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Can't speak to TvP, but everything problematic about Zerg feels like it's a problem with the Queen. There's no way mass Queen is what was envisioned for Z, but there's no other anti-air options until well after the main harassment has already come and gone.
So you get mass Queen, and you get mass creep, as your not-interesting catch-all "I live" gameplan. So what do P and T do? Either turn their harass into some kind of all-inny gimmick or rush to lategame.
- Reduce creep tumor vision - Increase creep recession rate when a tumor dies - Make inactive creep tumors visible (still need detection for the active tumor) - Remove Queen's +1 armor
- Move Hydra Den to Hatchery tech, keep the upgrades at lair tech - Reduce un-upgraded Hydralisk speed a notch - Move Lurker Den to Hive tech
With the general idea that Z gets a stable anti-air option without giving them OP hatch-tech hydra all-ins. They macro slower because hydras are expensive, but transition smoother into mid-game with an army that can all-in cheesy 2/3-stargate battery/cannon builds.
It also lets Terran and Protoss do "damage" by forcing a response instead of actually *needing* to do serious damage. T/P harassment right now is nothing but a skill-check: "Can you look at the minimap and move 1-2 groups of queens around? Yes/no."
Now you can buff Banshees and make them cool again, and if you still want TvZ BC builds you could probably buff them too.
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Reduce creep tumor vision ? It s hard to say if it s necessary to do such a change. Will there be efficient ? Is it really fundemental ?
Creep recession tumor, i should say most of casual should be ok, maybe pros players doesn t bother as well. Inactive creep tumors visible : it s impossible, it s not a reasonnable change because you can clear easily creep beside the last one.
+ Show Spoiler +My solution with similarity should be to consider creep tumors like a chain with visible last one so if you kill the last one, the before last becomes visible and so on. Obviously, you can add a small cooldown to reveal the new tumor.
Remove Queen armor, i m not sure as this unit has no tag armor. It should be reasonnable to position his weakness and strength against a type of damage.
I think everybody here agree of the expensive cost of an hydra. Something has to be done here.
+ Show Spoiler +My solution i would make Roachs more swiss-knife oriented (like burrowed roachs able to pass over cliffs but for example, doesn t benefit of bonus speed on creep, with maybe a regeneration active ability ) and then increase his mineral cost by 25. While Hydras take her place in term of cost (75 minerals and 25 gas) with 1 supply, and a longer distance shoot (searching a critical mass against bio-ball).
Lurker is garbage in actual state because he is good at everything, destroy casual games (except if you are enought good with ghosts)
PS : Or maybe fix the cost of hydralisk from 100/50 to 100/25 (keeping supply cost 2) and work out on units with a close relationship
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On May 15 2022 19:06 Charoisaur wrote:Show nested quote +On May 15 2022 16:07 Jerubaal wrote:On May 15 2022 14:11 serendipitous wrote: No units should exist that can end the game in a single hit like disruptors can Well people didn't want a solid, steady source of aoe damage like the colossus, so instead we got a high risk/high reward unit. but still have the Collossus
Zerg still have swarmhosts.
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On May 15 2022 21:34 -Kaiser- wrote: - Increase creep recession rate when a tumor dies
Creep spreads at the same rate as it recedes. This has been true from WoL. The rate has changed in LotV. Creep got "nerfed" by increasing the rate. This allowed creep to be spread faster with equal amounts of tumors. The increased queen numbers in current meta adds to the creep spread speed. What would happen if the WoL/HotS spread rate came back but the receding rate increased?
Side note: Scarlett's creep spread reputation started with her spreading creep both relentlessly and efficiently. Pre LotV 2 tumors were needed to make the creep spread to the tumors' max range when their coldown was up. The single tumor roads were slow to build and Scarlett was among the few to invest in that second tumor off the early queens. She also used her tumors within seconds of them being able to spread for almost the entire game.
Today the difference between great spreaders and the rest is mostly about attention spent on it. There are an abundance of queens so there is no lack of energy for more tumors. This makes me curious about giving each queen a limited amount of tumor uses. 25 energy limited to 4 uses. The late game creep will be affected but not the so much the early game creep. How will this shape games? Maybe let lairs and hives be able to recharge tumors for a resource cost so Zerg doesn't have to invest supply into more queens when they run out of tumors.
