I think the basic reason why zerg seems so strong macrowise, is that you provide so many tools for (early) defense for them: strong hydralisks banelings speedlings queens creep lurkers spines
and make zerg build a lot of hatcheries (unlike in SC2, where you build queens first and saturate the bases first); hatcheries, that can simply be built on a new expansion. At least, that is how I played zerg. Macroslip? 2-3more bases, let's see if my opponent can kill em all, even though I have creep and lurkers and a good hydralisk backbone etc...
In that regard, I sincerly think that hydralisks/lurkers need to be looked at. Unless you fight marines or mass zealots, hyralisks just rule the early game and can be built blindly, quite without any repercussions, as they mass well and can be used for lurkers later on - which are a unit that isn't really used in low amounts for positional play right now. People rather build 10lurkers bumrush in with lurker/hydra/ling stuff and try to win.
Edit: btw, Autoturrets on Science Vessels are awesome. But I'd change them to 0energy, 2-3charges, long cooldown. Right now you don't want to use them, unless you are in trouble, because you want as much energy for irradiate as you can get.
I sincerly think that hydralisks/lurkers need to be looked at
Yeah I agree with this. Every game, even ZvZ, I can build Hydras and effectively defend against everything. Although, I do feel like not enough people are abusing the fact that zergs are so greedy. I think a medic marine firebat push (like the one from bw designed to break sunken lines) could easily end the game, since zerg can't get up spine crawlers in time like they could sunkens.
Also, something to consider would be to have medics only require another building like an ebay instead of the tech lab, so terrans could opt for 3 rax with reactor and hit a very powerful timing while still being able to build medics
Now that we're going on about suggestions, let's create another prerequisite for Queens, like another building or an unlocking tech, so that Queens won't let Zerg expand quickly without any danger of an early pressure. That would also not let them saturate their bases so quickly, so the larvae' base spawning rate would have to be left as it is.
Most of the spells and abilities in SC2 requires a quick decision and rarely has negative consequenses for the player. The downside of any spell is that it uses energy that COULD be used on an other spell instead, or that you misscast a spell in a bad situation. Breed is the only mechanic that contradicts this. It has two downsides:
- It limits the uses on hatchery/lair/hive during its effect - The larva increase is NOT always good to use. (If you already is at full larva and has no money to spend)
The nature of Inject, Chrono boost and even Calldown SCV is that they require fast execution with a fast thought process. IF you would use a Calldown SCV or Chrono Boost badly at the wrong spot, it would not be a catastroph. But if you use the current Breed at a wrong moment it can have larger consequnses since it shuts down parts of your hatchery. Furthermore, since Inject is something players do regulary and at a high pace, the spell leaves little room to consider wheter or not it shall be used. Players are so used to just spam it since it is so cheap to cast! My suggestion:
I think that Breed shall cost 50 energy and last 45-60 seconds. (Now it costs 25 energy and lasts 30 seconds) This makes it a more powerful ability that players do not spam. It gives more room for the decision that is a part of the ability: do I want to use it now or not? IF a player decides to use it, the hatchery enters a powerful "macro mode" that will justify the downsides. Obviously 50 energy is still cheap enough so players can use it often, but not just spam it as soon as the old effect finishes.
If it remains as spammable and cheap as it is, we will see players spam it by old habit and it will just lead to frustrating moments.
"Fuck why did I cast Breed now? I already have full larvas and no money. And now I can´t morph my hatchery >.<"
"Why the fuck can´t I cast Breed on the hatchery? Ok I read the tooltip.. Oh I can´t use it on a hatchery that morphs, upgrades or researches? GAH! "
Is it really a catastroph if you use Breed at the wrong moment? Zerg is supposed to have a lot of hatchery, if they cast Breed at the wrong spot, they can still research upgrad in another hatch (usually you don't use inject on every single hatch since otherwise, you don't have enought energy to spread creep). By the way, using CB and calldown at the wrong moment can also be a catastroph for a player. For example, a terran can burn all his Orbital's energy on calldown and then realize he need a scan to defend against DT or lurker.
From what I have seen so far, Breed seem way stronger than Inject, so making it easier to use might not be a good idea.
EDIT: In it current stat, Breed is a stronger version of chronoboost that last 30 sec (vs 12 for CB) and affect workers and units production at the same time...
