QUOTE(fujkenasai @ Aug 10 2015, 03:26 PM)
http://us.battle.net/sc2/en/blog/19829510/...review-8-5-2015Legacy of the Void, my waifu for hire haz updates
Legacy of the Void, my waifu for hire haz updates
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Aug 10 2015, 10:00 PM
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#21
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QUOTE(fujkenasai @ Aug 10 2015, 03:26 PM) http://us.battle.net/sc2/en/blog/19829510/...review-8-5-2015 |
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Aug 11 2015, 10:20 PM
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#22
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QUOTE(sniperz @ Aug 11 2015, 09:07 PM) Yeh, it was amazing. Can't wait for the whole thing.On another note, on the next Beta Patch, it looks like Blizz will tone down on the macro mechanics (Zerg Queen Inject, Terran Mule, Protoss ChronoBoost). Again, "tone down", not "remove from the game altogether". It was first mentioned on the community feedback post: http://us.battle.net/sc2/en/forum/topic/18300016914 QUOTE Macro Mechanics Macro mechanics are something we’ve absolutely seen the community discuss in the past. With Legacy of the Void becoming more difficult to play due to our main goals - more action, micro on both sides during engagements, less downtime, etc. - we have been exploring areas that we can make easier. For these, we’re trying to locate areas that are difficult to manage but aren’t really easily noticeable. For example, as a player doing larva inject, it’s somewhat difficult for me to tell how well I’m doing in a given game. Further, my opponent really has no idea how well I’m doing it either. In esports matches, this is also something that viewers can’t tell either. Because macro mechanics are an area that’s difficult to do, and not many people can really tell how well someone is doing it, we’ve been exploring potentially cutting them or making them less important. Currently, we’re looking at two options here. Option 1: Spawn larva is autocast by default, but spawn only 3 larva. Mule efficiency is nerfed by 20% or so. Chrono boost cost increased to 50, and efficiency not quite doubled. The thought here is that because efficiency is nerfed overall, it’s not as big of a deal to not do these mechanics spot on all the time. Option 2: Cut chrono Cut mule Spawn larva is autocast by default, but spawn only 2 larva The thought here is just do away with these added clicks, we do lose a little bit of strategy and decision making but we wonder if that’s ok, and have a clean version where players don’t need to do the extra clicks. With that said, keep in mind neither of these versions are final, they’re just one of two potential directions we can go in this area. David Kim confirmed this on GamesCom: http://www.twitch.tv/blizzard/v/10153787?t=2h25m20s My take on this? NO. PLEASE NO. |
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Aug 23 2015, 11:18 AM
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#23
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Ok, I have to say, I kinda like having more time away from looking at my base to micro my army better during tense engagements (especially when lag is horrible).
HOWEVER.. I don't mind turning away from my army so I could have more larvae at my disposal. I would usually have 3 bases before I attack (or I get attacked) but at the rate that larvae spawn in this current patch, it's not fast enough for Zerg to be the swarm that it should be. So my opinion stands: Bring back macro mechanics. I honestly think the game has gone slower. No mules means no early mineral boost for Terran to initiate sub-5 minute timing attacks. No chrono-boost mean no early game shenanigans for Protoss. Slower larvae spawn time means longer time to get the necessary economy to go full swarm-mode. As a zerg, I would need 4 or 5 hatcheries (on 3 or 4 bases) to get a nice larvae pool ready for massing up drones or army. But getting extra early hatcheries means no minerals for army and any attack from the opponent would mean death. 3 hatcheries on 2 bases is kinda safe, but again, it would take a longer time to get to swarm-mode. As a terran, losing an average of 43 minerals per Mule (per minute) is somewhat huge in the early game. That economy could have gone to an extra SCV or an extra Marine or Reaper. Or the terran could delay gas for a little to get an extra SCV out for economy, but delaying gas would be delaying teching up to Factory then Starport. As a protoss, in the early game, slower rate of getting out probes, and therefore would take a longer time to get the economy for production. Fewer timing attacks because there's no chrono to speed up upgrades and "timing attack units" such as colossi or immortals. There's no way any race could attack on 1-base now (except for unscouted proxy 2rax or 2gate). And there's fewer chances to attack before 4 or 5 minutes. So the game has really gone slower. And this is the exact opposite of what Blizz wanted. But then again, I've only played a few games and only in Gold league. Meta's not fully established and more changes still coming in the Beta. So, we'll have to wait and see. This post has been edited by EnTaroAdun23: Aug 23 2015, 11:42 AM |
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Aug 28 2015, 08:40 PM
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#24
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Anyone up for a few practice games on LotV beta? Add me up, Battletag is MigraineBoy#1957
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Sep 26 2015, 04:42 PM
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#25
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https://www.youtube.com/watch?v=uQnmfEka3vw
More LotV backstory featuring Khaldaris (the one-eyed Zealot from the LotV Cinematic) and Artanis. This post has been edited by EnTaroAdun23: Sep 26 2015, 04:46 PM |
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Sep 27 2015, 09:06 PM
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#26
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QUOTE(Mr.Botz @ Sep 27 2015, 08:08 PM) I was trying to buy a game on Steam a couple of weeks back using my Maybank card, and it too was getting declined. So I called up Maybank.And bad news, bro. Maybank Management has decided to block ALL credit/debit card transactions to gaming websites, foreign exchange transactions and gambling sites. This started in August, although I was still able to buy a game off Origin during the last week of August. And I was also able to buy from Green Man Games just the other day. So it seems Maybank has only been able to block Steam and Battle.net for now. Probably you could bypass this rule by using your card through Paypal. This could probably work coz when Paypal debits your card, it will show as a charge from Paypal, not from Blizzard or Battlenet. |
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Mar 16 2016, 06:14 AM
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#27
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Just prepurchased the Nova missions as well. Way cheaper to preorder than to wait until after the March 29 release (~62RM vs ~93RM).
