I miss some good sounds and deaths, that makes it satisfying. When zerglings die to storm or a siegetank, it´s just feels good and you wanna shout out, holys..t, when a big play is done. It´s not the most importent thing, but i do miss it.
I agree with Artosis and would add. I love, when there are some periods, in which tech comes to play and plays some role. I noticed, that weavers counter everything ( tanks, vulcans, sabers ). The game needs some tech phases. It's seems to me, it's all at once. Weaver nullifies immediately from the start everything interesting...
I honestly had a lot of fun watching this koth, more than I did on the other maps. I didn't really mind the big map too much, but I do agree the creeps may need to go (for now, maybe bring them back some day). I don't know if I would speed up the units or lower their health. I love Starcraft 2, but its speed makes it hard to follow oftentimes, especially in big battles. Having it a bit slower makes complicated engagements more fun to watch I think. Speeding everything up would make this game even more like starcraft 2 than it already is. And like I said, I'm not srue it's required. But hey, who am I?
I’m a viewer, not a player and after watching this whole series the smaller maps are far more fun to watch. Not sure if the balance is bad in both small and big maps but not super fun watching basically one engagement where you can’t really tell what the hell is going on. The units seem like they have too many different like abilities and upgrades outside just like more damage more armor upgrades so it’s pretty hard to understand engagements, but also only seen like 25 games total so maybe a new viewer issue. But could be hard to attract new viewers if it’s so confusing to watch if you don’t play the game. I don’t play StarCraft anymore but even so I feel like it’s just easier to see what’s going on in that game.
you make a very good point, that there's a lot of abilities, and it's not entirely clear what they do, who casts it, when it's researched, and the impact on the game. I'm also just a viewer, so that definitely makes it a bit hard to get into. On the other hand, it's also refreshing to see more than just Hydra/Roach/Baneling/Zealot/Zergling/Ultra/Marine/Marauder (attack) speed upgrades. I actually appreciate how many options there are for players to play around with. It makes for a pretty versatile game, which could be a good thing in the long run. In the short run though, yeah definitely harder to get into. Still, games like these though are (for me) already exciting enough to give it a watch.
As someone who literally cannot play the game (pc doesn't meet the requirements), I'm feeling like I don't understand vanguard or infernal any more, theres been so many changes to the races. I have a few questions: Does it cost you resources to activate imp-losion (flame on imps)? How did albino's lancer get a shield at 5:58? I thought that was a med tech ability? Is there any visual way to tell how many unit charges an infernal production building is holding? What is the max charges? What can destroy trees? is it anything? How does infernal recall ability work? What is the red swirl resource and blue wifi resource at the bottom? Does shroud provide its benefits to all infernal units, or only friendly units? I got annoyed and found the liquipedia wiki actually has good info, but its still hard to navigate through it all. Would love to see a youtube video going over the updated races. But it also might be better to wait until a full release of the game, so the video stays mostly relevant.
Answers in order: - yes - top bar ability - blood in bowls, max at 2~3 - all workers, most AoE and charge attacks - only some has self-recall - top bar ability resource, also used for some other stuff - all infernal
On smaller maps there was some neat fights around creep camp, so that was additional action. Overall stormgate matches are hard to follow because the visuals don't represent the strength. Sizes should represent more the costs and the battle impact. For example the siege tank is a bit too small. The Vulcan size is okay but it just looks like there was a mistake. Why is this human so big suddenly? Because it looks like a normal human but bigger the battle power is surprising. Aerial bomber sadly had no impact. In all games harbinger was way too overpowered. Overall it just doesn't feel right
Jesus who is balancing this game? You have a Viper clone that can abduct, removes a flat 15% of enemy health with each attack, and also gives highground vision + detection? Other then that I've definitely enjoyed the matches on these smaller maps more then your previous casts of Stormgate.
I'd want to Starcraftify it too but I think the creeps can stay. Just their vision and their global buff is baloney. Also that you can just steal them with 1 unit and that you can see on the minimap who owns what.
What exactly would you say the identity is for Stormgate? I don't think I've seen a mechanic that isn't referenced within Starcraft / Warcraft, not to say that there isn't but on the top of my head nothing comes to mind. I feel like Stormgate has been so quickly balanced based on Starcraft/Warcraft expectations and subsequently optimised by the players that its immediately gone past its honeymoon phase of "Ooo what happens if I do this?", I don't feel any discovery phase. Is it wrong spirited to say that its a re-skinned Warcraft 3 Remastered? They need to add more imbalances to the game, unique mechanics and maybe a different kind of macro. Its just way too cookie-cutter-generic right now, and it will either be the first RPG you ever play, or something you'd never play. I enjoy your casts so i'd watch anyway.
