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On December 22 2012 17:07 Luminous16 wrote:Once again, outstanding job guys, its really starting to come through. Definitely going to help test this map out with you guys, just need someone around my skill level to really see the differences (im plat). I played both ZvP and PvZ today and some notes: DTs-Late game if you warp in say 8 DTs, and they all do their ability, its OP I find. Took out all my tech buildings and drone line as zerg very quickly since all of a sudden theres 16 doing damage. So unless your on top of the prism warping in, they are very unforgiving. Suggestion: change the ability so the clones dont do damage but the DT becomes the clone like you have it now, or imo whats better would be the Shadow Walk ability proposed by unknown author on bnet forum -Shadow Walk, 30 second cooldown: DT is impervious to damage for 5-7 seconds, cannot attack, cannot have spells casted upon (like fungal). This gives the DT the possibility of leaving after doing some damage to rejoin your army to fight another day or in the case of Terran, force the Terran to waste more scans. Roach/Hydra swap & SH-LOVING this especially. Feels so much better, so much zerg like with cheaper hydras. I like how you made the upgrades for hydras to enable to be much more viable later. Swarmhost feels about right, but I havent played enough to tell. Very cool it morphs from roach. As a zerg who usually goes melee zerg upgrades, I found myself not getting those and going for range instead Suggestion: -Make hydra den cost 50 gas instead of 25, 25 is too early. -Also late game roaches are just too tough underground. Double regen and +5? Stimmed rines will tickle them. I like the idea but make it double regen + 2 or 3 armor and make the other reasearch move speed 3 instead of 2.75. I think the ability to poke harass, get away should be emphasized rather than "ill borrow and have fun taking down my roaches will I attack your expansion while you defend with half your army". Simply put nothing short of a sizeable force will be able to stop 8-10 burrowed roaches. Ultra- Suggestion: I like the changes except the 4 supply. This is a walking death machine. Its HUGE and should feel as such. The life boost helps it reach its targets, but the supply should definitely be 6. Maybe as well make them walk over lings as others suggest. Armor buffs-Like I mentioned in the roach section, its too much armor. Unless you have ultras, or tanks, good luck destroying certain units. You guys seem to love giving armor to units, but in general minimize this. First off, no unit should have equal armor to an Ultra. Lore wise + gameplay wise it makes no sense for a Marauder to have the same armor as an Ultra (which your upgrade allows). Suggestion-I like the juggarnaught plates upgrade, the cost feels right, but it should definitely be only +1 armor and only be accessible with armory (still built at tech lab). This will stop those +1 pushes you were saying since it comes out later. Maybe reduce the research to 100 seconds. -Reduce roach armor upgrade to +2 or +3. -Keep Carrier armor at 2. Thor-Love the immortality protocol. Suggestion: -Should be a research at the fusion core IMO however and the 'restore' should cost 100/100 but require an active SCV on the thor. Stalkers-Not 100% your intention, im still trying to figure out their role. The damage to light seems a bit harsh and completely discourages muta play since the old stalkers did 'okay' versus them before. Now they have 60% more damage vs them, their upgrades scale AND they can blink faster. Mutas are definitely a no go in this MU since phoenix + stalkers are both hard counters (what you didnt want). Sentry-Very nice changes. Suggestion: what about making FF 300 hp but 75 energy instead? CarrierSuggestion: remove the +1 armor buff and keep it at 2. This unit was buffed so much it borders being OP. ColosussSuggestion: Keep it as it is in WOL. Its attack is so unclear and undecisive its confusing. This unit will a bit boring a-move ish, is ok simply because toss has a million other spells, micro and things to do during battle. Too much feels cumbersome. Once again great job guys I commend you. Its not easy to do this (wish blizz would get on board lol). Some food for thought: -Corrupter ability? Change that horrible ability. -Archon love? Maybe slight buff?
Thank you very much for the feedback!
I'm a bit too tired to write out responses to the entirety of your post (I may come back and do so at a later point), but most of them are some very good points.
