AfreecaTV to host $4k "SC1 vs SC2" mod tournament - Page 3
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Gluon
Netherlands342 Posts
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Harris1st
Germany6216 Posts
On May 11 2024 07:27 SoleSteeler wrote: This is a good example of how strong maelstrom vs. Z with the easier SC2 UI Along with the more powerful psi storm... Ok it'S gotta go like this: 1. Neural Dark Archon 2. Mind control more Dark Archons 3. Mind control Arbiter 4. ? 5. Profit | ||
WombaT
Northern Ireland20936 Posts
On May 13 2024 22:06 Harris1st wrote: Ok it'S gotta go like this: 1. Neural Dark Archon 2. Mind control more Dark Archons 3. Mind control Arbiter 4. ? 5. Profit Beautiful | ||
TT1
Canada9933 Posts
Instead it might be cool to make a 3rd version and mix BW/SC2 units to create new/updated races. You could remove undesirable/redundant elements of SC2 and BW (once combined) and keep the desirable stuff, i think something like that has a lot of potential to be really really fun. For example you could nerf harass/instant kill units by replacing them with BW units, like removing the Colossus and Disruptor and replacing them with the Reaver. You could swap Stalkers with Goons. You could nerf the special abilities of each race, for example u can remove warpgate but buff chrono boost (but i'd keep sc2 recall in favor of Arbs for example because Arb stasis would be broken in SC2, can't really add super strong aoe spells like stasis/maelstrom in SC2), you could nerf larva inject and creep spread/nydus (by forcing nydus to be on creep only). I'd keep SC2 HTS but buff storm to compensate for no warpgate etc. You could remove Speedvac (but keep Medivacs over Medics, it has better synergy) but have an upgrade for Medivac speed increase (basically something similar to Shuttle/Warpprism speed upg), maybe replace Hellion and Widow Mine with the Firebat and Vulture (but it would need to be reworked because the SC2 Vulture isn't that good as is), definitely remove Liberator, maybe replace Cyclone with Gol, keep sc2 Siege Tank design etc. There's a ton of possibilities to create something special/fun. TLDR: try to reduce the amount of units/spells/harass/instant kill stuff and slow the game pace down a bit, take elements of SC2 and BW to create a fun hybrid | ||
Vision_
748 Posts
Recently i understand Protoss is gimmicky because they are too much dependant of their spells and how it makes the race not appealing. If yu completely remove stalkers (which are symbol of competition like 'marines split skill'), then you also erase a little bit more the interest of SC2 protoss (be sure i m in favor of a slower game with more strategy than a game with just execution); so to handle a tweak on stalkers you can increase their supply from 2 to 3 and switch their armored bonus damage to light (in order to fit their role to harassement) Your comment make me think that if i agree on the fact that arbiter will be too strong, then what if arbiter would be merge with the mothershipcore and get the ability to teleport unit close to him ? (arbiter would be unique) Larva/Tumors spell need to be clearly designed to fit a strategy depending of the map. Nydus network would be a spell thrown by infestator (with a limited distance - like worm dune) Add speedvac upgrade is ok Hellion/mine replace by firebat/vulture (or stinger with mine why not ??????) ok You can remove cyclone (such a fake good idea....) by a mix Goliath/Thor (aiming missile) Liberator, i don t know, i hear a lot of complains and it s true that it s too strong as liberators can be strong in the battlefield and as a harassement weapon. Need some suggestion for replacement In most majrity of cases, we agree on zerg/terran points but usually it s the protoss race that might be a problem in an eventual mix between SC:BW and SC2 To summarize, i disagree with the addition of the reaver to SC2 protoss because infestator design really fit well the zerg race, then my main idea would be to change the disruptor to a 'stormgate catapult' (looks like to your idea with reaver but in the air). Then Time warp can be switch from mothership core to oracle and stasis from oracle to arbiter. Maybe you can insert a battery shield in warprism, (last idea) | ||
tigera6
3026 Posts
Team A: Cure Snow Soulkey TY Team B: Action Classic Dark Mini. | ||
