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작성자 아이콘 호옹호옹
작성일 2011-10-22 08:30:34 KST 조회 336
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SC2 Multiplayer Panel LR
 - Complete and Cleaned up

Dustin Browder, David Kim and Josh Manky on the panel

Balance Stats (WoL) in all leagues
TvZ : Even
PvZ : Even
TvP : Even

Master + GM balance
TvZ - Even 
PvZ - Zerg dominant (Europe)
TvP - Terran dominant (Korea)

All major tournament data considered
GSL - Code S (Terran dominance)
GSL - Code A (Even)
IEM Guan ( Even) - major tourney but scale is not big
IEM NY - Zerg dominate
IPL - Protoss weak
MLG Orlando - Even

PvT
Pre - 1.4
Adjusted rating - evenish
Community feedback - protoss weaker
Pro feedback - protoss is too weak and has no chance

Implications
1/1/1 too strong and should be dealt with
EMP may be strong but hard to gauge since late game P was disadvantge from early game
Thus, range buff for Immortal

Post 1.4
Improved feedback from community and pros
Pros - 1/1/1 not a problem anymore

Implications
MLG Tournaments better results for P but 1 tourney not enough
Rating side - still unsure abt balance as it take times to settle down

PvT - EMP radius might be reduced as too much raw dmg from EMP
1 EMP with 10 protoss ball ~1000 dmg

P - possible forge upgrade cost reduction for shield upgrades

WoL design in general and what they learned for HoTS

1. Weaknesses for Zerg in early tiers
2. Stale matchups ZvZ and PvP
3. Missed opportunities - units not doing enough

Fix units, matchups and weakness
However, nothing shown today is final

Examples of pre-WoL units that were cut to demonstrate nothing is finals

TERRAN
Weakness and Issues faced
1. Thor
Too big and can get stuck
High cost and cant bring enough of them and can die from mutas if caught out of position

2. Mass Zealots late game
MM micro can alleviate it a bit but they might need more options

3. Lot of options - harassing/defending/200 pop army
new units should not add to strength beyond current


Battle Hellion
1. Anti late game zealot
2. End game fighter
currently early to mid game utility only


Warhound
new factory unit - mechanical
Anti-air mass muta role
medium cost and fast moving -smaller faster version of thor
It is anti-mech ground attack and good againt mech TvT
Protoss ground units are also mech so good against them always

Thors moved to different role - high burst attack unit what is similar to possibly Mothership in its role - unit is still under construction
Example video of battle hellion + warhound vs traditional marine tank


SHREDDER

1. Radiation robot
2. Cheap board control
3. Does not add to ball of death

Not allowed to ball of death -
no attack on move
when rooted as spine crawler can do large aoe dmg
cant keep aoe on near other non-shredder friendlies

Terran Summary
1. Hellion
2. Warhound
3. Shredder
Gives Terran little something w/o destabilizing the game


Zerg Challenges
1. Siege challenge - hard to go against turtling terran
2. Missed opportunities - 
over seer : abilities not utilized too often.. Abilities not too powerful since it has 0 pop
Corruptor: effective against what it should counter (Colossus) - useless if protoss switches tech


Ultralisk
- Size issues
- End of game splash unit - buff in HoTS on this
- Burrow charge added to bring ultras into mid-battle

Example video of same

VIPER
- full spell cater
- over seer is cut
- Choke breaker

spell which reduced attack range to 1 under targeted area
e.g. used on marines and banelings super effective

spell which pulls a unit
e.g. colossus pulled down ramp

Swarm Host
- Zerg artillery
- Map control unit
- Burrows and spews broodling type units
Example video of swarm host - sets rally point - and locusts goto to pally point (90 hp locusts)
no cost on locusts

Zerg Summary
1. Ultralisk
2. Viper
3. Swarm Host


PROTOSS
ball of death too swarm acc to community
changes to deal with some protoss issues currently beyond that

Weakness
- No raiding units
different kind of raiding unit for P which does not kill SCV
- AOE Anti/air is lacking (mass muta strat)
Phoenix good against small grps but not against too many mutas
- Lots of options
Replace some units in ball of death but not improve efficiency of the ball


