Steam Community Workshop, which they use in CS:GO, where perhaps some community creations can eventually be incorporated into the game?

Tim Morten: We’re open to that feedback, if there’s interest from players. I think that one of the things we have always tried to be very careful about is maintaining performance and the quality of what’s in the game. There may still be ways to accomplish that with 3rd party content coming in. Obviously through Starcraft Arcade, we have a sandbox for that kind of content, so those are ideas that will be considered in the future.


Moving onto balance for now then, David, what’s your major goal for all three races going forwards?

David Kim: So we ultimately want the game to be in a place where every race is strategically diverse and fun, both to play and to watch. We analysed the game throughout the year, and thought that we weren’t quite there yet. We almost never see mech play in LotV—that’s something we obviously wanted to address—and SkyToss is another thing that’s going to be changing—we’re changing three stargate units. That’s our ultimate goal, and hopefully this major patch pushes us towards that.


A lot of the changes are pushing mech forwards, but some are also reducing the impact of bio. For example, the baneling change in particular is going to have a large effect on bio TvZ. Are you worried about the pendulum flipping in the opposite direction?

David Kim: Right now, the thought was that if you do the micro against the banelings, then it’s not a huge change. So we wanted to push this side of it, because that’s where we believe bio stands out, so we wanted to amplify that. On the mech side, we wanted more of the opposite; we wanted more of a positional game, a slower paced game where you defend at multiple locations. It’s about “How am I spreading out my siege tanks so that I can defend correctly across all these fronts?”. So we wanted that clear distinction. The specific numbers can be tuned if they’re too problematic, because the ultimate goal is that we want them both to be seen, rather than just mech.


On that note then, how do you go about finding a compromise between balance and game design, and would you ever compromise on one to achieve the other? For example, bio vs muta ling bane has been one of the most loved matchups throughout SC2, but at some points it’s been in favour of the terran and at others in favour of the zerg.

David Kim: We try to tweak the balance so that we get to a better end goal, but it’s not totally up to us—it also depends on how the metagame is, how the pro players find their solutions. We see it that we’re not really trying to control how everything goes; we’re trying to make the best guesses like “If we change this thing, then can we start seeing more of this thing?”. I think a good example of this is that we’ve always that warp prisms weren’t too strong; a long time ago before they were buffed in HotS. No one was using them, so we said, “What if we do a health buff?”. It shouldn’t matter too much in terms of effectiveness because back then it wasn’t the case that not being able to survive one extra shot from a unit was why it wasn’t used. But after seeing that buff, players started using it and started seeing how strong it is.

But sometimes it goes the other way too. We have an intention behind a change, but how it plays out is totally different to what we expected. This is actually really good, so while we didn’t expect that, we think it’s OK, it’s a cool thing to add to the game. So I think it’s a very back and forth relationship between how the players play and how we try and tune it. It’s never a 100% thing where we buff a unit by a certain amount to get this exact change; it never happens that way.


This year, we’ve seen with the region lock that very different metagames have developed in Korea compared to the rest of the world; for example, zergs thriving in Europe while struggling in Korea. Has that made your job much harder?

David Kim: I think that this year for our team has been much harder than before, because there are two different areas to balance for. With that said, I don’t think it’s that bad, because there’s a lot of excitement that comes from that too. For example, no one expected three non-Koreans to get to the quarterfinals this BlizzCon—almost half—which is kind of crazy, right? But we think that a lot of that is that each side has developed their own metas because of the region lock, so they don’t know exactly how that’s going to turn out. I think that it’s the skill plus this aspect of it which is very cool. So I think that the region lock was good, but at the same time, like you said, it’s much harder.


If we can move back to the announcements then from this weekend, another main aspect of Starcraft that’s been brought in over the past year is the Co-op. In the last three months, you’ve released one Co-op commander per month, which is a huge increase on before. Is this representative of what we can expect going forwards?

Tim Morten: We’re definitely going to continue producing commanders. There’s a lot of variability in how long it takes to create each commander, both because of differences in the art and design of commanders, but also because when we have an idea, we may need to iterate a lot, or we may find that the original idea was great, and just go with that. So I don’t think there’s any way we’ll be able to keep up with one a month like that, it was just a lucky run of circumstances towards the end of the year. But we will absolutely continue producing commanders next year.


One thing teased in the announcements was the idea of a new Watch tab in-game. Can you talk a bit more about how that will function?

Tim Morten: We’re working towards a future where video content can be consumed directly within the Starcraft 2 client. We’re not at a point yet where we can predict when that’s going to land next year, but we are working towards being able to host esports video content within the client.


So is that going to be a direct video feed, or would you possibly be able to observe within the game itself?

Tim Morten: What we’re envisioning for now is a video feed. I think that observing on a broad scale, where we are connecting potentially hundreds of thousands of players to a game has a lot of implications in terms of performance, bandwidth, the potential for those observers to disrupt the game, which we absolutely do not want to happen. So video is what we’re focussed on for now.


You also teased new custom tournaments within the game. What kind of customisation can we expect; are we limited to the current single elimination format or can we reproduce a GSL-style league?

Tim Morten: We’re trying to make this as flexible as possible. We’re still working through the design of it as there are so many different possible scenarios. We do want to make it very flexible, but how many of those scenarios we’re able to accomplish is still an open question.


We were watching the Deepmind presentation this morning, which was incredibly interesting. Did they give any indication of how long it would take before Deepmind is capable of taking on human opposition?

Tim Morten: There is such a wide range of guesses for that, and all we can do right now is guess. Some people are very optimistic, and think that it could happen faster than anyone expected. I personally think that it’ll take a long time, because Starcraft II is so complicated. And as you guys saw at the panel, things like planning, memory, imagination; these are problems which haven’t been tackled previously that will have to be tackled for Deepmind’s Starcraft II AI to be successful. They are very smart people, and they may tackle those this year, but personally I think that those big problems are going to take some time. In the meantime though, by opening up Starcraft II as an AI research platform, we fully expect that it won’t just be the Google Deepmind team, but that other teams will get involved. I think that even if it’s not ready to take on humans quickly, just seeing those AIs playing each other, as we’ve seen in Brood War with some of those academic competitions, could be fascinating to watch. I’m so excited about this new initiative, about the API release; I think that it’s going to be a focal point for innovation in Starcraft II.