Hope you keep playing and enjoying! You guys all rock! :D
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On December 22 2012 17:49 topsecret221 wrote:Show nested quote +On December 22 2012 17:07 Luminous16 wrote:Once again, outstanding job guys, its really starting to come through. Definitely going to help test this map out with you guys, just need someone around my skill level to really see the differences (im plat). I played both ZvP and PvZ today and some notes: DTs-Late game if you warp in say 8 DTs, and they all do their ability, its OP I find. Took out all my tech buildings and drone line as zerg very quickly since all of a sudden theres 16 doing damage. So unless your on top of the prism warping in, they are very unforgiving. Suggestion: change the ability so the clones dont do damage but the DT becomes the clone like you have it now, or imo whats better would be the Shadow Walk ability proposed by unknown author on bnet forum -Shadow Walk, 30 second cooldown: DT is impervious to damage for 5-7 seconds, cannot attack, cannot have spells casted upon (like fungal). This gives the DT the possibility of leaving after doing some damage to rejoin your army to fight another day or in the case of Terran, force the Terran to waste more scans. Roach/Hydra swap & SH-LOVING this especially. Feels so much better, so much zerg like with cheaper hydras. I like how you made the upgrades for hydras to enable to be much more viable later. Swarmhost feels about right, but I havent played enough to tell. Very cool it morphs from roach. As a zerg who usually goes melee zerg upgrades, I found myself not getting those and going for range instead Suggestion: -Make hydra den cost 50 gas instead of 25, 25 is too early. -Also late game roaches are just too tough underground. Double regen and +5? Stimmed rines will tickle them. I like the idea but make it double regen + 2 or 3 armor and make the other reasearch move speed 3 instead of 2.75. I think the ability to poke harass, get away should be emphasized rather than "ill borrow and have fun taking down my roaches will I attack your expansion while you defend with half your army". Simply put nothing short of a sizeable force will be able to stop 8-10 burrowed roaches. Ultra- Suggestion: I like the changes except the 4 supply. This is a walking death machine. Its HUGE and should feel as such. The life boost helps it reach its targets, but the supply should definitely be 6. Maybe as well make them walk over lings as others suggest. Armor buffs-Like I mentioned in the roach section, its too much armor. Unless you have ultras, or tanks, good luck destroying certain units. You guys seem to love giving armor to units, but in general minimize this. First off, no unit should have equal armor to an Ultra. Lore wise + gameplay wise it makes no sense for a Marauder to have the same armor as an Ultra (which your upgrade allows). Suggestion-I like the juggarnaught plates upgrade, the cost feels right, but it should definitely be only +1 armor and only be accessible with armory (still built at tech lab). This will stop those +1 pushes you were saying since it comes out later. Maybe reduce the research to 100 seconds. -Reduce roach armor upgrade to +2 or +3. -Keep Carrier armor at 2. Thor-Love the immortality protocol. Suggestion: -Should be a research at the fusion core IMO however and the 'restore' should cost 100/100 but require an active SCV on the thor. Stalkers-Not 100% your intention, im still trying to figure out their role. The damage to light seems a bit harsh and completely discourages muta play since the old stalkers did 'okay' versus them before. Now they have 60% more damage vs them, their upgrades scale AND they can blink faster. Mutas are definitely a no go in this MU since phoenix + stalkers are both hard counters (what you didnt want). Sentry-Very nice changes. Suggestion: what about making FF 300 hp but 75 energy instead? CarrierSuggestion: remove the +1 armor buff and keep it at 2. This unit was buffed so much it borders being OP. ColosussSuggestion: Keep it as it is in WOL. Its attack is so unclear and undecisive its confusing. This unit will a bit boring a-move ish, is ok simply because toss has a million other spells, micro and things to do during battle. Too much feels cumbersome. Once again great job guys I commend you. Its not easy to do this (wish blizz would get on board lol). Some food for thought: -Corrupter ability? Change that horrible ability. -Archon love? Maybe slight buff? Thank you very much for the feedback! I'm a bit too tired to write out responses to the entirety of your post (I may come back and do so at a later point), but most of them are some very good points. Hope you keep playing and enjoying! You guys all rock! :D
I will! May not get more than a single game today, but will definitely keep playing. Im looking forward to your thoughts when your fully awake lol concerning my feedback.