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I'm getting old and want a "remove one from selection" button. For example, if I have 20 zerglings or marines selected and want to send several individuals to scout ahead or different areas of the map, I have to right click the minimap, move my mouse back to the group selection, shift+click a unit out of the group, move my mouse back to the minimap to right click the next location, etc. etc. My suggested hotkey would just deselect the first unit in the selection so I can be lazy and never move my mouse away from the minimap while I choose locations.
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Northern Ireland20731 Posts
On May 19 2022 09:31 Kitai wrote: I'm getting old and want a "remove one from selection" button. For example, if I have 20 zerglings or marines selected and want to send several individuals to scout ahead or different areas of the map, I have to right click the minimap, move my mouse back to the group selection, shift+click a unit out of the group, move my mouse back to the minimap to right click the next location, etc. etc. My suggested hotkey would just deselect the first unit in the selection so I can be lazy and never move my mouse away from the minimap while I choose locations. That would be neat as a QoL change for sure.
Certain tasks are just laborious and could absolutely be optimised with some more options in terms of command/UI
I wonder if you combined that with a massive mouse wave/move command spam if you could split bio at the individual unit level
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On May 19 2022 09:52 WombaT wrote:Show nested quote +On May 19 2022 09:31 Kitai wrote: I'm getting old and want a "remove one from selection" button. For example, if I have 20 zerglings or marines selected and want to send several individuals to scout ahead or different areas of the map, I have to right click the minimap, move my mouse back to the group selection, shift+click a unit out of the group, move my mouse back to the minimap to right click the next location, etc. etc. My suggested hotkey would just deselect the first unit in the selection so I can be lazy and never move my mouse away from the minimap while I choose locations. That would be neat as a QoL change for sure. Certain tasks are just laborious and could absolutely be optimised with some more options in terms of command/UI I wonder if you combined that with a massive mouse wave/move command spam if you could split bio at the individual unit level
Hah, didn't even think about that application. That would be awesome!!
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On May 15 2022 08:09 Yoshi Kirishima wrote: Vipers & Abduct ... In LotV, we don't have a deathball problem anymore,... Abduct pulling expensive units is just very anti-fun.
I find the definition of "fun" very one-sided. Toss sit with skytoss over sb and cannon is fun? but viper abduct is not fun?
Personally, I hope they change the Carrier, change the priority of Interceptors, or reduce the leash range so they have to move more.
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On May 19 2022 09:31 Kitai wrote: I'm getting old and want a "remove one from selection" button. For example, if I have 20 zerglings or marines selected and want to send several individuals to scout ahead or different areas of the map, I have to right click the minimap, move my mouse back to the group selection, shift+click a unit out of the group, move my mouse back to the minimap to right click the next location, etc. etc. My suggested hotkey would just deselect the first unit in the selection so I can be lazy and never move my mouse away from the minimap while I choose locations.
you can do this now this way:
- have a junk hotkey group, rebind #0 to a convenient key (i'll keep referring to this hotkey group as #0) - select your ling group (#1 for example) - click one ling in the unit list at the bottom of the screen, you don't even need to look at the lings/units - alt + 0 to steal the ling, move it to the junk group - move command your ling on the minimap - repeat
now this won't be that automatic as the select first unit (sometimes, hydra+ling+bane army comes to my mind, you don't want the first one anyways), but you don't need to move your mouse too much.
you can change your hotkeys so that ctrl+# actually steals, or even better, simply pressing 0 steals to the group 10, as you do not want to select your junk group units. you can always click select the group on the ui in case you mess up something (or keep shift/ctrl+0 as group selection).
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On May 19 2022 15:33 jack_less wrote:Show nested quote +On May 15 2022 08:09 Yoshi Kirishima wrote: Vipers & Abduct ... In LotV, we don't have a deathball problem anymore,... Abduct pulling expensive units is just very anti-fun.
I find the definition of "fun" very one-sided. Toss sit with skytoss over sb and cannon is fun? but viper abduct is not fun? Personally, I hope they change the Carrier, change the priority of Interceptors, or reduce the leash range so they have to move more.
I would be down with tweaks to Carriers too. Lategame skytoss could be taken a look at, I'm just not really familiar with it. Good point that Abduct is helpful in those situations. I'm mostly annoyed by Abduct when used in the midgame, it seems a bit too powerful as it seems to be good at pushing one's advantage even harder and reducing comeback potential (due to lack of meaningful interaction/micro). Maybe it's not as much of an issue now that HTs have longer range feedback, I don't see many games ending anti-climaticly in GSL anymore.