David Kim: I was going to ask you guys what you thought was the coolest point about the panel? I’ve been in interviews, so I haven’t been able to check it out yet.

TL:The thing I latched onto most was that he brought up the potential for using Deepmind to develop the in-game Starcraft II AI, and also in particular develop some coaching mechanic in-game, so it could help newer players learn on the fly.

Tim Morten: To expand on that, one of the things that the AlphaGo AI did was predict what the most likely next move was, because it’s got all of that historical data and replays. One of the biggest problems that new players coming into Starcraft multiplayer have is knowing what they should do next. They’ll look at build order trainers, or various tools that are out there to get better, but imagine having something in-game to give you suggestions that aren’t even just the suggestions that one particular player might think is the right idea to do, but that have come out of millions of Starcraft replays. That could be really powerful. We don’t know how that’s going to manifest, but the potential here is exciting.

David Kim:That part is the core of what the fun of Starcraft II is. Getting better at different parts of it, and feeling that sense of accomplishment.

TL:Well, with enough mechanical skill, anyone can replicate a build order. It’s the decisions in-game and all the messy choices that you have to make that are most interesting.

David Kim:What I was curious about is whether the AI is allowed to do anything? If it is, then it’s impossible for humans to win.

TL:They actually addressed that. They said that first of all, they were going to limit the APM of the AI, and secondly, they were going to make it as close to humans as possible. As in, they’ll have to be looking at something in order to move it, and they’ll imitate how fast humans can switch screens. I had that question too, because you see all these tool assisted scenarios where you’ll have 100 zerglings splitting against 95 widow mines.

David Kim:Or if you have marine drops at five different places, with perfect micro on each individual marine. Then obviously humans can’t win!


Final question on the announcements then. Something that wasn’t brought up yesterday, but which has been rumoured for a while now is Brood War HD. Do you have any comments on that?

Tim Morten: No Brood War HD to announce! We obviously are fans of Starcraft I and Starcraft II; we love that people are excited about Brood War still, but as a team we are focussed on advancing Starcraft II, the War Chest, co-op, all the multiplayer changes that Davey’s talking about. We really appreciate the excitement, but we don’t have anything to announce there.


Well, I hope you understand that we had to try! Moving back to balance then, did you watch SHOUTcraft yesterday? What did you think?

David Kim: Yeah, I watched all the games apart from the first one, uThermal vs Hydra. It looked like the players aren’t used to the changes yet, as you guys probably thought as well, but the potential I think is there. For example, right when I started watching the second game, the casters said that nothing new was used, maybe the pros think that the new stuff isn’t that great. As they were saying that, INnoVation went for mass cyclone! Then, right when they were saying that mass cyclone couldn’t be beaten, the hydras start beating them and Hydra won there. But I was thinking there that if INnoVation had a couple of the new siege tanks, which do so much damage against hydras, it would have been different. So I think that the potential is definitely there, so we’re excited about the patch going live. We’re also excited and a bit scared about whether some gamebreaking strategies will come out for tournaments this year—there’s a Homestory Cup soon. So there’s a higher chance than normal that there might be some unbeatable thing that comes out, and the whole tournament is a little bit off, but I think that the atmosphere of the tournament is a bit more casual so I think it’s OK. But it could happen, so we’re going to keep a close eye on it and react quickly if that happens.

TL:So you really are releasing soon then, because Homestory’s in a couple weeks time?

David Kim:Yeah, we want to try and release it in the next couple of weeks.


So were you watching those games in the arena, or on a different screen?

David Kim: I was watching it in a different place, but a lot of the team were in the actual arena.


OK, because the reason I asked is that when the zerglings surrounded the cyclones, I think everyone in the arena thought that the cyclones were dead, and the arena gave a collective ‘whoa’. Everyone started laughing when the zerglings did nothing. And it was funny that the tank buff was such a crucial part of the mech buff, but INnoVation never bothered to go for them.

David Kim: Hydras are very strong, and that is something that we’re working on. We’re wondering if the timing when the upgrade finishes and they reach their full strength is a little too quick, but we can work on those details.


It seems that quite a lot of the changes are very decisive going forwards, doing a whole batch at once. But in the past, it’s been more of an iterative process. Why the change?

David Kim: I think that you’re right about the balance patches, but with this one, we kind of thought of it as a multiplayer-only expansion, so if you compare it to the previous expansions and the number of changes that go in there, I think it’s more comparable. For us, we wanted to squeeze in as many changes as we can, so that we can really make the game be in a much better spot, and I think that this timing right before the next season starts is a really good time to test everything out. Worst case scenario is if there need to be big changes in the next couple of months, or some reverts, and then we’ll go forward next year.


Do you see this as an annual process then?

David Kim: The answer to that really depends on how next year goes. We’ll do the same exercise I think, evaluating how the state of the game is. Our ultimate goal is that we won’t have to make major changes, only balance tuning changes, but still the strategic diversity is really good in the game. So say we’re 95% there after these changes go in, then obviously there won’t be a major patch next year, but if we’re halfway there, then maybe we do. It really depends.


Throughout Starcraft II, there’s been more and more abilities added to units. Are you worried about the game becoming too complex?

David Kim: That’s definitely something we hear, and we wanted to make sure that it’s not too overwhelming with this major patch. So if you look at the full list of changes, we were very conscious about not adding active abilities. If you count, I think that there are two new active abilities that were added, and one was removed, so we only have one active ability more than before. The majority of the changes going in are all numerical changes; for example the hydralisk change is just a speed change and a range change, but it’s pretty huge in terms of the hydra’s ability to be a core unit. We tried to do as many of those as possible, because we were conscious of and agree with that feedback.


