LotV Beta Balance Update -- September 17 - Page 16
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[PkF] Wire
France24187 Posts
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The_Red_Viper
19533 Posts
On September 20 2015 09:32 ShambhalaWar wrote: I think I did not make my point very clear. That being said, reloading is a legitimate decision that depends on a good number of variables. For example, if I spray 17 rounds of a 20 round mag to kill 1 of 2 opponents, do I then reload (which will probably lead to me getting killed by his spray down) or do I try to kill him with my last 3 rounds? Do I switch to my pistol which will cause less damage, but give me more rounds? do I spray my 3 rounds and go for the knife? Do i have a nade or flash? Past that, the reason I made the comparison is because reload is a required mechanic at some point in a match, and inject is no different. For the first minute of the game there might be a choice to inject or tumor, but past that it is only a requirement. So why not make inject simpler like the reload? The argument people are putting out there is that, "if we make it easier, then pros won't be able to stand out, because everyone will macro like a pro." My point, is that pros will still stand out even if inject is easier or automatic (or close to automatic, I don't think people would want auto reload in csgo). This is why i used csgo as an example, because the "mechanics" of the game are extremely simple (you press one key to reload), yet the skill ceiling is extremely high. Global elite is a true accomplishment, if you made it that high your not a pleb. And the people that made it that high didn't do so off complicated mechanics like inject cycles. If you made inject the equivalent of reload in difficultly to execute, you would still have a large gap between professional players and everyone else. It wouldn't be even remotely close, it would be the same as it is today with the current mechanics, because there is so much to master in LOTV. By the reverse logic, if you made the reload mechanic as difficult as inject (a series of keystrokes you spam) you wouldn't make the better players "stand out more," you would probably just stifle the fun of the game and frustrate professional players. Why do you compare reload to inject? Reloading isn't anyhwere near as important to csgo as macro is to sc2. If we want to keep macro as a part of the game there simply has to be extra difficulty in the zerg macro because otherwise it is way easier than the terran and toss one. You guys probably wanna reduce the importance of macro and make micro the most important skill, that is another discussion entirely though. | ||
Blacklizard
United States1194 Posts
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Blacklizard
United States1194 Posts
Very confused on MULES. I liked auto-MULES with distance restriction way better. | ||
[PkF] Wire
France24187 Posts
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Athenau
554 Posts
On September 21 2015 05:27 [PkF] Wire wrote: Are cyclones strong vs ground as it is ? And do they still display their circles for everyone ? That used to be rather annoying when facing compositions with a lot of cyclones. Cyclone ground damage was nerfed (was 600 vs everything, now it's 400+200 vs armored). Hard to tell whether that's strong or not, because no one's playing them, but then again, no one was playing them before the patch either. I suspect they'll still be good against Protoss, should mech ever get figured out (Cyclone/Mine looks good on paper vs most P comps), but not against Zerg. The number itself looks reasonable (roughly unsieged tank dps with the ability to fire on the move). | ||
[PkF] Wire
France24187 Posts
On September 21 2015 06:01 Athenau wrote: Cyclone ground damage was nerfed (was 600 vs everything, now it's 400+200 vs armored). Hard to tell whether that's strong or not, because no one's playing them, but then again, no one was playing them before the patch either. I suspect they'll still be good against Protoss, should mech ever get figured out (Cyclone/Mine looks good on paper vs most P comps), but not against Zerg. The number itself looks reasonable (roughly unsieged tank dps with the ability to fire on the move). thanks. It kinda looks reasonable, though I hope massing cyclones is not viable ever. Circles and dots everywhere on the screen. | ||
Charoisaur
Germany15614 Posts
On September 20 2015 09:34 ShambhalaWar wrote: Watch the red bull tourney, the best players in the world and mistakes are still made. I don't think they need anything else to do. If 2 pros can't perfectly play 1 side in lotv, that says a lot about the skill ceiling and multitasking. those mistakes might have a lot to do with communication issues. | ||
Lexender
Mexico2609 Posts
On September 21 2015 06:05 [PkF] Wire wrote: thanks. It kinda looks reasonable, though I hope massing cyclones is not viable ever. Circles and dots everywhere on the screen. Not really, rather than the damage nerf the vision requirement nerfed the cyclone more, since cyclones require to be kitted all the time, it gets really hard to do so without breaking the lock-on, and since they are bad in direct engagements, specially after the health nerf, massing cyclones isn't as OP as before. That being said massing cyclone is still the only viable mech composition (apart from liberators that is) but its hard to know if thats because cyclones are still too good or if its because tanks still suck ass, wich they do, but its hard to know if they suck enough to not be made almost at all. | ||
Immaterial
Canada510 Posts
+ Show Spoiler + Hey, do people still play that SC2BW map? If Blizz had just reskinned BW for the most part, I think SC2 would be marvellous. | ||
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