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Thank you for all games yesterday. It was really fun to be back playing again!
I will upload a bug fix patch today with only small modifications.
Much of the stuff in the new patch seems to be working out the way I hoped for, but there are also some concerns.
But I will save my words for now, and instead have another day of playtesting.
I will be online at 18.00 on EU today, in case anyone wanna join me and play ^^
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@Shock and Pacify
I have recieved some questions regarding Pacify and Shock. What was the intention with those spells? When will they be useful? So I will just share some thoughts on them.
Shock
+ Show Spoiler +The new Ghost ability has barely seemed play yet. Lets look at the two older spells Ghost had: - Snipe (Cheap to cast, spammable, direct dmg on any biological unit.) - Lockdown (Expensive to cast, powerful effect that stuns a target mechanical unit.) Snipe did the same thing as Yamato gun and Irradiate. Just in a less sophisticated way. Pew pew pew pew. Dead. Lockdown was "supposed" to be the reason Ghosts would see play in TvT and TvP. There were quite few targets Lockdown was actually useful on: BC, Carrier, Reaver. MAYBE Siege tanks. 100 or 75 energy to stun one Tank? Or one Stalker? Is it really worth it? I decided to merge those spells. For 25 energy, the Ghost can almost always cast Shock. Instead of just killing a target, or completely stunning it, it does something in between: It disarms it temporarily. Exact stats if someone has missed it: + Show Spoiler +Costs 25 energy to launch a projectile at any unit. (Biological, mech, ground, air, doesn't matter.) The missile takes 2-3 seconds to hit the target. Range 11. (Siege tanks have attack range 13 as comparison.) The targeted units attack and move speed is slowed by 75% for 7 seconds. During this time it will slowly be faster again every 2 second until the buff ends. It can not use any abilities or spells during this time. If used on a sieged Siege tank or Warp Prism, they will unwarp and unsiege. Potential units to use Shock on, that probably would be useful: - Unsiege enemy Sieged tanks. (This and Nerve Jammer can be a good way to break enemy siege lines.) - Help Goliaths fight vs enemy Battlecruisers and Carriers - Catch Warp Prism and Reavers so the Vikings or Marines can move forward and kill them. - Prevent HTs and Arbiters from casting their spells. - Make Corsair cancel Graviton Beam.and Sentinel cancel Safeguard (If the latter spells actually becomes useful at all >.<) - Make Lurkers unable to burrow. - Catch Vipers and Defilers. Also prevents their spells from being casted. (Temporarily.) - Slow down Ultralisks so the Marines can dance around them. This is of course just theory. Maybe it turns out that there are far more important things to do in game than wasting APM on Ghosts trying to Shock enemy units. But hopefully it will see more play than Lockdown did.
Pacify
+ Show Spoiler +A scenario similar to this often occur in bio battles: ![[image loading]](http://i.imgur.com/OIa0FVI.jpg) (NIce quality picture ^^ ) The Medics stand in a clump and heal or cast Matrix, while the Marines are the ones who benefit from the actual micro. It is as if the Medics position in a fight barely matters. With Pacify, Medics do not generate threat from enemy units when standing still, which means that it is possible to use the Medics as a "wall" in front of the Marines, or block ramps, block passages near mineral patches etc. The Firebat is no longer in the game, instead the Medic can "block." Todays new small uploaded patch has shortened the delay between the time Medics stand still to the time they generate no threat. So it is possible to instantly hold position in combat with the Medics to force Zealots/Zerglings/Banelings to "run" around them, which gives more time for Marines to shoot. It becomes even better if Terran moves the Medics in a formation... Of course this is not the most useful or important ability in the game. There are more important aspects to focus at. But even the small things can matter...
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@My beef with static defence
Hider has discussed it a bit here in the thread and via PMs with me. And I think he is right. Too strong static defences lead to a stale game.
One of many "goals" with Starbow is to make harassment play and smaller skirmishes more important and frequent. Moving and attacking with everything in a deathball shall not always be the best thing to do!
Lets look at these pictures:
![[image loading]](http://i.imgur.com/FcfI9bS.jpg)
![[image loading]](http://i.imgur.com/LSnin1P.jpg)
How can the enemy player harass this?
He can't. He must attack with a strong army. (Maybe can there be a small hole the attacker can exploit. But if the static defence is properly placed, it is very hard.)
