What WoL units/mechanics are uninteresting? - Page 2
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videogames
United States103 Posts
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Phayze
Canada2029 Posts
+ Show Spoiler + Reaper, Marauder, immortal. Reasoning, the reaper has no place anymore in sc2. The overseer is a glorified overlord that gives no supply and should be on this list but is the only form of mobile detection for z, the changeling is stupid and contaminate is a gimmick. The immortal seems to replace the bw archon, but is no where near as good as colossus. Toss cannot stand up only on immortals like they could archons and templar in BW, every composition toss has relies on templar or colossus to even kill an army. Immortals are good early game defense and against some comps, but they are just boring along with marauders. Marauders have some stupid efficiency in small numbers with medivacs, dulling down the game significantly. honestly its not hard to stim a few marauders and kill infinity gateway units. - What mechanics do you find needing tweaks? or badly designed. + Show Spoiler + I feel mules are still kind of stupid, i'm tired of watching professional games where the terran sits at 30 or 40 workers, is a base down well past the time where a timing push should work, and just wins with unit efficiency ie marauders with high production before colossus become a problem. With this, colossus are too good in number and templar/archons should be made more viable. Gateway units are also very weak, blink making the only viability. - What graphic/misc tweaks do you want to see? + Show Spoiler + Tired of getting massive fps, would like to see the game actually tax my hardware, specifically maybe some good HDR or other lighting implementation. - What type of new units/buildings would you like to see? + Show Spoiler + Some sort of midgame harass for protoss that could be used with a warp prism. Warp prisms are a gimmick currently. Perhaps reavers. I feel zerg needs a more mobile army, its currently so creep dependent. | ||
Elefanto
Switzerland3584 Posts
uninteresting: marauder roach colossus Everyone has so much dps potential for their cost by simply a-moving, That's bad and makes for uninteresting games. Also i'm a bit scared, because they say "some units aren't cool". Imo it's not about beeing cool / not cool, it's more about the usability and not how gimmicky a unit is. maybe i missinterpreted it a bit D:. i would like to see a redesign as well for: hydras (too expensive and slow. isn't zergish at all) reaper (nerfed into oblivion, has good harass potential) immortal (a-move unit in bigger battles, hilariously expensive, slow, low range) | ||
Lemonayd
United States745 Posts
Carrier isn't interesting. Even if it was interesting it's still bad. Reaper and Hellion I'm not a fan of. (keeping it short im leaving for work xD) Corruptor could use a redesign I believe. | ||
TERRANLOL
United States626 Posts
On June 01 2011 02:10 TheDougler wrote: Useless units: Overseer Reaper Carrier Uninteresting units: Colossus Ultralisk ...There is no terran unit I find uninteresting Carriers have the highest DPS in the game, and reapers are the best scout unit in the game aside from the observer. I can agree that colossus are boring. | ||
Omegalisk
United States337 Posts
On June 01 2011 02:17 GreatOldOne wrote: Blizzard made a stupid announcement. Marines are the most standard and boring unit in the game, should we remove them? Seriously, they should start basing their decisions upon good competitive play and not interest. Blizzard doesn't want SCII to go down much like all the other "competitive" games: with a hidden, small community that the general public really doesn't know/care about. Blizzard is interested in E-Sports, not simple balance between races. Sure, balance is good, but one has to achieve balance without making the game boring to watch/play. | ||
johlar
Sweden165 Posts
1. Reaper - I would guess this unit is removed in HotS. After the factory before speed nerf it just isnt used enough. It could be reworked into some kind of scouting unit - a use that it sometimes has right now. 2. Hydralisk - When someone says zerg - I think of hydras and zerglings, it's a shame that it isn't that useful :< 3. Corruptor - Has to be the most boring unit in the game. What mechanics do you find needing tweaks? or badly designed. 1. Macromechanics - Macro should be able to set two players apart in my opinion. Hidden tech etc should give you an advantage but not outright win you the game. Better macro should give you the chance to make up for that disadvantage - which I don't think current mechanics do. How do you change this? Maybe put a cap in how many structures you can have in a control group? Idk 2. Spells and spellcasters - Many of the spells in SC2 are impossible to avoid, which sucks since it lowers a players ability to change the outcome of a battle. FF just stops you, creates a wall that you cannot change. Fungal Growth does a similar thing allowing chain use, that can't be prevented. And powerful spells like Storm/EMP are too easy to use making them even more powerful. What graphic/misc tweaks do you want to see? I liked what blizz said about using ragdoll effects for single units, could make small skirmishes cooler to watch ^^ What type of new units/buildings would you like to see 1. Spidermines and Lurkers - They can be used in a siege like fashion and can create tense moments like baneling bombs, also more micro. 2. I just want more units and stuff that can make me go "awwwwmaiiiigaaaaaawd" and bask in the skill of the worlds best players | ||