2 things I want to stress:
-The armor buffs are most important out of my feedback that needs to be closely looked at. -Make sure you keep this thread updated every time you patch it and place the patch history in the appropriate section. It makes it way less confusing for players (ex: the immortal supply buff is not in the notes). This is super important if you want this project to go anywhere.
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Would anyone like to play?
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Luminous, you are spot on with almost all of your points.
In regard to DT's being overpowered late game, the figment ability is initially on cooldown so you cannot use it until 30s after they warp in. The current ammo system isn't ideal, but having it in an unlimited form made them too similar to swarm hosts. We made the figments do damage because it gives you the option to use the ability both offensively and defensively. It may have been a mistake, but we are still experimenting at this point. Blink and some form of invulnerability have been popular suggestions for DT abilities. Up to this point we have been avoiding blink because we wanted it to be unique to the stalker still. Invulnerability spells are fun, but frustrating to be on the receiving end of, especially if he just walks up to your tanks despite your detection or escapes when you had him trapped.
It is worth noting that the roach warren costed no gas, it was on this basis as well as the hydra den cost from BW that we decided to set it at 25. What would change if it costed 50? It feels like that just rules out more options than it creates. How does the hydra range upgrade feel with not being able to shoot air? Is it intuitive? Is the upgrade worth rushing over something like ling speed?
We've toyed with having roaches faster (3) while burrowed and slower (2.5) above ground. While it might be fun to use, it would be somewhat counter-intuitive. I am opposed to it but the rest of the team likes it, so it might go in. The burrowed roach armor was intentionally silly so it made a noticeable impact. Yes, high attack speed low damage units are going to struggle vs armor, but you are trying to kill a cockroach with tickle guns. A few marauders fare pretty well. It will probably be reduced in the near future, we just wanted a way for them to feel more resilient underground with giving them glial reconstitution levels of regen.
The ultra is a walking death machine, especially with the new HotS flat damage. Dylan was the only one pushing for the cost reduction since one of the focuses of our mod was to address supply inflation. Pathing over lings has been another popular suggestion and will probably show up in a patch this week.
Juggernaut plating was overkill, it made marauders amazing against almost everything aside from air units. Currently it is gone and we are considering increasing marauder base armor to 2 (I mean it has more armor than a zealot doesn't it?). This is mainly in exchange for the possibility of lowering its range to 5 and a possible upgrade for range 6. With hydras as medium and immortals at 5 range, marauders were dominating t1.5. Something we are looking into, we don't have the answer quite yet on that. Basis for the carrier buff was that it was underperforming before and the BW carrier had base 4 armor (I was shocked too). We might have to tone down either the armor or the launch speed.
Thors are at an interesting place. Their base armor and immortality protocol makes them really difficult to kill. Our only negative review on the arcade appears to be a troll raging that one Thor killed his 24 Mutalisks (Thors no longer shoot up, so.....). Having it as a research would only put off really early Thor pushes, which haven't been an issue yet. I'm not sure how we could require an SCV to repair thor wreckages, maybe give the scv an ability that can only target thor wreckages. It would be interesting because you could snipe the scv and stop him from reviving the thors, so that is a really good suggestion.
We agree that the stalker isn't in the right place yet, next patch we are reverting the blink cooldown and research changes. I would prefer lower base health on stalkers, but we have yet to test that. Phoenix are slightly more bearable because we haven't given them 5 range like HotS. We have considered increasing mutalisk speed to 4, but we are going to see if the regen makes a difference before doing that.
FF costing more and having an equivalent increase to health would almost be a straight nerf. Since FFs are neutral, you have to focus fire them manually and most people are not on top of that, so this would just mean fewer force fields. If this was your intention, I apologize for misinterpreting. FF is so much weaker with robo sentry and destructible, we are hesitant to nerf it again.
The current version of the colossus is ugly, we agree. It still remains an a-move unit for the most part, but it really isn't consuming the protoss's apm so much as the opponent trying to dodge it. The tempest has gone a long way towards solving war of the worlds in PvP, but we were hoping to create a unit that produced micro that was both visible and had an impact. Unfortunately, it results in the colossus being frustrating for high level protosses and facerolling at lower levels where people just a-move.
Yes the patch notes need to be updated and we hope to put out a new patch this weekend with some interesting things in store for mech AA. Hopefully our ideas aren't too outrageous and thank you for your feedback.
