gaem ded
"New design notes"
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mishimaBeef
Canada2259 Posts
gaem ded "New design notes" gaem aleiv | ||
StarscreamG1
Portugal1652 Posts
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iamho
United States3345 Posts
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claybones
United States244 Posts
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PuddleZerg
United States82 Posts
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Jett.Jack.Alvir
Canada2250 Posts
On August 18 2017 09:52 claybones wrote: I'm skeptical about moving recall to the nexus. It basically sounds like the same ability as before but it doesn't require a specific unit to be present with the army and has multiple energy pools. The MS is still there though, built at a nexus. They only removed MSC, which is still ok imo. | ||
seemsgood
5527 Posts
On August 18 2017 09:04 Snakestyle1 wrote: Interesting changes other than one part. ZvZ will be absolute hell now. Stronger /more agile lurkers, fungal doesnt hit air... Mass muta will be way too strong in zvz... Lurker spore turtle late game as well. For these changes to be reasonable for zvz i would propose the following changes. Buff spores anti bio back to hots values. Give broodlords frenzy so they cant be abducted into spores/hydras. Making them a good answer to spore/lurker turtle. Carrier change is too little to have any impact. You forgot fucking 180 dmg parasitic bomb! | ||
Ramiz1989
12124 Posts
MSC finally gone, Lurkers being better, interesting Infested Terran changes, a lot of new stuff. Really want to see how pros adapt to the game. | ||
AxiomBlurr
786 Posts
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franzji
United States581 Posts
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sparklyresidue
United States5522 Posts
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claybones
United States244 Posts
On August 18 2017 09:56 Jett.Jack.Alvir wrote: Show nested quote + On August 18 2017 09:52 claybones wrote: I'm skeptical about moving recall to the nexus. It basically sounds like the same ability as before but it doesn't require a specific unit to be present with the army and has multiple energy pools. The MS is still there though, built at a nexus. They only removed MSC, which is still ok imo. Not sure what you meant in your response. I'm saying that I think recall might be a bit too strong if you can cast it from any nexus. | ||
seemsgood
5527 Posts
If mech can't direct fight against air units then just make air units become useless for a while. | ||
WidowMineHero
New Zealand143 Posts
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Parrek
United States893 Posts
On August 18 2017 07:23 Thezzy wrote: Show nested quote + On August 18 2017 06:50 The_Templar wrote: If the mothership core is being removed, I might actually start playing again. Hated that unit. Overall, the changes look great to me. The only change I find odd as a Terran is the Widow Mine now being visible after firing. Doesn't that defeat the entire purpose of the unit? Wasn't it supposed to deny an area due to its (cloaked) presence? I never liked the unit (I miss the TvZ Marine / Siege Tank days) but now it feels like it literally is a one-time gimmick unit. Not to mention that by using Overlords or Hallucinations you can tank shots for free and now get a free kill on a Widow Mine. Other than the one to hold off an Oracle, I doubt I'd ever build one. Maybe reduce the supply to 1 to compensate for this? I don't think it'll work much different than how it does now. In head on engagements, most players will have detection so mines being visible after firing isn't an issue anyway and tanking shots could be done with those units already and be cleaned up by an army with an overseer. The mine is only cloaked while on cool down. I think it'll mainly affect widow mines as harass tools because you don't have to have your detection in place or a cannon to clean it up after it gets the damage in. | ||
eviltomahawk
United States11133 Posts
On August 18 2017 09:52 claybones wrote: I'm skeptical about moving recall to the nexus. It basically sounds like the same ability as before but it doesn't require a specific unit to be present with the army and has multiple energy pools. They can balance it out with a higher energy requirement or a global cooldown. | ||
Jett.Jack.Alvir
Canada2250 Posts
On August 18 2017 11:46 claybones wrote: Show nested quote + On August 18 2017 09:56 Jett.Jack.Alvir wrote: On August 18 2017 09:52 claybones wrote: I'm skeptical about moving recall to the nexus. It basically sounds like the same ability as before but it doesn't require a specific unit to be present with the army and has multiple energy pools. The MS is still there though, built at a nexus. They only removed MSC, which is still ok imo. Not sure what you meant in your response. I'm saying that I think recall might be a bit too strong if you can cast it from any nexus. Sorry I meant to quote Starscream | ||
Spect8rCraft
649 Posts
1. Without more experienced... experience regarding economy, I can't properly comment about those changes. 2. The MULE change can be radical, depending on if the gas bonus pays better than the mineral one after the loss, and the extent to which that flexibility will be useful. Potential possibilities (as an uncultured swine) may include power-macroing into upgrades/late-game tech to emergency gas for stuff. It's not necessarily mech-oriented; though bio-heavy armies are rarely gas-starved, there are many situations where players may need some emergent need for quick rebuilding of medivacs, among other circumstances. It could definitely make punishing Terrans harder through attrition. 