twiitar
Germany372 Posts
Now in all honesty, the only units I currently consider under-utilized and thus uninteresting are Carriers, Motherships, Ravens and Reapers - all for different reasons. Carriers are just not worth it in most cases (tech to colossus? Invite enemy to get Air control!), Motherships are too gimmicky of a mechanic to be used on a constant base and way too much of a gamble, Ravens are just under-utilized right now due to the game not being fully discovered in it's aspects yet (and I see a lot of growth potential for Ravens in every matchup) and Reapers are under-utilized due to how hard Blizz struck them with the nerf hammer. How to fix this? Balance stuff and wait 'till players find solutions with the tools already provided before tinkering with the tools. And patching in LAN support. Nothing in SC2 is generally uninteresting/broken to the point where it couldn't be mended. There's a lot of potential sleeping in it, it's just that whenever a bit of the potential is tapped (early reaper harass, Thorzain's usage of Thors) Blizz immediately pulls the Nerfhammer to keep the customers playing instead of QQ'ing. Which is wrong by itself. So the balance Blizz needs is in where to listen to it's customers and where not. LAN support? Listen! Constantly tinkering with the units? Don't listen! Easy as that. :/ | ||
koppik
United States676 Posts
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Zeroes
United States1102 Posts
I think toss and zerg need the most changes. Forcefield and colossus need to be replaced or removed and overseers, corruptors and hydras need changes. | ||
Jombozeus
China1014 Posts
Marauders should be mech? Whats a bioball then? Marine Ghost? Thor is useless in battlefields? Hence the reason why it got nerfed vP! Twice! Of course. Terran drop idea, as stated, is lol. Bio = Defensive and Mech = Aggressive. What world is this? Please just leave everything up to the questions, and edit out your own 2 cents... It just destroys the legitimacy of the first part. | ||
kasumimi
Greece460 Posts
-Colossus: Besides being uninteresting it's also boring and requires no micro whatsoever. Range 9, heavy slash damage = The 1a king of SC2. Sad part is that it's a must-have unit for P. -Marauder: Uninteresting, too much dps with stim vs armor, forces Terran to mass it in TvP and thus killing versatility. This unit combined with the colossus can lead to extremely uninteresting games that end in one short battle, the trademark of SC2. -Reaper: The pinnacle of failed "COOL" Dustin Browder units. Cool cliff jumping, cool damage vs buildings and cool movement speed led the unit into uselessness after a couple of game fixes. There is so much more I'd like to type because in my humble opinion the design flaws in SC2 are not only many, but it's also clear there is faulty reasoning behind them. I really hope we see less "Cool" and more solid, balanced units in HotS; although at this point I really doubt it. | ||
damahammer
Germany111 Posts
[B] - What 3 units in the game need to go into the redesign list? - What mechanics do you find needing tweaks? or badly designed. - What graphic/misc tweaks do you want to see? - What type of new units/buildings would you like to see? - Thor, Reaper, Hellion - Larva Inject, Formling - game time to real time, remove slower speed, just have faster and the other one for practice league - a merc ahven for terran, citadel of adun for protoss, defiler for zerg^^ | ||
Sweepstakes
United States92 Posts
Like the earlier poster, I saw the TLO-Haypro SC2BW match (among others) and got nerd chills for the first time since Nestea-sCfOu.. So instead of asking for specific units to be removed I will trust Blizzard to fix the units enough to reach that BW feel, where harass was constant and much less ball-based. | ||
Acayex
United States26 Posts
In general, sc2 needs more terrain control emphasis like in BW and less A-move. Games are much more interesting to watch when it isn't just one battle then GG when one ball beats the other. | ||
hugman
Sweden4644 Posts
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KimJongChill
United States6429 Posts
