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StarCraft II Multiplayer - Major Design Changes - Page 8

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 6 7 8 9 10 42 Next All
CHEONSOYUN
Profile Joined August 2017
630 Posts
August 17 2017 21:15 GMT
#141
observers and overlords have siege mode now?
to protect them from the player base?

hahaha this game is too funny
JAEDONG...!!! EFFORT IS ANGRY. ZERG...?!
jpg06051992
Profile Joined July 2015
United States580 Posts
August 17 2017 21:17 GMT
#142
Really stoked about the MSC being removed and the economy changes which are big changes in the right direction.

But Fungal not being possible vs. air units? That must be some type of a bad joke, they are the only way to catch up in a ZvZ when someone takes the lead in numbers from the inevitable Mutalisk wars and they are a lynch pin of taking out mass air, which is still extremely powerful vs. Zerg and requires a very precise and well executed Ling/Bane/Hydra push to defeat, "before they get there".

If those changes go through I don't see how Hydralisks will not be due for a significant anti-air buff, something to the tune of +1 range vs air units or +2 dmg to aerial units only, or if the changes were applied to Queens perhaps? I don't know, Zerg anti-air already sucks and while I'm stoked about the Lurker changes, Zerg AA being even more beaten into the ground is just awful.

"SO MANY BANELINGS!"
Vanadiel
Profile Joined April 2012
France961 Posts
August 17 2017 21:17 GMT
#143
I don't see the point talking about Carrier or 3 bases plays as there is no way PvZ/T are going to past two bases play. Protoss will be back to Wing of Liberty's defensive capability - with a notably better stalker I'd agree - versus Ravager and Corrosive bile, ling baneling and speedoverlord drops, newer all hydra timings and apparently lurkers now, freaking liberator, doom drops, medivacs boost...

I mean... I'm all aboard on removing the Mothership core, but a better Stalker is not gonna compensate for it. Protoss would need a major re-design in itself, stuff like the role of warpgate, even just the pacing of economy in the game and so on...
Cyanocyst
Profile Joined October 2010
2222 Posts
August 17 2017 21:19 GMT
#144
Overall i think balance wise its a good patch and the right ideas.

Though I was hoping for more design changes, like Econ. Even warp gate removal. Bigger over arching changes.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
August 17 2017 21:20 GMT
#145
The leaks were real woah

Lets hope the mothershipcore can be lost forever.
Neosteel Enthusiast
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
August 17 2017 21:27 GMT
#146
On August 18 2017 06:15 CHEONSOYUN wrote:
observers and overlords have siege mode now?
to protect them from the player base?

hahaha this game is too funny

What's funny about it?
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
highsis
Profile Joined August 2011
259 Posts
August 17 2017 21:28 GMT
#147
I don't mind annual or every-half-year big changes like this. Looks interesting to say at least. Can't and won't comment on balances at this stage though I read through it.
Vindicare605
Profile Blog Joined August 2011
United States16126 Posts
August 17 2017 21:30 GMT
#148
On August 18 2017 06:15 CHEONSOYUN wrote:
observers and overlords have siege mode now?
to protect them from the player base?

hahaha this game is too funny


God forbid we do a calculated minor change to make the game easier to play for beginners that doesn't affect higher level play AT ALL.
aka: KTVindicare the Geeky Bartender
CHEONSOYUN
Profile Joined August 2017
630 Posts
August 17 2017 21:31 GMT
#149
On August 18 2017 06:27 Ansibled wrote:
Show nested quote +
On August 18 2017 06:15 CHEONSOYUN wrote:
observers and overlords have siege mode now?
to protect them from the player base?

hahaha this game is too funny

What's funny about it?


there's already a command for this called hold position.
what's funny is that this is a change meant for sc2 players who just have to have everything on one or two hotkeys and have to continually box control group and attack command.

instead of players managing their unit selection there will be a button to protect the detectors from the players.

...lol!
JAEDONG...!!! EFFORT IS ANGRY. ZERG...?!
jodljodl
Profile Joined October 2016
182 Posts
August 17 2017 21:35 GMT
#150
first i was like WTF?

But after reading the changes completely im really excited for that patch.
There are obviously some question marks but i really appreciate the initative for major changes like these. And overall, every change seems sound to me or at least reasonable to try out. Lets see what we'll have learned in a few months.
Good job Blizzard!
Kim Doh Woo
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2017-08-17 21:36:45
August 17 2017 21:35 GMT
#151
On August 18 2017 06:31 CHEONSOYUN wrote:
Show nested quote +
On August 18 2017 06:27 Ansibled wrote:
On August 18 2017 06:15 CHEONSOYUN wrote:
observers and overlords have siege mode now?
to protect them from the player base?

hahaha this game is too funny

What's funny about it?


there's already a command for this called hold position.
what's funny is that this is a change meant for sc2 players who just have to have everything on one or two hotkeys and have to continually box control group and attack command.

instead of players managing their unit selection there will be a button to protect the detectors from the players.

