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Interview with SC2's lead designers: "We want to bring bac…

Forum Index > SC2 General
71 CommentsPost a Reply
Prev 1 2 3 4 Next All
seemsgood
Profile Joined January 2016
5527 Posts
November 13 2018 22:15 GMT
#21
bringing back the meme freedom circle is also a good option tho.the inarguably fact that no amount of terran comprehensive buffs could help terran's pass mid game after dumpstering this unit is enough to tell how important this meme unit was
you guys give it time and it might replace siege tank as an iconic terran unit
Jj_82
Profile Joined December 2012
Swaziland419 Posts
November 13 2018 23:17 GMT
#22
Still sad that they won't do new campaigns
Once rode a waterslide with PartinG and TaeJa ✌
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
November 13 2018 23:32 GMT
#23
gimme back my 4M vs muta ling bling
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
Freeborn
Profile Joined July 2010
Germany421 Posts
November 14 2018 00:36 GMT
#24
Nice interview. Bringing back muta/ling/bane is definitely a good idea.

I am not sure if anyone really wants to see swarmhosts though, or stalker disruptor...

Colossus on the other hand could use some love to not be useless, I am not sure how much the turret tracking really does if anything at all.

on the other hand I think zealots should get an extra armor and adepts one extra range so that protoss can go allout gateway push
adepts and zealots are pretty much hardcountered by widow mines and banes anyway.
MLuneth1
Profile Joined July 2018
4 Posts
November 14 2018 00:46 GMT
#25
I remember alt tabbing out of hour long mech games to ask how to kill mech vs monk on TL ahahahaha
Tha_diGGY_doC
Profile Joined November 2018
1 Post
November 14 2018 01:20 GMT
#26
Ummm... I miss me some good ol Archon Toilet!! Nothing like seeing an entire army disappear in the blink of an eye.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2018-11-14 01:37:59
November 14 2018 01:35 GMT
#27
On November 14 2018 09:36 Freeborn wrote:
on the other hand I think zealots should get an extra armor and adepts one extra range so that protoss can go allout gateway push
adepts and zealots are pretty much hardcountered by widow mines and banes anyway.

?

you think adepts and zealots are TOO WEAK and other races shouldn't be able to counter aggressive low tech play with splash damage? what? when adepts were stronger every game was an unwatchable 2 base allin, and zealots are already a core unit with massive harass strength and perfectly respectable main army strength considering they are mineral only. you literally can already take games off of a terran going like 10 gate stalker zealot.

can't agree with you here at all. your suggestions would break the game in favor of P, and i am a protoss player myself.
TL+ Member
LHK
Profile Joined May 2015
204 Posts
November 14 2018 01:52 GMT
#28
Awesome interview. Excited for the future.
-Laura
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2018-11-14 02:02:07
November 14 2018 02:01 GMT
#29
On November 14 2018 06:47 Siegetank_Dieter1 wrote:
Swarmhosts/Ravager.... im glad they brought this beautiful composition "back from the past". Or what about disruptors annihilating everything in a matter of seconds.

So much fun gameplay in lotv.



...


It's been around 1-2, maybe 3 months or so since any big patch was announced/discussed, and swarmhosts versus mech are at this point purposely left out of any discussions involving Blizzard? it seems really shady that the unit is continuously never brought up despite being the most problematic unit in the history of the game, and it still currently is.

Great if they are going to "keep an eye" on things, but they always say this every year, while leaving things like swarmhsots in the game in their current form is kind of a slap in the face.

I'd like everyone here, reddit, etc. to open a constructive discussion about swarmhosts, and how they can be addressed - because they NEED to be addressed.

This unit is not fun to play versus, it takes zero skill to use, and it is heavily disrupting the state of mech/Terran for the last year and a half.

Many players have been waiting for a fix and balance patch for over a year now so we can actually play Starcraft 2 again versus our opponent's, instead of versus free creep waves.

Like...is there ANY WORD at all from Blizzard about addressing swarmhosts vs mech? There's so many ways this could be fixed by making swarmhosts light + more expensive, or simply making it so locusts can't fly, or increasing their supply even further to something like 6 so that you're unable to make them as your entire army.

For those of you unaware - for the last year or so, ever since the swarmhosts changes to their price making them half as cheap + locusts being able to fly, if you go mech vs Zerg a Zerg can make 20 swarmhosts everygame with hydras that are basically untouchable while banking resources.

