1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Developer Feedback Poll!

Discussion in 'General StarCraft 2 Discussion' started by TychusFindlay, Feb 19, 2009.

?

What do you think about the new game mechanics?

  1. 1. Love it! Can’t wait to enjoy it.

    8 vote(s)
    30.8%
  2. 2. Like it.

    14 vote(s)
    53.8%
  3. 3. Not sure what they are.

    0 vote(s)
    0.0%
  4. 4. Dislike, but will still play it.

    2 vote(s)
    7.7%
  5. 5. Strongly dislike.

    2 vote(s)
    7.7%

Developer Feedback Poll!

  1. SOGEKING

    SOGEKING New Member

    Joined:
    May 25, 2007
    Messages:
    1,572
    Likes received:
    2
    Trophy points:
    0
    I like those new things. I just like them. I am not sure to use them.

    For the zerg, with the new ability of the queen to add more larvaes next to the main zerg structure, does that mean we will have to get more resources to build units.

    I mean, for instance, I have 150 minerals only and 3 larvaes. I build 3 units which cost 50 minerals each. So I will not have mineral at all. But if I have 7 larvaes does that mean I had to get 350 minerals to build 7 units or can I build those 7 units with only 150 minerals ?
     
  2. Bthammer45

    Bthammer45 New Member

    Joined:
    Jan 8, 2009
    Messages:
    741
    Likes received:
    1
    Trophy points:
    0
    ? Each time a queen uses the ability if produces larva and as for cost of thing they remain the same so if you want to make mass zerglings with this ability they still cost the same amount to make the zerglings a unit is a unit the queen just makes more eggs to produce units..

    Each time a queen uses her ability it costs 25 energy to do.
     
  3. Ych

    Ych New Member

    Joined:
    Jun 1, 2007
    Messages:
    874
    Likes received:
    2
    Trophy points:
    0
    @ItzaHexGor: Terran won't always have a Mule ready because the Orbital Command only has a certain amount of mana. You won't be able to build as many Orbital Command compared to say the Dark Pylon. Same thing could be applied to the Queen in that it costs Population and you wouldn't want to waste all your pop count onto queens. However, Dark Pylon is only a building and could be easily spammable. If you build 5-6 pylons, you can non-stop Proton Charge which means, you will be mining at a faster rate then your opponent 24/7. However, what we need to find out is whether the cost of building 5-6 Dark Pylons would be compensated by the non-stop Proton Charge you could use.

    You do have a point of running out of minerals in a hurry. But the problem is, if you are a good player, wouldn't that be a benefit? Your APM would be so high, that you would be able to spend all those minerals + expand in a hurry and constantly using the Proton Charge on your Probes.

    But it all goes back to the problem. Would the cost of building 5-6 Dark Pylons be compensated by the non-stop Proton Charge that you get to use? I guess the only way to find out is BETA.
     
    Last edited: Feb 20, 2009
  4. MeisterX

    MeisterX Hyperion

    Joined:
    Jul 23, 2007
    Messages:
    4,949
    Likes received:
    17
    Trophy points:
    38
    From:
    New Port Richey, FL
    [​IMG]
    Blizzard recently announced a number of mechanic changes in Q&A Batch 49. Now they want your feedback on the changes they've presented.
    Here's what you're voting on:
    Protoss Dark Pylon:
    • Proton Charge: an area-of-effect ability that gives all targeted Probes additional charge for their Proton-Cutters. Probes that have an additional charge gather additional minerals per trip when collecting resources. The Proton Charge lasts only a short time before dissipating.

    Terran Orbital Command:
    • Calldown Mule: sends a single automated mining robot by drop-pod that assists SCVs in collecting resources by working around current SCV mining operations. Unfortunately the Mule is still in the prototype phase and has a limited battery supply (timed life).
    • Calldown Extra Supplies: sends additional supplies to a targeted Supply Depot. Generally used by Terran commanders only in an emergency to allow them to support additional troops.

    Zerg Queen:
    • Spawn Larva: by injecting Queen ichor into a Hatchery, Lair or Hive the Queen can cause the Zerg structure to undergo a startling metamorphosis. The Hatchery starts to throb and green sacks swell up on the structure. Eventually four additional larva burst out of the Hatchery and land next to whatever larva are already wriggling around nearby. While a Hatchery hosts more than 3 larva, the Hatchery will not spawn additional larva, until that number drops below 3.

