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Thread: Korean Blue Post Translations

  1. #11

    Default Re: Korean Blue Post Translations

    I want a bigger map size than 256. 256 is too small for certain ums and I prefer being able to fit everything in one map than having to make players go in different maps.

    Plz blizz, bigger map size

  2. #12

    Default Re: Korean Blue Post Translations

    Quote Originally Posted by sandwich_bird View Post
    I want a bigger map size than 256. 256 is too small for certain ums and I prefer being able to fit everything in one map than having to make players go in different maps.

    Plz blizz, bigger map size
    Agreed.

    I'm disappointed in the return to the old ways of Protoss shielding, it was boring and slow. It makes more sense for the shields to recharge faster when the unit is idle.

    Also, I'm really disappointed in the new Snipe ability. They should have it the way they originally had it: no energy cost, only cooldown time, and a lot of damage. Spamming a sniper's shooting... give me a break.

    I like the EMP blast ability of temporarily uncloaking any cloaked units in the blast range. Five seconds may be too long, but in-game testing would reveal any imbalance to it.
    [CENTER]

  3. #13

    Default Re: Korean Blue Post Translations

    Another thing to remember is that EMP is a smaller splash than it used to be. So it's only useful to reveal 1-2 units you KNOW are there. Such as that 1-2 DT standing still attacking the lower left corner of your command center. It's not a replacement for Scanner at all, merely another option if you know EXACTLY where a single or two units are.
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  4. #14

    Default Re: Korean Blue Post Translations

    Still, I'm extremely disappointed with the EMP ability (like the rest of us); making a smaller AoE than in SC1 does not justify the cost/energy ratio in any way. It should still be an ability that is more expensive to cast.

    Spamming EMP is basically too OP against Protoss. It drains shields and opens them up completely to siege damage from Thors and tanks. You may only need a few ghosts to take down a whole army. Terran is already pretty strong against Protoss, and the latter has decent maneuverability to counter certain Terran unit mixes as they are. Adding the EMP as a cheap spell to spam and weaken casters and all Protoss is clearly a balancing issue I hope will be addressed in Beta.

    This brings me to my second point of total dismay and disappointment:

    Shield Regen (sorry, I know I'm echoing everyone else)!

    I feel CHEATED by this move by Blizzard. Protoss were given this ability to improve them on SC1 mechanics, esp with units like Roaches, Marauders, Hellions, Banshees and others that can kill shields pretty quickly. With the ability to regen fast out of battle, at least Protoss had a chance to recuperate and retaliate with reinforcements. By downgrading the shield-regen mechanics, Blizzard has effectively made Protoss THE weakest of the 3 races. This throws balance off completely.

    I hope they fix this as well.

    EMP needs revamping, and shield regen needs to return to the WWI 2007 mechanic.

  5. #15

    Default Re: Korean Blue Post Translations

    Spamming EMP is basically too OP against Protoss.
    Is EMP spammable?

    You may only need a few ghosts to take down a whole army.
    You may only need a few High Templar to take down a whole army.

    I think people are so used to SC1-style Terran play that they don't see how good it is that the Ghost actually has useful abilities. Now the Protoss have to spend time and effort searching for Ghosts to kill. Phoenixes with AntiGrav can do it (to some degree).

    By downgrading the shield-regen mechanics, Blizzard has effectively made Protoss THE weakest of the 3 races. This throws balance off completely.
    That assumes that the Protoss were balanced with it before. Maybe it was affecting the utility of on-the-field shield recharge (as in making it not useful). Or maybe it was affecting their ability to give units more shields (units with lots of shields like Archons would effectively regenerate out of combat exceedingly quickly).

    I'm not saying its removal is a good thing. I personally rather liked the idea. But if they're removing it now that it's been there for 2.5+ years, it must be because it's interfering with something.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

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  6. #16

    Default Re: Korean Blue Post Translations

    Mkay.
    Protoss shield regen: Yeah, I'm sorry to see it go too. Maybe it will be back, like the infernal Terminator spinoffs, but if it's gone now, I think there might have been a problem.

    Emp: While I can see that people are concerned that emps are too powerful now, I wouldn't worry. In case nobody noticed, the effective radius was reduced, and it still costs 100 energy. So the only thing you're going to emp are the things you already know are there, and spellcasters you want gone.

    Snipe: I'm glad I'm not the only one worried about this. I miss psi-round and Psi-radar.

  7. #17
    Pandonetho's Avatar SC:L Addict
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    Default Re: Korean Blue Post Translations

    EMP only does 100 damage to shields now though, so it can't be used against buildings effectively (for nuking).

    It also won't be as effective against heavy units like the Carrier (or other units with like 200 shields or more).

    Last but not least, it can't insta pwn archons anymore with 1 shot.

  8. #18

    Default Re: Korean Blue Post Translations

    Quote Originally Posted by Nicol Bolas View Post
    I think people are so used to SC1-style Terran play that they don't see how good it is that the Ghost actually has useful abilities. Now the Protoss have to spend time and effort searching for Ghosts to kill. Phoenixes with AntiGrav can do it (to some degree).
    I would say that EMP is fine with the 100 Shield limit, so at least won't be OP versus the strongest units, but it's completely OP vs Immortals.

    As they're now, i think that Immortals are going to be a failure. They have too many counters, and are too costly. Most units have attacks very near 10, and would lose very little effectivity against Immortals. Hell, an EMPd Archon vs Siege Tanks is looking better than an EMPd Immortal. At least the Archon will take reduced damage from the Tank attacks... No, wait! The Siege Tank deals 60 damage vs everything now??? This is getting worse at every moment

  9. #19
    Pandonetho's Avatar SC:L Addict
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    Default Re: Korean Blue Post Translations

    Why don't you just play the game first.

    This is exactly like saying storm is rigged against Terran because it owns every single thing of theirs except for tanks and goliaths, which it only "minorly" owns.

    Immortals are completely OP against tanks, does that sound fair to say? Or am I just excluding a bunch of other possible factors that I may have overlooked?

  10. #20

    Default Re: Korean Blue Post Translations

    Most units have attacks very near 10, and would lose very little effectivity against Immortals.
    This is not new. Hardened shields were only ever effective against a few units.

    Immortals are completely OP against tanks, does that sound fair to say? Or am I just excluding a bunch of other possible factors that I may have overlooked?
    The point he's getting at is this:

    Immortals are a hard counter for STs. A single Ghost can make this hard counter worthless. So unless you deal with their Ghosts, your counter for STs goes away. And thus, it may not be worth the effort to build them.

    When Immortals were on the Gateway/WarpGate, I'd say that it doesn't matter, since you can easily switch back and forth as needed. But with Immortals bound to the Robo Facility, that means that getting a few of them is a serious investment. They also have to walk to the battle, thus exposing them to being EMP'd when you're busy elsewhere.

    However, even so, it's not hard to fix any of these problems should they exist. Give them 150 shields. Or move them back to the Gateway/WarpGate. Or make them cheaper. Or any of the above.

    These are all tweaks that can be done via beta.
    Last edited by Nicol Bolas; 11-03-2009 at 08:53 PM.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

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