Please open a discussion about swarmhosts.
Sup
TITSAcid
Profile Joined October 2018
Australia5 Posts
November 14 2018 02:35 GMT
#30
Watching mech players who are actually pretty good, they still seem to win against players who use swarmhosts by moving out of their base and attacking so they seem fine to me.
The laws of man may be on your side, but the laws of physics are not. Cemeteries are filled with people who had right of way.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 14 2018 02:45 GMT
#31
we want to bring back some of our old favorite unit compositions from the past


Time to bring back broodlord infestor
Hvvacha
Profile Joined April 2018
82 Posts
November 14 2018 02:56 GMT
#32

nice job nerfing proxy btw
Chewbacca.
Profile Joined January 2011
United States3634 Posts
November 14 2018 03:33 GMT
#33
On November 14 2018 11:45 ZigguratOfUr wrote:
Show nested quote +
we want to bring back some of our old favorite unit compositions from the past


Time to bring back broodlord infestor

No no, muta ling bling!
Rodya
Profile Joined January 2018
546 Posts
November 14 2018 03:37 GMT
#34
There have been some awesome games with early nydus+swarmhost play in the past. I think that is the kind of unit that swarm hosts should be, or as a kind of lategame stalling mechanism a la Life vs Zest 80 minutes edition. They shouldn't be viable as late-game offensive artillary to whittle down a 4 base Terran with little counterplay.
Banned for saying "zerg players are by far the biggest whiners in sc2 history" despite the fact that this forum is full of such posts about Terrans. Foreigner Elitists in control!
Scarlett`
Profile Joined April 2011
Korea (South)2421 Posts
Last Edited: 2018-11-14 04:03:52
November 14 2018 03:52 GMT
#35
On November 14 2018 11:01 avilo wrote:
Show nested quote +
On November 14 2018 06:47 Siegetank_Dieter1 wrote:
Swarmhosts/Ravager.... im glad they brought this beautiful composition "back from the past". Or what about disruptors annihilating everything in a matter of seconds.

So much fun gameplay in lotv.



...


wall of text

without swarmhosts its too hard to play against people who just camp to 2/1 mech and push with no interaction all game
Progamer
dummy1
Profile Blog Joined April 2018
420 Posts
November 14 2018 06:13 GMT
#36
in context: David Kim is back.
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2018-11-14 08:29:33
November 14 2018 08:26 GMT
#37
On November 14 2018 12:52 Scarlett` wrote:
Show nested quote +
On November 14 2018 11:01 avilo wrote:
On November 14 2018 06:47 Siegetank_Dieter1 wrote:
Swarmhosts/Ravager.... im glad they brought this beautiful composition "back from the past". Or what about disruptors annihilating everything in a matter of seconds.

So much fun gameplay in lotv.



...


wall of text

without swarmhosts its too hard to play against people who just camp to 2/1 mech and push with no interaction all game


Not really. You can be a progamer and still be incredibly biased and not know good game design.

Having 20 free swarmhosts that are unattackable and constantly send league of legends creep waves at the enemy base is the definition of uninteractive. The only reason mech players camp in the first place is because they're end up forced to camp because of units like swarmhosts/vipers, which hard counter mech.

No one is saying swarmhosts are unbeatable, because they aren't. They're just probably one of the worst units in the game to play versus because they fundamentally break the rules of the game - they create free minerals and gas every 30 sec.

You'd probably agree that 30 ravens spamming infinte free seeker bombs are just as bad as swarmhosts, yet those were deleted from the game via the seeker nerfs, Zerg's equivalent energy unit deserves the same treatment. Otherwise it's just anti-Terran bias in terms of game balance.

There's been a consistent history with balancing, that if it's Terran, it needs to be nerfed out of the game. But if it's Zerg, it's completely fine we have mech vs swarmhost games where there's 20 swarmhosts being built with zero interaction and really bad gameplay.

Swarmhosts need to be adjusted, and that is a hard fact.
Sup
digmouse
Profile Blog Joined November 2010
China6331 Posts
November 14 2018 10:17 GMT
#38
So monk is now the new David Kim?
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
necaremus
Profile Joined December 2013
45 Posts
November 14 2018 10:25 GMT
#39
K: I think the warp prism change is one of the most successful changes we’ve ever done in StarCraft II actually.

considering the release of the headless client for linux and rumors the deepmind team is tackling sc2, i feel like this exact mechanic should be changed for a real comparison between AI vs human abilities regarding RTS.
it's way too easy to code the dodge of individual attacks with blink/warp prism/overlord/medivacs and a human could never achieve that accuracy. these mechanics may be flashy for human vs human matches, but i cannot imagine a human beating a very dumb program, which manages to dodge pretty much every missile fired towards its units.
but this is a simple mechanical problem and has nothing to do with intelligence or decision making.

this "instant warp/blink" is way too prone to abuse via code. it maybe is a bit early to talk about these problems, but here are some ideas i came up with to try to solve it:
* add a delay to blink and loading into the warp prism similar to the recall ability. (just shorter delay, and/or make it distance dependent)
* let the medivac and overlord land similar to the viking for it to be able to load units into it.
this would weaken the mechanic (and for terrans the race as a whole a lot) and should make it impossible to dodge missiles with it while leaving it in the game for tactical purposes.

another thing - thou this might be just personal experience - while i love the game sc2, i feel the UI/controls are very lacking. it feels like playing golf with chopsticks. i would love if we would be allowed to use our own home-build clients for ladder/tournements at some point (yes, yes. i'm a script kiddy ;3)
“Never assume malice when stupidity will suffice.”
Charoisaur
Profile Joined August 2014
Germany16091 Posts
November 14 2018 11:33 GMT
#40
On November 14 2018 19:17 digmouse wrote:
So monk is now the new David Kim?

Yes.
If someone has a good balance suggestion, just PM him
Many of the coolest moments in sc2 happen due to worker harassment
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