We saw this in some of the games played yesterday. When players take their 4-5 base, around 12-16 minutes into the game, they already have quite a lot of money. It is easy to completely secure a new expansion. Make it harassment proof. Especially for Protoss. Cannons stop all types of harass. There is no reason to send a few DTs there, a couple of Vultures, a Banshee. Barely a Lurker. The only way to harass it is to send a LOT of stuff. Or just attack with the main army.
Do not missunderstand me. Of course static defence is suppose to help to defend a location! Of course larger armies is suppose to attack too!
But we must find the golden balance. The game becomes stale if players easily can become immune to harassment and smaller attacks. And I think that happens too often.
If I place a couple of Cannons at my base at good positions, I dont even have to be at the computer anymore. The enemy player can still not harass me. It also makes it hard for players who are behind to come back into the game.
I think we solved this very well with the Planetary Fortress. Earlier it completely stopped all smaller attacks. Now it requires an activation that makes it work for only 30 seconds, and it has a large splash attack. This makes it good at stopping deathballs, but weak vs smaller harassments. It is still possible to harass Terran bases quite well through out the game, even with smaller number of units.
I am currently looking at some potential solutions for the other types of static defences. Hider is too. I just brought the topic here to hear more input from you all. Do you share my concerns? If not, why? If yes, what can be done? What more aspects are important to highlight that I did not mention in this short post?
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@ Static D to the G!
Well, make canons benefit even more from chrono and be less effective without is one way to go about it. We tried that with the range nerf. It's already a mechanic in game. (Bate out chorno, wait for 12 sec, then attack, similar to planitary...).
Not sure if we have the same problem with zerg... Lurkers are often needed in addition to spines and spores and that is wasted supply. (We can't say that defending with units is a problem... then we would have to redesign siege tank....)
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Reapers seem to be WOl reapers with healing. This means that they require tech lab but do higher damage. Please revert this change. Also CC costs 400 minerals once again --> Please revert this. And it seems to me that chancelling OC only gives you back 75% of the cost instead of 100%.
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@Hider
You have been so quiet lately. I thought the new patch scared you away! Will you be online with us on EU tonight?
Yes I made Reapers require tech lab once again, and benefit from healing. They have the new splash upgrade so I fear they will be OP if massable from Reactors. Lets try some more games with them.
CC and Nexus cost 400 again. Hatchery 300. Why should they cost 350 and 275? So odd values. Yes, it helps a little bit to expand early. But is it really enough? Is the positive outcome of such a change to classic values worth it? I doubt it. But enlighten me otherwise.
OC bug noted on my list.
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I just wanna make a fast point here..
if i as zerg makes 6spines and 3 spores they should be effective at dealing with the harass.. its the investment to think about too..
/Sry, about going away so quickly yesterday hehe.. ill be back on thursday to play if anyone wants to.
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On June 20 2013 00:39 Kabel wrote: @Hider
You have been so quiet lately. I thought the new patch scared you away! Will you be online with us on EU tonight?
Yes I made Reapers require tech lab once again, and benefit from healing. They have the new splash upgrade so I fear they will be OP if massable from Reactors. Lets try some more games with them.
CC and Nexus cost 400 again. Hatchery 300. Why should they cost 350 and 275? So odd values. Yes, it helps a little bit to expand early. But is it really enough? Is the positive outcome of such a change to classic values worth it? I doubt it. But enlighten me otherwise.
OC bug noted on my list.
I like 350 better than 400. I think the best change you could make though is to increase mineral pathes at main to 10 (from 8), and then maybe adjust 3rd/4th/all other expos to 7. Did repaers start with splash? Oh I thought it was an upgrade.
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Shouldn't cancelling an Orbital Command only return 75%, similar to cancelled buildings? I think it's the same for cancelling a Hatchery morphing into a Lair or Lair morphing into a Hive.
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On June 20 2013 02:28 Fuchsteufelswild wrote: Shouldn't cancelling an Orbital Command only return 75%, similar to cancelled buildings? I think it's the same for cancelling a Hatchery morphing into a Lair or Lair morphing into a Hive.
No its like cancelling something your building. That always gives 100% return.
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Actually, Hider it is a Morph so when you cancel it, it refunds 75%. Fuchsteufelswild is correct and I tested it just to be certain.
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Xiphias thoughts
First of all, nice patch. This will be a summery of some things that were discussed from my point of view:
Sentinel
Rapture: Sure maybe tweak numbers.
