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StarCraft II Multiplayer - Major Design Changes - Page 13

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 11 12 13 14 15 42 Next All
Musicus
Profile Joined August 2011
Germany23579 Posts
August 18 2017 12:01 GMT
#241
On August 18 2017 09:58 seemsgood wrote:
Show nested quote +
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!

But it no longer stacks right?

While a single para bomb is better now, mass vipers vs mass air in the late game is worse.

Anyway , looking forward to playing this weekend!
Maru and Serral are probably top 5.
reneg
Profile Joined September 2010
United States859 Posts
August 18 2017 12:17 GMT
#242
On August 18 2017 21:01 Musicus wrote:
Show nested quote +
On August 18 2017 09:58 seemsgood wrote:
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!

But it no longer stacks right?

While a single para bomb is better now, mass vipers vs mass air in the late game is worse.

Anyway , looking forward to playing this weekend!


True, it does do 180 now, so it's basically like 2 of the old ones...so that's a pretty solid .

So one thing I'm a little confused about: if the Lurker Den is its own building now, does it just require the Hydra den before being built? And if so, I'm assuming that lurkers still evolve from Hydras?

The thing that makes me sad about that change, is that it removes the clear evolve relationship from the game.

Hydra den --> Lurker den, just like Hydra --> lurker. Now it's just multiple buildings that aren't related. It dissociates the units, and makes it harder to be understood by someone who is new.
moose...indian
Maniack
Profile Joined October 2012
South Africa2 Posts
August 18 2017 12:47 GMT
#243
Excitement has been stirred. Looking forward to trying these after not playing much the last year or so
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2017-08-18 12:51:48
August 18 2017 12:48 GMT
#244
oops
Neosteel Enthusiast
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
August 18 2017 12:48 GMT
#245
On August 18 2017 21:17 reneg wrote:
Show nested quote +
On August 18 2017 21:01 Musicus wrote:
On August 18 2017 09:58 seemsgood wrote:
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!

But it no longer stacks right?

While a single para bomb is better now, mass vipers vs mass air in the late game is worse.

Anyway , looking forward to playing this weekend!


True, it does do 180 now, so it's basically like 2 of the old ones...so that's a pretty solid .

So one thing I'm a little confused about: if the Lurker Den is its own building now, does it just require the Hydra den before being built? And if so, I'm assuming that lurkers still evolve from Hydras?

The thing that makes me sad about that change, is that it removes the clear evolve relationship from the game.

Hydra den --> Lurker den, just like Hydra --> lurker. Now it's just multiple buildings that aren't related. It dissociates the units, and makes it harder to be understood by someone who is new.

You need to build a baneling nest to morph lings into banes. Nobody has trouble understanding that so I don't see why building a seperate lurker den to morph hydralisks into lurkers would confuse anybody.
Neosteel Enthusiast
Elentos
Profile Blog Joined February 2015
55587 Posts
August 18 2017 12:51 GMT
#246
So I played a game against Viper on the test map where he went lurkers and had +2 ranged attack. And what happened was that the ranged upgrades stacked and a +2 attack hydra got morphed into a +4 attack lurker (28 damage, 42 vs armored). That can't possibly be intentional.
Every 60 seconds in Africa, a minute passes.
MorDka
Profile Joined October 2012
Poland543 Posts
August 18 2017 12:55 GMT
#247
Does the raven ability cancels the warp in if you cast it on a warp prism?
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
August 18 2017 13:04 GMT
#248
MSC IS GOOOONE ! THROW THAT BITCH ON THE BIN AND SHIP IT OFF TO ISIS AND BLOW IT UP !



User was warned for this post
John 15:13
reneg
Profile Joined September 2010
United States859 Posts
August 18 2017 13:07 GMT
#249
On August 18 2017 21:48 FueledUpAndReadyToGo wrote:
Show nested quote +
On August 18 2017 21:17 reneg wrote:
On August 18 2017 21:01 Musicus wrote:
On August 18 2017 09:58 seemsgood wrote:
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!

But it no longer stacks right?

While a single para bomb is better now, mass vipers vs mass air in the late game is worse.

Anyway , looking forward to playing this weekend!


