you guys give it time and it might replace siege tank as an iconic terran unit
Interview with SC2's lead designers: "We want to bring bac…
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seemsgood
5527 Posts
you guys give it time and it might replace siege tank as an iconic terran unit | ||
Jj_82
Swaziland419 Posts
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Hadronsbecrazy
United Kingdom551 Posts
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Freeborn
Germany421 Posts
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
4 Posts
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Tha_diGGY_doC
1 Post
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brickrd
United States4894 Posts
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. | ||
LHK
204 Posts
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avilo
United States4100 Posts
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. | ||
TITSAcid
Australia5 Posts
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ZigguratOfUr
Iraq16955 Posts
we want to bring back some of our old favorite unit compositions from the past Time to bring back broodlord infestor ![]() | ||
Hvvacha
82 Posts
nice job nerfing proxy btw | ||
Chewbacca.
United States3634 Posts
On November 14 2018 11:45 ZigguratOfUr wrote: Time to bring back broodlord infestor ![]() No no, muta ling bling! | ||
Rodya
546 Posts
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Scarlett`
China2372 Posts
without swarmhosts its too hard to play against people who just camp to 2/1 mech and push with no interaction all game | ||
dummy1
420 Posts
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avilo
United States4100 Posts
On November 14 2018 12:52 Scarlett` wrote: 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. | ||
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digmouse
China6326 Posts
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necaremus
45 Posts
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) | ||
Charoisaur
Germany15869 Posts
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 ![]() | ||
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