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Disruptor Damage Increased from 145 to 145 +55 Shields
Does the +55 only damage shields, or does that mean, any unit that has shields regardless whether it is currently at 100 shields or 0 shields, will be hurt by 55, that is, it will affect shields first and the remaining will effect HP?
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On June 13 2015 05:06 whetherbye wrote:Does the +55 only damage shields, or does that mean, any unit that has shields regardless whether it is currently at 100 shields or 0 shields, will be hurt by 55, that is, it will affect shields first and the remaining will effect HP?
As per the widow mine damage, I think we can assume that the +55 shields impacts first in order to directly affect protoss units. Otherwise it wouldn't make sense
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On June 13 2015 05:06 whetherbye wrote:Does the +55 only damage shields, or does that mean, any unit that has shields regardless whether it is currently at 100 shields or 0 shields, will be hurt by 55, that is, it will affect shields first and the remaining will effect HP?
I suppose it will be done as widow mine damage.
Damage in widow mines acts this way: shield damage and then normal damage. It's like two separate effects happening at the same time, but the first one only damages the shield healthbar.
It means that damage effect will drain 55 SP (shield points) from the unit that recieves the damage, damaging only shields down to 0 in the most efficient case, and then apply 145 of normal damage, damaging the total health of the unit.
Just an example: if a Colossus is damaged with only 37 shields remaining (200/37), it will recieve 55 damage onto the shield healthbar without affecting, getting shields down to zero (200/0), and then would recieve 145 damage (55/0). In that case, the Colossus only recieved a total of 183 damage because there weren't more than 55 shieldpoints.
A full health Colossus (200/150) would take first 55 damage to shields (200/95) and then 145 damage (150/0).
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On June 13 2015 03:27 Charoisaur wrote: while I'm all for making ghosts more useful this new ability just looks like an anti ultralisk spell. I thought they wanted to get rid of those hardcounters. Seems like it will be similar to current tvp: have enough ghosts -> you can take the fight; don't have the correct number of ghosts -> you'll lose 100%. (in tvp I'm referring to vikings, not ghosts) Don't be foolish the new ghost spell doesn't hard counter ultras. It's just moves them from never ever die class to needs to be transfused once in a while to never ever die class.
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Archon mode change is pretty brilliant, huge props for that. These other changes...idk they just seem really sporadic and random. But none of it matters because the economy is still garbage.
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I'm really not liking the direction of the Disruptor changes and the Ravager changes. Other than that, these sound pretty solid.
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That new Ghost ability is so lame. Give me a break. Are they really so opposed to trying Snipe +35 dmg? +45 was too much, +25 is too little.... Why not try 35?
The rest seems reasonable though...
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What about some sort of psionic thing a ghost can deploy to fuck with the AI of the units affected?
Opponent has to micro his units out of it.
Fits w the lore? Can help Terran bio late game.
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The ghost ability only sounds useful if the drone has to be manually clicked on and cannot be autoattacked. It sounds more like a troll ability rather than a useful one, not sure how Terran will be able to use the ability considering how much APM it takes to micro vs zerg, it has to do something like slow the target down for it to actually be useful.
Let's compare the cost of ghosts vs ultra: Ghost = 200 minerals + 100 gas for a 100 hp unit that does 7 dps Ultralisk = 300 minerals + 200 gas for 500 hp unit that does 40 dps AOE (and has insane armor and is much faster)
I think that says it all, don't expect ghosts to be viable vs Zerg or Terran any time soon unless their damage output is significantly increased.
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On June 13 2015 05:54 WhenRaxFly wrote: The ghost ability only sounds useful if the drone has to be manually clicked on and cannot be autoattacked. It sounds more like a troll ability rather than a useful one, not sure how Terran will be able to use the ability considering how much APM it takes to micro vs zerg, it has to do something like slow the target down for it to actually be useful.
Let's compare the cost of ghosts vs ultra: Ghost = 200 minerals + 100 gas for a 100 hp unit that does 7 dps Ultralisk = 300 minerals + 200 gas for 500 hp unit that does 40 dps AOE (and has insane armor and is much faster)
I think that says it all, don't expect ghosts to be viable any time soon unless their damage output is significantly increased.
Or they provide some sort of other benefit that makes it easier for the Terran to engage.
Such as my idea
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On June 13 2015 05:47 DinoMight wrote: What about some sort of psionic thing a ghost can deploy to fuck with the AI of the units affected?
Opponent has to micro his units out of it.
Fits w the lore? Can help Terran bio late game.
Yes, if the ability causes the affected unit to lose control and attack random units including friendly ones, however I don't think this would ever happen
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So many good thoughts in this thread already! Blizzard, just do it right!
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The ghost and overlord changes are very interesting. Need to see the drone ability in action, but immobility is probably one of the main things wrong with the current ghost and I'm glad they're looking at it.
The overlord idea was unexpected and seemingly cool. I think drops could've benefited from simply buffing the unload speed and cargo capacity of small units (hold more zerglings) while simultaneously redesigning the nydus worm to have synergy with drops rather than overlap with them. This is a very cool alternate idea though, I just hope they don't get to thinking the current LotV nydus is a good idea...
