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Tempest: Shoots a projectile *yawn*
Carrier: Shoots a swarm of interceptors to deal damage. Those interceptors can be prioritized to minimize carrier damage potential, or the carrier can be target fired instead. YEY. You also have to get in range 8 and then back away after acquiring a target, where tempests retain the same range the entire time.
Right now the problem is the speed at which carriers unleash due to sc2's inferior implementation of them. In my opinion a carrier that automatically starts with graviton catapult is still more interesting than the tempest. Graviton fixes the issue of broken BW style micro, but at least it retains a unit with a pretty interesting attack, and still more interesting micro than the tempest.
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Yes I agree with dec. And carriers are still really good, it's only the problem that compared to bw they are worse at kiting goliath's so they get gunned down too easily, maybe just give the carrier +1 unleash range?
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Maybe change all protoss units sound to BroodWar ? right know is dragon original broodwar sound.
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@ Stalker
The feeling of using this unit vs zerg is pretty awesome. But its low damage means its only useful for scouting purposes and vs Mutalisks. Since Speedling openings now are pretty good vs protoss, it would be awesome - especially for the strenght of 1gate openings - to buff Stalkers damage vs Speedlings. Previously I suggested 7 + 3.5 vs light, however that's probably not a good value as it still 4-shots speedlings then. Thus, 8 + 4 vs light is definitely needed. If this leads to unintended consequences, we should then adjust stats somewhere else. Perhaps reduce attack speed slightly or its HP, but initially (before we make other changes), I wanna see how 8 + 4 vs light works out.
Banshee
Banshee openings feel pretty good now and differentiated from drop openings. When you go for a vulture drop as terran, it will come a bit later than a banshee opening since you need to have both tanks (for defense) and 4 Vultures besides the dropship. However, with the banshee you can keep making tanks at the one factory. Thus, it requires a slightly different response from the opponent.
If you just get 1 or 2 banshee's then, you probably don't wanna research range-upgrade, however I think it may be good to get 3 as you then can 1-shot workers. In that case, researching range is probably a smart decision. That IMO creates the correct types of decisions into the opening phase of the game.
One thing though - Perhaps the cloak cooldown is slightly too low (given that it is free). I guess it could be 5 seconds higher (or so).
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Yeah, the banshees seem to be more useful and less committing than before.
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i can in a couple hours, studying atm
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Unit test map "Starbow Tester 2.0" Updated!
I should add "duality charge" upgrade. I'll get a patch tomorrow.
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The vultures are slowed down after planting mines Its not good, please revert that
instead if vultures are to agressive, have a delay on their trigger instead by 0.5sec or something.
trigger=0.5sec longer till spidermine attacks
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Colossus I tried him a bit in unittester. He is quite strong now.
*He beats tanks with his upgrade. Low numbers. 7vs8~ Around that number
When the tanks reach 12+, they start to win. Goliaths are always cost effective against the colossus, they win in low numbers and high numbers All in all, in theory quite nice resault.
However, he feels boring to play with. Like a dragoon more or less, i found the dragoon funnier to play with
*How to make him fun? More responsive attack Longer range Smaller model, a bit more agile
However, is this possible? The only thing i like about this now, is that its fun to use goliaths vs the colossus
Will zerg ever have fun against the colossus? For the record, i dont think the colossus is needed against the new roach, and marauder
Suggestion Remove the aoe Single target only.
More responsive attack. More instanteously, while the drawback is afterwards he have attacked Smaller model Shorter buildtime on robotic(much shorter)
8 range. *Make him quite good against siegetanks when they are in small numbers. *Should feel fun to open up with him. Using his cliffwalk in opponent territory, while dropping units etc, should feel like he has an impact
Pvz is actually nice mu already mu, only drawback is the lame meta. Not needed to make colossus a core unit there imo. Could be fun if the colossus saw some play in a fun way for protoss against mech, not necessarily throughout the whole game either
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I have an idea for the collossus. The attack could act as a zone control one.
The attack need 2 or 3 seconds to start, then grow up in both area (like a storm at full charge) and damage (can't tell how much it should be, but really not too much at first, and just risky enough the opposent want to move at full charge). So if you want to change your target, it reset the attack and take a while to be efficient again. It need between 2 to 4 second to attain full charge.
So it is an average to good damage dealer in combat if microed well but can be easily counter. It is also a good siege weapon due to building not able to escape their attack.
I don't know Starbow well enough to know if it would be a good idea but i think it is innovative and can add some new kind of play for the protoss.
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^ty!
anyone up to play some games?
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I play many games Protoss vs. Terran and i think protoss need immortal to late game.
For me example: - Remove Collosus (because bio units not playable) - Add Immortal - Add upgrade shield for immortal to robotics bay
Right know i'm not interesting PvT...
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On December 24 2013 00:58 [SC]Django wrote: I play many games Protoss vs. Terran and i think protoss need immortal to late game.
For me example: - Remove Collosus (because bio units not playable) - Add Immortal - Add upgrade shield for immortal to robotics bay
Right know i'm not interesting PvT...
I think it was Xiphias who said it best: "Protoss already has plenty of tools to fight lategame Terran mech".
There is simply no need for any unit designed to kill Siege Tanks because: 1) Siege tanks have enough weak points that almost any unit can kill it with proper execution. 2) Hard counter units usually only make the game worse.
I do agree that Colossi are stupid atm. They add nothing interesting to the game in their current incarnation, and never will as long as they have all the mechanics of Colossi.
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I think it was Xiphias who said it best: "Protoss already has plenty of tools to fight lategame Terran mech".
There is simply no need for any unit designed to kill Siege Tanks because: 1) Siege tanks have enough weak points that almost any unit can kill it with proper execution. 2) Hard counter units usually only make the game worse.
Collosus isn't intended as a hard-counter to siege tanks. Robo already has a bio-only counter. Collosus also isn't intended to be a pure vs mech unit only.
Given the logic presented in your post, it would seem to make a lot more sense if you suggested to remove the Reaver instead.
I play many games Protoss vs. Terran and i think protoss need immortal to late game.
For me example: - Remove Collosus (because bio units not playable)
Your confusing balance with design. Putting the Immortal in instead of the Collsus isn't gonna change the strenght of anything vs mech.
Further, I would recommend that you actually read a few posts before you start posting your self as you seem to imply that the Collosus is bad vs Mech.
More responsive attack Longer range Smaller model, a bit more agile
I agree with more agility/responsiveness. However, what would longer range accomplish? Isn't that just gonna make it impossible for a zerg player for instance to ever attack it?
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