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Active: 2585 users

Making my own Extension Mod - Protoss Overhaul

Blogs > KatatoniK
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KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
May 12 2015 21:46 GMT
#1
There's been a lot of discussion recently about Protoss and it's overall design (mainly warp-gate and the MSC) and honestly I feel some changes ARE needed, so I decided to take matters into my own hands and start work on my own balance mod - Protoss Overhaul.

I'm fairly new to the editor so things are progressing super slow as I figure things out through trial and error so a lot of the stuff I have in mind is very much theory crafting for the moment. I'm also trying to remain as unbiased as possible as I am a Protoss player myself.

Currently the mod is private while I teach myself how to use the editor and test very basic things, once I've got more key features added I'll eventually release a version to the public to mess around with and call me a horrible person for.

Current issues I'm facing: I can't find Time Warp anywhere in the editor.
Not entirely sure how to construct a whole new upgrade from scratch.

Key Changes currently added:

Warp Gate moved to Twilight Council - now costs 100/100 same research time

Why?

Warp Gate, while unique is problematic currently imho, I like the idea of it but I've always felt like it should be available as a useful tool for later on in the game and by moving it to Twilight Council and an increased cost I feel it's still available early enough to help in the mid-game but but late enough that it should help fix very early all-ins and rushes and make certain match-ups (I'm looking at you PvP) a bit more interesting.

Blink moved to Cybernetics Core - Costs 150/100 - 20 second increase in research time.

Why?

With Warp gate being made available later, Protoss still needs some kind of mobility available to it and Blink gives the most mobility out of the currently available upgrades. With the later warp gate, early blink attacks are not going to be as potent.

10 second decrease on unit production at Gateways

Why?

With Warp gate being available later, gateways are forced into a more central production role and their current production time is rather slow compared to Zerg and Terran. By decreasing production time by 10 seconds on all units it brings Protoss production more in line with the other two races while still maintaining a slower production rate.

Planned/Potential Changes

Zealot charge replaced by Zealot Speed Upgrade

Why?

While charge is a nice ability to have, Zealots are still rather slow and easy to kite by Lings and Marines. With a small speed buff to the Zealot, it still allows them to remain a core part of the army throughout the game as well as allow for better micro (charge I find decreases micro opportunity as once the charge auto-activates, you lose control for a moment). This could also be a nice addition to the cyber core to replace Warp Gate and push blink back onto the Twilight should issues arise

Time Warp moved from Mothership Core to Oracle, Oracle loses Pulsar Beam

Why?

Currently Oracles are high DPS high speed units that really only serve much purpose either early on to do damage or place revelation on enemy units throughout the game, with the removal of the pulsar beam, the oracle fills more of a support role with spells just like the viper does for Zerg.

Carrier Production time decrease

Why?

The production time for Carriers makes them very unviable currently, a small decrease in production time may make them see more use in the late game.


Obviously, as I tweak things, more possible changes may come to mind for changing things, maybe to balance things that have become unbalanced through changes or just extra tweaks to respond to certain things that may arise. I'm always open to suggestions on potential things or problems that might arise for other races (Terran in particular as that is my weakest offrace by far.)

If you want to criticise then go ahead, as long as it's constructive. Telling me I suck and have no idea what I'm doing isn't remotely helpful to me, this is kind of a passion project for me just to see what other directions are possible for Protoss outside of what Blizzard think is right.

***
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
May 12 2015 22:32 GMT
#2
I love the Carrier and Zealot changes. I feel though that Tier 1 units may need a buff still to compensate for lack of early Warp Gate, but perhaps the production time decrease will be enough. I can't say for sure, but overall sounds promising, best of luck with the mod!
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Silvana
Profile Blog Joined September 2013
3713 Posts
Last Edited: 2015-05-13 03:36:27
May 13 2015 03:32 GMT
#3
moar carriers yes!

I'd love to see the Protoss race without forcefields. But I'm affraid if you remove them you'll have to tweak so many other things to compensate... Good luck if you even try! ^.^

Edit: maybe instead of removing them you can try to make them super expensive (in terms of energy) so that mass sentry compositions are not viable anymore. Or maybe add a rule that only X forcefields can be active at the same time, with X near 3; that way Protoss can still use them defensively but not able to do those annoying sentry pushes/allins so easily.
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
May 13 2015 04:30 GMT
#4
I'm not good at sc2 or anything but I've got the old 7 roach rush down to a science if you want to test how bad the early game will be.
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
May 13 2015 07:50 GMT
#5
On May 13 2015 12:32 Silvana wrote:
moar carriers yes!

I'd love to see the Protoss race without forcefields. But I'm affraid if you remove them you'll have to tweak so many other things to compensate... Good luck if you even try! ^.^

Edit: maybe instead of removing them you can try to make them super expensive (in terms of energy) so that mass sentry compositions are not viable anymore. Or maybe add a rule that only X forcefields can be active at the same time, with X near 3; that way Protoss can still use them defensively but not able to do those annoying sentry pushes/allins so easily.


I was planning on tweaking forcefields I just wasn't exactly sure how, removing them completely I feel would just require far too much of a shake-up. An energy increase may be worth experimenting with just to see how things go.

I'm not good at sc2 or anything but I've got the old 7 roach rush down to a science if you want to test how bad the early game will be.


I haven't seen that build at all recently, so overlooked that to be fair. How bad will the early game be if Z goes for it do you reckon, what aspect of the changes makes it hard to deal with for the Protoss?
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
May 13 2015 21:08 GMT
#6
Honestly I don't know your timings, what do you have at 4:45 game time? The concept of the build on the old, old, old maps was to get an overlord to spot and snipe the early sentry from the lowground before the first FF ran out.
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
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