TEMPEST
- New capital ship
- Carrier is cut
- AOE AA
- Air assault
- Ground dmg as well
Video shown as example

REPLICANT
- Comes of robotics facility
- Only 1 ability to copy units
- Can copy units but have high cost 200 min/200g but get all upgrades available
e.g. copy banshee without cloak - the copied banshee will have cloak

Copying doesn't remove the original units so multi replicants can copy off single unit


ORACLE
- Raiding caster
- Doesn't kill workers
- Doesn't fit into ball of death
- Mothership cut to make room for Oracle

Abilities
- Temp stun buildings
- FFs to block minerals which can be easily destroyed but w/o units to kill the FF can destroy economy temporarily


SMALLER MISC CHANGES
- can be extremely signficant

Ghost cloak cost - fixed cost fixed duration
Reaper - regen out of combat
BC - speed boost on CD
Baneling - hive upgrade - burrow move
Hydra - speed upgrade in Hive
Corruptor - Siphon - attach to enemy building and harvest for resouces
Nexus - turns building into photon cannon for short time
Nexus - Recall ability

6 new units
7+ new evolutions
And new strats

========================== Q & A ====================================

Q & A LR

1. How do you think HoTS affect to influence the tourney scene?

- WoL ain't going anywhere
- Tournaments can decide what they want and they will support
- But they want people to switch over by making a good product



2. Question about Replicant - enemy race worker copied to build their units?

- Right now they can copy and should not be able to make a huge difference
- Copying and making OC might be too powerful
- They might make it not to copy workers


3. Question- Can OC be duplicated?
- Workers can be not OC


4. Replicant is a huge change and can open a can of worms?
- samll changes only for WoL
- In new expac, big changes are possible and feasible


5. How has Warp prism buff affected the pro-circuit?
- WP never saw play pre-1.4. Post-1.4 change has made it much more viable and people are using it a lot more now


6. Where they concerned about having too many options for the players esp for players in lower leagues who might get overwhelmed?
- Yes, they keep that in mind. But they want to add more strats also. So they will keep a balance


7. Mules imbad compared to chrono boost / spawn larva?
- Using at gold might be too powerful but it comes in mid-late game.
however, not too big an issue
- Saving up mana might be an issue. But then again different races are different where can pool up larva
- Assymetric options but they will watch going forward.


8. MLG guy - Q about HOTS released mid-season?
- It is upto MLG on when they want to switch over. Dustin Browder leavng it upto community as community has built e-sports not Blizz


9. Shredder attack nullified near (a) workers (b)allies units (c) can be repaired?
- Yes. Shredder dmg does not stack though


10. Shredder as harassment unity. Drop Shredder on worker line and kill everything?
- Concerned but they have tools to adjust
- deploy time / sound added
- May be a deal killer as well where it might be cut


11. Nexus energy question - CB loses utility later on - pis-cannon prevent cheese - what about using it as cheese?
- E.g. Day9 did it to JP last night - tried at different tech levels - concern abt range and other such factors - not sure abt right answer atm


12. Thor weakness muta magic box? Why is it different for tempest?
- Big AOE splash for tempest - larger number of tempest likely later on
- Tempest counters every air unit in game when clumped - so they will be built in mass.


13. Total damage cap added in SC2?
- Not a big fan of that solution for SC2. Random outcome - as to what units it hit and how much it removes - not too effective - so they will use range, radius, cooldown, etc


14. HT/DT wasted to get Twilight archon? not coherent question for me to put it in words 
- They will take feedback on different archons


15. Units gets clumped up a lot in SC2 so AoE too important in late game?
- Big challenge in BW vs SC2 comparison e.g. nerfing storm damage.
- Feedback a lot in early SC2
- Possibly not too big and issue atm acc to David Kim as games are of decent length and units are not dying too quickly to splash.
- At pro-level splitting is helping it.


============ END OF Q&A and LR ===================

Any feedback on LR is welcome as it was my first time doing it :D

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