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On December 22 2012 17:07 Luminous16 wrote:
Armor buffs -Like I mentioned in the roach section, its too much armor. Unless you have ultras, or tanks, good luck destroying certain units. You guys seem to love giving armor to units, but in general minimize this. First off, no unit should have equal armor to an Ultra. Lore wise + gameplay wise it makes no sense for a Marauder to have the same armor as an Ultra (which your upgrade allows).
Starbow did this with the +2 Marauder armor upgrade. It turned out to be super overpowered.
It may be different with OneGoal but from my experience. It was an extremely bad idea and was chopped immediately afterwards.
Although, I am not a bio player so I don't exactly know how it would work with OneGoal.
But I do agree that armor should be minimized as much as possible instead of the other way around. Luminous worded it perfectly.
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There ought to be a "lite" version of this mod, with changes done only to the stuff that absolutely has to change.
Also, you really do need to look at the economy. Find MaverCK or whomever and get him to cough up that derp worker script. Thrown in the 'High Ground Defender' mod from http://www.teamliquid.net/forum/viewmessage.php?topic_id=335595 as well, it shouldn't hurt.
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Since ItWhoSpeaks is still currently locked out of his account due to his TL email being ages old and no longer accessible for password recovery, we cannot update the OP. Instead, here’s your update!
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Week 2 in OneGoal -Official “Who We Are” Video Released! -Digging into Design podcast delayed due to the production of “Who We Are” and the Holidays -Next Week’s Community playdate will be canceled for the holidays. -Players now streaming OneGoal! -- http://www.twitch.tv/mndakota-- http://www.twitch.tv/topsecret221-LaLuSh (Z) vs (T) MNDakota Replays - Replay 1 - Replay 2 - Change highlight list (comprehensive one will be available when the patch is implemented): Balance -In the next patch, the Immortal is going to see more improvements. It has already seen speed buffs and supply cost reduction. It was overall just underwhelming after our nerfs to balance it for gateway. Testing hardened shields upgrade also giving +20 shields and slightly better scaling with attack upgrades to help the immortal scale into the late game -- range 5 makes them struggle so late game. -Stalker blink cooldown increased from 8 seconds to 10, back to WoL standard. 10 seconds provides a nice level of commitment and opportunity for counterplay. Design Changes: -We’re looking to give factory more effective AA. Widow mines and Vikings might suffice, but it has shown to be somewhat of a problem in testing. We’re preparing a sick terran AA package, more details forthcoming after we’ve done some initial testing. Design Concerns: -Juggernaut plating could stand to be replaced by something that feels more powerful, and is less abusive with medivacs. We’ve got some ideas we’re toying with. -Are the stalker and immortal roles differentiated enough? -We’re thinking of reducing the hydralisk scale by 10%. This makes them look more swarmy and more susceptible to splash, but it also means more DPS per square foot -We’re looking at reducing the max larva a hatchery can have from 19 to 15, or -1 injection. This required zerg to invest a little more into infrastructure to get that extreme lategame remax. -No one is using the sentry. The new guardian shield has some sick anticaster properties. It may be too good, but we cannot know without it seeing use. The next patch may be delayed due to the holidays. I hope to whip up a video showing off the new Terran Anti-Air package despite that, though. Previous Weeks: + Show Spoiler +Week 1 + Show Spoiler +Week 1 in OneGoal -OneGoal Makes it’s Debut! -Mod uploaded to NA (EU coming soon) with names: “OneGoal with HotS on Daybreak LE” and “OneGoal with HotS on Cloud Kingdom LE” -OneGoal Highlight Reel Podcast released - View: -OneGoal Mega Design Post released - LINK
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That all really looks very nice. In the video you say search for onegoal on NA or EU, but I can't find it on EU sadly...
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EU coming in the next day or two. Sorry for the delay, holiday trips are throwing stuff off.
