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On September 18 2015 08:07 Cyro wrote:Show nested quote +Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the Swarm. Why have the nerfed the fuck out of chrono but left terran mechanics exactly the same? Chrono is 'always on' now. With old chrono, every minute you got ~13.6 seconds of production time reduction and with new chrono you get 13.5 seconds of production time reduction per minute.
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On September 18 2015 08:12 DinoMight wrote:Show nested quote +On September 18 2015 08:07 Cyro wrote:Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the Swarm. Why have the nerfed the fuck out of chrono but left terran mechanics exactly the same? The inject change was justified regardless if zerg is expected to be micro intensive; their mechanic was way more punishing to miss for 5 seconds than protoss or terran mechanics here we have new chrono that is harder to use on 3+ bases and less powerful at the same time. Why? this is semi-auto for protoss, full macro for terran and full but changed to be more forgiving for zerg Well, with the new Protoss chrono, chrono is ALWAYS on. So instead of 50% faster its 20 something but you never run out of energy and things are always being chronoed.
On September 18 2015 08:13 TheWinks wrote:Show nested quote +On September 18 2015 08:07 Cyro wrote:Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the Swarm. Why have the nerfed the fuck out of chrono but left terran mechanics exactly the same? Chrono is 'always on' now. With old chrono, every minute you got ~13.6 seconds of production time reduction and with new chrono you get 13.5 seconds of production time reduction per minute.
The problem is, it becomes weaker than old chrono in 2 main situations:
Firstly, you want to focus chrono on fewer buildings than you have nexii. Can no longer benefit at all.
Secondly (and the main one) you cannot bank it at all. If you would have banked chrono for even 3 seconds, your new chrono is going to be weaker for what you want to do.
In HOTS for example, you could always save chrono to keep your first colossus at 1.5x production rate for the entire build time.
You could do the same for your first gateway unit even. Now, there's simply no way to get past 1.225x.
You can chrono more things, but it's like you have old chrono but you're forced to not chrono the same building multiple times in a row and intead have to split them 50/50 on two buildings. That's not what you'd want to do at all.
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If it's going to be kept that way, in order to have similar power it would need to boost more than before to compensate for the brand new weaknesses (with no benefit).
It would also need to be changed so it's not harder than the old chrono to use near-optimally when you have 4-7 nexii for no reason.
camera hotkey 2, 5c-shift-clickclickclickclickclick
vs
camera hotkey 1, click nexus, c, camera hotkey 2, click camera hotkey 2, click nexus, c, click camera hotkey 3, click nexus, c, camera hotkey 2, click camera hotkey 4, click nexus, c, camera hotkey 2, click camera hotkey 5, click nexus, c, camera hotkey 2, click
i am constantly running into this situation and am not afraid to say it drives me up the wall! It previously took 5-9 keystrokes (5 of them being consecutive C's or even just C held down) and now it takes 24 keystrokes with your hands dancing over the keyboard like a concert pianist.
The new chrono is similar and easier to use on 1 and 2 nexus than the old one, you can't forget to chrono for like a minute using it. That was never a problem for me though even as a dia player (and it wasn't a huge deal for a gold-plat player to miss a few early on, not as big a deal as injects) but the downsides are enormous.
It's a bit weaker balance wise, more limited in what you can do with it and it's and waaaaaaaay more annoying to use by the time you have 3 or 4 nexii.
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This is a huge Liberator nerf. Will slow the AG mode down by 104 seconds (over a minute and a half). It is also adding 50/75 to the cost of anti-ground mode. Let's go test to see if it's still possible to do rush damage!
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What I would give for the removal of macro boosters... probably many hours of my life playing SC2: LotV :D
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This is a huge Liberator nerf. Will slow the AG mode down by 104 seconds
It's slow the AG mode by 79 seconds if you pre-build the tech lab (which admittedly won't always be done, people sometimes built the first few libs out of a naked starport) and it'll mean that you have 2 liberators early game instead of the 4 that you could potentially have with a reactor if you only build one starport
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Don't agree with reverting the mule. Mass mule is a thing again, and that mechanic has always been dumb. Love the manual inject, it makes me want to play again!
I don't like auto mechanics. Best world would be removing all macro mechanics, or keeping them in like HOTS (albeit down-tuned).
Tentative thumbs up from me, though it really all depends on the final result...
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Still nothing about the fucking adept. Lol. Does the liberator upgrade still require armory ? If not, they literally did nothing. Well, at least the auto-injects are gone... Thats a plus, I guess.
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Man I seriously had high hopes for this game when they removed macro mechanics. Now it's just... Man so sad right now
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On September 18 2015 08:32 blade55555 wrote:Man I seriously had high hopes for this game when they removed macro mechanics. Now it's just... Man so sad right now
Don't even know what to say for removal, seems a lot of people at all levels want it but that it's not going to happen (multiple patches in a row moving away from it). At least if it's going south we can get the old chrono rather than the new one
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On September 18 2015 08:29 Pr0wler wrote: Still nothing about the fucking adept. Lol. Does the liberator upgrade still require armory ? If not, they literally did nothing. Well, at least the auto-injects are gone... Thats a plus, I guess.
You can't reactor out Libs with Siege, it's a big early game change.
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On September 18 2015 08:32 blade55555 wrote:Man I seriously had high hopes for this game when they removed macro mechanics. Now it's just... Man so sad right now
My EXACT thoughts...