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Mar 29 2016, 09:43 AM
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#28
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Just played the first 3 Nova missions comprising the first pack, and I could say they're worth the 62RM I paid for it. And there will be 6 more missions coming! That's less than 7RM per mission!
I still hope Blizz comes up with the Starcraft: Ghost game though. |
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Dec 17 2016, 03:55 PM
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#29
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Anyone on now to do some coop?
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Dec 19 2016, 12:39 PM
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#30
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140 posts Joined: Jan 2012 |
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Aug 22 2017, 01:01 AM
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#31
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New co-op commander incoming!
Here's the link if the embed above doesn't work: https://www.youtube.com/watch?v=R2-PzLUzam8 A new map is also on the way! A Purifier has you escort a friendly ship through evil Tal’darim AI. No announcement on when Dehaka will be available for purchase. It should be soon enough, coz if you notice during the last few seconds of the Dehaka video, you will see a banner that says "Buy Dehaka". We'll know more in the coming days as a formal announcement will be made by Blizzard during GamesCom. This post has been edited by EnTaroAdun23: Aug 22 2017, 01:03 AM |
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Aug 22 2017, 01:08 AM
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#32
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Update: CoOp Commander Dehaka will be available when patch 3.17 launches, along with the InControL announcer pack.
I still can't find any reference as to when patch 3.17 will release though. |
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Aug 23 2017, 02:34 AM
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#33
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Dehaka gameplay video by Lowko:
https://www.youtube.com/watch?v=n4vOgX-xxpE His coop partner is Winter, playing Alarak. The UI looks to be a Coop-only build (not an actual SC2 client build) for patch 3.17, very likely only meant to showcase Dehaka at GamesCom. So it's safe to say that this is not a final build for Dehaka and whatever we see on here may be updated or changed. So the new map/mission is called "<something> Warfare". I don't quite understand what Lowko said, so let's just call it "New Map". LOL This new map plays similar to the LotV campaign mission "Unsealing the Past" where you escort the Megalith to Stasis Locks. On this new map, the Megalith is called "Aurana's Transport" whereas the stasis locks are called "Security Terminals" which Aurana needs to purify. Some stuff that I noticed, on top of what the Dehaka preview video already showed: - Dehaka starts automatically with 200 supply (no need for overlords) - Since he doesn't have overlords, he won't have overseers to morph, but Dehaka has an upgrade that will gives him detection (like Nova) - Primal hatcheries work similar to the Tree of Life of the Night Elves in Warcraft 3 - Dehaka's buildings do not require creep - Primal hatcheries do not morph drones from larvae, but throw out eggs (similar to the Stukov's mechanic) - All other units are thrown out as eggs from the Primal Warden - No need for Evolution Chambers as the Primal hatchery contains the attack and carapace upgrades - No need to use drones to morph in an extractor as the Primal hatchery "infests" the vespene geyser I still can't find any reference on when patch 3.17 releases. So yeh, Dehaka's friggin awesome. Blizzard, take my money already. edit: mission is called "MALWARFARE" This post has been edited by EnTaroAdun23: Aug 25 2017, 08:52 PM |
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Aug 25 2017, 08:51 PM
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#34
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More updates to co-op on patch 3.17!
After level 90 Mastery, there will be Ascension levels which goes up to level 1000. Each level is 200,000XP and rewards along the trail of progression. Source: https://news.blizzard.com/en-gb/starcraft2/...eview-ascension |
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