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Thread: Dev update: HotS Multiplayer

  1. #21

    Default Re: Dev update: HotS Multiplayer

    Quote Originally Posted by Todie View Post
    again, i think AoE damage AND pullingfield in the same unit is over the top. The pullingfield alone will greatly amplify splash from storm/colossi/archon
    Well we can't have the Tempest deal no damage... can we? Its a freakin capital ship we're designing here.

  2. #22
    TheEconomist's Avatar Lord of Economics
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    Default Re: Dev update: HotS Multiplayer

    Ahhhh, the great one's master plan is beginning to unfold. He's spamming asinine ideas so he can bitch at Blizzard when they consider them

    Guess normal trolling is boring these days. I can't wait to see how this one turns out.



    Rest In Peace, Old Friend.

  3. #23

    Default Re: Dev update: HotS Multiplayer

    I'm not trolling. I actually think we're getting somewhere with this. If we scrap the idea of a traditional capital ship, relegating that task more to the Void Ray, we can instead focus on making the Tempest into something really new. Shooting vortex's as its normal attack to disrupt enemy movement is certainly pushing a few limits, that frankly needed to be pushed.

  4. #24
    TheEconomist's Avatar Lord of Economics
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    Default Re: Dev update: HotS Multiplayer




    Rest In Peace, Old Friend.

  5. #25

    Default Re: Dev update: HotS Multiplayer


  6. #26
    TheEconomist's Avatar Lord of Economics
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    Default Re: Dev update: HotS Multiplayer

    Having 'Aliens' and 'Awful things' in the same image is a Class 5 felony. Come quietly or there will be trouble.




    Rest In Peace, Old Friend.

  7. #27

    Default Re: Dev update: HotS Multiplayer

    Quote Originally Posted by DemolitionSquid View Post
    I'm not trolling. I actually think we're getting somewhere with this. If we scrap the idea of a traditional capital ship, relegating that task more to the Void Ray, we can instead focus on making the Tempest into something really new. Shooting vortex's as its normal attack to disrupt enemy movement is certainly pushing a few limits, that frankly needed to be pushed.
    As crazy as it sounds, I approve Squid's ideas. Quite frankly, I feel the same on several issues.

    Kudos to Arkceangel for the Terran avatar and sig!

  8. #28
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    Default Re: Dev update: HotS Multiplayer

    wouldn't creating a vortex thing that sucks units in just be archon toilet 2.0?
    i think bringing back the idea of a slow-time field would be awesome
    like give it a huge aoe that slows all non-massive biological and/or aerial units in the area

  9. #29

    Default Re: Dev update: HotS Multiplayer

    Quote Originally Posted by kazu0201 View Post
    wouldn't creating a vortex thing that sucks units in just be archon toilet 2.0?
    i think bringing back the idea of a slow-time field would be awesome
    like give it a huge aoe that slows all non-massive biological and/or aerial units in the area
    Depending on the size/power/targeting there's a lot of flexibility with both Vortex and Time Warp mechanics. The ultimate goal here is to create a unit that does 3 things.

    1. Has a different mechanic and style to its play/use than the Carrier, Mothership, Battlecruiser, or Brood Lord.

    2. Feels powerful but not broken, and is a viable option for building regularly in competitive play.

    3. Supplements the Protoss army to fill in gaps in their play, such as needing a better way to deal with Mutalisks.

  10. #30

    Default Re: Dev update: HotS Multiplayer

    Quote Originally Posted by Caliban113 View Post
    Also want to mention that I've been calling the fate of the Shredder nearly since the git-go.
    You and everyone else buddy, don't get to smug.

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