True, it does do 180 now, so it's basically like 2 of the old ones...so that's a pretty solid .

So one thing I'm a little confused about: if the Lurker Den is its own building now, does it just require the Hydra den before being built? And if so, I'm assuming that lurkers still evolve from Hydras?

The thing that makes me sad about that change, is that it removes the clear evolve relationship from the game.

Hydra den --> Lurker den, just like Hydra --> lurker. Now it's just multiple buildings that aren't related. It dissociates the units, and makes it harder to be understood by someone who is new.

You need to build a baneling nest to morph lings into banes. Nobody has trouble understanding that so I don't see why building a seperate lurker den to morph hydralisks into lurkers would confuse anybody.



Good point, I'm dumb.
moose...indian
Elentos
Profile Blog Joined February 2015
55587 Posts
August 18 2017 13:07 GMT
#250
On August 18 2017 22:04 AssyrianKing wrote:
MSC IS GOOOONE ! THROW THAT BITCH ON THE BIN AND SHIP IT OFF TO ISIS AND BLOW IT UP !


Dude what the fuck?
Every 60 seconds in Africa, a minute passes.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 18 2017 13:12 GMT
#251
On August 18 2017 21:51 Elentos wrote:
So I played a game against Viper on the test map where he went lurkers and had +2 ranged attack. And what happened was that the ranged upgrades stacked and a +2 attack hydra got morphed into a +4 attack lurker (28 damage, 42 vs armored). That can't possibly be intentional.

I think it's fine
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Jimmon
Profile Joined May 2011
United States112 Posts
August 18 2017 13:25 GMT
#252
They need to bring Khaydarin Amulet back if ghosts have freaking upgrades that bring back more energy? What the hell is Protoss left with no tech like that? That's absolutely absurd.
I love LOveRH
seemsgood
Profile Joined January 2016
5527 Posts
August 18 2017 13:27 GMT
#253
Tried some games today. HIP mode on thor is still unreliable against golden' fleet even with new raven.
But 15 mineral interceptor is reasonable enough to choose splash mode and it works great with repar drone spam.I smell a weird ass version of broodwar in the test map.
Mun_Su
Profile Joined December 2012
France2063 Posts
August 18 2017 13:31 GMT
#254
I have the feeling that all of this will benefits protoss
INno <3 - TY - Maru - Taeja - Rain <3 - Classic <3 - Stephano <3 - soO <3 - Soulkey - Dark - SERRAL =O / END REGION LOCK
WhosQuany
Profile Joined June 2013
Germany257 Posts
August 18 2017 13:34 GMT
#255
On August 18 2017 02:15 Pandemona wrote:
Can't wait to see my MULE's farming all that Vespene Gas :D

yeah this seems to be the biggest change for me and MSC rip
Goin back to Cali
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 18 2017 14:04 GMT
#256
hype hype hype hype hype
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
August 18 2017 14:08 GMT
#257
proxy oracle, 2:55 in the base of the enemy....
http://www.twitch.tv/pinokotsbeer
HerrPfotig
Profile Joined July 2012
Germany39 Posts
August 18 2017 14:09 GMT
#258
chrono only usable in range 10 around nexus?
c0sm0naut
Profile Joined April 2011
United States1229 Posts
August 18 2017 14:15 GMT
#259
these changes are just so questionable
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2017-08-18 14:36:24
August 18 2017 14:35 GMT
#260
On August 18 2017 22:25 Jimmon wrote:
They need to bring Khaydarin Amulet back if ghosts have freaking upgrades that bring back more energy? What the hell is Protoss left with no tech like that? That's absolutely absurd.


Please no. God no. Warp-in storms cannot make a comeback.
I'd agree only if HT that warp-in get a cooldown on Psionic Storm.

Otherwise...imagine Terran being able to drop-pod Ghosts with 75 energy freely and the EMP doesn't only damage shields.
It'd be like that. Which is bad.

Also Ghosts, started with 75 energy for years now. They would now need an upgrade as it was in WoL.
Given that their AoE cannot kill and they can't warp in, 75 energy Ghosts are not a problem.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Prev 1 11 12 13 14 15 42 Next All
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