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On December 23 2012 08:23 FoxyMayhem wrote:Since ItWhoSpeaks is still currently locked out of his account due to his TL email being ages old and no longer accessible for password recovery, we cannot update the OP. Instead, here’s your update! - Show nested quote +Week 2 in OneGoal -Official “Who We Are” Video Released! -Digging into Design podcast delayed due to the production of “Who We Are” and the Holidays -Next Week’s Community playdate will be canceled for the holidays. -Players now streaming OneGoal! -- http://www.twitch.tv/mndakota-- http://www.twitch.tv/topsecret221-LaLuSh (Z) vs (T) MNDakota Replays - Replay 1 - Replay 2 - Change highlight list (comprehensive one will be available when the patch is implemented): Balance -In the next patch, the Immortal is going to see more improvements. It has already seen speed buffs and supply cost reduction. It was overall just underwhelming after our nerfs to balance it for gateway. Testing hardened shields upgrade also giving +20 shields and slightly better scaling with attack upgrades to help the immortal scale into the late game -- range 5 makes them struggle so late game. -Stalker blink cooldown increased from 8 seconds to 10, back to WoL standard. 10 seconds provides a nice level of commitment and opportunity for counterplay. Design Changes: -We’re looking to give factory more effective AA. Widow mines and Vikings might suffice, but it has shown to be somewhat of a problem in testing. We’re preparing a sick terran AA package, more details forthcoming after we’ve done some initial testing. Design Concerns: -Juggernaut plating could stand to be replaced by something that feels more powerful, and is less abusive with medivacs. We’ve got some ideas we’re toying with. -Are the stalker and immortal roles differentiated enough? -We’re thinking of reducing the hydralisk scale by 10%. This makes them look more swarmy and more susceptible to splash, but it also means more DPS per square foot -We’re looking at reducing the max larva a hatchery can have from 19 to 15, or -1 injection. This required zerg to invest a little more into infrastructure to get that extreme lategame remax. -No one is using the sentry. The new guardian shield has some sick anticaster properties. It may be too good, but we cannot know without it seeing use. The next patch may be delayed due to the holidays. I hope to whip up a video showing off the new Terran Anti-Air package despite that, though. Previous Weeks: + Show Spoiler +Week 1 + Show Spoiler +Week 1 in OneGoal -OneGoal Makes it’s Debut! -Mod uploaded to NA (EU coming soon) with names: “OneGoal with HotS on Daybreak LE” and “OneGoal with HotS on Cloud Kingdom LE” -OneGoal Highlight Reel Podcast released - View: -OneGoal Mega Design Post released - LINK
Contact a Moderator.
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We have :/
Thank you though.
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The video mentioned that you didn't want to do economy changes because blizz is particularily against those. Have you seen this interview where david kim is asked about FRB? He claims they did look at it and didn't instantly dismiss it as we hate economy changes more than anything. He even said if they do decide it is better they might attempt to change it sometime.
David Kim interview
His arguement against it is they don't want to sacrifice the diverse play and quality games they are currently seeing in all matchups by making such a big change that would cause a redo on the balance just because it might be a little better. They don't want to hurt the game with a drastic change. This arguement applies just as much if not more so to your mod that redesigns so many units. I don't think you significantly increase your chances by avoiding economy changes.
You use no half bases on ladder as evidence you need to avoid it, but I'd assume the reason for that is probably similar to the reason he for gives for not having both FRB maps and regular ones at the same time. (More then one standard economy makes it more complicated to compare your income to your oponent.) You can try to argue this reason does not apply to a making a new standard for everything, that your new standard makes this easier somehow, or try to convince him that is not actually a good reason to avoid it. Either way I don't think his answer implies blizzard likes game changing unit redesigns more than economy ones.
You might as well just do what you think is best for the game because I bet you'll need to create something that is clearly much superior than the current game to most people if you really want blizzard support. The quality decline from when that interview happened to now might even make blizzard more receptive to risking a drastic change if you convince them it will be better, and have large and consistant community support behind your design. (Not quickly forgotten about like FRB was)
Whatever you decide to do I'll enjoy following it. Don't give up until legacy of the void comes out!
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@coolcor Why stop at legacy of the void D: ?
Anyways, just a small bit of my own feedback: The biggest issues I have with this mod are currently the HOTS units. Some of them do not function properly in Wol yet (widow mine : host : viper) and I can't change the hotkeys for them yet. (Mothership Core on 'M' >:S).