As far as I’m aware, these balance changes are the same as those announced back in August. Is there anything new that’s going to be a surprise?

David Kim: The only thing that’s not currently in the test map right now is a change to the ultralisk armour. We want to add one to the base, and subtract two from the upgrade so that it’s not so all or nothing, plus the overall strength is a bit nerfed. We also want to take a look at the hydralisk changes that we just talked about, the timing of reaching full strength. Maybe we need to split the range and speed upgrades again so the range upgrade gives +2 from the base, and the speed upgrade functions as it does currently. The other thing is that we get a lot of feedback saying that the cyclone’s ground attack is too much, and that the anti-air is too weak. We’d like to take a pass at making sure those are in a better state before release, plus if we find anything next week in JYP’s King of the Hill tournament with pros in the test map. I’m personally hoping that there are some broken things that get found before we go live, some all-ins that have to be fixed.


I wanted to ask about maps; you teased that next year, you’ll allow map makers to play around with different map features like mineral patches / gas geysers for the first time. Can you tell us about your thought process for this, as in the past you’ve always been very strict about sticking to the default setup.

David Kim: I think up until now, we’ve thought that we have to be strict and not go too crazy with map ideas, because there aren’t a lot of good tools for new players coming to the game; we don’t want them to be too overwhelmed. But now, it feels like we’re not 100% there yet, but places like TeamLiquid, like Reddit, there are posts that come up trying to help new players whenever they ask questions. Plus we have the co-op mode, where we have broken a lot of these rules, and we’ve noticed that new players coming in aren’t too affected or confused by that. All these factors added up I think, and now we want to make a push for greater map diversity that we haven’t seen before. I think the next step is what the community has been requesting for a long time.


Finally, just to wrap things up, who do you think is going to win WCS?

David Kim: I was hoping that one of the three ‘better’ players would win, but now there’s only one ‘better’ player remaining, and by better I mean higher skilled. So I’m hoping that Elazer wins! That’s happening right now, isn’t it? I don’t know the score, but I hope that he can do it. If not, then I’m hoping for a Dark-ByuN finals, with hopefully ByuN winning.

Tim Morten: Like Davey, I think it would be so exciting to see one of the non-Koreans go all the way. But I am a ByuN fan, so I’m very excited to see that too.

David Kim: His story is just so awesome! Although, what’s funny is that yesterday I was downstairs in the caster / pro player waiting area, and I asked them who was going to win, and they all said that TY was going to win [against ByuN], and that it would be a TY vs Dark finals, and TY would win. So I asked, “So no one thinks ByuN can beat TY?”. Pretty much everyone thought TY was going to win.

TL: Yep, we all thought TY here too.

David Kim: I really wanted TY, but it was a good series.


Thanks very much for your time. Is there anything you want to say to wrap up?

Tim Morten: Thanks to you guys for all the support of Starcraft II, and all the passion around the game, we really appreciate it.

[image loading]

Interviewers: munch, TheOneAboveU
Graphics & Format: shiroiusagi
Photo Credit: Blizzard
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TL+ Member
digmouse
Profile Blog Joined November 2010
China6329 Posts
November 14 2016 21:02 GMT
#2
The Watch feature sounds disappointing...
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
SLimeSC2
Profile Joined November 2016
20 Posts
November 14 2016 21:07 GMT
#3
He called the blizzcon finals!

Nothing too insightful in his answers imho. He really tried not to give away anything and stayed as PR as possible. Typical DK interview. Separating the hydra buff into attack range and move speed upgrades sounds like a step backwards.
Musicus
Profile Joined August 2011
Germany23576 Posts
November 14 2016 21:11 GMT
#4
Nice read, thank you!

Well the patch will hit after HSC now and I think that's good. But at IEM and WESG players will have had some time, I expect to see some crazy games there!
Maru and Serral are probably top 5.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16712 Posts
Last Edited: 2016-11-14 21:21:50
November 14 2016 21:19 GMT
#5
thanks for getting DK to say this:

"The other thing is that we get a lot of feedback saying that the cyclone’s ground attack is too much, and that the anti-air is too weak. We’d like to take a pass at making sure those are in a better state before release, plus if we find anything next week in JYP’s King of the Hill tournament with pros in the test map. I’m personally hoping that there are some broken things that get found before we go live, some all-ins that have to be fixed."

thanks for the interview.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Solar424
Profile Blog Joined June 2013
United States4001 Posts
November 14 2016 21:20 GMT
#6
So David spewing more of the same corporate BS he has for years. Not sure why I expected anything else from him at this point.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
November 14 2016 21:50 GMT
#7
Pretty weak answers... as usual :-( And no BW HD :'(
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-11-14 23:08:40
November 14 2016 22:51 GMT
#8
Hey here's a crazy idea
Instead of making mech viable, why not make it fun first?

I find it strange how all this talk is like "Oh what can we do to make X viable" completely ignoring that viability is not even the biggest issue. It's that whenever mech was viable, people raged hard because it's just frustrating to watch and play against.

Or am I that "misguided"? What am I missing? Last time mech was viable it was during the big swarm host era in HotS, and it made me quit the game. I only came back because LotV changed that.

I get that strategic diversity is important. I think David Kim is completely right in many of these points. But I don't agree with making a strategy viable "just because". There must be more solutions other than "balls to the wall MMM + Tank" and "turtling mech".

Maybe I'm overthinking this. Maybe it's because I'm rusty - but playing on the test ladder so far mech has just been as frustrating ever. Terrans massing ravens & turrets along with thors and tanks, resulting in the same old stalemate games as ever. Just boring. I'd rather face multi-pronged drops all day.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 14 2016 23:46 GMT
#9
They ended up scheduling the patch after Homestory Cup. I'm not sure what to read into that.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-11-14 23:50:24
November 14 2016 23:50 GMT
#10
On November 15 2016 08:46 ZigguratOfUr wrote:
They ended up scheduling the patch after Homestory Cup. I'm not sure what to read into that.