Nullward: Since it is automatically activated by enemy units I think it should be cheaper to place. (20-25 energy), maybe it should slow down units more and not focus on dmg. Let rapture do the dmg, making this more of a trap, kinda like force field, but it has to be "set up". A smart oppodent who sees sentinels knows to move one unit in front of his army, kinda vs spider mines if you don't have detection.
That last sphere thing: (great memory strikes again...) I think good players can target fire quite easily, once they get used to this one, and I feel like I am crossing my fingers when I use this one ("Hope he does not target fires...") Kinda like getting many dt's.... What if units inside actually were invulnerable, but they could still be shot at, they would just take 0 dmg. Then the opponent would have to target fore the units outside. It's not like it moves with your army, so it's not that broken anyhow.
Meching terrans with many SV's vs Zergs....
Zerg really has no effective way to deal with mass SV's. And it does cause terran's to want to turtle a lot. (Many SV's = win no matter what zerg is doing (almost)). All units designed to counter SV's can be irradiated and hence become almost useless. I see 2,5 possible solutions here 
1. Give the devour something to deal with them. They are late-game and not too useful anyhow. They also have a lot of HP so they can take some irradiate without dying right away. Bonus dmg to energy units? Maybe it transforms some of enemy units energy to dmg? Or just a feedbackish spell.
1,5: Just make plague better. It's on a slow T3 caster now. If plague does more dmg faster then a good zerg player can get a lot of very red SV's to pick off with a few hydras / mutas.
2. Rework irradiate. It is the response for anything. Terran does not need to scout much or change tech. Just make SV's and ur fine. One idea is to let irradiate not kill units. like Plague. Maybe not though, since all (and now all) terran units are ranged so killing 1 hp units are very easy....
Rant done!
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Increase Irradiate energy cost to 100.
Reduce Irradiate casting range to ??. (There is no range currently listed on the wiki).
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My thoughts on the new patch:
I have to say that I am quite pleased with most of the new content. It is not perfect, but Starbow still feels like it is on the right way. In this post I will focus on the concerns:
@Mass Science Vessels
+ Show Spoiler +I agree. Terran can turtle or be defensive and just mass them. Once he reaches a high enough number he can counter EVERYTHING Zerg can do. T does not need to tech switch. Irradiate kills everything, no matter what Zerg do. Vessel is the counter to everything.
Vessels can of course be nerfed in different ways. But I still think that Z should have something in the tech tree that makes T fear it! If he T turtles and just masses Vessels without doing anything, he knows he will be in trouble if Z reaches a certain tech. And I think Devourer can be that unit. Give it some kind of "immunity" to Irradiate/spells, and some kind of way to deal with spellcasters and energy units. I would not mind to redesign it again, if that redesign could help to bring life into stale game dynamics. I will look at different solutions. Please do it you too
@Reaper with splash
+ Show Spoiler +I like the new splash upgrade since it really gives the Reaper some more potential. It is NOT only a harassment unit that becomes worthless later in the game. BUT atm it kinda comes late in the game. I watched some replays of TvZ from today, and everytime the Reapers got there, Z already had Queens + Zerglings out. So I agree that Reapers should be built much earlier. Not require tech lab. This gives nice harassment options for T at all stages in the game: Early early game - Reaper Early game - Vulture Midgame - Banshee or Dropship
If Reapers are built earlier and are more massable, the splash upgrade must be moved up a bit in the tech tree. Maybe require factory? This upgrade then helps to make Reapers viable even later in the game.
@Sentinel
+ Show Spoiler +A fine example of getting my own head too far up my ass. What looks good inside my head does not always look good in real life... After playing with this for two days, I have found many flaws with the design.
Yes, the spells can be rebalanced and maybe fit into the game.
But the problem is much deeper:
- The Sentinel is too complicated. I must explain the unit. People do not get it. How to use it? What to do with it? Why? What did that ability do again you said..? A good unit explains itself. ESPECIALLY since it is an early midgame unit. Had it been a lategame caster, there is more room for advanced stuff.
- It requires too much control to even function. It is useless unless heavily microed. This means that there is barely any reason to get more than +5 of them. And it is suppose to be a cheap early game caster! Kinda like the Sentry. And the Sentry had "easy" spells to use: Force field. Bam. Bam. Bam. bam. Activate the Shield. Click. Done. Hallucaination. Click. Choose. Go go go. All spells on the Sentinel are "hard" to cast since it requires so much positional play. All of the spells require that only one Sentinel is selected. Again, this would not be a problem if it was an expensive late game caster!
