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On December 18 2014 05:50 Antonidas wrote: Did anyone who attended BlizzCon get a ticket to the beta? There was a notice that claimed attendees of the Starcraft matches would get access... But I didn't see anyone get it.. Man, I sort of hope they just go open beta right away. Two expansions in, you shouldn't really be bug testing the engine or servers any more.
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One of our goals with the HERC is to help give Terran an advantage vs Zerglings and Banelings and encourage the Zerg player to tech switch. "Players have complained for 3 years about the dumb and simplistic hardcounter design of SC2, so we felt it would be the right move to add yet another hardcounter to the key ZvT basic unit duo that is part of the most exciting asymetrical interactions in the history of the game."
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So I commented on a few of these things in my latest video. I thought the Cyclone was actually balanced well, or thereabouts, I think it was drastically over-reacted to. It was MOST strong vs P on maps like Nimbus, which were very rare, and then only in the mid-late game with mech armies. Otherwise, it was rather irrelevant.
Z stuff looks good.
P: I don't know why they reverted the photon overcharge, I thought it was an adequate change... Maybe a bit annoying with banshees, but that is just a new meta you have to learn with a new game.
The thing I do not understand the most is: Immortals. As mentioned above I made a video in which I talked about them a bit somewhere at the end. They're literally terrible now compared to how they used to be. You will obviously still be making them vs Ultras and still making them vs mech, but the fact is that they're so incredibly awful now you might as well be going air. Like, simply put, they're not the ideal unit to deal with those compositions anymore. Now, this wouldn't be such a big deal to me if well... that wasn't their only purpose... so... other than a few to bolster army damage vs armored and to transition I feel that they're pretty horrendous now.... :/
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great changes by Blizzard introduced at Blizzcon. These refinements sound really good.
we have an economy that is "up and running" right from the start of the game. really intricate cool micro possibilities. all we need is a bald guy named "Kane" and "basebuilding that is not a chore" and we'll be all set.
So many ex-C&C-ers now on the SC2 team and their influence is being felt. i'm hoping for a C&C style RTS with Blizzard level polish and Blizzard level post sales support. so far its looking good.
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On December 18 2014 06:00 JimmyJRaynor wrote: great changes by Blizzard introduced at Blizzcon. These refinements sound really good.
we have an economy that is "up and running" right from the start of the game. really intricate cool micro possibilities. all we need is a bald guy named "Kane" and "basebuilding that is not a chore" and we'll be all set.
So many ex-C&C-ers now on the SC2 team and their influence is being felt. i'm hoping for a C&C style RTS with Blizzard level polish and Blizzard level post sales support. so far its looking good. I agree, these changes are slowly moving towards C&C mechanics. However, I think the "basebuilding" should be a chore.
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im disappointed....david kim is totally incapable of designing a game like starcraft
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On December 18 2014 05:47 swissman777 wrote:Show nested quote +On December 18 2014 04:44 egrimm wrote:On December 18 2014 04:04 DarkLordOlli wrote: Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE. So much this. We need smth similar to dragoon. Starbow has really cool solution: they moved stalkers to be more harass oriented unit and less multi purpose as they are currently in hots and added dragoons to fill the gap and allow protoss for more freedom to move on the map. That might need tweaking warp gate tech, but blizzard already stated they gonna at least change it a bit. I'd like to test postponing WG, so 1base WG rushes won't be a thing. Maybe add requirement for WG to have Twilight Council or even move WG to TC ? But the lack of in the middle units make protoss to be more "tricky" race, which I really like. I find starcraft 2 to be more fun than BW simply because there's bigger differences between the races compared to BW. That just make things more interesting and forces players to have a variety of strategies in their arsenal (or that's what I think)
Well, You could still go Blink Stalkers in mid game to harass and try to pin Terran in base long enough to allow for transition to robo OR You could go for dragoons + zealots and force some engagements on the map which right now with current gateway units is not possible after Marauder with CC occurs.
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East Gorteau22261 Posts
On December 18 2014 06:04 Meerel wrote: im disappointed....david kim is totally incapable of designing a game like starcraft
What changes would you have made?
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On December 18 2014 04:04 DarkLordOlli wrote: Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.