WGT-Baal
France3177 Posts
Still an interesting UMS concept though | ||
goody153
43996 Posts
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goody153
43996 Posts
On May 14 2024 10:53 TT1 wrote: I think balancing this mod is gonna be insanely hard just because of how strong SC2 macro mechanics are and how much mobility SC2 races have, there's just way too many variables to make things work by adjusting unit stats and such. Instead it might be cool to make a 3rd version and mix BW/SC2 units to create new/updated races. You could remove undesirable/redundant elements of SC2 and BW (once combined) and keep the desirable stuff, i think something like that has a lot of potential to be really really fun. For example you could nerf harass/instant kill units by replacing them with BW units, like removing the Colossus and Disruptor and replacing them with the Reaver. You could swap Stalkers with Goons. You could nerf the special abilities of each race, for example u can remove warpgate but buff chrono boost (but i'd keep sc2 recall in favor of Arbs for example because Arb stasis would be broken in SC2, can't really add super strong aoe spells like stasis/maelstrom in SC2), you could nerf larva inject and creep spread/nydus (by forcing nydus to be on creep only). I'd keep SC2 HTS but buff storm to compensate for no warpgate etc. You could remove Speedvac (but keep Medivacs over Medics, it has better synergy) but have an upgrade for Medivac speed increase (basically something similar to Shuttle/Warpprism speed upg), maybe replace Hellion and Widow Mine with the Firebat and Vulture (but it would need to be reworked because the SC2 Vulture isn't that good as is), definitely remove Liberator, maybe replace Cyclone with Gol, keep sc2 Siege Tank design etc. There's a ton of possibilities to create something special/fun. TLDR: try to reduce the amount of units/spells/harass/instant kill stuff and slow the game pace down a bit, take elements of SC2 and BW to create a fun hybrid Isnt there a sc2 mod doing this ? I forgot the name. | ||
RogerChillingworth
2720 Posts
Mini fightinggg | ||
TT1
Canada9933 Posts
On May 15 2024 01:55 goody153 wrote: Isnt there a sc2 mod doing this ? I forgot the name. i remember there was something called Starbow but that was like 10-12 years ago, dunno if it's still around but anyways what im talking about would take a lot of experimentation to find the right balance of unit mixes/tinkering of abilities etc. | ||
SoleSteeler
Canada5292 Posts
Good use of reavers from MC in 2nd portion | ||
Waxangel
United States32594 Posts
On May 14 2024 10:53 TT1 wrote: I think balancing this mod is gonna be insanely hard just because of how strong SC2 macro mechanics are and how much mobility SC2 races have, there's just way too many variables to make things work by adjusting unit stats and such. I don't think there's a way to make aggressive balance changes without altering the original BW or SC2 race identities so much that you defeat the original purpose of this mod. So much of the enjoyment comes from the fact that it's tethered to BW/SC2 in a very clear way, and I'd be REALLY impressed if it could succeed after changing so much that it starts to feel like its own 'separate' game. I think it's kinda fated to be the content creator flavor of the week, and most of the fun is in the stage before it gets figured out. Would love to be wrong tho, since so much of Blizzard RTS legacy is in the derivative/mod works that came out of them. | ||
TheAceOfHearts
United States1 Post
YouTube: AfreecaTV: https://play.afreecatv.com/gslenglish/267657242 I wasn't sure there would be an English stream. Not sure who the casters are. Edit: casters are Tasteless and State. | ||
Ludwigvan
Germany2355 Posts
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tigera6
3026 Posts
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SpaNiarD
Spain331 Posts
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FataLe
New Zealand4413 Posts
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tigera6
3026 Posts
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KingzTig
76 Posts
Game has 3 races in two variants, thats more than enough to be more focused on fun and less pinpoint balance | ||
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