Also I find it misguided as hell... They were supposed to make creep recede faster in exchange for making macro easier... Now they basically bring back HotS mechanics (BARELY easier since u can queue, but u still have to do it in the first place)... AND now creep macro is more intensive?
Doesn't that basically even out to HotS???
Yet Terran gets back the FULL version of their mechanic that has been stronger than other races, and most forgiving, with no changes????
Plus it really pisses me off that they are implementing Zerg mechanics that they straight up ADMIT a bad design... What the hell are they trying to do, intentionally kill the game, by CHOOSING bad design decisions intentionally???
I said if they go back to HotS mechanics I am quitting Zerg. I really mean it. I refuse to play a race with poorly designed mechanics that are simply not fun. I'm just going to play Terran from this point on. If this is how LotV goes in to retail, it's staying that way...
On September 18 2015 08:34 Cyro wrote:Show nested quote +On September 18 2015 08:32 blade55555 wrote:Man I seriously had high hopes for this game when they removed macro mechanics. Now it's just... Man so sad right now Don't even know what to say for removal, seems a lot of people at all levels want it but that it's not going to happen (multiple patches in a row moving away from it). At least if it's going south we can get the old chrono rather than the new one
Of course you won't get the old Chrono. Terran is the only race allowed to have just as much strength, without any added inconvenience, compared to HotS. Apparently every other races mechanics are intended to be worse than Terrans by design... Most benefit, least risk, least inconvenience, least attention required...
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So is Mule 100% power of HotS and Inject is 75% power?
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On September 18 2015 08:43 ejozl wrote: So is Mule 100% power of HotS and Inject is 75% power?
Don't forget creep is even harder to spread now too!
And Chrono is nerfed...
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On September 18 2015 08:43 ejozl wrote: So is Mule 100% power of HotS and Inject is 75% power? No, inject grants 4 larva. They just didn't put it in the notes.
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On September 18 2015 07:13 wjat wrote: Thank you Blizzard exactly what everyone wanted...
Is that sarcasm? ;<
Or did you miss the community poll where most of the people wanted to remove macro boosters completely.
Personally I am disappointed. Macro mechanics make the game too fast and having them on manual cast means that you need to play constantly to keep up your mechanics from rusting away. Since I will be filthy casual now, I won't probably play Starcraft anymore. There is simply no fun at playing the game at random level. "Oh, I won because the other guy forgot injects. Oh I lost because I forgot to drop mules etc".
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On September 18 2015 08:44 Spyridon wrote:Show nested quote +On September 18 2015 08:43 ejozl wrote: So is Mule 100% power of HotS and Inject is 75% power? Don't forget creep is even harder to spread now too! And Chrono is nerfed...
Increased creep spread was in the patch before this if you didn't realize.
Zerg Spawn larva increased from 2 to 3 per cast. Creep now spreads and recedes faster.* Ravager New Upgrade: Increases the corrosive bile range to 13 from 9. Costs 100/100. Requires a Lair. Overlord Transport upgrade requires a Lair.
*The increased speed to receding creep didn't make it into this build and will be added in a later patch.
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On September 18 2015 08:01 Jer99 wrote:Show nested quote +On September 18 2015 07:57 SetGuitarsToKill wrote: I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens. how about increasing the base larva max count? 5 instead of 3? That could certainly help. That would be something to test.
On September 18 2015 08:05 Charoisaur wrote:Show nested quote +On September 18 2015 07:57 SetGuitarsToKill wrote: I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens. it's the same for the other races. We have to hit our production circles every x seconds or we are punished severaly. Zerg doesn't get punished for missing production circles because they bank larvae and then just spawn all units at once. Injects balance this out. Just view them as the zerg production circle.
I suppose you could look at it that way, but the only common situations where you want to be banking larva are on a tech switch, which still requires the inject cycles. So most of the time you still have to have a production cycle as zerg. To say zerg doesn't get punished for missing production cycles isn't really true, our production just isn't timed out the same way.
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On September 18 2015 08:08 Kyrth wrote:Show nested quote +On September 18 2015 08:02 Charoisaur wrote:On September 18 2015 07:07 Kyrth wrote: I hate spawn larva so much, that I don't even want to play and I didn't want to play without it. Blizzard can't please everyone. Fair enough. I hadn't played in 5 years anyway. This was was fun for a month though. Maybe it's for the best because it was taking up too much time. ^^
If you havent played in 5 years why the hell are you commenting in this thread!?!? That is so ignorant its not even funny. No wonder blizz is confused. It hears opinions from people who dont even play and then trys to implement ideas with no or very little actual game knowledge. Are you joking?.
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On September 18 2015 08:47 CheRRyKiTTy wrote:Show nested quote +On September 18 2015 07:13 wjat wrote: Thank you Blizzard exactly what everyone wanted... Is that sarcasm? ;< Or did you miss the community poll where most of the people wanted to remove macro boosters completely. Personally I am disappointed. Macro mechanics make the game too fast and having them on manual cast means that you need to play constantly to keep up your mechanics from rusting away. Since I will be filthy casual now, I won't probably play Starcraft anymore. There is simply no fun at playing the game at random level. "Oh, I won because the other guy forgot injects. Oh I lost because I forgot to drop mules etc".
I believe he was being sarcastic.
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Good patch as long as macro mechs go. However :
JUST REMOVE THE PHOTON OVERCHARGE ALREADY. IT SERVES NO F***ING PURPOSE.
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