- It is no threat and has no purpose. The enemy does not give a fuck about them. They can not kill anything anyway. They can not HELP Protoss kill things! And if they could kill stuff they would just fly into the enemy mineral line and wreck everything. Why bother go Starport and lift up enemy workers in the mineral line, if the Sentinel can just go there and unleash hell?
Yes. the spells have potential to be quite fun and tricky. But if we assume players play the game to win, why wasting time and resources on units that do not help you to win? Either must the spells be greatly boosted, or the entire unit be redesigned.
There goes my night sleep >.<
@Static defence
+ Show Spoiler +I might aswell throw my incomplete ideas out here so the wolfs can butcher them. I talked about it in the above post. I want static defence to stop deathballs and larger armies. Not make harassment impossible. Not so easy at least. "Solution" for Protoss: - Cannons attack real slow. Boom...... Booom............ Booom............ Boom....... - When Chrono boosted, they become MUCH better and deal splash dmg. This means that even a few Vultures, a Banshee, some Reapers, a group of Mutalisks, some Lurkers, even a DT, will be able to do quickly run in and do some damage to the workers. Preferably before the P player Chrono boosts. On the other hand, If P is gosu he will quickly Chrono boost and the harasser will be dead. Similar to how a PF work. But still let the cannons have a weak attack always active. The splash damage would help P to ESPECIALLY stop the annoying unstoppable mass Mutalisks. >.< "Solution" for Terran: PF is already fine. I consider to apply a similar solution to Turrets. Turrets have a strong attack and deal splash damage. But they must be activated. When activated they can attack for 10-30 seconds. Then they "sleep" for 10-30 seconds. Are you insane? Shall players click and activate every Turret?! OMG I'm leaving this shitty project! The Turret has auto-cast. As soon as an enemy air unit comes close, it will auto-activate the attack! 1, ![[image loading]](http://i.imgur.com/f3RzsPf.jpg) 2, ![[image loading]](http://i.imgur.com/4Y517RP.jpg) 3, ![[image loading]](http://i.imgur.com/2tI7E1k.jpg) 4, ![[image loading]](http://i.imgur.com/DLqVlBT.jpg) 5, ![[image loading]](http://i.imgur.com/2CKzIa0.jpg) Gosu players can turn off the auto-activation and just activate them manually. Whenever they want. Put everything in a control group. BAM! Do not get fooled by the enemy player. Use it when needed.Imagine what this would do in TvT and TvP: MOAR ZEALOT BOMBS, MOAR REAVER HARASSMENT, MOAR BANSHEE SHENANIGAN, AND MOAR MIND GAMES!1!1!!1 And some bla bla bla for the Zerg defence
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Unit test map "Starbow Tester" Updated!
New sentinel ability are cool but, not seem to have a defined role: Rupture what it does? is good for slow army or for damage it? Null ward, in addition to the map controll does not have a defined role.
I think that a spell should have only a slowing effects, without doing damage, while the other spell should do only damage. I would recommend also to eliminate damage in% , and add a x damage. Now look closely at the skills:
Rupture: Is an interesting ability, which has a design that other skill hasn't. One of a kind Nice if you would only damage, and no slowing effect. I think that this damage can be ok (10 vs light, 20 vs all, 40 vs armored). Obviously do rupture more expensive (75 or 100 energy). Can be make synergy if ward make only slowing effect on ward area.
The alternative can be: Ruptor not make damage, but has a good slowing effect. Can be interesting for slowing escape opponent army. But not think can make synergy with ward that make damage.
Ward: I've already mentioned previously: Slowing ward: I must say that inspires me a lot, similar to "Time warp"
The altervative can be: Damage ward: make damage after 2 sec that opponent units enter on action range (exaple 10 vs light, 20 vs all and 40 vs armored). We can consider it a mix of protoss widow/spider mines. If you give at it, a periodic damage, can be too similar to ht storms (However, this could create synergies with slowing rupture).
These are just my thoughts and suggestions. A big gl hf to anyone.