Basically HSC would be decided by what shakes up the current meta the most. Having HSC on the current patch will ensure best player wins it imho.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 14 2016 23:56 GMT
#11
On November 15 2016 08:50 KeksX wrote:
Show nested quote +
On November 15 2016 08:46 ZigguratOfUr wrote:
They ended up scheduling the patch after Homestory Cup. I'm not sure what to read into that.


Basically HSC would be decided by what shakes up the current meta the most. Having HSC on the current patch will ensure best player wins it imho.


Certainly especially since the players wouldn't have time to prepare for the new meta, but that isn't something that has changed since the interview.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2016-11-15 00:08:17
November 15 2016 00:05 GMT
#12
Thank you. That was a good interview.

On November 15 2016 06:02 digmouse wrote:
The Watch feature sounds disappointing...

Day late and a dollar short.

I'm not gonna be too pessimistic over it but that seems to be Blizzards mantra now. "We don't have the technology"
"to replicate what our competitors did years ago".

On November 15 2016 07:51 KeksX wrote:
Hey here's a crazy idea
Instead of making mech viable, why not make it fun first?

I find it strange how all this talk is like "Oh what can we do to make X viable" completely ignoring that viability is not even the biggest issue. It's that whenever mech was viable, people raged hard because it's just frustrating to watch and play against.

Or am I that "misguided"? What am I missing? Last time mech was viable it was during the big swarm host era in HotS, and it made me quit the game. I only came back because LotV changed that.

I get that strategic diversity is important. I think David Kim is completely right in many of these points. But I don't agree with making a strategy viable "just because". There must be more solutions other than "balls to the wall MMM + Tank" and "turtling mech".

Maybe I'm overthinking this. Maybe it's because I'm rusty - but playing on the test ladder so far mech has just been as frustrating ever. Terrans massing ravens & turrets along with thors and tanks, resulting in the same old stalemate games as ever. Just boring. I'd rather face multi-pronged drops all day.


You're not off base at all. If you read between the lines or even just read the lines themselves you'll see peoples big feedback is the game just isn't fun in a lot of ways. Changing the cooldown on X isn't going to fix anything if X makes the game unenjoyable.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Frankenberry
Profile Joined February 2012
Denmark302 Posts
November 15 2016 00:32 GMT
#13
On November 15 2016 07:51 KeksX wrote:
Hey here's a crazy idea
Instead of making mech viable, why not make it fun first?

I find it strange how all this talk is like "Oh what can we do to make X viable" completely ignoring that viability is not even the biggest issue. It's that whenever mech was viable, people raged hard because it's just frustrating to watch and play against.

Or am I that "misguided"? What am I missing? Last time mech was viable it was during the big swarm host era in HotS, and it made me quit the game. I only came back because LotV changed that.

I get that strategic diversity is important. I think David Kim is completely right in many of these points. But I don't agree with making a strategy viable "just because". There must be more solutions other than "balls to the wall MMM + Tank" and "turtling mech".

Maybe I'm overthinking this. Maybe it's because I'm rusty - but playing on the test ladder so far mech has just been as frustrating ever. Terrans massing ravens & turrets along with thors and tanks, resulting in the same old stalemate games as ever. Just boring. I'd rather face multi-pronged drops all day.


I completely agree. I have had a lot of fun in LotV as a terran but honestly I think these new changes will make me quit the game -.- I never even understood why mech even had to be a thing in this game. Turtle mech (and mech in general) in TvT is the most boring thing to watch or play against. The new changes are almost all a step in the wrong direction. We shall see if the game is enjoyable at all after this patch but I seriously doubt it.
lestye
Profile Blog Joined August 2010
United States4163 Posts
November 15 2016 00:46 GMT
#14
Cool interview.Really excited for 2017, although I'm kinda sad there's not going to be any single player content for the next year, hopefully they'll keep me busy with Co-Op stuff.

On November 15 2016 06:50 StarscreamG1 wrote:
Pretty weak answers... as usual :-( And no BW HD :'(

Rumors stay rumors, business as usual.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
purakushi
Profile Joined August 2012
United States3300 Posts
November 15 2016 05:04 GMT
#15
Sigh, that Watch feature.

lol
T P Z sagi
Azhrak
Profile Joined January 2011
Finland1196 Posts
November 15 2016 10:43 GMT
#16
Thanks for the interview. I'm looking forward to the greater map diversity. There's a lot to be explored in the map department. Also, I really hope the new balance changes are going to change the game for the better. They said it themselves, "we buff a unit by a certain amount to get this exact change; it never happens that way", there is no telling how it goes.
starcraft2.fi
mantequilla
Profile Blog Joined June 2012
Turkey779 Posts
November 15 2016 10:48 GMT
#17
what's that war chest thingy?
Age of Mythology forever!
Azhrak
Profile Joined January 2011
Finland1196 Posts
Last Edited: 2016-11-15 11:21:36
November 15 2016 11:20 GMT
#18
On November 15 2016 19:48 mantequilla wrote:
what's that war chest thingy?

Here's some info.
We call it the “War Chest.” It’s a virtual treasure map that you’ll have the option to purchase, allowing you to earn new in-game content by playing your favorite StarCraft II game modes.
starcraft2.fi
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 15 2016 11:21 GMT
#19
On November 15 2016 19:48 mantequilla wrote:
what's that war chest thingy?

It is very similar to the compendium from Dota 2. You pay money to get it, and part of the proceeds contributes towards tournament prize pools. You get some cosmetics and an in-client comic just from buying it, and there is also an experience system where you can get even more cosmetics by leveling up your War Chest through playing ladder, vs ai, or co-op. The cosmetics include at least skins and decals, and they are looking into implementing UI skins too.
ㅇㅅㅌㅅ
Heartland
Profile Blog Joined May 2012
Sweden24580 Posts
November 15 2016 11:55 GMT
#20
God I just want to pinch D'Kim's cheeks
-IAEVAI-KolosS
Profile Joined October 2016
Canada60 Posts
November 15 2016 12:22 GMT
#21
Well, that watch feature is going to almost never be used unless you're new to the game and don't know anything about Twitch.Tv, other gamer stream sites and TL.Net. As far as mech goes, I must agree with KeksX, I have been playing mech in all matchups at masters level since HOTS and never was the style less fun to play in my opinion. I like the fact that they're trying to make it more potent in a way, but I'd rather have fun playing a bit more dynamic mech every game and be ranked lower on ladder then playing boring mech that ranks high because of new buffs.

