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Taking a break for a week now, literally gonna have to uninstall SC1 and SC2. I have to, I'm doing a bachelor's at university and they have these wack things called assignments, its my 2nd last semester and I don't wanna fail. Right now 3 of them are due this week.
Patch Notes:
----------------------------------------------------------- Note: The unholy trinity has been overhauled.
Zergs will be extremely weak this patch. My aim is to make them a very swarmy (and harassy) race, winning in numbers, rather than what it is now.
Protoss has more emphasis on templar usage. Immortals are more massable, but good micro will allow them to receive 4 tank hits instead of 3. With double blink stalkers can be used to snipe tanks and mutalisks and other things. Protoss will eventually be the race that can take a punch, but doesn't output that much damage either.
Terran can defend much better now.
Overall defending and making expansions should be easier. Your buildings shouldn't get 1-shotted by units any more. Lings are slower, making forge FE more viable. You can actually worker scout against zerg now.
Overall zergs will hate this for the most part. I understand this, but don't worry, you will soon be able to pump 200/200 units like how zerg should be. Likewise other races will have fun killing millions of them. Expect forcefield health mechanic in order to make zerg melee viable.
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Air units can attack while moving, must be "attacking" to shoot. Targeting is based on angle, rather than distance. Air units have increased top speed, and lower firing rates.
Hellion and Tank have attack delays removed. Hellion and Tank turrets follow closest enemy, regardless of whether they are attacking or not.
All buildings are structured, non-armored. This means armor bonus damage doesn't affect buildings.
Zergling move speed slowed to same speed as worker units, on and off creep, attack damage increased to 6. This is so worker scouting is possible.
Broodlings have 5 health and deal 3 damage. Broodlords do not do damage when throwing broodlings, and have 3 range.
Turrets cost reduced to 75 minerals. Shoots 1 missile at a time rather than 2, but more frequently. Turrets do not have detection.
Sensor tower cost reduced to 75 minerals no gas, has detection. Does not show radius to enemy.
Psi-Storm damage increased to 120 damage.
Marauders have 75 health, cost 50 minerals 50 gas, have 4 range and do splash damage.
Marine range increased to 6, and slightly longer fire rate.
Reapers do not throw D8 charges, and are not effective against buildings.
Viking (fighter mode) range reduced to 6.
Void Ray range reduced to 4.
Stalker blink has no cooldown but requires 50 energy. Stalker has 100 energy capacity. Blink range reduced to 4. Range reduced to 4. Damage increased to 12 no armor bonus.
Immortal has 10 shield, 125 health. Costs 150 minerals, 75 vespene. Does 10 damage, +10 bonus to armor.
Zealot-charge makes zealots run 30% faster than before. Health/Shield increased to 100.
Dark Shrine is removed, Dark Templar requires Templar Archives.
Siege Tank does 80 damage, increased to 15 range, and uses 2 supply.
Unsieged Tank has lower firing rate, but increased damage.
Supply depot increased to 500 health.
Planetary Fortress costs 125 minerals and 25 gas. No gas to repair.
Photon Cannon decreased to 100 health/shield, no armor.
Pylon increased to 300 health/shield.
Forge increased to 550 health/shield.
Roach cost reduced to 1 supply, 75 health.
Hydralisk cost reduced to 75 minerals, 25 gas.
Queen costs 200 minerals but no Spawning Pool required.
Scanner Sweep reduced to 25 energy.
Constructive critique is welcomed, theorycraft away.
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I like marauders having lower range. Makes them more of a roach type of unit. Might make the game more dynamic.
Maybe you shouldn't give marines 6 range from the get go but have a range upgrade instead.
I think stalkers need 5 range (outrange marauders) but since they got blink I'm not sure if that'd be entirely balanced. Perhaps it'd be balanced if you fixed stalker micro as well, removing some of the animation cooldown, so they can kite better (like dragoons). You know, have their "turrets" follow the target like you did with the tank.
I think it might turn into a dynamic game with Marauders on 4 range, outranged by (microable) stalkers on 5, in turn outranged by marines with 6 (5 without range upgrade).
Don't know if I like the turret/sensor tower detection swap. Feels like you might have overdone a few things, but I'll reserve judgement until after having tried it out
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^ Definitely over-did a few, but that's how you discover new things!
Thanks for the advice though, its definitely made me consider a few changes.
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Wow....
I'm happy you are not in the Blizzard balance team. I disagree with pretty much everything you wrote. Way to overnerf/overbuff, seriously.
Also, everyone who use the term "unholy trinity" I don't take seriously, so this doesn't help.
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But I don't intend to be on the blizzard balance team.