OMG THIS THIS THIS
Protoss has many ways to harass already. We need a fucking fighting unit that doesn't cost 300/200.
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Bring back infested terran upgrades or longer range neural. Infestors used to be the counter to mass air. But now fungal doesn't do damage and infested terran can't break through the ez to get air upgrades (for terran at least).
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On December 18 2014 04:24 OtherWorld wrote: ...that Protoss unit design seems totally off, what Protoss needs is a core, non-gimmicky gateway unit that makes P less reliant on high-tech units, not another gimmicky, spell-based harass unit.
This ^^. Protoss needs a better early/mid game option (i.e. unit) without having to commit to a Stargate. Besides high-risk immortal/stalker/sentry attacks (which usually turn into an all-in), Protoss has very little option do anything for the first 10 minutes. You pretty much sit with a MSC and try to hold everything until you reach a big enough "ball." Contrast this with Terran or Zerg, who can move out with small amounts of units early game to get damage done, without it being all-in.
The MSC has always been a band-aid solution. Give me back the dragoon, or give me death.
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On December 18 2014 06:06 Zealously wrote:Show nested quote +On December 18 2014 06:04 Meerel wrote: im disappointed....david kim is totally incapable of designing a game like starcraft What changes would you have made?
more broodwar
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The biggest argument against the worker change.
12x5 = 60 additional HP at the start for Terran
12 SCV rush gonna destroy Z and P
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On December 18 2014 06:10 DinoMight wrote:The biggest argument against the worker change. 12x5 = 60 additional HP at the start for Terran 12 SCV rush gonna destroy Z and P
That's not how it works, that's not how any of this works!
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On December 18 2014 06:08 DinoMight wrote:Show nested quote +On December 18 2014 04:04 DarkLordOlli wrote: Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE. OMG THIS THIS THIS Protoss has many ways to harass already. We need a fucking fighting unit that doesn't cost 300/200.
Strongly agree. The warpprism change turns anything and everything into a harassment option, and I like it. Now we need a way to afford harassment without dying.
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meh horrible, I'll just stick to an old resources mod in LotV then. I just don't like to play this unsafe. Or I'll just play Terran. Being even at 12 workers is such a huge buff for Terran. Just personal preference, I hate being forced into playstyles.
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On December 18 2014 06:10 DinoMight wrote:The biggest argument against the worker change. 12x5 = 60 additional HP at the start for Terran 12 SCV rush gonna destroy Z and P I somehow think Rush distance Main Minerals to Main Minerals might be longer than 17 seconds. Also, Zerg workers die in the same amount of hits (even more, probably) and produce faster, so Zerg OP.
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I think invulnerable is an awful choice for a unit ability.
It just removes interaction. It's lame and boring.
Protoss have so many options for harassment already. I feel like this is not what they need at all.
As for the terran changes, the upgrade changes do sound really lame.
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On December 18 2014 06:08 DinoMight wrote:Show nested quote +On December 18 2014 04:04 DarkLordOlli wrote: Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE. OMG THIS THIS THIS Protoss has many ways to harass already. We need a fucking fighting unit that doesn't cost 300/200. I agree that this is the biggest problem we have. Please make it so that all toss openers dont have to rely on bullshit.
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On December 18 2014 06:08 stevethemacguy wrote: Protoss definitely needs a better early/mid game option (i.e. unit) without having to commit to a Stargate. Besides high-risk immortal/stalker/sentry attacks (which usually turn into an all-in), Protoss has very little option do anything for the first 10 minutes. You pretty much sit with a MSC and try to hold everything until you reach a big enough "ball." Contrast this with Terran or Zerg, who can move out with small amounts of units early game to get damage done, without it being all-in.
a) there's nothing wrong with needing certain techs to do certain stuff. The same is true for Terran, if they don't go factory or in particular starport they are incapable of doing harass. People have just accepted that Terran goes Starport everygame pretty fast. b) Warp Prisms get buffed. Disruptors get introduced for that reason. Robo is getting pretty good for that sort of play from how it looks. c) it's not even true. You build a wall and a canon behind and zerg can't do anything with few units early on in ZvP. In contrary to what you say. You build 1-2stalkers early and Terran is contained vs Protoss early game.
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