Just to point out, to me boring mech is pretty much the swarm host era and more dynamic mech is what Nathanias does on stream where he is the aggressor and moves out quite a lot to poke and trade with cyclones hellbats and tanks. Seems to work for him in GM.
Masters Terran Mech Player
saalih416
Profile Joined April 2016
19 Posts
November 15 2016 12:36 GMT
#22
The interviewer clearly doesn't value his time. If I was told that there would be no BWHD, I'd just get up and leave. There's really no reason to continue after that. He should've cut to the chase and made that BWHD question his first!
ihatevideogames
Profile Joined August 2015
570 Posts
November 15 2016 12:56 GMT
#23
So, let me get this right. A free to play game can have thousands of people watching in-client, both for tournaments and for high-ranked ladder matches, and a 40 euro huge AAA game from one of the most famous developers ever, that markets itself as the 'l33test' of esports, can only do what is basically a glorified in-client Twitch implementation?
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-11-15 13:19:15
November 15 2016 13:18 GMT
#24
On November 15 2016 21:56 ihatevideogames wrote:
So, let me get this right. A free to play game can have thousands of people watching in-client, both for tournaments and for high-ranked ladder matches, and a 40 euro huge AAA game from one of the most famous developers ever, that markets itself as the 'l33test' of esports, can only do what is basically a glorified in-client Twitch implementation?


Technology is a bitch sometimes.
You could also argue this about LoL with replays.

Here's the problem with the watch feature:
Other games can simply send gamestates to your client and your client does not care what happened in the past, just what is happening right now.
StarCraft II, because of its architecture, needs to re-do EVERY step in order to get a valid state out of it (this is why you can't jump in replays, just fast-forward really fast), and providing a watch-system that offers a nice user experience will be a bitch to implement.

And I'd say that right now there are bigger issues than this.
Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2016-11-15 13:21:10
November 15 2016 13:20 GMT
#25
David Kim: And as for skins, I think we’ve said before that we wanted to do it, but performance issues made it so that we can’t do it, but our engineering team has solved those issues.
The technology is here!

Watch tab in-game
Video is fine. But ingame observing buffered through server with delay is possible on SC2 engine. Although I don't consider it main priority for SC2. Twitch experience is pretty good already.

So say we’re 95% there after these changes go in, then obviously there won’t be a major patch next year, but if we’re halfway there, then maybe we do. It really depends.
It's scary that they would even consider not doing big patch next year. These changes are nice, don't get me wrong. But even if all of them make it through the game would 100% greatly benefit from big unit changes next year. Ideal would be at least one patch like this half way through 2017.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 15 2016 13:42 GMT
#26
On November 15 2016 22:18 KeksX wrote:
Show nested quote +
On November 15 2016 21:56 ihatevideogames wrote:
So, let me get this right. A free to play game can have thousands of people watching in-client, both for tournaments and for high-ranked ladder matches, and a 40 euro huge AAA game from one of the most famous developers ever, that markets itself as the 'l33test' of esports, can only do what is basically a glorified in-client Twitch implementation?


Technology is a bitch sometimes.
You could also argue this about LoL with replays.

Here's the problem with the watch feature:
Other games can simply send gamestates to your client and your client does not care what happened in the past, just what is happening right now.
StarCraft II, because of its architecture, needs to re-do EVERY step in order to get a valid state out of it (this is why you can't jump in replays, just fast-forward really fast), and providing a watch-system that offers a nice user experience will be a bitch to implement.

And I'd say that right now there are bigger issues than this.

This is also why Heroes of the Storm has such a mediocre reconnect feature. It essentially tries to resume from replay then catches up to the live game state at the very end of that. It ends up being a slow, cumbersome process. Fortunately, games don't go for too long in HotS so the reconnect times aren't even longer, but unfortunately those lost minutes are even more important in those short game times.

I think that the issues in both SC2 and HotS with these features show how hard-coded these problems are. The engine may not have been built from the ground-up to accommodate for those features when they started working on it nearly ten years ago, and considering how convoluted Blizzard's legacy code can become in their other games, I wouldn't be surprised to see similar coding difficulties in the SC2/HotS engine.
ㅇㅅㅌㅅ
mantequilla
Profile Blog Joined June 2012
Turkey779 Posts
Last Edited: 2016-11-15 13:52:38
November 15 2016 13:48 GMT
#27
well good little features they are adding

I kinda swore I won't buy lotv for that price (40 eur) unless they make the gameplay noticeably fun, and not frustrating.

Better to subscribe to a streamer with that money for 9 months since watching is still some fun. If they suck it up and make a huge discount maybe another wave of players will buy it, but blizz never discount do they?
Age of Mythology forever!
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
November 15 2016 14:09 GMT
#28
So say we’re 95% there after these changes go in, then obviously there won’t be a major patch next year, but if we’re halfway there, then maybe we do. It really depends.


Lul 95% there?

This patch at best increases strategic diversity potential from 10% to 20%. Game could be a million times better.
xAdra
Profile Joined July 2012
Singapore1858 Posts
November 15 2016 14:18 GMT
#29
On November 15 2016 21:56 ihatevideogames wrote:
So, let me get this right. A free to play game can have thousands of people watching in-client, both for tournaments and for high-ranked ladder matches, and a 40 euro huge AAA game from one of the most famous developers ever, that markets itself as the 'l33test' of esports, can only do what is basically a glorified in-client Twitch implementation?

