"Terran section: So we removed everything interesting from the expansion, we hope you will still buy it."
Zerg changes sound fun tho.
I doubt mass recall will ever be balanceable unless it has a global cooldown across all nexii.
Last edit: 2012-04-12 02:23:26
tell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n Formerly FrozenArbiter
KobraKay Portugal. April 12 2012 02:21. Posts 2072
At this rate when LoV comes out I'll probably have 30 or something close to it......(mind you I was 18 when SC2 was announced in 2007) and that bothers me a lot.
On this particular news i'm missing that ability that was like the Dweb or the Dswarm. Was it scratched? Or am I failing at reading? That seemed like something interesting and something that could be useful.
Other thing that starts to bother me is the niche uses some of these units/abilities have. Cool stuff with one intention in mind doesn't always work out that well, especially since when people find creative ways to use those units for something else than what was intended, blizzard tends to nerf them....I guess I'm just sad this looks so far far away from beta, let alone release.
CJ Fighting! (--.--) no doubt PL season 2 winners!
Very glad they removed the replicant, it was just stupid. Kind of sad that they removed the shredder. Liked the idea of the unit, even if balancing it would've been hard.
Not sure what I feel about this, this just feels like they are trying to balance a game that isn't out and hasn't really been tested or innovated with yet. I kind of feel like they really just need to give us new toys and let the players play it out.
What I feel they should be focusing on is that the design of all the new units rewards micro Other stuff can be balanced out via patches.
forsooth United States. April 12 2012 02:23. Posts 2687
The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.
If they're going to give the tempest anti-ground, they absolutely must get rid of the colossus. The last thing in the world Protoss needs is more long-range AOE units.
Last edit: 2012-04-12 02:23:32
"In SC1, Dragoons were mentally retarded but SC2 stalkers are geniuses." -Woongjin_Flying
Psychobabas United Kingdom. April 12 2012 02:23. Posts 1969
Shredders removed: Good, I see little point to this, worker raids are done with bio drops, hellion and banshees anyway. Also, not being cloaked and outranged by a lot of units (stalker included) doesnt offer much to map control anyway, apart from killing zealots and zerglings.
Thors being possibly kept: Again, I like this, but the energy has got to go.
Battlehellions still in: Excellent for mech.
New long range unit: This makes no sense, nukes work just fine to break mech lines.
Warhound out: I prefer the Thor, so fine by me.
Flying spider mine: sounds like a complete waste, unless its made from the raven or something?
My thoughts: I still wait to see how mech tvp will evolve.
ChoJJa for life!
Autotroph United Kingdom. April 12 2012 02:23. Posts 290
I like the removal of the Replicant and Shredder, and that sight-reducing dark swarm thingy. Makes me annoyed when they've realised they don't need the Phoenix to be the anti-Muta unit anymore, but they still won't buff the fucking Carrier. Would love to see what happened if you increased it's acceleration and move speed.
I don't want "cool" stuff, I want a well-designed esport. Blizzard, please stop making units that are explicitly role-specific.
My thoughts exactly.
Last edit: 2012-04-12 02:24:33
Tabbris Bangladesh. April 12 2012 02:23. Posts 2681
On April 12 2012 02:13 SmileZerg wrote: The mineral-eating ability for the Viper is exactly what it needed, wow. Blizz once again takes ideas right from my personal google docs account . I was just thinking of consume but this has the added depth of being used as a harassment ability as well!
For those who dislike the ability, consider the fact that so far the Viper is the only pure support caster in the game, with absolutely no way to do damage on its own. High Templar have Storm and Feedback, both damage dealing abilities, AND can morph to Archons. Ghosts have a regular attack, Snipe, and EMP does pseudo-damage vs Protoss. Ravens can spawn Auto-Turrets and have Seeker Missile. Infestors have Fungal Growth and are able to spawn infested terrans. All other energy units have a regular attack and sometimes a damage-dealing energy ability as well (Yamato, 250mm Strike Cannons).
If Vipers are going to cost 200 gas apiece and have zero ways to deal damage on their own, they better damn well have an ability to load up on energy between engagements.
LOL man come on do you really think you should be able to nullify basically an entire Terran army at will as long as you have a few Vipers and spare minerals? Consume is a much better ability and the only reason why Blizzard won't put it in is that they can't admit that it's the only good way to balance gaining energy without the time, and their ideas about giving non mining units the ability to use minerals are stupid. Corruptors using abilities to suck resources from buildings? Give me a break, that's silly.
I am still wondering how they are going to balance the viper pull. It sounds uninteresting and one sided
Its kind of like neural but removes the unit from the army. Is going to be very hard to justify building high cost units like collossi or even thors if they can get pulled away from long range and killed by lings.
Last edit: 2012-04-12 02:26:19
uOttawa SC2 Club/CSL Team firstname.lastname@example.org | Will we see a hatchery this game? - Tasteless (Game 2 Naniwa vs. Leenock MLG winter Arena)
Yes! I love the overseer! So happy ^^ Not sure if we need these alternative Nydus Worms, because it sounds like stuff you can achieve by OV spread and drop. Generally I like the idea of variety of worm mechanics though. I hope they keep the Carrier, after all, hope they read what proportion of the fans want it. The Terran anti-siege missile reminds me for some reason of Dune 2's Death Hand of Harkonnen; I mean, it will probably have some serious disadvantages to its usage, otherwise it would easily become the most op unit in the game.
On April 12 2012 01:58 Warpath wrote: Vipers eating minerals. Under attack? blinding cloud. I can see 4-5 of these eating minerals in your opponents base pretty frustrating if your terran, with the lack of melee units.
"Blinding" cloud just reduces range by 1. It's not Dark Swarm, you don't need melee units for this.
Reduces it TO 1 not by 1. Also prevents ranged spellcasting.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
thoradycus Malaysia. April 12 2012 02:25. Posts 3212
Well, the Warhound, Thor (with anti-air splash), and anti-air spider mine all seem to share the common characteristic of having anti-air splash damage, which IMO is a very exciting dynamic to have in the game since it forces magic boxing and punishes careless clumping. From what I read, I expect that only one of these will end up in HotS, or at least some other unsaid alternative.
More Terran factory options sounds exciting. Perhaps the best way to make Mech vs Protoss viable is to buff mech rather than nerf MMM, since I do like how Terran bio is actually useful in multiple matchups in SC2 even though the Marauder is boring.
All in all, it's mostly a vague update. The only definitive thing I can take away from this is that they're throwing around a ton of crazy ideas behind the scenes, with only a few of them being mentioned in this blog. Keep in mind that there were a lot of crazy things in the WoL alpha that were very short-lived ideas.
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Barrin United States. April 12 2012 02:26. Posts 4206
I'm sad about the shredder being taken out. If the issue was them being used to harass mineral lines, I think a possible solution would be to make it "pressure" sensitive; only attack units that actually touch the ground, as opposed to hover (workers mainly, but includes reapers, archons, and HTs). This way you can still use it to prevent things such as ling runbys, and not as a harassment unit. This idea of hovering units not activating the shredder is very much akin to how they didn't activate spider mines back in brood war.
You are on fire.
Fishriot United States. April 12 2012 02:26. Posts 486