- Inject now doubles the spawn rate of larvas from a hatchery for 30 seconds. (You spawn a larva every 9 second instead of 18) The way the ability works is by speeding up the Time Scale on the Hatchery. A consequence of this is that Inject would also make upgrades and morphs be researched faster. As a way to overcome that, hatcheries can NOT research anything, train Queens or morph into lair/hive while its under the effect from Inject. You can´t Inject a hatchery that is already doing any of those activities. (So its NOT a new Chrono boost) Zerg now has some decision making to make whether or not its the right time to use Inject and it will hopefully be less of a "braindead mindless activity."
Bullshit (sorry for that word, but I always wanted to try to say it at least once). There is way around this, bro. Ask Danko, he knows that I already implemented double larvae spawn without any of your consequences in FreeCraft SC2 MOD long long time ago - by making Inject do spawn 1 larvae each 15 seconds of its 90 second duration (you can make it 2 larvae in 36 seconds for your MOD) - which have its own advantage - if you have 3 larvae on hatch, aditional Larvae will still spawn, however not natural ones (which enables 2 possibilities - to you use larvae spawn to its full potential (produce as soon as larvae spawns) or to use it to extend maximal larvae count, WHILE losing natural larvae spawn.
If you are interested how to do it my way, then I will gladly help. If not, well, then sorry for spending your time by forcing you to read this. Sincerly - PbSFreeToss
PS: I recomend doin' it my way, its already tested beutiful mechanic, no matter what Danko tells me.
The lurker hotkey for burrow R seems to be a problem. Players have reported to me that they can´t change the button with their custom hotkey bindings. Anyone knows a way to modify the lurker burrow hotkey in game?
I like what you did with Zerg, especially when it comes to the Larvae. I also love how Fungal Growth (which is now Infest) doesn't outright kill units, just makes it easier to kill them. I like how Hydras are important again and that Roaches are gone. I utterly love that Mutalisks evolve Corruptors and Brood Lords at Hive tech. I have always thought that's how it should be. So glad! ^_^
However, I'm not sure how I feel about Terran so much other than how I'm glad the Marauder is gone and how the tank is stronger. I think Shield Protect is really weird to be honest from a gameplay standpoint. I liked what was done to the Starport units even though I like the Raven. I like how the Goliath has returned! The Ghost being modular and less one-sided against Protoss is nice, but lockdown always annoyed the piss out of me in Brood War, but I guess it's supposed to.
I like how you kept a lot of SC2 things in for the Protoss, but I'm sad that you didn't keep the Phoenix and that you switched the Reaver with the Colossus (instead of doing something interesting with the Colossus). I like what you did with the DTs for the Darchon and how the HTs are more pivotal now, though Sentries were pretty cool aesthetically. Kind of sad Charge is gone from Zealots though. Maybe create two upgrades so there's an okay upgrade for Zealot speed then some Charge in there to help close some gaps a bit more.
Its been a lot of talk about Zerg lately. The race is still a mess. But I will not forget that P and T could need some love too.. So here are things I consider to change in the coming patch that might come within a week:
- Bring back combat shield upgrade. Bio seems to be very weak in TvP and TvT. Im not saying its unplayable. I think this small upgrade will strengthen bio and just make it more viable to use as a part of the army. And some kind of "shock troop" can be needed in TvT, cause games can go on forever.... Im not bringing back the marauder for many reasons. But if Marines get a bit tougher, maybe we will see them being played more aggressively in conjunction with the Medic Shield spell to soak up tank fire..
- Add SC2 Hallucination as starting spell to HT. I will make hallucinations a bit more "meaty" so they can soak some more damage than they can in SC2. It can be a good way for P to soak up spider mine damage and lurker damage.. Besides, tricking the opponent is always fun and I kinda miss it...
- Matrix s finally starting to see play. I made it the starting spell for HT to encourage the use of it, since I wanted to see players use it. I think its a nice spell and creates some fun situations. But its very spammable and it looks silly when a screen is covered with Matrixes.. I will probably add it as an upgrade for High Templeras, make it a bit stronger and more expensive to cast. (But with a good effect!)
- Give Planetary Fortress a splash attack again. They are really bad now without the splash. I do not wan´t it to stop an entire army alone. But without splash it just feels.. weak.. Besides, splash damage encourages unit splitting and players might pay more attention how they clump their units when attacking a PF.