This is incredibly puzzling to me as well. DotA has great spectating tools already and it's free to play. This game costs so much money and is so big budget yet is only beginning to think about implementing this.
paralleluniverse
Profile Joined July 2010
4065 Posts
November 15 2016 14:43 GMT
#30
On November 15 2016 05:49 TeamLiquid ESPORTS wrote:One thing teased in the announcements was the idea of a new Watch tab in-game. Can you talk a bit more about how that will function?

Tim Morten: We’re working towards a future where video content can be consumed directly within the Starcraft 2 client. We’re not at a point yet where we can predict when that’s going to land next year, but we are working towards being able to host esports video content within the client.


So is that going to be a direct video feed, or would you possibly be able to observe within the game itself?

Tim Morten: What we’re envisioning for now is a video feed. I think that observing on a broad scale, where we are connecting potentially hundreds of thousands of players to a game has a lot of implications in terms of performance, bandwidth, the potential for those observers to disrupt the game, which we absolutely do not want to happen. So video is what we’re focussed on for now.

Hype went up.

Then went down.

Video is a tiny first step, it should really be in-game streaming, like Dota 2, not video.
paralleluniverse
Profile Joined July 2010
4065 Posts
November 15 2016 14:59 GMT
#31
On November 15 2016 22:48 mantequilla wrote:
well good little features they are adding

I kinda swore I won't buy lotv for that price (40 eur) unless they make the gameplay noticeably fun, and not frustrating.

Better to subscribe to a streamer with that money for 9 months since watching is still some fun. If they suck it up and make a huge discount maybe another wave of players will buy it, but blizz never discount do they?

http://us.battle.net/sc2/en/blog/20372288/starcraft-ii-battlechest-and-legacy-of-the-void-price-drop-11-10-2016
gab12
Profile Joined June 2016
Poland147 Posts
November 15 2016 15:04 GMT
#32
well i rly lked this interview thx for doing this )
lestye
Profile Blog Joined August 2010
United States4163 Posts
November 15 2016 15:17 GMT
#33
On November 15 2016 23:43 paralleluniverse wrote:
Show nested quote +
On November 15 2016 05:49 TeamLiquid ESPORTS wrote:One thing teased in the announcements was the idea of a new Watch tab in-game. Can you talk a bit more about how that will function?

Tim Morten: We’re working towards a future where video content can be consumed directly within the Starcraft 2 client. We’re not at a point yet where we can predict when that’s going to land next year, but we are working towards being able to host esports video content within the client.


So is that going to be a direct video feed, or would you possibly be able to observe within the game itself?

Tim Morten: What we’re envisioning for now is a video feed. I think that observing on a broad scale, where we are connecting potentially hundreds of thousands of players to a game has a lot of implications in terms of performance, bandwidth, the potential for those observers to disrupt the game, which we absolutely do not want to happen. So video is what we’re focussed on for now.

Hype went up.

Then went down.

Video is a tiny first step, it should really be in-game streaming, like Dota 2, not video.

That'd be nice, but I don't think that's possible with the SC2 client, since its so old and its not really designed around it.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-11-15 15:42:55
November 15 2016 15:39 GMT
#34
On November 15 2016 23:18 xAdra wrote:
Show nested quote +
On November 15 2016 21:56 ihatevideogames wrote:
So, let me get this right. A free to play game can have thousands of people watching in-client, both for tournaments and for high-ranked ladder matches, and a 40 euro huge AAA game from one of the most famous developers ever, that markets itself as the 'l33test' of esports, can only do what is basically a glorified in-client Twitch implementation?

This is incredibly puzzling to me as well. DotA has great spectating tools already and it's free to play. This game costs so much money and is so big budget yet is only beginning to think about implementing this.


You're approaching this from the wrong angle. Just because one game is free to play doesn't mean it didn't cost any money to develop.

Also, even though the game have similar controls, from a networking perspective they're completely different. DotA2 uses dedicated servers, StarCraft II uses p2p servers. Meaning for DotA2, there is a server that handles all the server related stuff(updating time/physics, giving commands to NPC units), and players then only push input to those servers and get updates from the server on what the other players did. 10~15 units or so, not a lot of data.
Compared to StarCraft II where this is done by a player and also with a lot more data and with a verification method to ensure that every player at all times has the same state (and that the host can't cheat the state).

I'm missing a lot of technical details to make the explanation easier. The point is, networked RTS are really hard to do and take a lot of engineering power. SC2 was designed without all of these fancy features in mind, DotA2 has fewer problems from the beginning and also was designed with all these problems in mind.

This doesn't mean that DotA2 had it easy, it had it's own share of problems since the Source Engine wasn't built with RTS in mind. But talking about all those fancy customization and network features - those are definitely harder to implement in StarCraft II.

This is no excuse of course to not try anyway for Blizzard, since I think if there's a company that can push the technical boundaries for this, it's them.
But as I said earlier, it was probably not a high priority feature so far.

On November 15 2016 22:42 eviltomahawk wrote:
Show nested quote +
On November 15 2016 22:18 KeksX wrote:
On November 15 2016 21:56 ihatevideogames wrote:
So, let me get this right. A free to play game can have thousands of people watching in-client, both for tournaments and for high-ranked ladder matches, and a 40 euro huge AAA game from one of the most famous developers ever, that markets itself as the 'l33test' of esports, can only do what is basically a glorified in-client Twitch implementation?


Technology is a bitch sometimes.
You could also argue this about LoL with replays.

Here's the problem with the watch feature:
Other games can simply send gamestates to your client and your client does not care what happened in the past, just what is happening right now.
StarCraft II, because of its architecture, needs to re-do EVERY step in order to get a valid state out of it (this is why you can't jump in replays, just fast-forward really fast), and providing a watch-system that offers a nice user experience will be a bitch to implement.

And I'd say that right now there are bigger issues than this.

This is also why Heroes of the Storm has such a mediocre reconnect feature. It essentially tries to resume from replay then catches up to the live game state at the very end of that. It ends up being a slow, cumbersome process. Fortunately, games don't go for too long in HotS so the reconnect times aren't even longer, but unfortunately those lost minutes are even more important in those short game times.

