[SC2B] Filling the Void - Page 4
Forum Index > News |
pedduck
Thailand468 Posts
| ||
Darpa
Canada4413 Posts
I totally agree with the baneling/storm changes most of all. | ||
Stacks
Norway68 Posts
EDIT: On the GS blocking EMP matter, if you made it so that the sentry having the shield up could not do anything else( not attack nor cast FF ), it would still make EMP`s viable by sniping that one Sentry, and demand more micro from the toss player to keep it up and running once that sentry is down. | ||
LordofAscension
United States589 Posts
Guest-347: As I hope your development team is aware, certain "tricks" have been found recently by the community. These include Void Ray "Fazing" wherin a player can manually attack different targets in rapid succession to artificially increase damage output, and a series of commands that enables (limited) infestor underground casting of Fungal Growth and Nueral Parasite. Is the dev team aware of these issues and how are they going to be addressed before launch? DustinB: We are aware of the Void Ray fazing and we will be addressing that. I was not personally aware of underground casting of Infestor abilities. I'll go take a look.=) Source So hopefully Blizzard doesn't ruin the "wow" moment :/ ~LoA | ||
stet_tcl
Greece319 Posts
I agree with pretty much everything mentioned in the article and sincerely hope blizz takes some of this stuff into account... Sc2 is very fun game to play but it could definitely use some more of this "wow" factor in units and abilities. | ||
hyst.eric.al
United States2332 Posts
so thank you, plexa. and congrats on 20k! | ||
Arrian
United States889 Posts
| ||
nujgnoy
United States204 Posts
Very thorough article ^^ | ||
3FFA
United States3931 Posts
| ||
Hagan
Luxembourg34 Posts
| ||
trevf
United States237 Posts
| ||
spinesheath
Germany8679 Posts
Fungal Growth which paralyses your units and deals a whopping 80 damage Wait what? If it hits several units, sure it will easily do 80 damage. But afaik Fungal deals 32 damage per unit. | ||
lovewithlea
168 Posts
the examples you used to show what a game needs to create wow effects were good chosen. even if some won't see through and just see you writing that sentries should counter EMP. The point is not tell Blizz to make sentries counter EMPs. The point is to show which kind of design changes will improve wow effects | ||
AncienTs
Japan227 Posts
but then again fazing requires so much focus that you can lose time managing other important things, namely, macroing | ||
pksens
United Kingdom156 Posts
Basically you say: Zerg: increase Infestor cast times, reduce baneling damage if sniped (not many banelings ever make it to the full front of a terran ball for example) Terran: increase EMP cast times Toss: buff Sentry guardian shield & increase storm DPS (longer duration) Doesn't seem right. | ||
AskJoshy
United States1625 Posts
Red terran tanks being owned by banelings near the bottom = Sheth vs. MorroW ESL Ro16 Game 1 from July... 15th I think. =P | ||
durd
United States12 Posts
| ||
Cleric
United States34 Posts
| ||
Incognoto
France10239 Posts
Interesting read. Btw regarding micro, something I feel is ridiculous is "auto-micro" as I call it. I was playing around in scenarios once upon a time with Ghosts, target firing my marines. You attack with the entire group and only the amount of ghosts it takes to kill the marine shoot. It takes 3 ghosts shot to kill a marine and when I tell 6 Ghosts to attack, only 3 actually do so. You cannot overkill with ranged units, something I find crazy. Tanks too I believe? -_- | ||
SayTT
Sweden2158 Posts
| ||
| ||