- Adjust Spider mines.. The spider mines change a while ago was supposed to encourage spider mine dragging and mine sniping.. We see some nice mine dragging but we never see someone target fire a spider mine moving towards your units. Its too damn hard. The problem is that Spider mines becomes non-autoattackable when they unburrow. This means that especially Protoss units moves into spider mines all the time, even with observers, and the P units do not shoot them. Unless you target fire them.. and its unrealstic to do in a combat situation.. I can either make spider mines move even slower OR revert spider mines to their old state.. Cause right now they feel very annoying and unavoidable.. I miss Recall. Arbiters with Recall is indeed a beatiful mechanic and a fun part of PvT. But I like Nexus Recall too.. It gives Protoss the ability to do early pressure, without "sacrificing" their slow units vs Zerg.. It also encourages some nice "puh that was in the nick of time" - situations where P teleports his units home. I consider to make the Nexus recall be a smaller type of recall and the Arbiter a huge recall.. But still it feels like they overlap....
And we have the new Zerg stuff I added... Honestly, I am doubtful if the new macro mechanics actually made anything "better and deeper" for Zerg..Now when I've seen it used in the game.. But I will give it some more time..
Major changes I consider:
- Try Dankos suggestion. Make 4 of 8 mineral patches in each base have 1500 minerals. The remaining stay at 1000. In this way, the dry out will not be as abrupt and the pace of the game won´t decline as much as it currently do. At around 15-20 minutes, when the main and natural are dried out, players income drop a lot since they often only have 1 or 2 additional bases. Now bases will dry out in two steps.
Why not just increase the minerals to 1500 again and stop being soooo annoying..?
If bases have 1500 minerals again, we will see players expand less and it will be easier to max out. 3 bases with 1500 minerals will "be enough" and players will be less eager and have less reasons to expand more.
- Add a unit selection limit... Maybe 16 or 24 unts... This is just a dirty fantasy I guess since there is no good system for it.. I know that limiting the mechanics is not always the right way to go. But I see so many positive aspects of having a unit selection limit. I could write pages about it... If anyone knows a good system, please let me know.................. . . . . . . .. . . .. . . . .. . .
Again, this is not a final patch. I just share some of the potential changes that might come in the patch. There are some other smaller content too..
- Add a unit selection limit... Maybe 16 or 24 unts... This is just a dirty fantasy I guess since there is no good system for it.. I know that limiting the mechanics is not always the right way to go. But I see so many positive aspects of having a unit selection limit. I could write pages about it... If anyone knows a good system, please let me know........
dont do that simply its stupid in my opinion... only thing that is good in SC2 is UI that i can select unite in one hot and dont wary ... i always have 2 groups one with hts and one with army.. but this will mess things up i think dont do that...
try out this to split more army up..
zerglings cant be micro simply i watch plenty of game there is to meny of them and simply unite that cant be controlled ..How? its like you want to control seige tanks fire ? you cant do that its to hard...
mineral patch you could try that out.. i think its good idea.. but i dont know i didnt play game i just watched it .. :D
On October 24 2012 05:25 Kabel wrote: Its been a lot of talk about Zerg lately. The race is still a mess. But I will not forget that P and T could need some love too.. So here are things I consider to change in the coming patch:
Uhoh. Be careful, too many adjustments at the same time is not the right way to go. We're still working on balancing Breed as far as I remember.
On October 24 2012 05:25 Kabel wrote: - Bring back combat shield upgrade. Bio seems to be very weak in TvP and TvT. Im not saying its unplayable. I think this small upgrade will strengthen bio and just make it more viable to use as a part of the army. And some kind of "shock troop" can be needed in TvT, cause games can go on forever.... Im not bringing back the marauder for many reasons. But if Marines get a bit tougher, maybe we will see them being played more aggressively in conjunction with the Medic Shield spell to soak up tank fire..
It would be a fine upgrade, but it can't be a T1 one, as people would go for it blindly as they did with it and e.g. Warpgates in SC2. If you make it that everyone going bio will just research it straight away, then why not just modify the base health of a marine instead? Like, I wouldn't even consider taking stim if I wanted my marines to just support whatever my army will be built from during an early game pressure, but I feel like I'd take the combat shields just for that.