I think that the issues in both SC2 and HotS with these features show how hard-coded these problems are. The engine may not have been built from the ground-up to accommodate for those features when they started working on it nearly ten years ago, and considering how convoluted Blizzard's legacy code can become in their other games, I wouldn't be surprised to see similar coding difficulties in the SC2/HotS engine.


Good point! This is why I was hoping for Heroes to be a financial success, since every feature they'd implement there could be ported to StarCraft II with relative ease.
Topin
Profile Blog Joined December 2010
Peru10080 Posts
November 15 2016 15:45 GMT
#35
cant wait to see mech TvT again w/o tankivacs and in other matchups too. on the other hand i would like they stop making speed buffs so often... the banshee upgrade shouldnt even exist.
i would define my style between a mix of ByuN, Maru and MKP
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 15 2016 16:29 GMT
#36
why is the watch feature bad?
maru lover forever
Cele
Profile Blog Joined December 2008
Germany4016 Posts
November 15 2016 16:31 GMT
#37
ctrl+f no comment about BW HD )=
Broodwar for life!
Edowyth
Profile Joined October 2010
United States183 Posts
Last Edited: 2016-11-15 17:10:34
November 15 2016 16:49 GMT
#38
We almost never see mech play in LotV—that’s something we obviously wanted to address—and SkyToss is another thing that’s going to be changing—we’re changing three stargate units. That’s our ultimate goal, and hopefully this major patch pushes us towards that.


... I have no idea what he's talking about here. Does anybody see a viable composition for SkyToss coming about due to these changes? It seems like, to me, even with mass storm + cannons, SkyToss only became less likely in this patch.

Here's what I think:

- Carriers losing release interceptors decreases the slim chances they'll ever be used

- Carriers having 5-mineral interceptors doesn't affect the rapidity with which interceptors die (so, you can afford more of them, but they still do nothing if the opponent plays well)

- Tempests costing 50% more supply makes them even less likely to be used

- The ability doesn't nearly compensate for the loss of range for anti-ground (again making the unit less useful than previously. Anti-ground range could kill marines, this ability won't hit marines.)

- Void speed is a token change. The unit still plays exactly the same, they're just very slightly faster now.

Maybe it's just PR speak? Even counting extreme-late-game mass-cannon + storm and vs-mech, it seems like air units will be generally less useful than previously.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2016-11-15 17:02:51
November 15 2016 17:00 GMT
#39
I'd like to congratulate Blizzard on making the most infuriating version of StarCraft II yet. I've actually uninstalled the game on at least three occasions during this expansion because of how rage inducing ladder has become to play. Games are meant to be fun, and when former Brood War KeSPA pros complain that Legacy of the Void is 'too difficult', that's the point where Blizzard should step back and admit that they screwed up hard.

Ever since Heart of the Swarm, I've personally disliked the direction Blizzard took with the game by buffing harassment options for all three races. At one point, certain harassment options were so overpowered that if you didn't build specifically to counter that option, you'd lose the game outright.

In this expansion however, not only did they cut minerals per base to make players mine out quicker and force aggressive expansions, but they also buffed harassment options even more. Adepts, Overlords, Ravagers Siegeivacs and Warp Prisms are some of these buffs that have just made the game so bad.

The Siege Tank buff is a welcome change, but that's about it, really. The rest of the changes have been dubious at best. Besides, if the complete lack of playerbase on the test ladder is any indication, 2017 will be the final nail in the coffin for SC2.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
November 15 2016 17:12 GMT
#40
On November 16 2016 01:49 Edowyth wrote:
> We almost never see mech play in LotV—that’s something we obviously wanted to address—and SkyToss is another thing that’s going to be changing—we’re changing three stargate units. That’s our ultimate goal, and hopefully this major patch pushes us towards that.

... I have no idea what he's talking about here. Does anybody see a viable composition for SkyToss coming about due to these changes? It seems like, to me, even with mass storm + cannons, SkyToss only became less likely in this patch.

Here's what I think:

- Carriers losing release interceptors decreases the slim chances they'll ever be used

- Carriers having 5-mineral interceptors doesn't affect the rapidity with which interceptors die (so, you can afford more of them, but they still do nothing if the opponent plays well)

- Tempests costing 50% more supply makes them even less likely to be used

- The ability doesn't nearly compensate for the loss of range for anti-ground (again making the unit less useful than previously. Anti-ground range could kill marines, this ability won't hit marines.)

- Void speed is a token change. The unit still plays exactly the same, they're just very slightly faster now.

Maybe it's just PR speak? Even counting extreme-late-game mass-cannon + storm and vs-mech, it seems like air units will be generally less useful than previously.


Blizzard have taken entirely the wrong approach with the Tempest. Yes, Tempests were too supply efficient, but their range wasn't the issue, and were actually a core design principle of the unit when they were first introduced in HotS as an Infestor/Brood Lord counter. If Tempests didn't exist, Protoss couldn't have survived those 3 hour stalemates you always saw from Swarm Host PvZ games.

The fact that Tempests hard-counter Mech says more about how crap Mech anti-air is. For anti-air, Mech only has two options, Thors which are terrible against capital ships and don't even perform that well against swarms of air units thanks to a trick known as magic boxing, or Cyclones, which were a bad idea in both iterations. There is a reason why Terran relied on mass Vikings as Mech anti-air, and that is because the other options outright sucked. A 20% splash radius increase won't be anywhere near enough to fix the Thor's flaws.

PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
November 15 2016 17:28 GMT
#41
On November 16 2016 02:00 Clbull wrote:
I'd like to congratulate Blizzard on making the most infuriating version of StarCraft II yet. I've actually uninstalled the game on at least three occasions during this expansion because of how rage inducing ladder has become to play. Games are meant to be fun, and when former Brood War KeSPA pros complain that Legacy of the Void is 'too difficult', that's the point where Blizzard should step back and admit that they screwed up hard.