Corrupter: Only use is to kill massive or go into broodlord; arguably the killing massive thing is extremely situational and they suck at killing colossi anyways. Also, no one uses corruption. Roach: It's literally just a unit that you mass and a-move. The burrow and burrow movement gimmick is useless past a certain point in the game, and the regen seems negligible. The regeneration aspect is actually interesting, and I think they could play around with that more. Otherwise, the unit is just way too plain, even the hydralisk is more interesting because it is so slow but has good dps. Reaper: It really has fallen out of use. I suppose it's kinda cool to scout with it. - What mechanics do you find needing tweaks? or badly designed. Blue flame makes hellions way too cost effective. You can literally just run a handful into a base and you will get your investment back plus more. Plus, the unit looks kind of ridiculous. Corruption is actually the most useless ability in the game. Viking and corrupters are too good versus massive, and explain why cool units like bc's or carriers are never used in games. - What type of new units/buildings would you like to see? Each race has two spellcasters i think, but zerg really only has one since the queen is purely for macro. I'd love for zerg to have a spellcaster that is defensive, and strenghthens zerg units, as opposed to the purely offensive infestor. | ||
-{Cake}-
United States217 Posts
1. Colossus 2. Roach 3. Either the Stalker or Hydra All extremely boring units overall Mechanics: Buildings need even more hp, or units need to kill them more slowly Conc shells, just do something, a well executed marine split, (or even stutter step) is interesting, well executed rauder kiting is not at all Something with fungal, it doesn't feel very zergy Switch the sentry from critical "get this or you die" caster to actual support (eliminate the chicken and egg of gateway units need to be shitty casue the sentry is godly, and the sentry needs to be godly casue gateway units are shitty) Overall weakening of timings (by all races against all races), this might need corresponding shifts in balance due to focus on late game play (ie, may make it too easy for a zerg's droning to get out of control, but might also allow a toss 'deathball' to be built too easily) Overall, a stronger distinction between races, roaches and infestors do not feel like zerg units, while I think the baneling is a very flavorful unit, the raven, viking, and (obviously) tank feel like very terran units, while the marauder and thor do not P feels like it should be about templar tech, with the robo being called out for specific situations, and stargate as a possible alternative style, rather than the robo-centric style | ||
PizzaParty
Canada169 Posts
+ Show Spoiler + Reaper Definitly not a boring unit to see in a VOD, but as a player I find very uninteresting to use. Too expensive and long to build in early game where you need not only all the ressources but also all the barrack uptime you have, and after that, in whatever matchup you have medivacs to do drops and raids. And whenever you can find a timing for them, they always need a lot of micro since they rely only on their mobility to be efficient. Not sure what could be done to make them better. Uninteresting mechanic + Show Spoiler + 250mm Cannons This mechanic is much more specific then the OP's, but I still wanted to talk about it. This ability is useless. It has never been good in any build/patch. The range is short and the animation required for the ability to actually start is painfully long. Graphic/misc tweaks + Show Spoiler + I know it's asking a lot, but I would like it that every unit-changing ability had a visual reprensentation. What I mean by that are the shields on the marines or the wings on the speedlings. I don't always get detection vs Zerg, but when I see the glowings spikes on the roaches, I surely do. New units/buildings + Show Spoiler + I have no idea. This is why I'm so excited to see the new units in HotS ! | ||
mistgun_EU
309 Posts
Reaper - you only build it once in game for scouting purpose, they are weak and fragile nothing to have in your 200/200 army cause they get killed as fast as marines, and they cost 50gas. Thor - Ye..the nerf was too harsh. Slow unit, bad dps. only good thing with it is tanking siege tank fire and defend base against mutas. Carrier - i almost never see this unit. There are more uninteresting units but not gonna mention all - What mechanics do you find needing tweaks? or badly designed. Forcefield - the ability to make choke and cut army to half is just too good, i dunno how to balance it, but i would like blizzard to remove it and find another solution for protoss. Warpgates - i really dont like this warp-in, during late game is just ridiculous when opponent can reinforce their army asap after trading army in a 200/200 vs 200/200 battle. Warpgates also make protoss too good in huge macro maps, like tal darim altar. It makes protoss macro too forgiving. Seeker missile - cost too much energy and the upgrade also cost too much. the only time i see ppl use it is in for fun games. Fungal - stops your units and deal huge dmg at same time, maybe increase energy cost or make it deal less dmg. The main purpose for this spell should be immobilize units, not deal huge dmg. strike cannon - cost too much energy and it requires research. remove it or nerf dmg a little and make it splash. - What type of new units/buildings would you like to see? units like goliath, which means no spellcaster ! | ||
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