On October 24 2012 05:25 Kabel wrote: - Add SC2 Hallucination as starting spell to HT. I will make hallucinations a bit more "meaty" so they can soak some more damage than they can in SC2. It can be a good way for P to soak up spider mine damage and lurker damage.. Besides, tricking the opponent is always fun and I kinda miss it...
Please don't. The moment I heard about hallucinations being used against mines, I was already against that idea. Toss players just need to start looking for ways to deal with stuff, you can't just enable them to do something an easy way 'cause otherwise it's hard. Hallucinations would be used extensively for scouting, soaking the damage and whatnot, but Protoss' units are already beefy and mobile, so I don't see the point in bringing that back.
On October 24 2012 05:25 Kabel wrote: - Matrix s finally starting to see play. I made it the starting spell for HT to encourage the use of it, since I wanted to see players use it. I think its a nice spell and creates some fun situations. But its very spammable and it looks silly when a screen is covered with Matrixes.. I will probably add it as an upgrade for High Templeras, make it a bit stronger and more expensive to cast. (But with a good effect!)
I see it as an amazing opener, it allows the templars to be useful early once they pop out before the storm comes into play, and even without storm, just as an archon material, keeping a few with the army seems like a good idea. Adjusting the cost right now seems like the best way to go about it in my feeling.
On October 24 2012 05:25 Kabel wrote: - Give Planetary Fortress a splash attack again. They are really bad now without the splash. I do not wan´t it to stop an entire army alone. But without splash it just feels.. weak.. Besides, splash damage encourages unit splitting and players might pay more attention how they clump their units when attacking a PF.
With such a turtling based play from Ts right now I don't think PF needs to stand on its own. It'd be nice if it dealt this kind of damage a full bunker would do at that rate, but otherwise, splash might just completely deny zergling/zealot counter attacks and that's something I'd rather try to avoid.
On October 24 2012 05:25 Kabel wrote: - Adjust Spider mines.. The spider mines change a while ago was supposed to encourage spider mine dragging and mine sniping.. We see some nice mine dragging but we never see someone target fire a spider mine moving towards your units. Its too damn hard. The problem is that Spider mines becomes non-autoattackable when they unburrow. This means that especially Protoss units moves into spider mines all the time, even with observers, and the P units do not shoot them. Unless you target fire them.. and its unrealstic to do in a combat situation.. I can either make spider mines move even slower OR revert spider mines to their old state.. Cause right now they feel very annoying and unavoidable..
Auto-attacking will completely ruin the idea behind mining the map. Making them slower seems to have the best outcome (maybe by slowing the acceleration rate?), for example mine dragging would become viable, but again, that's something that just makes things easier and I'd rather wait and see if players will learn their lesson to run with obses in front and clear the fields with stalkers instead of running their units around and hoping all will survive with red health. Especially considering that observers are a T2 unit and don't require a separate tech building anymore, Ps just need to understand that having a few of them scattered around the map and one or two with their army is a must, which is not that hard to handle.
On October 24 2012 05:25 Kabel wrote: I miss Recall. Arbiters with Recall is indeed a beatiful mechanic and a fun part of PvT. But I like Nexus Recall too.. It gives Protoss the ability to do early pressure, without "sacrificing" their slow units vs Zerg.. It also encourages some nice "puh that was in the nick of time" - situations where P teleports his units home. I consider to make the Nexus recall be a smaller type of recall and the Arbiter a huge recall.. But still it feels like they overlap....
Personally, I'll get fucking frustrated every time I get an army recalled into my main. I know people back in the day managed to deal with them though and I'm also nostalgic about it, so I'm all for trying it out, in a form of a single recall spell on an Arbiter.
On October 24 2012 05:25 Kabel wrote: And we have the new Zerg stuff I added... Honestly, I am doubtful if the new macro mechanics actually made anything "better and deeper" for Zerg..Now when I've seen it used in the game.. But I will give it some more time..
I feel like you've been thinking a lot about how Zerg's macro is boring and such, but on the other hand, I see a lot of Zs stacking larvae and not spending it for a long time. I think they don't need anything funky really, all this commotion around the Queen, I find unnecessary and overblown. I'd even go as far as to say make it a T2 unit or something and leave Breed as it is so that early on, Z has to decide between drones and units, but later, once the queens get out and the infrastructure is up, it can just start pumping units out at an amazing rate.