Ever since Heart of the Swarm, I've personally disliked the direction Blizzard took with the game by buffing harassment options for all three races. At one point, certain harassment options were so overpowered that if you didn't build specifically to counter that option, you'd lose the game outright.

In this expansion however, not only did they cut minerals per base to make players mine out quicker and force aggressive expansions, but they also buffed harassment options even more. Adepts, Overlords, Ravagers Siegeivacs and Warp Prisms are some of these buffs that have just made the game so bad.

The Siege Tank buff is a welcome change, but that's about it, really. The rest of the changes have been dubious at best. Besides, if the complete lack of playerbase on the test ladder is any indication, 2017 will be the final nail in the coffin for SC2.


Feels like you have some problems if you rage that much in the game. You can make a blog on TL and talk about ur problems dude its okay ^^
twitch.tv/pharaphobia
straycat
Profile Blog Joined May 2011
230 Posts
November 15 2016 17:36 GMT
#42
Hmm. Infestor "Gained collision radius while burrowed. Radius is smaller than when unborrowed.". Does this mean that burrowed infestors can block a path?
JackONeill
Profile Joined September 2013
861 Posts
November 15 2016 20:12 GMT
#43
Every single change except the siege tank rework is horrible.
No one plays the test map because it's shit to play. Meanwhile, DK is increasing the PR to try to build up the hype, but that won't work no one plays the game anymore.

And it really wasn't difficult. Rework the adept to make it a defensive unit, cut pylon overcharge, rework the tank, rework the SH, rework the cyclone, rework the tempest and the oracle would have done it.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
November 15 2016 22:24 GMT
#44
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).
Parcelleus
Profile Joined January 2011
Australia1662 Posts
Last Edited: 2016-11-17 04:46:20
November 17 2016 04:45 GMT
#45
But it's been the same ever since WoL, they think the core game is good and wont change it , hence why they add bandaids since then (PO, locusts etc). The design team talk about design changes , but they are just bandaids on something that needs work (the core unit interactions).

It doesnt need to be cool, it needs to be robust core unit interaction foundation to build upon. Been saying it since WoL, and watched DK just ignore this aspect of design of SC2.

*burp*
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2016-11-20 13:01:42
November 20 2016 11:13 GMT
#46
I wanted to ask about maps; you teased that next year, you’ll allow map makers to play around with different map features like mineral patches / gas geysers for the first time. Can you tell us about your thought process for this, as in the past you’ve always been very strict about sticking to the default setup.
I think up until now, we’ve thought that we have to be strict and not go too crazy with map ideas, because there aren’t a lot of good tools for new players coming to the game; we don’t want them to be too overwhelmed. But now, it feels like we’re not 100% there yet, but places like TeamLiquid, like Reddit, there are posts that come up trying to help new players whenever they ask questions. Plus we have the co-op mode, where we have broken a lot of these rules, and we’ve noticed that new players coming in aren’t too affected or confused by that. All these factors added up I think, and now we want to make a push for greater map diversity that we haven’t seen before. I think the next step is what the community has been requesting for a long time.

This part got me excited the most. Finally some diversity!
Random is hard work dude...
Tyrhanius
Profile Joined April 2011
France947 Posts
November 20 2016 12:27 GMT
#47
On November 16 2016 07:24 Hider wrote:
Show nested quote +
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 20 2016 12:53 GMT
#48
On November 20 2016 21:27 Tyrhanius wrote:
Show nested quote +
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason
maru lover forever
Tyrhanius
Profile Joined April 2011
France947 Posts
November 20 2016 16:26 GMT
#49
On November 20 2016 21:53 Incognoto wrote:
Show nested quote +
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?
Phaenoman
Profile Joined February 2013
568 Posts
November 20 2016 16:46 GMT
#50
On November 21 2016 01:26 Tyrhanius wrote:
Show nested quote +
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.
Random is hard work dude...
Tyrhanius
Profile Joined April 2011
France947 Posts
November 20 2016 18:35 GMT
#51
On November 21 2016 01:46 Phaenoman wrote:
Show nested quote +
On November 21 2016 01:26 Tyrhanius wrote:
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.

Positionnal play is just a stupid expression to say "outranging the other and get a position where the other can't attack you while you can shots him".

At this point, tempest is positionnal play, broodlords, old SH too just like tank play.

But your guys are like : "the Tempest is so bad, it's like free units", "The tank is so good it's positionnal play, so fun and entertaining"

Just double standard.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 20 2016 20:39 GMT
#52
On November 21 2016 03:35 Tyrhanius wrote:
Show nested quote +
On November 21 2016 01:46 Phaenoman wrote:
On November 21 2016 01:26 Tyrhanius wrote:
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.

Positionnal play is just a stupid expression to say "outranging the other and get a position where the other can't attack you while you can shots him".

At this point, tempest is positionnal play, broodlords, old SH too just like tank play.

But your guys are like : "the Tempest is so bad, it's like free units", "The tank is so good it's positionnal play, so fun and entertaining"

Just double standard.


tanks can't move though

they're one of the best designed units in the game
maru lover forever
Tyrhanius
Profile Joined April 2011
France947 Posts
November 21 2016 07:10 GMT
#53
On November 21 2016 05:39 Incognoto wrote:
Show nested quote +
On November 21 2016 03:35 Tyrhanius wrote:
On November 21 2016 01:46 Phaenoman wrote:
On November 21 2016 01:26 Tyrhanius wrote:
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.

Positionnal play is just a stupid expression to say "outranging the other and get a position where the other can't attack you while you can shots him".

At this point, tempest is positionnal play, broodlords, old SH too just like tank play.

But your guys are like : "the Tempest is so bad, it's like free units", "The tank is so good it's positionnal play, so fun and entertaining"

Just double standard.


tanks can't move though

they're one of the best designed units in the game

They can move, you can unsieged half of your tanks while the other protect them, and advance that way.

Also need no real tech. The only things that don't make them OP is the current map pool that allow the other to get some tech before tanks come at their door.

But with the next map pool + broken 70dmg +HP buff, and short maps with chokes, well the new tanks will be OP.
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