That's okay, that's what this is for. You can voice your opinions and i (or you) can make the changes straight away. Blizzard takes much longer, here you can theorycraft and test it out right away.
The philosophy of this mod is not about balance, its about fun mechanics and gameplay.
Blizzard would never make drastic changes to SC2, simply because the players are so fickle about balance. With the fun mod, I will ignore most whiny complaints about balance and make changes as I see fit. The focus will be on fun mechanics, and fun gameplay, not balance. By drastic I don't mean implementing micro, by drastic I mean changing units completely.
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those are some drastic changes! everything seems pretty wacky but it is all about overall balance. it's hard to say what you should change without playtesting it hundreds (if not thousands) of times. i'd be willing to lend a hand if you need it.
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You should be on the Blizz balance team.
How about
-Air stacking when you have 12 or less units selected and spreading out FAST with more than 12 units?
-Scanner Sweep on Sensor Tower (50 energy)
-Supply Calldown buff (armor/more supply)
-Archon splash BW-like
-Thor into a Goliath clone
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You're connecting it really tight-nit with Starcraft 1 if you didn't notice.
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It will never be BW... NEVAAARRRRR!!!!
On May 16 2010 04:00 Elaeli wrote: You should be on the Blizz balance team.
How about
-Air stacking when you have 12 or less units selected and spreading out FAST with more than 12 units?
-Scanner Sweep on Sensor Tower (50 energy)
-Supply Calldown buff (armor/more supply)
-Archon splash BW-like
-Thor into a Goliath clone
Interesting ideas, especially the supply buff. It could prove useful for fast expansions and walling, ill definitely have a think about that.
I'm hoping stacking will make the current Archon more effective, but definitely look into that.
Split stack will be a last resort, definitely in my mind though.
Thor is already a bit smaller, I forgot to mention it. Not going to make it a clone though. haha
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Personally I think you should increase the Broodlord range back up. The fact that it no longer damages makes them a bit useless and not even fun. Their advantage would be keeping ranged units at bay.
I personally find Stalker micro vs. Broodlords intensely fun and satisfying, and their 3 ranges sounds bleh.
How about keeping the Broodling stats the way you put them, increasing the number of Broodlings by 1, and put the range back up to 9.5. Maybe slightly increase movement speed of BL's too...
The Blink energy requirement is excessive I think. Blink is good, but never that good. It just makes a fun unit less fun now. Give them back the armor bonus too, but make it 3 with no upgrade bonuses to it. That way, it's only +1 above before. The Blink range is fine though.
Reapers should keep D8 charges, but...Why not make it used against any armored/structured? Of course, reduce damage in that case, but it may make them a bit better against bigger units. Or may make them OP.
Immortal stands no chance and you've really just made a ground Scout... It's personally one of my favorite units, I'd hate to see it go to waste. Bump up the normal damage, let it keep it's +10, but unlike before, the bonus doesn't get affected by upgrades. Also, give the shield back, or at least give it 50. Or, if you keep it at it's current stats, decrease food to 2 and at least give it a shield buff of 10 or 20.
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^ You would be surprised, immortals are more cost effective as siege tanks when pitted against each other, because of the way its done. You only need 10 shield because of EMP, siege tanks need to be microed in order to beat early immortals, kinda like FD. Definitely think the Immortal is going to be weird though, you might be right. Oh right now I forgot to mention immortals can shoot air XD. I'm doing this as a kind of test to see whether defense or agility is more effective, or maybe allow the player to choose.
EDIT: Damn! I completely forgot about supply, you're right, it should be 2.
Energy based blink is more powerful than cooldown blink, because now you can double blink. The problem then is regen, I'm thinking a higher cap or faster regen. I'm not sure what you mean though, is blink too powerful or too weak right now? I currently think double blink is awesome fun for sniping tanks.
The problem is that right now broodlords have no risk factor because of their huge range. I think that broodlords may have been nerfed too much but it also also very powerful. Broodlords can now be microed as well, they attack while moving. So you should get dancing between marines/stalkers/broodlords.
On May 16 2010 03:57 da_head wrote: those are some drastic changes! everything seems pretty wacky but it is all about overall balance. it's hard to say what you should change without playtesting it hundreds (if not thousands) of times. i'd be willing to lend a hand if you need it.
