Latest HotS Changes - From IEM - Page 9
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Antisocialmunky
United States5912 Posts
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Ktk
Korea (South)753 Posts
Like others have already said by now, On the widow mine: 거미지뢰라는 유닛은 MLG 빌드에서는 폭발 기술에 10초 폭발 딜레이가 있었다. 이 지연시간을 없애고 광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다. In the MLG build, the widow mine had a 10 second timer. The timer has been removed, the mine focuses on single-unit damage more than before, and less so on wide-range damage (AOE). *IMO that's a bad change, I don't know if it means they eliminated splash or just reduced it to emphasize single-target damage, probably a reduction in splash instead of a removal of it (that's just dumb isn't it?) On the mothership/core: 군단의 심장에도 모선이 등장한다 Mothership returns in HotS 모선 제어소 건물도 느린 속도로 이동이 가능하도록 설계" We've made it so that the mothership core can move at a slow speed. | ||
Rabiator
Germany3948 Posts
On August 18 2012 14:45 Ktk wrote: Sorry about the error, I read the article really fast because some of my friends wanted me to read it for them, i just c/p'd what I typed on Skype. No excuses tho the original post that's been circulating around now gee that's bad for me huh, won't translate the whole thing because that was a big enough messup as it was Like others have already said by now, On the widow mine: 거미지뢰라는 유닛은 MLG 빌드에서는 폭발 기술에 10초 폭발 딜레이가 있었다. 이 지연시간을 없애고 광역 피해보다 단일 유닛에 대해 더 큰 피해를 줄 수 있도록 변경됐다. In the MLG build, the widow mine had a 10 second timer. The timer has been removed, the mine focuses on single-unit damage more than before, and less so on wide-range damage (AOE). *IMO that's a bad change, I don't know if it means they eliminated splash or just reduced it to emphasize single-target damage, probably a reduction in splash instead of a removal of it (that's just dumb isn't it?) On the mothership/core: Mothership returns in HotS We've made it so that the mothership core can move at a slow speed. A mine should focus more on dealing AoE damage than single target damage. It isnt a missile which pierces the armor and then explodes, but rather explodes when something gets too close. So "explosion on the outside" vs. "explosion from the inside after piecing the armor". Apparently Blizzard chose the wrong one which doesnt make sense ... again. Since it apparently lost one ability - TP to another nexus - I am trembling with dread at what overpowered junk ability they put in its place. Not linking the mothership core to a nexus - if it has slow movement speed that seems reasonable to assume - is completely terrible. The reason is simple: You can move it to a choke and have a "super turret" available for defense and that is not good. Especially Zerg and their nonexistent early anti-air units make this a "super turret". | ||
Snowbear
Korea (South)1925 Posts
On August 18 2012 08:09 IcedBacon wrote: Widow mine needs to be removed :| This is the unit I look the most forward to, and you ask for it's removal???? It's one of the best new units man :x | ||
Gfire
United States1699 Posts
So I like the removal of the timer (making it harder to reduce damage taken to the absolute minimum) but I don't really like the focus on single-target damage. I think a self-sacrificing unit needs to be splash-based so it's effectiveness depends on position, or else it will be too hard to balance against all the different costs of units. | ||
Hall0wed
United States8486 Posts
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Darknat
United States122 Posts
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Warpath
Canada1242 Posts
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Garmer
1286 Posts
On August 18 2012 08:55 johnny123 wrote: i hope they go for fun in HOTS instead of "balance balance remove remove" like what they did in Wings of liberity. What they ended up with is a balanced yet boring game to play and watch. Dont remove the imbas, just buff the underpowered. Keep the fun shit in. absolutely this, plz blizzard listen | ||
Kaleidos
Italy172 Posts
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Ramiz1989
12124 Posts
On August 18 2012 16:23 Kaleidos wrote: No one did test the new nyduses @ gamescom i guess :| They said that there weren't new Nyduses at the Gamescom version, I guess they didn't implement them yet. | ||
Whitewing
United States7483 Posts
On August 18 2012 15:20 Rabiator wrote: A mine should focus more on dealing AoE damage than single target damage. It isnt a missile which pierces the armor and then explodes, but rather explodes when something gets too close. So "explosion on the outside" vs. "explosion from the inside after piecing the armor". Apparently Blizzard chose the wrong one which doesnt make sense ... again. Since it apparently lost one ability - TP to another nexus - I am trembling with dread at what overpowered junk ability they put in its place. Not linking the mothership core to a nexus - if it has slow movement speed that seems reasonable to assume - is completely terrible. The reason is simple: You can move it to a choke and have a "super turret" available for defense and that is not good. Especially Zerg and their nonexistent early anti-air units make this a "super turret". I've been playing around with it in the unit tester, as it stands now, the turret is actually awful. 75 energy for a cannon that lasts 20 seconds: you just back off and let it go away. More importantly, I'd much rather always have 3 energizes rather than that damn cannon, and I won't have that if I have to use it. It 3 shots roaches, making it entirely unreliable for such a huge energy cost and short time. Energize on sentries is much more effective at holding aggression. | ||
[]Phase[]
Belgium927 Posts
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Apolo
Portugal1259 Posts
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Art.FeeL
1163 Posts
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IMBAkorean
Canada835 Posts
On August 18 2012 17:59 Art.FeeL wrote: Widow mine should target only ground units. We already have Seeker missile for air so...like a spider mine? | ||
KrazyTrumpet
United States2520 Posts
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Gosi
Sweden9072 Posts
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ZenithM
France15952 Posts
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D_K_night
Canada615 Posts
On August 18 2012 08:31 iky43210 wrote: why HOTS still don't have a spectate mode, this is getting ridiculous Because it's a peer-to-peer game with Battle.net as the referee, and not a Server/client model game. Your "spectate mode" request most likely came from League of Legends, which easily supports that mode due to the Client/Server model. In League of Legends the default behaviour is that only the information that the server knows about, is considered trusted, and cached - that's why the spectate mode works, along with features such as skip, fast forward, rewind, etc. In SC2 every single machine must be on exactly the same page at any given point in time, down to the microsecond. That's exactly the reason why you cannot have spectators just hop in willy-nilly right in the middle of a match, because that would desync the game. But in League, if any player has a crappy connection or outright disconnects, it doesn't affect everyone else - the way that SC2 does. Two completely different games with completely different requirements. | ||
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