On October 24 2012 05:25 Kabel wrote: Major changes I consider:
- Try Dankos suggestion. Make 4 of 8 mineral patches in each base have 1500 minerals. The remaining stay at 1000. In this way, the dry out will not be as abrupt and the pace of the game won´t decline as much as it currently do. At around 15-20 minutes, when the main and natural are dried out, players income drop a lot since they often only have 1 or 2 additional bases. Now bases will dry out in two steps.
Why not just increase the minerals to 1500 again and stop being soooo annoying..?
If bases have 1500 minerals again, we will see players expand less and it will be easier to max out. 3 bases with 1500 minerals will "be enough" and players will be less eager and have less reasons to expand more.
Yeah, that. I think we need to go with Freeze's suggestion regarding maps and start working on a mappool that favors semi-safe expanding until third (with semi-safe meaning you can pressure, do runbys and whatnots, but the defender doesn't have to split his attention in four in order to keep up with defending and macroing at once) and then lets you decide whether to expand, attack, tech or whatever else a player would want to do.
On October 24 2012 05:25 Kabel wrote: - Add a unit selection limit... Maybe 16 or 24 unts... This is just a dirty fantasy I guess since there is no good system for it.. I know that limiting the mechanics is not always the right way to go. But I see so many positive aspects of having a unit selection limit. I could write pages about it... If anyone knows a good system, please let me know.................. . . . . . . .. . . .. . . . .. . .
OK, so this might come out as dumb, elitist or egoistic, but here goes:
Oh God, yes. At least as a test. I feel like if people would struggle with bigger numbers, they would be inclined to make use of their units just to free up some space in their control groups. Right now it's just 1a - I'd love to see at least 1a2a3a. It'd actually force you to create smaller squads and do some funky micro with them. It's not about limiting the mechanics - it's about making them different, if not difficult to handle, and I'm all for allowing good players to take full control of the battle. As I am aware you can still do that in Starbow, nobody forces you to just group everything under one control group, right? But who doesn't do that after all? This is going to be a field of an eternal argument, so if I'm fighting a battle lost, I'll bury the hatchet and move on, but for now, I'm actually gonna keep up the pressure there.
On October 23 2012 05:55 JohnMadden wrote: Requesting pro T replays, I want to learn how to play this effing game. Also, I'm mad. http://drop.sc/266986
Commentary on this game.
Bad T opener. For a vulture build on one base, go reactor on rax and gas as you build barracks. CC immediately after your first 2 vultures (IIRC, might be 4) and then second factory with tech lab. You need the second command center while your vultures take map control, and you need siege mode ASAP and one tank to not die to hydra busts while microing your vultures around.
Get mines immediately after siege mode and get up your third CC as soon as you begin dedicated tank production. Decisions on what to make out of your reactor and tech-labbed factories vary depending on scouting information. If Zerg doesn't take a third, get an armory and e-bay ASAP. You want to simcity your third with a bunker and your initial marines that you built and protect all of your bases with careful split up siege tanks and strong vulture harassment.
Notes on mech control vs Z:
Never attack lurkers with vultures unless you NEED to zone out a space and have like 20 vultures that are split up against 1 lurker. Lurkers CRUSH vultures. Use tanks exclusively. I don't have it worked out yet when science vessels are best to build, but I don't think they're necessary if you're building enough CCs. Take as many bases as you can defend handily without spreading out your units too much. Every siege tank should be supported by another, so that any attack into you results in heavy losses for Zerg. Use Vultures to body-block Zerglings and Hydralisks. Your tanks are more important than they are.
Only make goliaths when you expect (small numbers) or see (medium numbers like 5-8) a mutalisk switch when Zerg is on 3 / 4 base. You should be denying bases like a mofo and spreading mines all over the map for vision, to hinder Zerg movement, to block expansion locations on his side of the map, and in advance of incoming pushes. There is no such thing as too many mines on the map.
