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Thread: Overseer Spore Cloud and Detection

  1. #121

    Default Re: Overseer Spore Cloud and Detection

    [reenters balance arguement mode]


    Quote Originally Posted by Nicol Bolas View Post
    One of the main uses of the ability is that it shuts down immobile or semi-mobile units. Well, if it can move on its own, now it can shut down anything that's not fast enough to get out of it. It's one thing to shut off Siege Tanks in Siege Mode, giving you the time it takes for them to unsiege and move out of the effect. It's quite another to make them essentially permanently blind.
    So?


    Quote Originally Posted by Nicol Bolas View Post
    It's strong enough against immobile defenses, punishing them for their immobility. Making them work against mobile targets is a little much.
    How do you know its alittle much? Have you played it and found that it devestates siege tanks to easily? For all we know it could be underused in playtesting because of sufficient air support.

  2. #122

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    [exits balance arguement mode]
    Oh I thought you were saying that making a spell movable was a balancing nightmare. I dont totally see what you gain by giving the spell hit points.
    I sort of am.

    If they think the ability needs more 'mobility' lower it's cost so it can be cast multiple times, or make the field larger or something.

    Making it movable just raises the APM-requirement of the ability like crazy, and quite frankly, it also makes it really unpredictable and hard to control. It's like that Tornado ability in R&CF: Tools of Destruction. In order to move both IT and your units, it just takes too much mental dexterity, and it's not something the ability really NEEDS.

  3. #123

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Aldrius View Post
    Making it movable just raises the APM-requirement of the ability like crazy, and quite frankly, it also makes it really unpredictable and hard to control.
    That I can agree with. Its not so much a balance issue as a general gameplay issue. The one thing that could be said to this defence is that the goal for spells in Starcraft 2 is that they scale nicely between pros and casuals (so casuals can use them easily but pros can use them even better). Movable spells might be an example of this.

  4. #124

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    That I can agree with. Its not so much a balance issue as a general gameplay issue. The one thing that could be said to this defence is that the goal for spells in Starcraft 2 is that they scale nicely between pros and casuals (so casuals can use them easily but pros can use them even better). Movable spells might be an example of this.
    It's just not necessary, though. There's enough of a skill gap in the ability already. It's ALREADY a hard ability to use properly.

    One thought occurs to me, though... how strong this thing will be versus Terran. Not so much now that they have hellions and the thor and Marauders. (Big close-range AoE attacks) But still, probably gonna be pretty strong. Especially with Hydralisks.

    I guess Com Scan also helps to make up for it.

  5. #125

    Default Re: Overseer Spore Cloud and Detection

    So?
    It's a cheap spell on a cheap spellcaster that the Zerg are already encouraged to have quite a few off. It's a pretty strong ability as is for the Overseer; giving it mobility only makes it stronger.

    I guess Com Scan also helps to make up for it.
    Forcing them to give up economy for a Com Scan is a decent win, even if it does negate some of the advantage.
    "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

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  6. #126

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Nicol Bolas View Post
    It's a cheap spell on a cheap spellcaster that the Zerg are already encouraged to have quite a few off. It's a pretty strong ability as is for the Overseer; giving it mobility only makes it stronger.

    And having an observer or a raven or a phoenix or a corruptor or medivac or a overlord or a mothership or a warp prism or a banshee or a carrier or a battle cruiser or a mutalisk or a overseer or a viking or a brood lord negates its effect.

    But what are the chances youll have any of those in the area

  7. #127

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    And having an observer or a raven or a phoenix or a corruptor or medivac or a overlord or a mothership or a warp prism or a banshee or a carrier or a battle cruiser or a mutalisk or a overseer or a viking or a brood lord negates its effect.

    But what are the chances youll have any of those in the area
    Slim in the mid-game.

  8. #128

    Default Re: Overseer Spore Cloud and Detection

    Yah overlord doesnt come into play till way after the overseer....

  9. #129

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    Yah overlord doesnt come into play till way after the overseer....
    I meant for Terran, you picky son of a gun.

  10. #130

    Default Re: Overseer Spore Cloud and Detection

    When did we see banshees in that battle report?

    Also comsat is early. Raven should be about same time as overseer. Its like TvZ getting vessels against lurkers.
    Last edited by ArcherofAiur; 07-05-2009 at 10:15 PM.

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