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On May 19 2022 16:21 bela.mervado wrote:Show nested quote +On May 19 2022 09:31 Kitai wrote: I'm getting old and want a "remove one from selection" button. For example, if I have 20 zerglings or marines selected and want to send several individuals to scout ahead or different areas of the map, I have to right click the minimap, move my mouse back to the group selection, shift+click a unit out of the group, move my mouse back to the minimap to right click the next location, etc. etc. My suggested hotkey would just deselect the first unit in the selection so I can be lazy and never move my mouse away from the minimap while I choose locations. you can do this now this way: - have a junk hotkey group, rebind #0 to a convenient key (i'll keep referring to this hotkey group as #0) - select your ling group (#1 for example) - click one ling in the unit list at the bottom of the screen, you don't even need to look at the lings/units - alt + 0 to steal the ling, move it to the junk group - move command your ling on the minimap - repeat now this won't be that automatic as the select first unit (sometimes, hydra+ling+bane army comes to my mind, you don't want the first one anyways), but you don't need to move your mouse too much. you can change your hotkeys so that ctrl+# actually steals, or even better, simply pressing 0 steals to the group 10, as you do not want to select your junk group units. you can always click select the group on the ui in case you mess up something (or keep shift/ctrl+0 as group selection). I'd recommend changing alt+# to the normal strg+# anyway since there's almost never a situation in which you want 1 unit in 2 seperate control groups (with Bio mine to quickly select the mines while also keeping everything in the main control group is the only situation that comes to mind.)
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Hello,
Not so much flourishing nor so much bright, I like an average of mixed.
Regards: halloween squishmallows
User was banned for this post.
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- Medivac Rapid Reignition System replaced with bigger cargo upgrade - Siege Tank HP & perhaps Siege changes reverted, add +2 fire range while sieged upgrade instead - Widow Mine hold fire ability
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Would be nice to maybe hear some correspondence from the balance team, new maps are also an absolute must. I feel like future map picks need to be chosen off of balance and not off of which one looks the best.
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On May 19 2022 03:58 Drfilip wrote:Show nested quote +On May 15 2022 21:34 -Kaiser- wrote: - Increase creep recession rate when a tumor dies
This makes me curious about giving each queen a limited amount of tumor uses. 25 energy limited to 4 uses. The late game creep will be affected but not the so much the early game creep. How will this shape games? Maybe let lairs and hives be able to recharge tumors for a resource cost so Zerg doesn't have to invest supply into more queens when they run out of tumors.
You can t limit the amount of this spell because it sn t intuitive to block a spell after a specific number. The only acceptable solution would be one tumors per queen like if you have a single-use ability. Same for one queen per hatch, it s not acceptable because players could waste his 'mouse-actions' in trying to do something and will result as a frustration.
I trust in the solution with a chain-tumors with the last one only visible. It s not a big change in the gameplay, and it will help most of the people. It also can increase the interest of the battle for territory.
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I disagree. Vultures had a similar ability in BW with a limited number of casts, and no one struggles to understand the concept of not having any more mines.
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I wish there would be a spectator mode, when people play games, so I can watch the pros playing ingame. Perhaps there should be a disable funktion then. Second a function that makes it possible to watch (the top 10?) replays in the matchhistory of other players for analyzing games.
Does that makes sense or is there another way to do things like that?
I am new here btw.
sincerely diamond 3 player
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On May 20 2022 23:38 AmericanUmlaut wrote: I disagree. Vultures had a similar ability in BW with a limited number of casts, and no one struggles to understand the concept of not having any more mines.
Mines charge ability is reloaded while i don t think : "limited amount of 4 tumors" means that Queens have 4 charges which recovers after some delay.
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On May 21 2022 02:48 Vision_ wrote:Show nested quote +On May 20 2022 23:38 AmericanUmlaut wrote: I disagree. Vultures had a similar ability in BW with a limited number of casts, and no one struggles to understand the concept of not having any more mines. Mines charge ability is reloaded while i don t think : "limited amount of 4 tumors" means that Queens have 4 charges which recovers after some delay. Spider mines can't be reloaded-a BW vulture comes with 3 mines and that's it.
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