I doubt even a thousand haha. That's not the point of this mod though Thanks ill keep you in mind when we start play testing, ill probs give you a PM
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On May 16 2010 05:29 sluggaslamoo wrote:^ You would be surprised, immortals are more cost effective as siege tanks when pitted against each other, because of the way its done. You only need 10 shield because of EMP, siege tanks need to be microed in order to beat early immortals, kinda like FD. Definitely think the Immortal is going to be weird though, you might be right. Oh right now I forgot to mention immortals can shoot air XD. I'm doing this as a kind of test to see whether defense or agility is more effective, or maybe allow the player to choose. EDIT: Damn! I completely forgot about supply, you're right, it should be 2. Energy based blink is more powerful than cooldown blink, because now you can double blink. The problem then is regen, I'm thinking a higher cap or faster regen. I'm not sure what you mean though, is blink too powerful or too weak right now? I currently think double blink is awesome fun for sniping tanks. The problem is that right now broodlords have no risk factor because of their huge range. I think that broodlords may have been nerfed too much but it also also very powerful. Broodlords can now be microed as well, they attack while moving. So you should get dancing between marines/stalkers/broodlords. Show nested quote +On May 16 2010 03:57 da_head wrote: those are some drastic changes! everything seems pretty wacky but it is all about overall balance. it's hard to say what you should change without playtesting it hundreds (if not thousands) of times. i'd be willing to lend a hand if you need it. I doubt even a thousand haha. That's not the point of this mod though Thanks ill keep you in mind when we start play testing, ill probs give you a PM
I want to help too. :D
Oh, if Immortals can attack air and are 2 food, then I guess it really isn't that bad. I still think a slight base damage increase would be nice though, but I can't say for sure without seeing it I guess.
But yeah, play testing would be awesome. I've been messing with what you put up in the Project Micro thread as far as what situations to put Mutalisks or Phoenixes in, and I'm curious to see Hellions against Hydras now...
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I see that you hid the word "pro" with "fun" to avoid any flame battles from the noobs who keeps putting out the "It's a different game" card.
Please make it so that the Colossi and Hellion attacks function like that of a Lurker's...
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Sounds like some good ideas, definitely seems possible after learning a lot from mucking around with the Thor. It would be cool to actually dodge colossi lasers and hellion attacks.
Yes you are right on the flaming part, and why I called in "fun", this is also partly why its in the blog. But I don't expect pro's to play this and call people who don't, noobs, that's the biggest difference. I just want to try a different kind of SC2, one that I think I and some others would enjoy, and see how it pans out.
I took complaints from SC2 forums and factored them in.
I took pointers from all the interviews that Artosis did. Such as Tester saying dark templars should be made from the templar archives.
We can now see how those changes would affect the game.
On May 16 2010 05:40 RageOverdose wrote:Show nested quote +On May 16 2010 05:29 sluggaslamoo wrote:^ You would be surprised, immortals are more cost effective as siege tanks when pitted against each other, because of the way its done. You only need 10 shield because of EMP, siege tanks need to be microed in order to beat early immortals, kinda like FD. Definitely think the Immortal is going to be weird though, you might be right. Oh right now I forgot to mention immortals can shoot air XD. I'm doing this as a kind of test to see whether defense or agility is more effective, or maybe allow the player to choose. EDIT: Damn! I completely forgot about supply, you're right, it should be 2. Energy based blink is more powerful than cooldown blink, because now you can double blink. The problem then is regen, I'm thinking a higher cap or faster regen. I'm not sure what you mean though, is blink too powerful or too weak right now? I currently think double blink is awesome fun for sniping tanks. The problem is that right now broodlords have no risk factor because of their huge range. I think that broodlords may have been nerfed too much but it also also very powerful. Broodlords can now be microed as well, they attack while moving. So you should get dancing between marines/stalkers/broodlords. On May 16 2010 03:57 da_head wrote: those are some drastic changes! everything seems pretty wacky but it is all about overall balance. it's hard to say what you should change without playtesting it hundreds (if not thousands) of times. i'd be willing to lend a hand if you need it. I doubt even a thousand haha. That's not the point of this mod though Thanks ill keep you in mind when we start play testing, ill probs give you a PM I want to help too. :D Oh, if Immortals can attack air and are 2 food, then I guess it really isn't that bad. I still think a slight base damage increase would be nice though, but I can't say for sure without seeing it I guess. But yeah, play testing would be awesome. I've been messing with what you put up in the Project Micro thread as far as what situations to put Mutalisks or Phoenixes in, and I'm curious to see Hellions against Hydras now...
Well you will be glad to know the immortal has more shield and damage now. Actually all of the units have been changed completely just because I wanted to remove that terrible terrible damage factor just for now.
I have a spreadsheet with all the units now, with automatic dps calculations and what not. So I can see the immediate effects of some of the changes and how they compare with other units. The bonus system right now is a calculation based on the BW system, but simplified so that it is only a 2-tier damage system rather than 3-tier.
Think of Armored being medium, Massive being large, and Light being small. Some units have been changed to massive to compensate. It would be cool to see how this pans out.
Unfortunately play testing may not be until a month or so. But Ill book you in as a tester.
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