Back to the game itself. You get early goliaths in response to mutalisk harassment, making 2-4 would be good with solid turret placement, but alas you make a ton of them. Goliaths kinda suck as ground-to-ground. Vultures are also much more important because while your tanks protect your bases, the vultures can wreak havoc on Zerg and slow them down. Don't waste any early game units -- doing damage is less important than having the harassment force on the map unless you bait his army out into nowhere and have free reign over at least two full mineral lines with tanks at home to prevent a bust. Mines, too. Your position really sucked because you had no harass, and someone playing Z NA style would've killed you straight up with careful hydra/lurk play denying any third until you eventually get starved out or die straight up.
Gossen's drop play was very light -- a proper doom drop on your army would've spelled disaster and you NEED missile turrets. They do like 2x the DPS of Goliaths, have good range, detect lurkers, and are sturdy and cheap. You can get away with fewer turrets if your opponent doesn't go mutas or just in general if you harass super hard and effectively.
You want to kill as many Zerglings and Drones as possible out on the map with your vultures. Don't engage hydralisks directly unless it's like... one or two of them against ten vultures. Mines are your anti-hydra.
Starport play is viable once you're pretty safe. Science Vessels and Battlecruisers are super strong, though I wouldn't recommend an air tech switch until you can literally just mass BC off of like 5-6 base. Nerve Jammer is your magic weapon against all races, and will shut them down as your tanks annihilate all ground units. Irradiate can be used to destroy lurker lines when they attempt to contain. Always have tanks at your bases and turrets, or you will eventually die.
Vultures stop ling runby, but only if you're active with them. Can't get containd with your vultures sitting beside your tanks. Upgrades are important, too. And your excess minerals should go to making a defensible CC count (don't be afraid to bank energy for scans) and MOAR FACS/Vultures.
On October 24 2012 06:00 decemberscalm wrote: WIth spider mines popping out, give them a bigger model and slower time accelerating.
Without range they were so useless before as area control units. They are still nowhere near as powerful as BW mines.
A bigger model that you can target fire is a good choice. Protoss shouldn't be able to bumrush a minefield into a tank line, or you've totally wrecked TvP.
On October 24 2012 05:25 Kabel wrote: Its been a lot of talk about Zerg lately. The race is still a mess. But I will not forget that P and T could need some love too.. So here are things I consider to change in the coming patch:
- Bring back combat shield upgrade. Bio seems to be very weak in TvP and TvT. Im not saying its unplayable. I think this small upgrade will strengthen bio and just make it more viable to use as a part of the army. And some kind of "shock troop" can be needed in TvT, cause games can go on forever.... Im not bringing back the marauder for many reasons. But if Marines get a bit tougher, maybe we will see them being played more aggressively in conjunction with the Medic Shield spell to soak up tank fire..
Good idea. I was actually going to suggest this idea (for the same reason)...
On October 24 2012 05:25 Kabel wrote: - Add SC2 Hallucination as starting spell to HT. I will make hallucinations a bit more "meaty" so they can soak some more damage than they can in SC2. It can be a good way for P to soak up spider mine damage and lurker damage.. Besides, tricking the opponent is always fun and I kinda miss it...
Don't know if it shall be HT starting spell but I like the idea of bringing back hallucination.
On October 24 2012 05:25 Kabel wrote: - Matrix s finally starting to see play. I made it the starting spell for HT to encourage the use of it, since I wanted to see players use it. I think its a nice spell and creates some fun situations. But its very spammable and it looks silly when a screen is covered with Matrixes.. I will probably add it as an upgrade for High Templeras, make it a bit stronger and more expensive to cast. (But with a good effect!)
I have tried it a few time and it is a very interesting spell. However, I think it shall stay as it is for the moment since it is still underused. To improve how it look, what about making it look like the Guardian Shield of sentries? I also think it can be a good idea to make Void Shell available to the Dark Archon without upgrad for the same reason. I have never see someone researching it. I did it one time, but it was because I mixed it up with Mind Control (was planning to use Mind Control against a bunch of Ultra...).
On October 24 2012 05:25 Kabel wrote: - Give Planetary Fortress a splash attack again. They are really bad now without the splash. I do not wan´t it to stop an entire army alone. But without splash it just feels.. weak.. Besides, splash damage encourages unit splitting and players might pay more attention how they clump their units when attacking a PF.
Why not, but don't make it as strong as it was before.