Currently, none. Its value proposition is that it’s a blizzard-style RTS with active support. In other words, it’s meant to be like other games, specifically StarCraft and Warcraft even. I don’t love that this is what it’s going for, but I’m hoping the new art director will make something of this ip
About unique abilities. Infiltrate to capture enemy building was not present in WC/SC, I believe. Brute's split to two smaller infernals seems to be fresh. I don't remember transport that drops on the ground too. So actually there are few. But surely it is nearly impossible to complete with WC3 because the game has too much heroes and abilities. And it is hard to imagine completely new ability for any game, because we have only a few variables to affect: health, damage, armor, speed, position.
I'm very glad they changed up their graphics and audio effects to make the game look more serious instead of the cartoony shit of the past. It's heading in a good direction, I like it. I guess it still has some way to go though. The ground viper seems way OP though, especially with how quickly it can be built. Also, why do they put almost all bases near cliffs? Who thought it would be a good idea to make everything extremely harassable by air units? That's one of the most annoying features of SC 2.
I think the problem is there is just no passion in the game. Ironically despite being a smaller studio, it seems this way. Blizzard at least hired people who were passionate and knowledgeable, even if they were eventually let go or left. I know storm gate has some of these people. But somehow the end result is soulless. From the story to the animations to the gameplay to coop to campaign. It all just feels like a cheap Chinese knockoff made by people who don’t understand or don’t care about the base games they copy. They gotta fix that. The soul. I still play this game a bit, and as artosis points out there are multiple ways to fix it. The problem is they cannot fix it, because they are much more concerned with the “running a business” aspect rather than the creative side. Both are vital, but it is clear all of the worst aspects of blizzard were brought to frost giant, but without the creative freedom and/or talent that allowed games like sc2 to succeed despite being surrounded by a shit corporation. There are multiple other “rts type” games artosis has casted recently(as well as others he didn’t), and almost every single one has more soul, with much less resources, and they have better games than storm gate as a result. From early on they said they wanted to emulate marvel as far as storyline. And emulate StarCraft 2. And Warcraft. And thats what it feels like. Cheap emulations of other games, combined with shallow “appeal to the masses” marvel knockoff culture. The goal isn’t real art. It is mass appeal and emulating marvel as they said. It’s ironic that a small studio’s idea was to emulate soulless corporate culture, but with much less resources, and somehow thought that structure would work out.
I miss some good sounds and deaths, that makes it satisfying. When zerglings die to storm or a siegetank, it´s just feels good and you wanna shout out, holys..t, when a big play is done. It´s not the most importent thing, but i do miss it.
21:00 Stormgate does not have an identity. Therein lies the problem.
I agree with Artosis and would add. I love, when there are some periods, in which tech comes to play and plays some role. I noticed, that weavers counter everything ( tanks, vulcans, sabers ). The game needs some tech phases. It's seems to me, it's all at once. Weaver nullifies immediately from the start everything interesting...
fun to watch! is getting better :)
I honestly had a lot of fun watching this koth, more than I did on the other maps. I didn't really mind the big map too much, but I do agree the creeps may need to go (for now, maybe bring them back some day).
I don't know if I would speed up the units or lower their health. I love Starcraft 2, but its speed makes it hard to follow oftentimes, especially in big battles. Having it a bit slower makes complicated engagements more fun to watch I think. Speeding everything up would make this game even more like starcraft 2 than it already is. And like I said, I'm not srue it's required. But hey, who am I?
I’m a viewer, not a player and after watching this whole series the smaller maps are far more fun to watch. Not sure if the balance is bad in both small and big maps but not super fun watching basically one engagement where you can’t really tell what the hell is going on. The units seem like they have too many different like abilities and upgrades outside just like more damage more armor upgrades so it’s pretty hard to understand engagements, but also only seen like 25 games total so maybe a new viewer issue. But could be hard to attract new viewers if it’s so confusing to watch if you don’t play the game. I don’t play StarCraft anymore but even so I feel like it’s just easier to see what’s going on in that game.
you make a very good point, that there's a lot of abilities, and it's not entirely clear what they do, who casts it, when it's researched, and the impact on the game. I'm also just a viewer, so that definitely makes it a bit hard to get into.
On the other hand, it's also refreshing to see more than just Hydra/Roach/Baneling/Zealot/Zergling/Ultra/Marine/Marauder (attack) speed upgrades. I actually appreciate how many options there are for players to play around with. It makes for a pretty versatile game, which could be a good thing in the long run. In the short run though, yeah definitely harder to get into.
Still, games like these though are (for me) already exciting enough to give it a watch.
As someone who literally cannot play the game (pc doesn't meet the requirements), I'm feeling like I don't understand vanguard or infernal any more, theres been so many changes to the races. I have a few questions:
Does it cost you resources to activate imp-losion (flame on imps)?
How did albino's lancer get a shield at 5:58? I thought that was a med tech ability?
Is there any visual way to tell how many unit charges an infernal production building is holding? What is the max charges?
What can destroy trees? is it anything?
How does infernal recall ability work?
What is the red swirl resource and blue wifi resource at the bottom?