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On June 20 2013 08:04 Kabel wrote:My thoughts on the new patch: @Static defence+ Show Spoiler +I might aswell throw my incomplete ideas out here so the wolfs can butcher them. I talked about it in the above post. I want static defence to stop deathballs and larger armies. Not make harassment impossible. Not so easy at least. "Solution" for Protoss: - Cannons attack real slow. Boom...... Booom............ Booom............ Boom....... - When Chrono boosted, they become MUCH better and deal splash dmg. This means that even a few Vultures, a Banshee, some Reapers, a group of Mutalisks, some Lurkers, even a DT, will be able to do quickly run in and do some damage to the workers. Preferably before the P player Chrono boosts. On the other hand, If P is gosu he will quickly Chrono boost and the harasser will be dead. Similar to how a PF work. But still let the cannons have a weak attack always active. The splash damage would help P to ESPECIALLY stop the annoying unstoppable mass Mutalisks. >.< "Solution" for Terran: PF is already fine. I consider to apply a similar solution to Turrets. Turrets have a strong attack and deal splash damage. But they must be activated. When activated they can attack for 10-30 seconds. Then they "sleep" for 10-30 seconds. Are you insane? Shall players click and activate every Turret?! OMG I'm leaving this shitty project! The Turret has auto-cast. As soon as an enemy air unit comes close, it will auto-activate the attack! 1, ![[image loading]](http://i.imgur.com/f3RzsPf.jpg) 2, ![[image loading]](http://i.imgur.com/4Y517RP.jpg) 3, ![[image loading]](http://i.imgur.com/2tI7E1k.jpg) 4, ![[image loading]](http://i.imgur.com/DLqVlBT.jpg) 5, ![[image loading]](http://i.imgur.com/2CKzIa0.jpg) Gosu players can turn off the auto-activation and just activate them manually. Whenever they want. Put everything in a control group. BAM! Do not get fooled by the enemy player. Use it when needed.Imagine what this would do in TvT and TvP: MOAR ZEALOT BOMBS, MOAR REAVER HARASSMENT, MOAR BANSHEE SHENANIGAN, AND MOAR MIND GAMES!1!1!!1 And some bla bla bla for the Zerg defence
Okay for one thing i don't agree with the notion of activated defence. At the end of the day it is an investment like anything else and should be Relieable all the time, like normal units is.
Next that protoss approach won't work. How is it going to limit the cannon use late game when protoss have 7 Nexi with like infinity energy? Heck even 3 would do. It will actually be stronger static defence than before...
I suggested something in the past that photon cannons would have to choose a mode for if they wanted to attack ground or air and changing mode would take some time(can still be chronoboosted). Of course there would need to be some visual hint to what mode the cannons was in.
I will agree with nerfing the turrets, as soon as terrans gets creep and warp-ins... So once terrans doesn't have the weakest drop responce we can talk about nerfing their initial drop defence(which to be fair is the strongest of all the races for this very reason).
Now for some random ideas that might suit both our goals:
Static defence disabling abilities: From SC2 i can mention Blinding cloud as a masterpiece. It finds itself useful against armies and even works to completely disable static defence. A planetary is no match for more sophisticated harass from Zerg. PDD works the same way for Terran through i don't see it very often... I think we could figure somthing similar out for Starbow.
Efficiant interactive... but not killing antidrop meassures: Again i can mention a former suggestion of mine. As you might know in SC2 a command center and a planetary can carry SCVs inside them for god knows what reason. With the proper upgrade you can even carry up to 10!... Which means a third of a usual mineral line. I do however think we could take this mechanic into starbow and have it make sence. With the proper upgrade you can now load 20 SCVs into the planetary and thus keep them safe from whatever is causing them to flee... however you still have to deal with that somehow. Thus the planetary have a use all the time and not just when turned on. Drones can of course borrow and Probes... well can be recalled to other Nexi.
I don't believe that static defence should outright stop harrassment, but i think it should be an investment to force your opponent to be more inteligent with his harassment. And that will require most of them to be "always on".
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On June 20 2013 08:04 Kabel wrote:My thoughts on the new patch:
I have to say that I am quite pleased with most of the new content. It is not perfect, but Starbow still feels like it is on the right way. In this post I will focus on the concerns: @ Sentinel+ Show Spoiler +A fine example of getting my own head too far up my ass. What looks good inside my head does not always look good in real life... After playing with this for two days, I have found many flaws with the design.
Yes, the spells can be rebalanced and maybe fit into the game.
But the problem is much deeper:
- The Sentinel is too complicated. I must explain the unit. People do not get it. How to use it? What to do with it? Why? What did that ability do again you said..? A good unit explains itself. ESPECIALLY since it is an early midgame unit. Had it been a lategame caster, there is more room for advanced stuff.