    Vote HERE
    Be sure to make your voice heard! And don't forget to vote in our poll either!
    Source: Battle.net
     
    Last edited: Feb 21, 2009
  5. Hayden351

    Hayden351 Member

    Joined:
    Jan 26, 2009
    Messages:
    465
    Likes received:
    1
    Trophy points:
    18
    Shouldn't Zerg get a boost for getting minerals scince its acutally probily the one that needs it most

    like

    Single mind working:
    The Zerg Drones work >Inster persentage here< faster however they cannot move to another mineral patch and will wait in line till the mineral patch their asiegned to is open also the cannot do anything (build or move) but gather for >insert number here< once this time is done the Drones will work normaly again.


    my spelling isn't perfect but here it is.
     
  6. Two words: Spawn Larva
     
  7. EonMaster

    EonMaster Eeveelution Master

    Joined:
    Oct 9, 2007
    Messages:
    4,154
    Likes received:
    4
    Trophy points:
    0
    From:
    Black City, Unova
    What Tychus said. Now you can build both drones and a large army at the same time. Plus, with the spawn larva, you dont need to keep waiting for 1 larva to appear at a time, now you can make 4 appear at once.
     
  8. Hayden351

    Hayden351 Member

    Joined:
    Jan 26, 2009
    Messages:
    465
    Likes received:
    1
    Trophy points:
    18
    Its gotta cost minerals or power
    Joneagle_X could you post what it cost or how much power to use it?
     
  9. EonMaster

    EonMaster Eeveelution Master

    Joined:
    Oct 9, 2007
    Messages:
    4,154
    Likes received:
    4
    Trophy points:
    0
    From:
    Black City, Unova
    It takes 25 energy to make 4 larva.(or so I've heard)

    And there's also a cooldown between how aften a hatch/lair/hive can be affected by the queen.
     
  10. aem1

    aem1 New Member

    Joined:
    Jul 21, 2008
    Messages:
    263
    Likes received:
    1
    Trophy points:
    0
    From:
    Cali
    i would understand the whole mechanic for the zerg and protoss.

    however, for terran, having mules is just too similar to protoss, and having them come in through drop pods seems as if Blizzard is trying to fill the usage of the drop pod animation.

    i do like the extra supplies.

    IMO i suggest that Terran Orbital Command just get the old drop pod ability in which it can deploy squads of 6 marines with each Terran Orbital Command holding only 1(or 2 whatever) pod(s).

    i mean seriously, they're gonna drop a pod for a mule. sounds great i guess
     
  11. overmind

    overmind Active Member

    Joined:
    Jun 7, 2007
    Messages:
    2,188
    Likes received:
    3
    Trophy points:
    38
    From:
    New Zealand
    They need to have three polls, one for each mechanic.
     
  12. Bthammer45

    Bthammer45 New Member

    Joined:
    Jan 8, 2009
    Messages:
    741
    Likes received:
    1
    Trophy points:
    0
    I like it not only does it balance out the fact that drones can be created faster and evens minerals collection out (although i think they should go in a different direction with the Terran) but also adds macro to the game and balances the zerg with the other races in terms of unit construction.
     
  13. Kaaraa

    Kaaraa Space Junkie

    Joined:
    Sep 19, 2007
    Messages:
    1,335
    Likes received:
    3
    Trophy points:
    0
    From:
    United States
    Spawn Larva should definitely stay. Zerg are always at a disadvantage because they have to sacrifice their workers in order to build structures (defensive or otherwise). Having more than twice as much larvae from a Hatchery at one time allows the Zerg to keep their economy and defenses in balance with each other. Even if a player should decide to use all of those larvae to make more Drones for mining, the fact that you still have to pay for the drones balances out the sudden economy boost, making the impact around equal to that of Mules and Proton Charge.

    Proton Charge sounds fine, it just doesn't make sense to me that it's on the Dark Pylon. It'd make a bit more sense if they moved the ability to the Nexus IMO, though the requirements for being allowed to use Proton Charge would have to be tweaked a bit; Maybe Proton Charge would require a Gateway and a short research time?

    Null Shield sounds like a cool ability, but seems to come a bit early in the game. Nobody would expect cloaked units until Tier 2, but here we get the ability to cloak a unit right after building a Gateway. If the Protoss player decided to use only Dark Pylons to power his structures, then there's the possibility that the opponent would find himself being rushed by half a dozen cloaked Zealots and not even know what's happening.

    Argus Link is okay. I don't really feel strongly either way about it.

    Calldown Mule sounds fine. I'd love to see the current numbers on it (how much HP it has, how long it lasts, etc.

