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all this fucking theory crafting and no one's played the game yet.
yeah it's been said before, but jesus. i didn't think every thread pertaining to heart of the swarm would devolve into useless debate about what could, should, may or may not happen in this game.
Actual release is 6 months away or more. Give it a resT.T
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On August 18 2012 10:54 RogerChillingworth wrote: all this fucking theory crafting and no one's played the game yet.
yeah it's been said before, but jesus. i didn't think every thread pertaining to heart of the swarm would devolve into useless debate about what could, should, may or may not happen in this game.
Actual release is 6 months away or more. Give it a resT.T
So we should start debating about design choices after the game's released?
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On August 18 2012 10:59 Cloak wrote:Show nested quote +On August 18 2012 10:54 RogerChillingworth wrote: all this fucking theory crafting and no one's played the game yet.
yeah it's been said before, but jesus. i didn't think every thread pertaining to heart of the swarm would devolve into useless debate about what could, should, may or may not happen in this game.
Actual release is 6 months away or more. Give it a resT.T So we should start debating about design choices after the game's released?
things are more tentative now than they'll ever be later, so yeah it's fruitless. you just can't know how things will play out, or how the game will feel, until you actually play it. more importantly, until pros play it for a few months.
things will change. nerfs and buffs will be made. it seems like every thread goes on for a mandatory 27 pages with everyone arguing this or that with their racial bias firmly in stride. it just gets old! let us wait! let us wait!
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Seriously. Can anyone provide CONCRETE evidence that they completely removed splash damage from the Widow Mine? As in, evidence not from Google translate but from a real translator? I still have a feeling that a lot is getting lost in the translation thus far.
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On August 18 2012 11:09 RogerChillingworth wrote:Show nested quote +On August 18 2012 10:59 Cloak wrote:On August 18 2012 10:54 RogerChillingworth wrote: all this fucking theory crafting and no one's played the game yet.
yeah it's been said before, but jesus. i didn't think every thread pertaining to heart of the swarm would devolve into useless debate about what could, should, may or may not happen in this game.
Actual release is 6 months away or more. Give it a resT.T So we should start debating about design choices after the game's released? things are more tentative now than they'll ever be later, so yeah it's fruitless. you just can't know how things will play out, or how the game will feel, until you actually play it. more importantly, until pros play it for a few months. things will change. nerfs and buffs will be made. it seems like every thread goes on for a mandatory 27 pages with everyone arguing this or that with their racial bias firmly in stride. it just gets old! let us wait! let us wait!
But Roger! If I, a member of the Starcraft 2 community, don't make my ideas abundantly clear to everyone, if I don't force my ideas-- Nay, KNOWLEDGE, on the other people who frequent these forums, Heart of the Swarm will end up being a terrible game!! That's how these things work!
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On August 18 2012 11:12 eviltomahawk wrote: Seriously. Can anyone provide CONCRETE evidence that they completely removed splash damage from the Widow Mine? As in, evidence not from Google translate but from a real translator? I still have a feeling that a lot is getting lost in the translation thus far.
This is a real translation. I'm Korean btw
광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다
Instead of splash damage, we've changed it to increase single unit damage.
If it's any consolation to you, at least it seems they've increased the damage to a single unit. Still shitty design and defeats the purpose of punishing deathballs. Stupid Dustin Shithead design as usual.
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no splash, but no timer? that seems ok, just change it so that it has a decent attack radius, but has very little vision making it only strong when you have vision, or if units walk right on top of them without a spotter. also, they should only effect ground, and change the Thor into an anti air specialist that has it's ground attack removed and has two different anti air-attack modes between light units and armored units.
basically they should completely alter the thor into some kind of anti-air siege tank that has to transform to change weapons where one does bonus to light and the other does bonus to armored.
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On August 18 2012 11:22 emc wrote: no splash, but no timer? that seems ok, just change it so that it has a decent attack radius, but has very little vision making it only strong when you have vision, or if units walk right on top of them without a spotter. How does that make it OK? I mean, I thought it was OP as fuck to start with, but now it's basically not going to be good against anything but lone Infestors or something. Seems like it'll be completely useless for its intended role of zoning areas if it only kills 1 unit.
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On August 18 2012 11:22 Dustin_Butthead wrote:Show nested quote +On August 18 2012 11:12 eviltomahawk wrote: Seriously. Can anyone provide CONCRETE evidence that they completely removed splash damage from the Widow Mine? As in, evidence not from Google translate but from a real translator? I still have a feeling that a lot is getting lost in the translation thus far. This is a real translation. I'm Korean btw 광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다 Instead of splash damage, we've changed it to increase single unit damage. If it's any consolation to you, at least it seems they've increased the damage to a single unit. Still shitty design and defeats the purpose of punishing deathballs. Stupid Dustin Shithead design as usual. Your username goes well with how you feel about Browder . lol
Thanks for the translation btw!