- It requires too much control to even function. It is useless unless heavily microed. This means that there is barely any reason to get more than +5 of them. And it is suppose to be a cheap early game caster! Kinda like the Sentry. And the Sentry had "easy" spells to use: Force field. Bam. Bam. Bam. bam. Activate the Shield. Click. Done. Hallucaination. Click. Choose. Go go go. All spells on the Sentinel are "hard" to cast since it requires so much positional play. All of the spells require that only one Sentinel is selected. Again, this would not be a problem if it was an expensive late game caster!
- It is no threat and has no purpose. The enemy does not give a fuck about them. They can not kill anything anyway. They can not HELP Protoss kill things! And if they could kill stuff they would just fly into the enemy mineral line and wreck everything. Why bother go Starport and lift up enemy workers in the mineral line, if the Sentinel can just go there and unleash hell?
Yes. the spells have potential to be quite fun and tricky. But if we assume players play the game to win, why wasting time and resources on units that do not help you to win? Either must the spells be greatly boosted, or the entire unit be redesigned.
There goes my night sleep >.<
I have to disagree with the sentinel, it's a well-designed unit that might need a little tweaking but the core idea is very good. I can come up with a ton of uses and it's fine that you wouldn't need more than 5 in a game (similar to the sentry, isn't exactly useful to have more than 5 in the mid/endgame). Null wards in mineral lines (unable to mine for 15 seconds or take damage? that's a tough question, feels like a more interesting form of the mineral block from the oracle), or rupture paired up with a reaver would be awesome against bio. Sure, you wont see it much in pvt atm because current metagame is all about mech, but you still can use the sentinel to slow down vultures so you can catch em with your stalkers (or storm) or help to catch banshees. Safeguard is perfect to do little skirmishes versus mech, right now it feels like you have to heavyly commit if you want to attack a sieged up terran. (I would love it if safeguard worked as-well for flying units, sentinels backing each other up vs turrets ). Same goes for helping to defend against muta's, I mean, it's perfectly designed for it, you can safely open robo versus zerg and be able to defend with null ward/stalkers and when you get a couple corsairs up you can even go on the offensive against the muta's (slowing them with rupture, kiting with corsairs). Rupture + storm vs Z. :OOOOO These are just some of the things that i could think of right now. And most of all, this is a unit that becomes much stronger in good hands, high skill cap! The unit doesn't seem too great to mass but is a perfect support unit that can also harass/defend decently without much help. Please, don't throw away this unit yet, I want to have so much fun with it , I am pumped about this unit! I'll be online tonight if my copy of heart of the swarm gets delivered.
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@Sentinel
Thank you for the input Johnny, Solid and Xiphias.
There are indeed many ways to use the unit. Which is good. I wanted it to be quite broad and versatile.
The main purposes I had in mind was to give Protoss ways to:
- Get map and area control (Null Wards AND cloaking the Sentinel itself, since it works like a trap with Rupture) - Be able to punish enemy deathballs (Rupture & Null ward... Only Storm kinda does that otherwise.) - Give P more ways to attack heavily fortified positions (Safeguard)
Some other positive aspects I wanted to give the unit: - Work well together with the core units Zealots,Stalker, Corsair. (Rupture that slows can capture enemy targets) - Be able to do some kind of harassment to either the economy, infrastructure or the army. - Also work well alone and NOT only be a deathball unit. - Be actually useful!
I looked at many different spell ideas, and as you mention Solid, the current spells indeed have room in many situations in the game! So that is why I settled on these three.
Possible adjustements to the Sentinel:
- Give it a MUCH BETTER passive ability than just being cloaked. Something that is actually useful. Protection to nearby units? When standing still nearby units take damage? Because right now it is a dead unit most of the time.
- Make Rupture even more of a "main" weapon. Costs 25 energy. Auto-cast that can be toggled on and off? Deals damage only? Or only slow? Stun completely?
- Make Null Wards cheaper so they can actually be placed a bit more often. Remove the %-damage and only let it deal a flat damage? Or only slow? I fear it will destroy mineral lines very easily though..
- Make Safeguard MUCH better. Apply hardened shields? Make them completely invulnerable? Take NO damage at all? I don't want it to feel just like Dark Swarm 2.0... Remember that Sentinels channel the spell, which means it can be canceled if destroyed. (So the spell can be strong, since it has a weakness)
- Make the unit not as complicated and instead more distinct!