3. They're really pushing for ravens to be support units rather than the more harass/damage units they currently are (PDDs don't seem to go off as often as turrets for harassment or seekers for those big army fights). While the new abilities seem nifty, I don't like how they're forcing massive changes to a unit that has found a decent niche that can be gently finagled with. 4. From the early days of HotS, I'd always been curious as to why they just didn't make widow mines... actual mines, like they did early in the beta. This is really what it amounts to, albeit with some nudging towards gimmicks of survivability. Yes, there are certainly plays of pros who may be able to hot-pickup their spent mines, especially with the mothership core gone for that speedy defense. For just about every other situation though, it'd be comparable to a one-shot mine, unless it's a mass of them that decimates an army (which would more be an error of the opponent army not being aware). 5. Cloak ghost openers weren't terribly well received, if I recall properly (although that is subject to subjectivity). At the highest level, it was typically easy to counter since the resources spent (namely time) provides Protoss enough time to either kill Terrans outright or have detection out, especially with the popularity of oracle openings. Lacking those things, Protoss GG'ed, no questions asked. I think now the lack of the cloak upgrade more than offsets the loss of energy. Time will tell whether that sort of opening is still too slow. Beyond that, I don't think it will positively affect mid- and late-games, where that energy loss severely hampers ghosts' most important tool, EMP. 6. Seems like a minor change for liberators. Ambivalent on it. 7. The changes to the cyclone makes it easier for it to pick off wounded fliers, that's for sure. I don't think the anti-armor effect is necessary when vikings can be more effective with their (albeit sluggish) mobility. 8. Smart servos will be an interesting upgrade in that it will shrink vulnerabilities in hellion-heavy compositions, as well as make vikings better at harassment. Thor's not terribly impressed, since the moment a player builds them they usually put 'em into the form they need, but it will make reinforcing thors appear more battle-ready. Sounds like a lot of hell for Zerg players, not sure if Protoss or Terrans should scoff. 9. It's about time the mothership core got removed. Although it was a good patch for Protoss' early game, it was also a real eyesore, since it alone could shut down harassment short of a small army knocking at the door; with even a smattering of units, small-scale harassment were easily rebuffed. That said, I'm not sure if the changes will suffice; giving every Nexus mass recall seems like a ridiculous ability in the mid- and late-game, when chrono boost isn't necessarily requisite (like MULEs vs. scans), an absurd degree of mobility. Either that, or it's damn near useless if one's army is picked apart in the animation. And I don't know if shield recharge will be a sufficient replacement for photon overcharge, as much gripe as that ability had. It'll definitely be annoying later when it's stalling buildings from being destroyed, provided it's in that mode. 10. The changes to the disruptor will be determined by whether the inability of landing the massive center shot is an acceptable loss to the less micro-intensity of shoving a big glowing ball of death into an opponent's face. If the DPS loss from that potential is too great, then the cooldown and damage adjustments are irrelevant. 11. Not terribly sure about the upgrade reduction for colossi, but it shouldn't be much in the long term, and the rest does make them much more niche to the anti-light role. They'll also die horribly to marauders, probably. 12. Well, if this ain't a sign that carriers are viable then nothing is. I think the increased cost is manageable with the slight increase in minerals per large node. Maybe. 13. I don't know if this is the most elegant solution to high templars being a little too forward-happy in fights. Frankly, I'm not sure if this change is necessary at all, since other non-attacking spellcasters suffer from the same drawback. 14. I don't think this changes the mothership too much; it was rarely used for defense, so that photon overcharge rarely applied. Still, this has been the weakest iteration to date. 15. Boy, when people regret putting all of their observers in passive mode when their opponents suddenly has cloaked units, and they start scrambling to toggle them a little too late when their one army observer dies. If they can find them. 16. 'Ey, the old infested terran is back! (Sort of.) The fungal nerf seems like a nerf to ultralisks, really, since now the faster units can actually try to get away. Not hitting air is going to make mutalisks and (to a minute extent) phoenixes a real pain to deal with. 17. The separation of the lurker den from the hydralisk den might actually be a boon for Zerg, since doubling up made the den a really critical failure point; losing the lurker den meant not being able to make hydralisks meant air units could rain down on lurkers and all the Zerg would be left with are queens (or a spire) to defend. 18. I mean... if one uses vipers the same way as Zerg are using them now, wouldn't that produce a similar effect? Am I missing something from this change? 19. Overseer change seems unnecessary. Without any defensive mechanism (barring its healthful body), a sitting overseer might as well be a dead one. Maybe someone can pull off high ground shenanigans? 20. This may provide counterplay against swarm hosts (which still have a host of design issues in their own right)... or it may incentivize even more passive play for swarmy players. Not that that's a benefit for them anyway, when fast harassment can easily slit their throats. | ||
TheFish7
United States2824 Posts
And I'm not surprised the Chinese leaked it. I was living in Hangzhou in early 2010 and got to play the sc2 beta (offline) because there are no copyright laws in China and the cracked software was freely floating around. | ||
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digmouse
China6326 Posts
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