On June 13 2015 04:12 ZigguratOfUr wrote: The change that stands out to me the most is the overlord drop change, simply because that change is clearly influenced by the community.
Indeed.
http://www.reddit.com/r/starcraft/comments/37chha/individual_overlords_get_ventral_sacs_as_a/
there's still hope!
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The initial paragraphs by DK are so confusing and sound so stressed. Do they make big changes now or not? What does even count as a big change? Why is it not the purpose of the beta? And please Blizzard, just take all the time you need. I can wait. There are so many excellent suggestions in this thread alone! And even on reddit (http://bit.ly/1SbHTkP). Not the purpose of a beta? Plz.
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On June 13 2015 05:54 WhenRaxFly wrote: The ghost ability only sounds useful if the drone has to be manually clicked on and cannot be autoattacked. It sounds more like a troll ability rather than a useful one, not sure how Terran will be able to use the ability considering how much APM it takes to micro vs zerg, it has to do something like slow the target down for it to actually be useful.
Let's compare the cost of ghosts vs ultra: Ghost = 200 minerals + 100 gas for a 100 hp unit that does 7 dps Ultralisk = 300 minerals + 200 gas for 500 hp unit that does 40 dps AOE (and has insane armor and is much faster)
I think that says it all, don't expect ghosts to be viable vs Zerg or Terran any time soon unless their damage output is significantly increased.
Let's compare the cost of ghosts vs ultra: Ghost = 200 minerals + 100 gas for a unit that can cloak, launch nukes and has a aoe damage spell vs protoss and anto spell caster Ultralisk = 300 minerals + 200 gas for a unit that has no active abilities
This comparing game is fun !
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the medivac change sounds so stupid that it might be their idea indeed
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On June 13 2015 06:28 Geiko wrote:Show nested quote +On June 13 2015 05:54 WhenRaxFly wrote: The ghost ability only sounds useful if the drone has to be manually clicked on and cannot be autoattacked. It sounds more like a troll ability rather than a useful one, not sure how Terran will be able to use the ability considering how much APM it takes to micro vs zerg, it has to do something like slow the target down for it to actually be useful.
Let's compare the cost of ghosts vs ultra: Ghost = 200 minerals + 100 gas for a 100 hp unit that does 7 dps Ultralisk = 300 minerals + 200 gas for 500 hp unit that does 40 dps AOE (and has insane armor and is much faster)
I think that says it all, don't expect ghosts to be viable vs Zerg or Terran any time soon unless their damage output is significantly increased. Let's compare the cost of ghosts vs ultra: Ghost = 200 minerals + 100 gas for a unit that can cloak, launch nukes and has a aoe damage spell vs protoss and anto spell caster Ultralisk = 300 minerals + 200 gas for a unit that has no active abilities This comparing game is fun ! Regardless, for cost the ghost is not very good or effective. Heck, you sacrifice the ability to do those other spells just to potentially reduce 1 ultra back down to HotS armor level.
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It's a bit odd they're framing alt to remove units from control groups as an archon mode improvement given that a lot of people have asked for literally this change for normal multiplayer.
The ghost change reminds me of my suggestion to change snipe to reduce armor (which nobody liked), and here I'm not sure why it's necessary to add a completely new ability instead of tweaking snipe. The more radical solution would be to address the eight armor, which creates the conditions where bio needs additional tools versus ultralisks to begin with.
The ship armor upgrade just looks like sloppiness, similar to when they changed the mineral patch values but forgot to scale the geyser counts to maintain the ratio.
For the minimap changes, I thought they could show the spawning circles on the map and hide them upon first gaining vision of this area. Warcraft 3 had a good system where circles indicated creep spawns and after scouting the area the circles would be removed if the spawns had been cleared.
Ravager change might be good to add some distinction between the roach and the ravager, but I otherwise I don't know.
Reducing medivac unload delay and increasing ghost speed is just ... . I'll admit it's possible that these are good changes, but when exactly is Blizzard going to be consistent about game speed? If the game needs to be faster why don't they just make all units faster instead of doing this one change at the time? Is it to acclimatize the playerbase like the proverbial boiling frogs? Also, won't there be issues with the medivac unload delay? When you unload a unit it is kind of like a transformation or phase change, and as we all know if there is no cost to changing phase it's like the unit has dual functionality active at all time. This change is almost like turning the medivac into an actual fighting unit, just one with very complicated functionality. That's why reavers had to have a firing delay added after being dropped from a shuttle.
Viper change I suppose is good. Disruptor change seems a bit odd but might be good too. Spore crawler change makes the spore crawler - mutalisk interaction less extreme, but if they're going to add all these specific changes they should buff infestors vs mutalisks maybe? Overlord drops might be good, but nydus still seems stupid.
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Man, I was so looking forward to the classic "Approve all the changes, Disapprove overall". You disappoint me greatly, Teamliquid.
Archon mode will definitely be cool as fuck.
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AAAh i'm glad they didn't change the liberator shooting in each other target areas; maybe that mean they will keep it as is?
Also the ghost ability is terrible. They might as well give an upgrade to marauder saying "ignore 3 armour while attacking an ultralisk" it's so stupid.
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