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On October 18 2012 22:30 Kabel wrote: I´m looking what can be done with Inject. An easy change is to make them spawn 1 larva per X second, instead of X larvas at the end of the effect. Basically, this means that a hatchery spawns larvas faster, instead of in a big burst.
One way can be to make Inject work like a "Overload" - ability. You target a hatchery and it spawns larvas at a higher rate. The downside is that the hatchery loses its rally point as long as the hatchery has an acceleration in larva spawn rate. So you can macro like a boss at your hatcheries, but if you do, your produced units and workers require extra attention from the Zerg player.. Hmm..
The goal of these changes is to improve the macro of Zerg, in terms of: - more decisions to make - more versatile use (Chrono boost and Calldown SCV can be used in different ways) - "get more stuff to do.."
And if none of the ideas improves this, then well... gg :p
Perhaps Inject could give a drastic increase in production for a period of time after which the hatchery is unable to produce any larva for some time after.
balance it to work like Gateways vs Warpgates
Hatcheries would spawn more larva on their own but inject would give you a bigger boost in the moment for clutch defense or hitting a timing.
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Also i have idea for Ghost .. i think EMP is T3 spell so i think to get back to Science Vessel... but (just maybe) i Have idea for Ghost..ability look you now can coll up 2 workers for normal price... i think ghost can call up ghost squad of Marines ability that ghost call up 4 marines for 100 energy and 200 minerals instant 4 marines..(spell called marines squad)
Cool idea. I think Ghosts had a similar spell in the SC2 Alpha. I will save this idea for later, but not do anything with it now.
Thx m8 i hope i help a little.. i have one more idea for Reavers http://starcraft.wikia.com/wiki/Reaver_(StarCraft) and Shuttles http://starcraft.wikia.com/wiki/Shuttle
Flying Reaver ( shuttle + Reaver) in one unite
Stats for this unite is : 300 min 100 gas 5pop 80 sec to build
Hp : 100 Shields : 60 or 80 hp 60 shields ..or 60hp 80 shilds (because you will split it to two shuttles instead of one and you need to snipe both of them (bouth reavers instead of one shuttle) but it need to be balanced out.. 
ATC : sarabs 100 + up +25 (like normal reaver) srabs build time 7 sec
Sight range : 8 or 9 instead of 10..
Range : 8
Movment speed : like normal shuttle + UP speed (normal shuttle UP) i think its (normal) 2.125
unite scale : 0.9 (size) or 0.8... depends on how much hp unite have and then design it..
require robotics bay to be build...
basically its mix of Reaver and Shuttle in one unite..
if you look at gameplay what toss ppl do with shuttle and Reaver you will see that reaver basically act like AIR unite with delayed ATC...
Atc : can be normal like Reaver but it can be delayed (on first atc) 2 or 3 game seconds (so if you haras opponent he have time to prepare) its need to be tested and balanced out..
Against terran
Counters Hard: firebat, marine, medic, missile turret, SCV, bunker Counters Soft:siege tank, vulture Hard Countered by: battlecruiser,wraith,golioth (new 10 range) Soft Countered by:lockdown,stimed marines(new maby) missile turret(maby change to have 8 range) ...
whay becous low hp unite with good atc (and delay on atc) so there is space to atc with different unite...
Against protoss
Counters Hard: photon cannon, probe Counters Soft: dark templar, stalker, zealot Hard Countered by: carrier, void ray,corsair Soft Countered by: psionic storm, blink stalkers
Against zerg
Counters Hard: drone, hydralisk, sunken colony Counters Soft: lurker, ultralisk, zergling Hard Countered by: scurge,corruptor Soft Countered by: mutalisk,hydralisk on creep
Unite can look something like tempist in beginning.. thx for reading i hope this unit will be great and bring some graet gameplay... 
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@Bole
I want to believe you are trolling. But you put so much effort into your post, so I fear that you are actually serious. Do I really have to tell you why this is not a good idea? O_o
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New patch up on EU!
This patch includes some changes to strengthen the need for Zerg micro:
- Zerglings are a bit larger, slower but have higher DPS. Their damage points has been changed. They are more rewarded by flanking and by manually surrounding the opponent.
- Creep heals 4 HP per second to Zerg units on creep, but they have a 5 sec delay. They MUST not have taken damage for 5 second before they start to heal. Hopefully this will encourage Zerg to micro units in and out of combat, rather than just A-move with it all. Creep gives + 0,5 speed increase instead of a percentage value. (That static value equals ca 15-20% of must Zerg units movement speed anyways)
- Banelings deal 18 dmg vs all + 17 vs light units. (Instead of 20 + 15) Make sure to blow up Banelings at the right targets..
- Mutalisks attack speed nerfed from 1.52 to 1.85. They are still strong for hit-and-run and harassment, but worse in a straigth up fight.
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I have not added any changes in the Zerg macro yet. All of the changes above is experimental and is now being tested on EU. Further possible changes might be to remove the range upgrade for Hydras. If they have a short range, the need for flanking gets even bigger for Zerg. If I do that, I need to add an other kind of upgrade to hydras.
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GOGOGOGOGOGOGO MAKMEATT FIGHTING
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OUR HERO MAKMEATTT!!!! SLAYER OF GOSSEN!!!!!