Hmm... Any ideas?
Ps. Here is the oringial text, in case you missed the patch notes:
Sentinel: + Show Spoiler +Nullifier is renamed into Sentinel. It is built from the Robotic facility. Costs 125/100 and uses 3 supply. It is a flying unit. It has no attack. It has three spells and one passive ability. Serenity: + Show Spoiler +When the Sentinel stands still for seven seconds, it becomes cloaked. As soon as it moves, it is visible again. It is a passive ability. Rupture+ Show Spoiler +Launch a straight line of psionic energy. ANY unit hit by it loses 20% of its current life, and attack and movement speed is reduced by 75% for 5 seconds. ![[image loading]](http://i.imgur.com/nyvPiCM.jpg) Null ward+ Show Spoiler +Place a flying and cloaked Null ward at target location. It last 2 minutes. When at least one enemy unit comes near it, it will transform into a null field for 15 seconds. Enemy near the null field will lose 4% of their current life per second and are slowed by 25% ![[image loading]](http://i.imgur.com/kY9PGDI.jpg) ![[image loading]](http://i.imgur.com/mUkHjr5.jpg) Safeguard+ Show Spoiler +Channel a protective barrier at target location for 20 seconds. All friendly units inside of it becomes invulnerable... (Unless they are target fired... hehehehe) ![[image loading]](http://i.imgur.com/A5jKMbs.jpg) Why?+ Show Spoiler +The Sentinel is not able to kill anything in itself. Instead if offers a great versatility in its abilities. It can be a harasser, a trap, a map control unit, support the main army, used for defence etc.
- Rupture can be used both in combat and out of combat to hurt the enemy army. The better position the Sentinel gets into when it launches Rupture, the better will the effect be. - Null ward can be used to take map control, defend important locations, harass the enemy base or punish enemy armies moving across the map tightly clumped. - Safeguard protects the Protoss ground army, especially useful when trying to break siege lines and other heavily defended areas. Maybe can this contribute to add more aggression to the game. - The cloak ability allows the Sentinel to set up ambushes. When the enemy come close, launch Rupture to drain life and then back away. - I made both spells deal a % of damage because otherwise the Sentinel was an insane harassment unit. It could just fly into the enemy mineral line and Rupture and Null Ward the enemy workers to death easy peacy. Now they can damage the workers greatly, but they still need assistance of another unit to "finish" the job. Just as Zerg does with Plague... A % reduction also makes them stronger vs tougher units. Protoss already has Storm + Archons to deal with fragile units.
Of course the numbers I have added to the spells is just an assumption. They will surely need to be modified and rebalanced some more.
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@Siege lines
+ Show Spoiler +I think it is hard to play vs Terran siege lines. I rarely dare to attack as Protoss vs T, or as Zerg vs T, if I know he goes mech. As soon as I send in my army, and the siege tanks start to hit my army, I retreat. No matter if there only is 2 or 10 tanks. I've seen this behavior in many games by many players: Zerg or Protoss got a larger army, they attack, and retreat even if there are only few siege tanks defending.
Why?
Z or P has no way of knowing how much stuff T has! They always have to attack into the darkness. I think this can be annoying for newcomers and lead to stale games.
If T has Tanks, Spider mines and Turrets at an area, P or Z can not scout it. Any type of unit they send to scout will die immediately: Zergling, Overseer, Observer. I think each race needs another scouting ability.
Suggestion: Zerg gains back Changeling at the Overseer. Protoss Observer gains an ability that allows them to "scan" into the nearby darkness. (It used to be on the Scout before HoTS)
Thoughts?
@Banelings
+ Show Spoiler +We've seen quite a lot of Baneling play lately. They really do dominate battles, especially in TvZ vs bio. I think Banelings should remain in the game cause there are some unique advantages with them. But I would prefer to make them less dominant in straight up combat, especially in TvZ.
Simple suggestion:
Bring back the old version of Combat shield. Make it require Factory. It reduces splash damage to Marines by 50%. Makes Bio more viable vs Archons, Reavers, Banelings, Siege tanks, Spider mines. (Not Lurkers or Psi Storm!) We had it in the game for 6 months ago and it seemed to work quite well. Banelings really got less cost efficent. Not completely worthless. Just not as dominating. I don't remember why it got removed. Could have been with the transistion into HoTS...
Unintended consequenses with such an upgrade?
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