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Starcraft 2.5 changes for all 3 races - Page 2

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The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 02 2012 17:50 GMT
#21
Almost none of these changes look difficult to implement in the data editor. The only 3 that might be tricky would be the:
- can't be seen except in 5 range. (Unless you mean to say it's actually cloaked unless an enemy unit is nearby)
- effect has stacking effects (can't remember if there's a quick, elegant way to do this. I think there is, but I've never used it)
- ultralisk knockback effects (some force effects used to be bugged in the editor. can't remember if they fixed it)
- [yes, implementing carrier micro is easy to do, even without triggers]

The thing that really eats up all of your time is putting in upgrades. Everyone who hasn't done any data editing thinks upgrades are easy. But they're probably the most mind-numbing, time-consuming part of modding melee maps. Well, that is if you care about the little UI icons changing colour. (important when clicking units to check upgrades during battle)

And I guess the other tricky part would be building the HotS units from scratch in WoL, since I'm thinking most modders don't have beta access. Wait, do you need an invite to use the editor and publish maps?
In Bizarro World, I ladder more than I make custom maps
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
Last Edited: 2012-11-02 18:38:11
November 02 2012 18:32 GMT
#22
On November 02 2012 07:15 MerdaPura wrote:
I stopped reading after the warpgate and sentry changes, anyone who read it through, does it get any better after that?

EDIT: OK, I read it through, please someone tell me this is a late april fools joke, I dont believe anyone can actually take this shit seriously LOL



I had to stop at Void Ray removed. The sentry and colossus changes were just too retarded. Early game holds will be completely impossible (even went so far as to nerf Stalker damage against Roach and Marauder).

This guy just obviously hates Protoss- didn't bother reading either of the other races.

EDIT: Tried to read Terran, but wtf are you thinking with those Hellion changes? Massive dmg nerfs but can attack while moving? How does that help? The whole point of Hellions is "move move move BURST move move move BURST"
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Uncreative_Troll
Profile Joined October 2011
98 Posts
November 02 2012 19:13 GMT
#23
A really long list of changes... there is a lot which I don't like:

- less (visible) early game micro for Protoss
(no Force Fields, Immortals are basically Warhounds (without the range and speed to allow micro))
- Colossi becomes completly unmicroable for Protoss
- the (buffed) Achrons aren't famous cause their users micro them a lot
I fear your changes provoke less micro for ground units by Protoss player...

- positional mech finally completely gone vs Protoss (Hardend Shields by Immortals, Viking nerf)
- Hellions can get microed more but I am not sure if they can still harass with 3 range and the need to keep on splashing on the same units over and over again...
- Widow Mines seem to get nerfed hard by crippled range and 1/4 of their current damage.
- HSM is really strong. 2 HSM by one Raven is most likely way to strong and the increased max Energy calls for more turtling by the Terran player to regain all Energy.

You changed to much for Zerg so that I don't feel as if I could comment on that.

Some mistakes:
- Marines got 5 range, not 6
- Stalker have a basedamage of 10, not 12
- Colossus deal 2* 15 dmg, not 2* 16 dmg
- Hydralisks got 80 Hp, not 90
- Hydras deal 12 dmg, not 16

Melty Butter
Profile Joined March 2011
Ireland52 Posts
November 02 2012 19:56 GMT
#24
These changes are really cool and I like em, but I suggest a few modifications.

Immortal
- You're balancing the immortal's new warp-in-ability by straight-up nerfing them. This is making them less immortal-like and more stalker-like, which is double bad because now the immortal and stalker are on the same production building, meaning they need to be MORE differentiated, not less. What you should do is change their attack to 0 (+50 vs armoured) and lower their movement speed, but keep everything else unchanged. This means that the new (anti-light) stalker 2.0 NEEDS immortals to be relevant versus armoured units, and immortals NEED stalkers to be relevant at all. This is better than immortals just being a buffed stalker 1.0. And for those saying that gateway immortals are way overpowered are wrong. As long as they have a tier 3 tech requirement (like the twilight council, or preferably even a later building like the templar archives), they won't be a problem early game, which is the only time they're a problem at all in WoL.

Sentry
- Protoss won't work without forcefield, not unless you completely change the early races' earlygames, which you didn't. However, I love the moving of sentries to the robotics facility because it makes the gateway composition less potent/versatile. So to fix this, I think sentries should keep forcefield, and sentries should start with 100 energy. Also sentries should still be more expensive, like you said. This way, you can still rush out a sentry in time for the typical kind of rush that protoss otherwise has no other way of stopping, and you can still use forcefields throughout the game, but to a slightly lesser extent due to the increased cost and supply.

Tempest/voidray
- Voidray removed: Fantastic. You realise that the tempest replaces the voidray and so made changes to it such that it can fill that voidray role. However, you went about doing that the wrong way; by increasing the tempest hitpoints etc, making it more of a direct engagement unit. Protoss already has the direct-engagement, air-superiority unit: the phoenix. What the tempest needs to fill is an anti-massive, single-target, long-range, semi-siege unit. The voidray was halfway towards filling this role. So what you should do is change the tempest attack to have the same attack as the voidray; That is, a 15 range anti-massive beam that increases in damage from (something very low) to (something very high) the longer it's focused onto a single target. Obviously some of the stats should be changed (certainly the charge time - I'm thinking something like 30-60 seconds to get to a full charge, but the full charge is higher dps than the voidray full charge). And apart from this, the tempest should remain unchanged. Except maybe bring back the range upgrade. Maybe.

As for the terran and zerg changes, I'm not nearly as knowledgeable, but I do know that...

Roach
- Needs to stay true to its namesake. The roach has to be fast, hard to kill (high hp), health-regenerating, and have pretty good damage. Then its balanced by having shit range. You've made it so that it's more of a vanilla unit: No great points, no bad points. Boring. I suggest that you keep the cost and supply reduction, but revert back to the OP health (this can be achieved by EITHER: 145hp, OR 105hp with buffed health regeneration. Latter seems more interesting to me, but I dunno), speed, and dps. And how do we balance this even-more OP unit? Reduce the range to 2, 1 or even melee. This way forcefields and siegetanks become super-hard counters, which washes with the overall buff of the roach. Also it encourages more surrounds and that cool roach micro we sometimes see, where the clump of roaches is normal-moved to well within their range of the targets, before being a-moved to attack.

Ultra/omegalisk
- Overlap. People will make ultras just so they can make omegas. Ultras need to be much more different than omegas. So make the ultra like a 2 supply lower dps fast unit. Maybe, and this is an INSANE thought, but MAYBE let the zergling mutate into the omega. I dunno why, but that just sounds awesome to me.
Ass
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 02 2012 21:41 GMT
#25
Keep it to the HotS forum until you start building a map.
Administrator~ Spirit will set you free ~
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