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We removed the colossus for a reason
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On October 19 2012 02:54 decemberscalm wrote: OUR HERO MAKMEATTT!!!! SLAYER OF GOSSEN!!!!! Wait, what? :D
I propose that we focus on one or two things at a time and let all the unrelated or unspecified theories and concepts flow through the topic as long as they don't disrupt the main discussion. Also proposing those two things to focus on: maps' layouts for future releases and auto-turret replacement. They might not be the most important issues right now, just from the top of my head, so feel free to suggest other things, but keep one things in mind: Kabel's the priority speaker here.
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We removed the colossus for a reason
hahaha but this unite if you look at stats.. have delayed ATC (like reaver) have fast movment speed and low hp.. so you need to micro it.. to be able to shot and survive u need to move it ...and micro it...
colossus are the worst unite that cant be build for e sport bad design unit completely... bad unite...
this unite that i think it could be good for this game... it could work like reaver almost the same just different look and new ...fresh..
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Haven't seen any of the new patch's gameplay, but I am really liking the sound of the changes. Granted, zerg's macro should still be tweaked, but all of these are welcome.  Sad that the stream is no longer up, though T_T I missed it.
Is the latest patch live on NA?
Also, just thinking about the creep regeneration thing. Just to confirm, does it affect drones? I am not sure if it is a good idea if it does, as it makes harassing a little less powerful in terms of effect and motivation for it. If some drones are in the red, players may want to take another stab at it since it theoretically will not take much to finish them off, but they may need to regroup/rebuild before they can go at it again. However, if the drones just regenerate back to full health before the second wave comes around, the other player may not want to go at it.
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@ Bole We aren't looking to add new units just for the sake of making the game fresh, especially if it detracts from gameplay or requires a lot of programming work. This is the reason I'm holding off on my Swarm Host suggestions until HotS launches and we get a bunch of new campaign goodies in the editor to play with. We've still got a ton of tweaking to do on existing units, especially spellcasters.
Anyways, Reaver/Prism micro is more demanding, more familiar/nostalgic and more interesting than your suggested replacement. Absolutely no need to fuck around with that.
@ JohnMadden I support your suggestion for priority issues. Map Layouts and Auto-Turret. AT might seem like a minor issue for some but it's really the only rough edge of the Terran race right now and smoothing it out would give us one more or less complete race. Obviously Zerg macro is a major issue but since Kabel seems to have a plan and is working on it right now, we can start discussing these other things.
On October 19 2012 01:40 Kabel wrote: New patch up on EU!
This patch includes some changes to strengthen the need for Zerg micro:
- Zerglings are a bit larger, slower but have higher DPS. Their damage points has been changed. They are more rewarded by flanking and by manually surrounding the opponent.
- Creep heals 4 HP per second to Zerg units on creep, but they have a 5 sec delay. They MUST not have taken damage for 5 second before they start to heal. Hopefully this will encourage Zerg to micro units in and out of combat, rather than just A-move with it all. Creep gives + 0,5 speed increase instead of a percentage value. (That static value equals ca 15-20% of must Zerg units movement speed anyways)
- Banelings deal 18 dmg vs all + 17 vs light units. (Instead of 20 + 15) Make sure to blow up Banelings at the right targets..
- Mutalisks attack speed nerfed from 1.52 to 1.85. They are still strong for hit-and-run and harassment, but worse in a straigth up fight.
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I have not added any changes in the Zerg macro yet. All of the changes above is experimental and is now being tested on EU. Further possible changes might be to remove the range upgrade for Hydras. If they have a short range, the need for flanking gets even bigger for Zerg. If I do that, I need to add an other kind of upgrade to hydras. I like all of these, although we should definitely be keeping an eye on Mutalisks from this point on to make sure they aren't rendered ineffective by the DPS nerf.
I am also on board with cutting Hydra range and I would welcome the open design space for a new sort of upgrade. I think we should split the attack between ground/air though, just like the Queen.
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On October 19 2012 07:31 Laertes wrote: December I think my fast expand strategy might become standard now! What.
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On October 19 2012 07:31 Laertes wrote: December I think my fast expand strategy might become standard now!
:$
Not likely.
But faster Nexii vs Zerg might become more manageable.
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On October 19 2012 07:19 purakushi wrote: Also, just thinking about the creep regeneration thing. Just to confirm, does it affect drones? I am not sure if it is a good idea if it does, as it makes harassing a little less powerful in terms of effect and motivation for it. If some drones are in the red, players may want to take another stab at it since it theoretically will not take much to finish them off, but they may need to regroup/rebuild before they can go at it again. However, if the drones just regenerate back to full health before the second wave comes around, the other player may not want to go at it. Since drones don't gain a speed boost on creep, I think it would be perfectly sensible that they also don't gain the regeneration bonus. If they do we should just remove it, problem solved.
I'm concerned about 6*pools though. If enemy Zerglings are regenerating faster on your creep it's going to be a lot harder to hold them off with drones. And before anyone asks, I'm almost certain there is no way to make creep count as "yours" or "your enemies", creep is creep. We might have to make the faster regen an upgrade at the Evo Chamber.
(* Or whatever the starting worker count is in Starbow this week. )
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@ Kabel
Since I believe it really will help the other races (And it was in both SC:BW and SC2, so something must have been right), can we just please try 1.5k minerals? I think that will really help T/P vs Z. Especially combined with a removed baneling, it will really help out.
@ Bole
There is no reason why they need to become one unit.
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