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On August 18 2012 08:22 FromShouri wrote:Show nested quote +On August 18 2012 08:12 blinkingangels wrote:On August 18 2012 08:10 FromShouri wrote:On August 18 2012 08:08 SnipedSoul wrote: I much prefer the widow mine being a spider mine. The 10 second timer was kind of dumb. then don't let it affect air units. I really like that it can latch to air units. It's a good way to deny oracle harass (which is insanely strong for how little effort it requires). I also see it as being a decent solution to lategame zerg where they switch back and forth between ultras and broods. It's also the only interesting unit being given to Terran. so its okay that terrans get a unit that can literally kill a unit by itself+deal a decent amount of splash damage, be spammable, detect units, no friendly fire, explode instantly, and attack land and ground units.That is what is call that balanced? Because right now it does all that except explode instantly. To be fair these arent nearly as bad as spider mines.(and i say that as a terran player).
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No splash? What the hell?
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On August 18 2012 11:22 Dustin_Butthead wrote:Show nested quote +On August 18 2012 11:12 eviltomahawk wrote: Seriously. Can anyone provide CONCRETE evidence that they completely removed splash damage from the Widow Mine? As in, evidence not from Google translate but from a real translator? I still have a feeling that a lot is getting lost in the translation thus far. This is a real translation. I'm Korean btw 광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다 Instead of splash damage, we've changed it to increase single unit damage. If it's any consolation to you, at least it seems they've increased the damage to a single unit. Still shitty design and defeats the purpose of punishing deathballs. Stupid Dustin Shithead design as usual.
Yup. This is pretty accurate. But remember, he did not say anything about removing splash damage. It might mean the single target damage ( the one unit that triggered the mine ) might do 200 while surrounding might do 10 ( exaggerated ofc ) In the end, one unit is greatly damaged.
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I really hope that they won't remove the splash from the widow mine completely. Instant explosion seems a bit too good combined with splash though. They really should make it somewhat like the spider mine where you can micro and snipe them before they explode even without detection and they don't go off straight away.
I want them to be OP but not too OP
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Anti-medivac and oracle mine... which can just be 100 minerals instead of 75/25 by using a missle turret. I'm having a hard time thinking of many uses outside of killing raids. : P
You could use it for killing queens early game or picking off a DT/infestor run-by but it'll be cost-inefficient vs a deathball without splash damage.
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they really need to unnerf the 2 nerfs the hydralisk got
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On August 18 2012 11:32 jidolboy wrote:Show nested quote +On August 18 2012 11:22 Dustin_Butthead wrote:On August 18 2012 11:12 eviltomahawk wrote: Seriously. Can anyone provide CONCRETE evidence that they completely removed splash damage from the Widow Mine? As in, evidence not from Google translate but from a real translator? I still have a feeling that a lot is getting lost in the translation thus far. This is a real translation. I'm Korean btw 광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다 Instead of splash damage, we've changed it to increase single unit damage. If it's any consolation to you, at least it seems they've increased the damage to a single unit. Still shitty design and defeats the purpose of punishing deathballs. Stupid Dustin Shithead design as usual. Yup. This is pretty accurate. But remember, he did not say anything about removing splash damage. It might mean the single target damage ( the one unit that triggered the mine ) might do 200 while surrounding might do 10 ( exaggerated ofc ) In the end, one unit is greatly damaged.
yup the interview never said about removing splash damage completely
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On August 18 2012 12:08 -niL wrote:Show nested quote +On August 18 2012 11:32 jidolboy wrote:On August 18 2012 11:22 Dustin_Butthead wrote:On August 18 2012 11:12 eviltomahawk wrote: Seriously. Can anyone provide CONCRETE evidence that they completely removed splash damage from the Widow Mine? As in, evidence not from Google translate but from a real translator? I still have a feeling that a lot is getting lost in the translation thus far. This is a real translation. I'm Korean btw 광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다 Instead of splash damage, we've changed it to increase single unit damage. If it's any consolation to you, at least it seems they've increased the damage to a single unit. Still shitty design and defeats the purpose of punishing deathballs. Stupid Dustin Shithead design as usual. Yup. This is pretty accurate. But remember, he did not say anything about removing splash damage. It might mean the single target damage ( the one unit that triggered the mine ) might do 200 while surrounding might do 10 ( exaggerated ofc ) In the end, one unit is greatly damaged. yup the interview never said about removing splash damage completely
Okay.... I feel like I know less now than before.
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Am I understanding the widow mine change right? Does zerg now need to have detection EVERYWHERE now becaus a widow mine can just attach and instantly explode over a flock of say, mutas?
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not in the beta.. damn i hate blizzard... global play + chat channels + replay resume from any point in time even without DC (not sure if thats how it will be) and.. I will like blizzard a bit more after d3 failure.
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