Also, the shifting of some units have also discouraged me from using them because of my wonky hotkeys. I use DarkGrid =_=
Sentry and Warp Prism same key , and now in same building... I would love to use more of these units in my play, but they dont work properly and my hotkeys are uffed up...
Just some rage for thought :D Keep up Good Work
watching newest vid now
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+ Show Spoiler +On December 23 2012 02:59 RiFT_ wrote: Luminous, you are spot on with almost all of your points.
In regard to DT's being overpowered late game, the figment ability is initially on cooldown so you cannot use it until 30s after they warp in. The current ammo system isn't ideal, but having it in an unlimited form made them too similar to swarm hosts. We made the figments do damage because it gives you the option to use the ability both offensively and defensively. It may have been a mistake, but we are still experimenting at this point. Blink and some form of invulnerability have been popular suggestions for DT abilities. Up to this point we have been avoiding blink because we wanted it to be unique to the stalker still. Invulnerability spells are fun, but frustrating to be on the receiving end of, especially if he just walks up to your tanks despite your detection or escapes when you had him trapped.
It is worth noting that the roach warren costed no gas, it was on this basis as well as the hydra den cost from BW that we decided to set it at 25. What would change if it costed 50? It feels like that just rules out more options than it creates. How does the hydra range upgrade feel with not being able to shoot air? Is it intuitive? Is the upgrade worth rushing over something like ling speed?
We've toyed with having roaches faster (3) while burrowed and slower (2.5) above ground. While it might be fun to use, it would be somewhat counter-intuitive. I am opposed to it but the rest of the team likes it, so it might go in. The burrowed roach armor was intentionally silly so it made a noticeable impact. Yes, high attack speed low damage units are going to struggle vs armor, but you are trying to kill a cockroach with tickle guns. A few marauders fare pretty well. It will probably be reduced in the near future, we just wanted a way for them to feel more resilient underground with giving them glial reconstitution levels of regen.
The ultra is a walking death machine, especially with the new HotS flat damage. Dylan was the only one pushing for the cost reduction since one of the focuses of our mod was to address supply inflation. Pathing over lings has been another popular suggestion and will probably show up in a patch this week.
Juggernaut plating was overkill, it made marauders amazing against almost everything aside from air units. Currently it is gone and we are considering increasing marauder base armor to 2 (I mean it has more armor than a zealot doesn't it?). This is mainly in exchange for the possibility of lowering its range to 5 and a possible upgrade for range 6. With hydras as medium and immortals at 5 range, marauders were dominating t1.5. Something we are looking into, we don't have the answer quite yet on that. Basis for the carrier buff was that it was underperforming before and the BW carrier had base 4 armor (I was shocked too). We might have to tone down either the armor or the launch speed.
Thors are at an interesting place. Their base armor and immortality protocol makes them really difficult to kill. Our only negative review on the arcade appears to be a troll raging that one Thor killed his 24 Mutalisks (Thors no longer shoot up, so.....). Having it as a research would only put off really early Thor pushes, which haven't been an issue yet. I'm not sure how we could require an SCV to repair thor wreckages, maybe give the scv an ability that can only target thor wreckages. It would be interesting because you could snipe the scv and stop him from reviving the thors, so that is a really good suggestion.
We agree that the stalker isn't in the right place yet, next patch we are reverting the blink cooldown and research changes. I would prefer lower base health on stalkers, but we have yet to test that. Phoenix are slightly more bearable because we haven't given them 5 range like HotS. We have considered increasing mutalisk speed to 4, but we are going to see if the regen makes a difference before doing that.
FF costing more and having an equivalent increase to health would almost be a straight nerf. Since FFs are neutral, you have to focus fire them manually and most people are not on top of that, so this would just mean fewer force fields. If this was your intention, I apologize for misinterpreting. FF is so much weaker with robo sentry and destructible, we are hesitant to nerf it again.
The current version of the colossus is ugly, we agree. It still remains an a-move unit for the most part, but it really isn't consuming the protoss's apm so much as the opponent trying to dodge it. The tempest has gone a long way towards solving war of the worlds in PvP, but we were hoping to create a unit that produced micro that was both visible and had an impact. Unfortunately, it results in the colossus being frustrating for high level protosses and facerolling at lower levels where people just a-move.