    Apparently Calldown Supplies is a permanent +2 to the targetted Supply Depots, which sounds better than any temporary supply increase. It'll also save Terran players a bit of space in the long run since they won't have to build as many Depots. What I don't get about the Terran abilities is why they're calldowns. Seriously, is a box of full of munitions just going to fall out of the sky and land smack dab on a Supply Depot? IMO they should name it "Upgrade Supplies." The Mule makes a little more sense, but I'd still prefer Mules be built directly from the CC, maybe with a single-spaced seperate que from SCVs.
     
  14. aem1

    aem1 New Member

    Joined:
    Jul 21, 2008
    Messages:
    263
    Likes received:
    1
    Trophy points:
    0
    From:
    Cali
    from drop-pods carrying marines to drop-pods carrying mules sounds like a real step down imo. just let terran have the perm supply and get the old drop pod back, however with the orbital cc with the ability and not the ghost
     
  15. Darktemplar_L

    Darktemplar_L New Member

    Joined:
    Jun 16, 2007
    Messages:
    1,052
    Likes received:
    0
    Trophy points:
    0
    From:
    Bay Area
    I like all the new thing they've added recently except for the Call-down Mule ability for the Terrans and the faster mining ability for the Protoss. I don't like things that alter the way resources are mined. It's very hard to balance and right now, it is not balanced and I hope it will be removed and both the races get a different ability to compensate for the removal of the resource harvesting abilities.
     
  16. Kimera757

    Kimera757 New Member

    Joined:
    Feb 23, 2008
    Messages:
    1,035
    Likes received:
    3
    Trophy points:
    0
    Mules can repair things, too. You could drop them behind mechanical units and combat, instead of taking SCVs away from your economy.
     
  17. freedom23

    freedom23 New Member

    Joined:
    Aug 8, 2007
    Messages:
    1,172
    Likes received:
    2
    Trophy points:
    0
    * Dark Pylon - what happened to unity?? are they starting another discrimination war again...

    Now this was interesting knowing that the protoss can now have access to dark sides power (Darth Veider: Luke, I am your father... lol), Everytime the protoss improves for the better whereas our other races seems to get a bit.... incomplete.

    * Mules... lol, the name sounds to me as something like numb skull....

    If i would say, the mules kinda gets in the way too much, i mean just look at its size, its a bit bulky and kinda annoying to see tagging along with the mining industry.. maybe they could have just made it something like a cart type unit where the SCVs probably will be able to drop their mineral harvest on the mules for probably a total of 300 minerals b4 it self retrieves the resources to the main Command Center eh? just an opinion though....

    * Spawn Larvae - do you think that the queen unit is female?? think again....

    At first I wasnt impressed with this skill as i pressumed that it was kind of redundant for a race like the zerg that normally thrives with a lot more units to have an upgrade like this to make the queen get hatcheries to burst more eggs. I prematurely saw it as useless giving to thought that a normal zerg player or setup will always be filled/full of hatcheries so there will be little use of getting more if you can do it from the start.. but what changed my perception is that on a wider view this skill can be used strategically for emergency purposes or just plainly for getting that quick harvest burst while still waiting for the other hatcheries.. noted that this skill will be available early of course....

    anyway those 3 changes for the races are unique on their own except that I just find little use for those mules... i hope they can be emergency barricades lol..
     
  18. Gasmaskguy

    Gasmaskguy New Member

    Joined:
    Aug 3, 2007
    Messages:
    4,071
    Likes received:
    4
    Trophy points:
    0
    From:
    Sweden
    I agree the name is terrible.

    It doesn't really get in the way. It can mine from a mineral patch already occupied by an SCV.
    And like all basic workers, I am sure that it can move right through SCVs and other Mules without collision.
     
  19. Flamingdts

    Flamingdts New Member

    Joined:
    Dec 21, 2008
    Messages:
    65
    Likes received:
    0
    Trophy points:
    0
    Can anyone clarify what Mules actually do?

    Are they basically just SCVs that can be cast out as a skill with a timed life?

    From what I've read it appears the mules act as additional quick mining units. If that is the case then the mule is very situational. It is only useful when you are backdoored and have a large number of your mining units killed. Otherwise, all decent starcraft players should know it's much faster to build more workers at a base and transfer them when you build a new base than build a new base then slowly build workers from that base. So at this moment the mule seems pretty useless to me.

    The rest of the skills however, seem pretty decent.
     
  20. orestul

    orestul New Member

    Joined:
    Feb 28, 2009
    Messages:
    74
    Likes received:
    0
    Trophy points:
    0
    From:
    Canada
    Same here, I am completely fine with the SCV. They are perfect for the job. Not extremely fast to make it unfair and not too slow for you to start hating resource gathering by the Terrans.