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Legacy of the Void Legacy of the Void

03-22-2015 , 12:36 AM
no... anyone who disagrees with terran is wrong... fkn idiot

post was ~4 mo ago lol
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04-06-2015 , 07:36 PM
Given the crazy amount of workers that we start with, is it more reason able to have just absolutely huge maps now? That and the mins go out faster.
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04-06-2015 , 07:46 PM
Does the number of workers you start with particularly correlate to map size? I think it mostly just
a.) removes what used to be the first 1-2 minutes of a HotS game
b.) deletes some cheeses from the meta - without testing or knowing for sure, I feel like Terran could possibly CC first inside their main, wall off, and complete a rax before a 12 pool even gets lings to their base. Likewise, 12/12 proxy 2rax probably doesn't even come close to killing a Zerg hatch first build
c.) hurts Zerg scouting (cause overlords r slow), a lot, like I'll probably be 12 scouting every game until I get a sense of how good/bad it is
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04-06-2015 , 09:50 PM
There have got to be better ways to speed up a game than doubling the initial worker count. And if the # of workers you start with is meant to just get you to mid/late game faster I would think a bigger map would be better for balance.

This isn't a complete thought but I have a SC game starting....
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04-06-2015 , 10:15 PM
Quote:
Originally Posted by goofyballer
Does the number of workers you start with particularly correlate to map size? I think it mostly just
a.) removes what used to be the first 1-2 minutes of a HotS game
b.) deletes some cheeses from the meta - without testing or knowing for sure, I feel like Terran could possibly CC first inside their main, wall off, and complete a rax before a 12 pool even gets lings to their base. Likewise, 12/12 proxy 2rax probably doesn't even come close to killing a Zerg hatch first build
c.) hurts Zerg scouting (cause overlords r slow), a lot, like I'll probably be 12 scouting every game until I get a sense of how good/bad it is
I wonder if there's a 3rax proxy that's now feasible. That would be pretty sick.
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04-07-2015 , 03:24 AM
Quote:
Originally Posted by bobman0330
I wonder if there's a 3rax proxy that's now feasible. That would be pretty sick.
Heh.


Last edited by goofyballer; 04-07-2015 at 03:52 AM. Reason: apparently sc2planner isn't fully up to date on LotV - it still uses the faster timescale, has wrong cost for ravagers
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04-07-2015 , 02:44 PM
lol. that would be amazing, right goofy?
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04-07-2015 , 08:15 PM
I gotta say stuff like Hellbats and Cyclones really make me wonder wtf David Kim is really thinking. Why the **** can spidermines target air??? Am the only one that this that unit obv ruined HOTS? Banelings, good. Autotarget, stealth, kill anything for basically no resources and 1 basic tech building WHAT THE ****. Man I really wanna believe in SC2 but I kinda feel like I have fanboi sunglasses on.

Last edited by Regret$; 04-07-2015 at 08:17 PM. Reason: and swarmhosts and 1.0 reapers and on and on
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04-14-2015 , 06:01 PM
Balance update incoming:

- Adept health buffed from 80/60 to 90/90
- Adept upgrade no longer does bounce damage, now upgrades shields by 50
- Adept can now cancel their teleport thing, seems OP. Schrodinger's Adept can now exist in two places at once...MAYBE.



- Immortal shield ability now absorbs 200 damage instead of 100
- Cyclone lock-on ranged nerf from 15 to 12 (lol, so almost siege tank range now) with an upgrade to increase it back to 15 later in the game

TL captures the spirit of the times well:



- Lurkers start with fully upgraded 9 range instead of being useless before hive tech
- Tempest disintegration ability increased to 550 damage and units suffering from it can't be repaired
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05-06-2015 , 02:51 AM
Quote:
Originally Posted by hERESY
Shoe you're not going to like this if you prefer WoL over HOTS... how could you? HOTS wasn't nearly as drastic of a change to WoL as what this is compared to HOTS.
It's more about how much I like the new units and how they change the game as opposed to anything else. I liked the original, I don't really care for any of the new units that were introduced, and depending on how much I like the new units in this expansion will determine how much I end up playing. Hope that makes sense and I'm hoping for the best! The game is still fun as is, I probably sound a lot more negative than I actually am.
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05-06-2015 , 02:07 PM
take's running a tournament which actually has a sensible format that i'll probably watch a bit of
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05-08-2015 , 10:13 AM
anyone know where to search to get/buy a beta key for this?
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05-11-2015 , 06:42 AM
I think that actually the game is in really closed beta. Mainly pro players, streamers etc. When the beta will be more close to the final game they will open it to a larger pool of players.
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05-11-2015 , 03:08 PM
05-11-2015 , 04:01 PM
Really? These changes seem pretty boring.

Summary:
- recall energy cost halved (100->50)
- mothership (the big one) speed buffed to match mship core
- oracle stasis can't be manually triggered anymore, people were using it to chain stasis together
- brood lord range slightly buffed (I think it's currently 10.5? increased to 11), can once again be abducted
- zealot speed after charge upgrade buffed by 7%
- lurker damage nerfed by 33% against non-armored units
- disruptor becomes armored
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05-11-2015 , 05:53 PM
I love the Blizzard thinking.

Issue: It's challenging for Protoss players to defend multiple locations now that it's slightly harder to magic an army into existence out of nothing whenever you need.
Solution: Give Protoss the ability to teleport their entire army around the map as needed for very little energy!
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05-11-2015 , 08:21 PM
The lurker change was the big one for me and the mothership/recall changes also.

Goofy y u no let me be interested in anything
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05-11-2015 , 08:37 PM
Haha sorry.

I'm curious about how the recall change will affect things. My first thought about it was that it might not be as consequential as it initially seems. Thinking about the situations where the mothership core is used offensively and then recalls, I feel like it's usually at 100 energy by then anyway - like, the question wasn't usually "does it have enough energy", but rather "will it get sniped before it can use the recall". So the only situation where this is a buff is if the mothership core is at 150-199 energy, and then can do time warp AND recall instead of having to choose.

What I didn't think about before and is probably more significant is that after the recall, it will be much closer to having photon overcharge available.
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