...lol!

Well I don't think hold position makes it unable to move or increases the vision range by 25%. There seem to be advantages/disadvantages to using it, so I don't get why it's funny.

Unless you're going for haha sc2 noob game in which case carry on I guess.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
CHEONSOYUN
Profile Joined August 2017
630 Posts
August 17 2017 21:37 GMT
#152
On August 18 2017 06:30 Vindicare605 wrote:
Show nested quote +
On August 18 2017 06:15 CHEONSOYUN wrote:
observers and overlords have siege mode now?
to protect them from the player base?

hahaha this game is too funny


God forbid we do a calculated minor change to make the game easier to play for beginners that doesn't affect higher level play AT ALL.


can you argue that automatic worker counter, all army button and other "quality of life" changes haven't affected top level play?

when sc2 was still WoL i would see players constantly counting their workers, and often the best players would be the ones who managed their economy the best. you could notice a difference between those that did and those that oversaturated their bases.

now i see some games and almost everyone manages their economy perfectly because blizzard implemented a tool to make it trivial.

things like this implicitly affect some higher level play because RTS and the real time element of the genre taxes all players. when there's less stress put on top level players it's very noticeable
JAEDONG...!!! EFFORT IS ANGRY. ZERG...?!
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
August 17 2017 21:40 GMT
#153
This is the funniest patch ever. Give the game to the Starbow team, really.
CHEONSOYUN
Profile Joined August 2017
630 Posts
August 17 2017 21:45 GMT
#154
also the biggest red flag to me here is the MULE change.
this essentially gives terran the ability to balance out his resources regardless of what is occuring throughout the game

RTS a lot of games revolve around what compositions are chosen and how quickly you choose to take expansions and resources on the map.

more mineral heavy compositions feature faster games while gas heavy compositions feature players trying to expand more quickly while remaining defensive as they mass. how many games have you seen of mineral heavy players floating too much gas or gas heavy players desperate to balance their mineral to gas ratio?

this inheriently goes against what RTS should be about
JAEDONG...!!! EFFORT IS ANGRY. ZERG...?!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2017-08-17 21:50:37
August 17 2017 21:50 GMT
#155
If the mothership core is being removed, I might actually start playing again. Hated that unit. Overall, the changes look great to me.
ModeratorI am still alive, somehow
TL+ Member
Fango
Profile Joined July 2016
United Kingdom8987 Posts
August 17 2017 21:55 GMT
#156
Lol proxy ghost rush is rather strong now, just done it on the test ladder a couple times. Ghost's can only cloak for like 20 seconds or so but have it so quickly
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
Rococo
Profile Joined May 2011
United States331 Posts
August 17 2017 22:00 GMT
#157
Blizzard cutting back on a little of the 2-expansion bloat, good for them. I mean it's a start.

The changes as a whole are too much to pass judgement on without seeing it all in action. Blizzard's reasoning for reach change seems sound, though. I don't see any justification for the assumption that they're just trying to "shake up the meta" in a general, haphazard way. I see designers with specific goals for improving their game.
JackONeill
Profile Joined September 2013
861 Posts
August 17 2017 22:03 GMT
#158
I think the current raven spells aren't very good however :
- scrambler missile will only be helpful in 2 matchups out of 3, and seems either like an unfair "your colossi are useless" spell, either "8 range ? feedbacks all the way lolol"
- healing drone is a mech medivac, not very inspired and may be OP. Needing SCVs and ressources to sustain your mech army is a very important anti turtle mechanic
- shredder missile just seems gimmicky. Armor reduction in SC2? Does anyone remember the anti armor drone ghosts had in LOTV beta and how it failed miserably? Also, 125 energy for 30 damage and armor reduction? That hardly seems worth it. ALSO ALSO : thor AA splash was buffed, and with -3 armor missiles some stupid wombo combos could happen

And most importantly : the PDD is PIVOTAL for mech play to be viable in a lot of cases. Just remplacing it for a mech medivac seems really dumb.
Why not have a 50 energy defensive matrix, a 100 energy PDD, and some 125 energy missile that deals low damage and diminishes attack speed/attack strength?

ALSO ALSO ALSO : scrambler missile effect could be included into the ghost's snipe. I've advocated for a while that the ghost's snipe would be more reliable if it had an effect on mech units to complement its anti bio use. Having one caster useful against bio and one caster useful against mech seems stupid.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2017-08-17 22:17:49
August 17 2017 22:03 GMT
#159
Those changes look totally random to me, and I'm quite sad we'll throw away completely a state of the game that was far from perfect but at least reasonable. Let's see how this turns out.

Edit : my bad, after a thorough reading the changes seem quite well thought out. I'd have liked something about oracles but hey. This will need extensive testing but has real potential.
seemsgood
Profile Joined January 2016
5527 Posts
August 17 2017 22:17 GMT
#160
Welcome back Mister Wing of liberty
We missed you.
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