On October 24 2012 05:25 Kabel wrote: - Adjust Spider mines.. The spider mines change a while ago was supposed to encourage spider mine dragging and mine sniping.. We see some nice mine dragging but we never see someone target fire a spider mine moving towards your units. Its too damn hard. The problem is that Spider mines becomes non-autoattackable when they unburrow. This means that especially Protoss units moves into spider mines all the time, even with observers, and the P units do not shoot them. Unless you target fire them.. and its unrealstic to do in a combat situation.. I can either make spider mines move even slower OR revert spider mines to their old state.. Cause right now they feel very annoying and unavoidable..
Don't know how it can be fixed but it's true that mine are really annoying currently. Even with obs and enough stalkers to one shoot them, I keep running into them because I always forget that Stalkers don't auto target unburrowed mines.
EDIT: after reading the posts above, I like the idea of a bigger model + lower acceleration!
On October 24 2012 05:25 Kabel wrote: I miss Recall. Arbiters with Recall is indeed a beatiful mechanic and a fun part of PvT. But I like Nexus Recall too.. It gives Protoss the ability to do early pressure, without "sacrificing" their slow units vs Zerg.. It also encourages some nice "puh that was in the nick of time" - situations where P teleports his units home. I consider to make the Nexus recall be a smaller type of recall and the Arbiter a huge recall.. But still it feels like they overlap....
Yeaaaa, bring mass recall back on the Arbiter. I miss this spell so much and it does not really overlap with the small nexus recall since noone use it at the moment.
Since you are talking about Protoss, I want to talk about an issue concerning gateway unit's build time. Currently it is: Zealot = 38 seconds (40 in BW, 28 in SC2 after WG upgrad) Stalkers = 45 seconds (50 in BW for Dragoon, 32 in SC2 after WG upgrad) DT and HT = 55 seconds (50 in BW, 45 in SC2 after WG upgrad)
Imo, those build time are way too high, especially if you compare them to SC2's build time (and most build time in Starbow come from SC2). For example, Tank build time is 40. It is less than stalker, for a tier 2 units as strong as tank, it doesn't make sense!!! Currently, with less income, Protoss need as many gateway as in SC2 to spend all their mineral. The problem come from the fact that you used SC2 gateway build time as a reference for Starbow. But SC2 is balanced for WG, not for Gateway.
Do you think it would make Protoss imba if you reduce build time of gateway units by 5 seconds? It would obviously be a good thing against Zerg but I don't want Protoss to become imba vs Terran.
On October 23 2012 09:50 purakushi wrote: - One thing that bothered me a lot is that the queen energy regenerate rate does not synch with the breed/inject. It was kind of bothersome to have to wait about 10 more seconds before I could breed/inject again, because the queen only had 16-17 energy. I think, if you stay on top of breed/inject cycles, you should be able to do it immediately one right after the other.
No, this is, or should be, intentional. With Inject, because you generated the same amount of energy in the time it took for the spell to wear off, you could never feel like you were catching up to using all the Queen's energy again. Every second not spent Injecting in a game was production absolutely gone forever.
Now if a Queen builds up an excess of energy, she can actually use it all by chain-casting Breed quickly enough. However, you shouldn't feel forced to always be casting it. It's not something you need to keep up with in the same manner as Inject, ie, not a chore, but a decision.
- I think I would prefer the old inject animation to this one. The old way was a bit more visible, and it also included an audio cue for when it was over. Maybe change it back and just not make any new larvae spawn?
I haven't seen the new animation but it's probably better not to have the eggs growing on the Hatchery for this one. Something visible along the lines of Chrono would be optimal however.
Uh, that's the point of having a macro cycle. If you don't have that then the game becomes very easy to play, and the skill ceiling drops dramatically. That was the entire point of having inject. If anything, Queen energy should regen somewhat faster as to allow them to possibly do like 1 1/2 injects every time, as macro hatches are needed.
If it's not a chore, then suddenly people don't care about it. You don't need to worry as you can spam whenever you feel like paying attention. This is very counter-intuitive and noob-friendly. There really is no reason to do this if we are trying to make a more "difficult game" (read: Non, mass army)
If you have to stay on top of macro, then some kids will slip up. If you slip up you have less units. If you have less units then you don't have a deathball. This means it limits deathball play to only the top players, the ones able to inject on time. Suddenly you can make very minor changes to deathballs that will only affect top players, who are the only ones deathballing.