Yes the patch notes need to be updated and we hope to put out a new patch this weekend with some interesting things in store for mech AA. Hopefully our ideas aren't too outrageous and thank you for your feedback.
Thanks for taking the time to respond.
I like that your reverting the blink buff, and I still think the DT should have an invulnerable cooldown ability. Its supposed to be frustrating to play against, thats quite the point! You can do some damage, and not have to lose your expensive DT investment or rather you have a small chance to save it. Imagine if it were 5 second invulnerable, it isnt terribly a lot, but it would work if the cooldown is long enough, say 40 seconds. That way its not spammable.
In regards to hydra den, you have a point. 25 gas is fine I suppose, especially since they dont initially shoot air. Makes the hydra scale better later in the game and yes I did find myself opting for this first rather than ling speed. Let me elaborate: Most players get ling speed for 2 reasons: 1) because for lings to do any damage they need to get in close before dying 2) for map control. Since the hydra effectively was my damage dealer, I didnt need the lings to actually do damage. Rather they soaked up damage since roaches were unavailable at the time of my push of about 6-7 hydras + 8-10 lings (transitioning to lair so abt ~7 min). The speed buff as well lets the zerg have an effective means of map control as well so it really feels like you have the option: range ground or melee ground. Both have the pros and cons and depending on the style you want to play in that MU you then proceed towards those upgrades. So in a nutshell, I wasnt rushing to get ling speed. I think I got it after +1 and after my roach warren. All in all the hydra feels just right, not OP, not underpowered so I would recommend leave it as is and see how the rest of the game develops first.
I firmly feel if the ultra drops supply it will be nerfed ultimately into a weaker version and zerg although is supposed to be weaker in general with greater numbers, the ultra is the exception. When I build it, I want something which I know will decimate the enemy ground. Otherwise mind as well get 4 roaches, or 4 hydras or something. Not to mention I think supply 'buff' on the ultra would actually be a nerf since you also have to consider the terribad pathing issues since they are so big. Most cases having 4 ultras at 6 supply = 6 ultras at 4 supply since its highly probable 2 or more will dance behind other units in maps such as cloud kingdom with tight paths. So while damage inflicted will be ~ equal, resource wise you will spend an extra 50%.
Carrier having 4 armor? LOL wow ok totally shocked me. Still this is not BW, so I feel the 1 extra armor made it a bit over the top. You gave it a upgrade, made it start with a existing one, made interceptors heal, decreased build time, and it has now its leash micro back. Thats 5 buffs, + the armor buff to equal 6 buffs. That being said I sometimes used carriers in PvP in WOL some games and they were OK so i cant see with so many buffs how it would be balanced.
Yes, I believe your right about FF. I must have been hating to suggest it since its a spell I despised even more than fungal *bias alert* lol.
Great stuff, keep up the good work and one last question: corrupter ability ideas? :D
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If anyone would like to play. PM me on TeamLiquid or add me on Skype -- mndakota
EDIT: Stream is currently on @ http://www.twitch.tv/mndakota as usual.
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This is awesome.
I have not read all the pages because I have found the thread now. So I have a few questions. - What is the general opinion about Terrain advantage for increase the defense advantage and doing maps less plain and more interesting. - What do you think about Overkill and SmartFiring. Thanks!
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Will this mod be published on HotS? I´d really love to play it on HotS and help to test it. If not i guess i´ll have to reinstall wings ^^
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Blink stalkers (or just stalkers) seem to hard counter zergling, mutas, and hydras. This is odd for balance. This closed off a lot of zerg core builds.
On a side note Banelings are much more viable vs gatways armies.
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On December 24 2012 09:22 WarpTV wrote: Blink stalkers seem to hard counter zergling and hydras. This is odd for balance.
On a side not Banelings are much more viable vs gatways armies.
What about Roaches?
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On December 24 2012 09:22 MNdakota wrote:Show nested quote +On December 24 2012 09:22 WarpTV wrote: Blink stalkers seem to hard counter zergling and hydras. This is odd for balance.
On a side not Banelings are much more viable vs gatways armies. What about Roaches?
Tried them, but at the time they come out, so does harden shield. With immoral bing massable along side stalkers it is just too much by the time you get a good count of roaches
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