On February 13 2015 05:57 Shuffleblade wrote: MSC and tempest is a problem I agree, they are working on trying and fixing that for lotv.
They aren't. Read what they wrote about tempest. And they simply can't remove overcharge if they're not willing to seriously buff stalkers -which would create a new set of problems since blink stalkers are already OK especially in PvZ- so MSC will stay here as long as your cherished medivac boost and muta regen are around.
Maybe you are right about the msc, but the tempest they have been talking about changing quite a lot just because it brings such big problems. If this doesn't fix it then they will probably go back to the drawing table, they are working on the tempest.
Hmm I really dislike the msc and really hoped they would do something about that but maybe not =/
Overall I'm glad that Blizzard has been listening to the community and removed the HERC which didn't really work in the Terran bio ball well. That said, what is up with the Protoss changes?
Why is there a need to change the immortal in the first place? It's only ever used right now for early to mid-game pushes and it's a supply drain for late game.
Also with Tempests, isn't the fact it counters swarmhosts, broodlords, ultras, thors etc the whole point of it? If the damages it deals to those units get reduced, then what's the point of building it? I get it's a shorter build time, but if it's going to be so weak then what's the point of building it? Plus, toss still has no real air AOE other than storms and we've all seen how that plays out against mass mutas late game.
On February 13 2015 05:54 [PkF] Wire wrote: Is anyone else than me bothered by the fact the new "core gateway unit" sounds an awful lot like a blink stalker ?
It does seem like it, doesn't it? Hopefully they do something else besides delayed blink or there will be way too much overlap.
It's fascinating how much they're willing to torture themselves so Protoss doesn't get back the Dragoon
I think if they did a slight AS change it woudln't be so painful ..... 40% is drastic and honestly with that kind of change banelings reign supreme.....I'd say 25% reduction MAX would do wonders....
I don't get at all what they're trying to do with the scan, but above all they should remove the visible radius so attackers don't get to shift move their invisible units just outside of the scan so easily
On February 13 2015 06:05 TheDwf wrote: I don't get at all what they're trying to do with the scan, but above all they should remove the visible radius so attackers don't get to shift move their invisible units just outside of the scan so easily
We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.
I don't get that one. What does the scan range have to do with responsiveness in units in combat ? I must be really dumb, can someone explain it another way ?
It's the unit scan range, not the range of the scan from orbital commands. It determines from how far away units recognise enemy units.
On February 13 2015 05:54 [PkF] Wire wrote: Is anyone else than me bothered by the fact the new "core gateway unit" sounds an awful lot like a blink stalker ?
It does seem like it, doesn't it? Hopefully they do something else besides delayed blink or there will be way too much overlap.
It's fascinating how much they're willing to torture themselves so Protoss doesn't get back the Dragoon
Dragoons would achieve what exactly?
They would allow the reorganization of the whole Protoss race without the major obstacles that are Sentries, the MSC, Immortals, Colossi and Warpgate in their current form
On February 13 2015 06:05 TheDwf wrote: I don't get at all what they're trying to do with the scan, but above all they should remove the visible radius so attackers don't get to shift move their invisible units just outside of the scan so easily
They are talking about the "scan radius" each unit has, which is set to 5currently by default. It means that units with more than 5range sometimes will step too close to a target before shooting. It is the reason why 6range stalkers on a-move ("scan your enviroment for targets while moving") sometimes bug out and step into detected 5range mines.
On February 13 2015 05:54 [PkF] Wire wrote: Is anyone else than me bothered by the fact the new "core gateway unit" sounds an awful lot like a blink stalker ?
It does seem like it, doesn't it? Hopefully they do something else besides delayed blink or there will be way too much overlap.
It's fascinating how much they're willing to torture themselves so Protoss doesn't get back the Dragoon
On February 13 2015 06:05 TheDwf wrote: I don't get at all what they're trying to do with the scan, but above all they should remove the visible radius so attackers don't get to shift move their invisible units just outside of the scan so easily
They are talking about the "scan radius" each unit has, which is set to 5currently by default. It means that units with more than 5range sometimes will step too close to a target before shooting. It is the reason why 6range stalkers on a-move ("scan your enviroment for targets while moving") sometimes bug out and step into detected 5range mines.
We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.
I don't get that one. What does the scan range have to do with responsiveness in units in combat ? I must be really dumb, can someone explain it another way ?
It's the unit scan range, not the range of the scan from orbital commands. It determines from how far away units recognise enemy units.
We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.
I don't get that one. What does the scan range have to do with responsiveness in units in combat ? I must be really dumb, can someone explain it another way ?
It's the unit scan range, not the range of the scan from orbital commands. It determines from how far away units recognise enemy units.
I feel like the same stuff always happens with blizzard.... they come up with strange ideas for terran they exna them all and give zerg and protoss upgrades and changes that benefit them then 1 year of terran getting owned in every tournament then they make changes to the units then terran starts winning because they went to far with the changes then they revert them then we see 15 protoss 1 zerg in code S then they meet in the middle ground with the terran units and everything levels out to relatively good balance
I don't even understand why they're trying to give Terran new units when aberrations like the current Thor still exist. Reworking/improving existing units such as the Hellion/Hellbat duo, Mines, Thors, Vikings and to a smaller extent Banshees would already achieve so much more.
Edit - forgot the Raven, of course; and Reapers/Ghosts could do with some overhaul too.
This is the first time that I am not satisfied with any of these changes... Literally all of them sound mediocre at best to me.
Protoss - New Protoss unit sounds way too much like Stalker with blink, they are combining new and old Tempest which sounds even more awful than the current one(or the old one for that matter), they have no clue what they want to do with Immortal at all.
Zerg - Burrow movement Roaches will probably be too strong and they will probably merge it with Roach movement speed upgrade in the near future. I don't even know what's new Infestor's ability(unless it is the same ability that WAS on Viper in the first place judging by their last report).
Terran - I am ok with Thor losing their ability, it wasn't really cool or game changing. I am sad about HERC removal, it was really cool unit compared to Cyclone, and I liked what you could've done with that unit as well, it seemed to have great potential.
40% attack speed reduction is horrible lol, they could only reduce the whole game speed by 15-30%, not just attack speed, that doesn't make any sense. You have something like Banelings that don't care about attack speed, rolling into their enemies and wrecking havoc because units can't shoot fast enough to kill them before they engage. Or you have Lurkers that can be avoided with good micro, but now you don't even need to micro that godly when your stimmed Marines and Marauders still have the same speed but Lurkers attack slower.
Hopefully next update will be A LOT better than this one, this is pile of crap.
On February 13 2015 06:10 FrostedMiniWheats wrote: The new protoss unit sounds really cool.
It sounds really lame IMO. A Stalker with delayed Blink, but a built-in Hallucination, but it can't shoot air? This better bring something interesting to the table.