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http://us.battle.net/sc2/en/forum/topic/20042934163
"Hello everyone! This week, we’re going over fewer topics as it’s a short week with the upcoming holiday, so let’s get right into it.
Response to Feedback: “Co-op Missions are too easy” Our designers are hard at work discussing/testing/iterating on a way to satisfy those of you who are looking for a greater challenge from Co-op Missions. We’re definitely looking to add more challenging ways to play this mode in the near future. We also wanted to say thank you for your input, and that your suggestions are being discussed as well. We will provide you with more details once we know more.
We also want to reinforce that this is a game mode designed for everyone. So far, most of the feedback has been focused on making the mode more difficult. We've also seen a few discussions asking for more variety in Co-op Missions. Suggestions like this are exceptionally valuable because they improve the overall experience of Co-op Missions. We look forward to hearing more of your thoughts in areas like this as well.
Siege Tanks in Medivacs Some of you out there have been pointing out concerns in this area, and we’re currently watching this interaction. The potential issue with Siege Tank pickup is that Terran play seems to have become more heavily bio favored because of it. We believe this is happening because previously, bio had the advantage of mobility and the disadvantage of being less powerful versus mech in a heads-up fight. Mech has the strong front line, but its composition isn’t mobile. Right now, due to Siege mode Tanks being so easy to relocate at a high pace (bio compositions naturally have a lot of Medivacs), we’re seeing bio compositions simply never engage against a full mech army. This essentially removes the main advantage that the mech player has over bio.
If this turns out to be the case, we wonder if it’s better to have Siege Tank pickup cause the unit to un-Siege. We’re not 100% sure that this interaction is correct right now, so we’ll keep a close watch in this area. Your thoughts regarding this are greatly welcome since nothing is decided on this front yet.
F2 selecting Disruptor shots Thank you for your feedback here, and we agree that F2 shouldn’t select the Disruptor shots. We will get this fixed soon.
Dusk Towers Stalker issue Thank you for your feedback illustrating how Stalkers can blink from the 3rd location to the natural location on Dusk Towers. We’ll get this fixed soon as well.
Bunker upgrade change We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.
Burrow/Unburrow test map We noticed that there’s some mix up with what exactly needs to be tested with this change. Some players are saying it should work like how Terran mode switches work, and others are saying that they still need to be in different sub groups. We wanted to clarify that the version we’d like to test in the next test map is the same as how the Terran mode switches work. We believe there’s less reason to have the two abilities on two different hotkeys if they are on different sub-groups and players need to tab through anyways before issuing orders. We’re planning on having this test map up next week, so please let us know how it feels after you test it out.
We also just wanted to thank everyone for having such constructive discussions and helping to create a more positive community experience around StarCraft II. Like we mentioned before, maintaining this is extremely important, especially at the start of a new game because many new gamers will visit sites such as the Battle.net forums, Teamliquid, or Reddit to check out the game and community. We’re very proud of everyone in that we have been able to work towards having such positivity and constructive discussions going, not only because it’s just great for the development of the game going forward, but also because people who aren’t so in tune with community topics will get a better idea of where the game is at. Let’s continue the constructive and positive discussions as we continue working on StarCraft II. Thanks, everyone!"
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bye bye tank drops and hello to dying to zerg early pushes
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the SC2-improvement machine is working... so curious to see how SC2 will be looking within 1year or so...
for the effort... for the whole SC2 improvement... thank you.
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Katowice25012 Posts
something something bunker build time
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On November 26 2015 04:54 Noonius wrote: bye bye tank drops and hello to dying to zerg early pushes You can totally die to those even with tank drops in the game.
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Lol Bunker change. Never change Blizzard
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On November 26 2015 04:58 pieroog wrote: for the effort... for the whole SC2 improvement... thank you.
ditto.Thanks for all the transparency and hard work!
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What's up with the bunkers?
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On November 26 2015 04:59 Heyoka wrote: something something bunker build time Exactly my thoughts :D
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Have you guys ever seen a game where the bunker upgrade was researched?
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Stalkers always find a way...
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On November 26 2015 04:54 Noonius wrote: bye bye tank drops and hello to dying to zerg early pushes
As long as the pickup mechanic remains in place in some form, I think it will still be useful early game vs Zerg. The main benefit is saving a siege tank or dodging Ravager shots, and the proposed change would still allow that to happen. What it would change, thankfully, is the nonsense in TvT where you carry your Tanks around at all times.
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Allowing tanks to be picked up and having them transform back to normal mode in the air does away with a lot of the obnoxiousness of mid game battles, however having positions sieged is still a problem because the tanks are too hard to kill. The strength of early tank drops or cliff sieges in LoTV right now is that the aggressive player isn't losing their tanks. Since the tanks don't die, the defending player has no opportunity to strike back.
Look at the design of the siege tank. Does it need to be picked up by medivacs while in siege mode? Just think about that one question.
edit: Talking about tvt.
In tvz right now tankivacs are needed, and I don't like that either, but its a less clean solution. If banshees are buffed then banshee rushes get too strong in tvt and tvp, if liberators get buffed then... well... we've done that.
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Nothing on balance, just a nerf for TvT?
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We also want to reinforce that this is a game mode designed for everyone. With different difficulties I don't see what they mean with this:p
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Yes guys, please take your time with the bunker change.
The blink thing on Dusk Towers is insane. Blizzard is still so bad at making maps. Do they even do QA on their maps? Did they not learn about blinking into in-base nats after Delta Quadrant five years ago like the rest of us?
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On November 26 2015 04:41 eviltomahawk wrote: Bunker upgrade change We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.
What is this "Individual upgrades" that Blizzard is talking about?
Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.
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I have had this in mind a while now, picking up siege tanks should definitely unsiege them. I didn't like how it actually turned out. Now it's going to become more of a retreat mechanism, which is good.
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On November 26 2015 05:41 HeroMystic wrote:Show nested quote +On November 26 2015 04:41 eviltomahawk wrote: Bunker upgrade change We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.
What is this "Individual upgrades" that Blizzard is talking about? Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.
I bet they mean that you select a bunker, and upgrade it individually. Perhaps something in the area of 25/25 cost and 20 sec to upgrade your bunker. I like it.
However, a lot of blizzards post was very hard to understand. I have no idea what section under "Burrow/Unburrow test map" was about. They should take their time to formulate themselves clearly.
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