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SC2 Micro project MOD

Blogs > ooni
Post a Reply
ooni
Profile Blog Joined March 2010
Australia1498 Posts
Last Edited: 2010-08-13 05:22:36
August 13 2010 05:10 GMT
#1
Introduction
Hey guys, I’m starting a mod for SC2 and looking for suggestions.
My mod will focus on adding more micro techniques into SC2. I’m not arguing that SC2 lacks micro or anything of sort, but you can never have enough micro techniques in a RTS. It won’t hurt to add few more ourselves.
I am quite experienced in SC2 Editor, I have been working on map editing with xml before the actual release and have worked on the editor after the release. So do not be hesitant to ask for something that may be difficult to program.

Few rules, well guidelines:

+ Show Spoiler +
1. It is not about “balance” -> It is about “concept”; hell be as overpowered as you want. In fact it would be better if the numbers weren’t given in most circumstances but just the concept of your idea and how it will affect “micro” aspect of the game
2. If you are choosing an unit, you may choose any unit from melee or campaign
3. It can be a completely new ability, or edit of the current ability
4. It’s about adding micro, not about oh cool, this unit/ability will be awesome~! Though awesome would be nice too
5. To sum it all up: micro increasing ability/unit <-compulsory, awesome <-optional, balance <-optional
6. Balancing could consist of adding or removal of units/upgrades/abilities


Here are few of my ideas as an example

Ability: Ghost-Lockdown
Description: The Ghost fires a slow moving projectile to a target location. Upon impact the projectile creates a psionic sphere that traps any mechanical units in the sphere.
Micro factor: The enemy looks at where the projectile is heading and are able to dodge the projectile by moving their units
(Optional) Awesome factor: Stalkers can blink to dodge the lockdown
(Optional) Balance: Removed EMP from Ghost, upgrade required
[image loading]


Unit+Ability: Vulture
Description: The vulture does 10+10 light damage. Has spider mines that deal extra splash damage to armored units.
Micro factor: Placements for spider mines just like SC1
(Optional) Awesome factor: Counters immortals by breaking their shields with their attacks and killing them with spider mines.

Unit + Ability: Brutalisk – Baneling Bomb (need another name)
Description: The Brutalisk devours Banelings and spit them out as projectiles. The baneling will explode on first thing it hits, whether it is a mineralfield, building or unit. (Banelings can be stored in the Brutalisk)
Micro: Similar to reaver micro seen in BW but the player must consider if there are any objects in the way. Enemy player may try to dodge the projectile if the units are fast enough or use a cheap unit as death fodder to kill the projectile.
(Optional) Balance: Brutalisks have low movement speed. Has decent melee attack.

Ability: Psionic Storm (Idea 1)
Description: Calls upon a psionic storm, that increases in damage over time. For example, storm will damage 5 for the first 2 second then 10 damage and 15 damage and so on.
Micro: the enemy units have chance to move away from the psionic Storm after it’s casted. This forces the casting player to use force fields with the storm
(Optional) Balance: It will do more damage than an ordinary storm and will be effective on units such as siege tanks. Against infantry, together with force field, this could be deadly

Ability: Psionic Storm (Idea 2)
Description: Calls upon a psionic storm, it creates a large ring of clouds then the storm starts after few seconds. The storm deals insane amount of damage when hit.
Micro: The units are force to stay inside the ring or move quickly outside the ring. Because the ring is large, slow moving units in the middle of the ring are likely to stay inside the ring then run out.


Add few suggestions of your own and I'll see what I can do.

****
Hi!
zephyredx
Profile Joined August 2010
United States40 Posts
August 13 2010 05:32 GMT
#2
I really like the baneling bomb idea. However, I hope the brutalisk can be carried by an overlord because then this feature becomes very much like reaver/shuttle micro from bw (except brutalisks are much harder to kill than reavers lol).
What do you call a tennis player who tosses the ball inhumanly well? A protoss!
ooni
Profile Blog Joined March 2010
Australia1498 Posts
Last Edited: 2010-08-13 05:38:33
August 13 2010 05:36 GMT
#3
On August 13 2010 14:32 zephyredx wrote:
I really like the baneling bomb idea. However, I hope the brutalisk can be carried by an overlord because then this feature becomes very much like reaver/shuttle micro from bw (except brutalisks are much harder to kill than reavers lol).

true but banelings needs to two hit workers. While Reavers does one hit. Also scrabs are much cheaper than a baneling. Balance aside, I was thinking a Brutalisk would be have same capacity as an Ultra. I.E. one overload. Would be a neat idea to let Zerg have fun with 'reaver micro'.
Hi!
zerg4hire
Profile Joined August 2010
81 Posts
August 14 2010 02:38 GMT
#4
Hello ooni,
im a rank 1 zerg diamond player in my division.

i wanted to ask if it would be possible to simulate a typical battle situation between
zerg vs protoss / terran.

i would love to see some maps that forces players to use their micro skills strictly.
perhaps, zerg composition could be banelings,zerglings,infestor vs thors,marines,medivacs.

if there is already a map outhere,please let me know.
otherwise it would be great if you could support these maps for the community.

Please log in or register to reply.
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