Does shroud provide its benefits to all infernal units, or only friendly units?
I got annoyed and found the liquipedia wiki actually has good info, but its still hard to navigate through it all. Would love to see a youtube video going over the updated races. But it also might be better to wait until a full release of the game, so the video stays mostly relevant.
Answers in order:
- yes
- top bar ability
- blood in bowls, max at 2~3
- all workers, most AoE and charge attacks
- only some has self-recall
- top bar ability resource, also used for some other stuff
- all infernal
🐜 game casts when?
This game still isn't 1.0, correct?
Would love to have extra commentary about what the units are designed to do during the commentation..
On smaller maps there was some neat fights around creep camp, so that was additional action.
Overall stormgate matches are hard to follow because the visuals don't represent the strength. Sizes should represent more the costs and the battle impact. For example the siege tank is a bit too small. The Vulcan size is okay but it just looks like there was a mistake. Why is this human so big suddenly? Because it looks like a normal human but bigger the battle power is surprising.
Aerial bomber sadly had no impact. In all games harbinger was way too overpowered. Overall it just doesn't feel right
Jesus who is balancing this game? You have a Viper clone that can abduct, removes a flat 15% of enemy health with each attack, and also gives highground vision + detection?
Other then that I've definitely enjoyed the matches on these smaller maps more then your previous casts of Stormgate.
I'd want to Starcraftify it too but I think the creeps can stay. Just their vision and their global buff is baloney.
Also that you can just steal them with 1 unit and that you can see on the minimap who owns what.
maybe with that 10% speed boost and lower health, bigger maps would be fun.
What exactly would you say the identity is for Stormgate? I don't think I've seen a mechanic that isn't referenced within Starcraft / Warcraft, not to say that there isn't but on the top of my head nothing comes to mind.
I feel like Stormgate has been so quickly balanced based on Starcraft/Warcraft expectations and subsequently optimised by the players that its immediately gone past its honeymoon phase of "Ooo what happens if I do this?", I don't feel any discovery phase.
Is it wrong spirited to say that its a re-skinned Warcraft 3 Remastered? They need to add more imbalances to the game, unique mechanics and maybe a different kind of macro. Its just way too cookie-cutter-generic right now, and it will either be the first RPG you ever play, or something you'd never play.
I enjoy your casts so i'd watch anyway.
Currently, none. Its value proposition is that it’s a blizzard-style RTS with active support. In other words, it’s meant to be like other games, specifically StarCraft and Warcraft even. I don’t love that this is what it’s going for, but I’m hoping the new art director will make something of this ip
About unique abilities.
Infiltrate to capture enemy building was not present in WC/SC, I believe. Brute's split to two smaller infernals seems to be fresh. I don't remember transport that drops on the ground too. So actually there are few.
But surely it is nearly impossible to complete with WC3 because the game has too much heroes and abilities. And it is hard to imagine completely new ability for any game, because we have only a few variables to affect: health, damage, armor, speed, position.
And BTW celestials with flying main building looks really interesting for me.
I'm very glad they changed up their graphics and audio effects to make the game look more serious instead of the cartoony shit of the past. It's heading in a good direction, I like it. I guess it still has some way to go though.
The ground viper seems way OP though, especially with how quickly it can be built. Also, why do they put almost all bases near cliffs? Who thought it would be a good idea to make everything extremely harassable by air units? That's one of the most annoying features of SC 2.
🥱🥱🥱🥱
Creep is fine IMO, but I think maybe it's a function of having the maps too big or the creep camps are far away for creep jacking opportunities.
I think the problem is there is just no passion in the game. Ironically despite being a smaller studio, it seems this way.
Blizzard at least hired people who were passionate and knowledgeable, even if they were eventually let go or left.
I know storm gate has some of these people. But somehow the end result is soulless. From the story to the animations to the gameplay to coop to campaign. It all just feels like a cheap Chinese knockoff made by people who don’t understand or don’t care about the base games they copy.
They gotta fix that. The soul. I still play this game a bit, and as artosis points out there are multiple ways to fix it. The problem is they cannot fix it, because they are much more concerned with the “running a business” aspect rather than the creative side. Both are vital, but it is clear all of the worst aspects of blizzard were brought to frost giant, but without the creative freedom and/or talent that allowed games like sc2 to succeed despite being surrounded by a shit corporation.
There are multiple other “rts type” games artosis has casted recently(as well as others he didn’t), and almost every single one has more soul, with much less resources, and they have better games than storm gate as a result.
From early on they said they wanted to emulate marvel as far as storyline. And emulate StarCraft 2. And Warcraft. And thats what it feels like. Cheap emulations of other games, combined with shallow “appeal to the masses” marvel knockoff culture. The goal isn’t real art. It is mass appeal and emulating marvel as they said. It’s ironic that a small studio’s idea was to emulate soulless corporate culture, but with much less resources, and somehow thought that structure would work out.