Man I wish this forum had never heard the word gimmick.
12-14-2009, 11:41 PM
#101
12-14-2009, 11:47 PM
#102
I love your loaded questions, Nicol. Love em. Keep up the great work
12-15-2009, 12:20 AM
#103
12-15-2009, 10:25 AM
#104
I think the Mutalisk is gonna be just fine. It has strengths unmatched by the Corruptor and Brood Lord. Likewise, it has weaknesses that the Corruptor and Brood Lord make up for. Players will find that they need the Mutalisk whether they like it or not. The greater problem for the Zerg right now is the Roach. There is no reason to have it — at all.
12-15-2009, 02:43 PM
#105
12-15-2009, 03:31 PM
#106
I could ask you if you think a +7 damage bonus is effective for the mutalisk too.
I never said extra bounce was no help, I said you could easily up the muta's damage without adding the bounce. You want 7 damage? Balance the Muta and add 4-2-1 to their basic attack. I'm for keeping things simple and effective, and if the Muta isn't performing well in Tier 3, then it's ultimately a balance issue. Adding an extra bounce is pretty much the same as doing a balance tweak that adds damage. If it really needs that added damage, scale it through their basic attack upgrades. Having an upgrade that adds a bounce is arbitrary, and it's the reason why they folded in things like range upgrades on Hydras/Goon-Stalker.
12-15-2009, 04:03 PM
#107
Like giving Hellions an upgrade to their damage vs. Light. Or giving Zerglings an attack speed upgrade.Adding an extra bounce is pretty much the same as doing a balance tweak that adds damage.
And while it is similar to just increasing their damage, it is not the same. More bounces spreads AoE. This makes them more effective against clusters of units without making them more effective against single-targets.
"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
12-15-2009, 04:06 PM
#108
12-15-2009, 04:29 PM
#109
Hellions and Zerglings need to be more efficient in later tiers due to tech progression. Mutalisks are generalists that are pretty much effective all the way through, similar to Hydralisks. Throwing an arbitrary upgrade onto the unit gives the misconception that it needs it to stay competitive in tier 3, which it does not.
At the moment its primary use IS single-target, people aren't making mutas under the assumption that their ability to hit multiple targets is the best counter to marines and such. Mutas are not M&M counters. Zerg have T3 splash in the form of Ultralisks and Lurkers. Then we have the brood lords, which kill marines in 2 volleys + mantaling fodder. Mutas are not needed to counter marines or masses of enemies, they are great harassment units.
Mutas used in groups rely on focus fire killing power. The splash is secondary. Extra bounce shouldn't be needed as an incentive to be used beyond tier 2.
Hellions with Light damage makes them very effective mass T1 and caster counters. Lings with attack speed makes them effective glass cannons up into late game. Mutas with an extra bounce is a 'nice to have' that doesn't effectively change Mutas in any interesting way, similar to an overall damage upgrade. It's not like you're adding bounce to a unit that didn't have it, or you're giving it a high damage bonus vs ___. You're giving one more bounce to a unit that atm is being used to focus fire hit-and-run units to death.
Last edited by Triceron; 12-15-2009 at 04:39 PM.
12-15-2009, 04:58 PM
#110
Same basic concept. And it has a handy acronym that's only 3 letters long.Why are people calling the muta attack AoE. It doesnt hit an area of effect.
These two sentences do not make sense together. You first claim that Mutalisks are effective "all the way through." Then you say that Mutalisks do not need to stay competitive at Tier 3. Either Mutalisks aren't competitive at Tier 3, or they are. Which is it?Mutalisks are generalists that are pretty much effective all the way through, similar to Hydralisks. Throwing an arbitrary upgrade onto the unit gives the misconception that it needs it to stay competitive in tier 3, which it does not.
From what I can tell, they aren't. In SC1, they were used either to make Guardians or to snipe specific units. Hardly good utility for a generalist. Nothing in SC2 would seem to change this.
Hardly. If you took away the splash, Mutalisks would be of substantially reduced utility against one of the basic uses of Mutalisks: worker killing. Those bounces matter. In the 7 attacks that it takes to kill one SCV, you've done 1/3rd damage to a second. So when you get to attack him, he goes down easier.Mutas used in groups rely on focus fire killing power. The splash is secondary.
Almost half of a Mutalisk's damage is done to units that aren't the primary ones being attacked. That's far from "secondary". This upgrade would make Mutalisks more reliant on those bounces.
"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