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OneGoal: A better SC2 [Project Hub] - Page 20

Forum Index > SC2 Maps & Custom Games
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Infested__Marine
Profile Joined December 2012
United States29 Posts
January 04 2013 22:27 GMT
#381
Its not so much the micro of the unit that involves skill, but the use of the unit. Its like asking how a tank involves skill. Its not like there is much you can do once it's in siege mode right!? Seems to easy to just put it in siege mode and side there... HAH! The skill isn't activating, or even knowing when to activate the ability. The skill is getting in the position TO activate it to it's full potential.
"Quality is not an act, it is a habit" - Aristotle
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2013-01-04 22:44:12
January 04 2013 22:42 GMT
#382
On January 05 2013 07:27 Infested__Marine wrote:
Its not so much the micro of the unit that involves skill, but the use of the unit. Its like asking how a tank involves skill. Its not like there is much you can do once it's in siege mode right!? Seems to easy to just put it in siege mode and side there... HAH! The skill isn't activating, or even knowing when to activate the ability. The skill is getting in the position TO activate it to it's full potential.


Siege tanks are actually very mechanically challenging to use optimally (trying sieging/unsieging up tanks manually - not easy).. But I am still not completely sure how this requires skill to get into position (could be because I don't 100% understands how your ability works in practice).

Can you give some theoretical ingame examples of how fantastic players will this use differently from mediocore players?
Infested__Marine
Profile Joined December 2012
United States29 Posts
January 04 2013 23:04 GMT
#383
So the ability would sacrifice movement speed and energy in order to overcharge the weapons. (activated and deactivated like cloak) A good player would be able to space the bc's into positions that would allow them to be activated at the right time. If you activate them to late, the enemy has already destroyed most of your army, and if you activate them to early he can just retreat. Lets say you have 5 bc's covering your mech army. (at this point you have 3-4 bases(?) so you are probably a bit more spread) That is 5 bc's that are relatively bad without being babysat. If you just let them be Battle Cruisers than cool, you have some basic firepower. But if control when and where you activate your abilities, you now have 5 very powerful capital ships. With that, you can target fire with the high DPS weapons, but you are also vulnerable from retreating. That means that when and how you space before your attack is also important. So 'mechanically' you are dealing with splinting battle cruisers for effective area damage, positioning them for offensive/defensive entanglements, activating and deactivating different cruisers depending on enemy movement, and also target firing and potentially Yamato-ing more powerful/dangerous enemies.

Fantastic player- Engages zerg army with Bc's just barely on creep. He activates one in the front and two on the flanks. He yamato's a couple corrupter from the back, while also moving his other units in what ever direction he pleases. The enemy retreats and so he quickly deactivates two of them, leaving the front battle cruiser to cover his army, and then slides the remainder ones in between the enemies bases. Activating another one just outside of the 4th he then seiges his tanks underneath them, and mover forward with another couple to pick of the base. All the while cycling battle-cruisers that aren't being used and protecting those with low energy. ?

Again, I think pro's would have better ways to use it. Just an idea
"Quality is not an act, it is a habit" - Aristotle
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
January 04 2013 23:31 GMT
#384
On January 05 2013 08:04 Infested__Marine wrote:
So the ability would sacrifice movement speed and energy in order to overcharge the weapons. (activated and deactivated like cloak) A good player would be able to space the bc's into positions that would allow them to be activated at the right time. If you activate them to late, the enemy has already destroyed most of your army, and if you activate them to early he can just retreat. Lets say you have 5 bc's covering your mech army. (at this point you have 3-4 bases(?) so you are probably a bit more spread) That is 5 bc's that are relatively bad without being babysat. If you just let them be Battle Cruisers than cool, you have some basic firepower. But if control when and where you activate your abilities, you now have 5 very powerful capital ships. With that, you can target fire with the high DPS weapons, but you are also vulnerable from retreating. That means that when and how you space before your attack is also important. So 'mechanically' you are dealing with splinting battle cruisers for effective area damage, positioning them for offensive/defensive entanglements, activating and deactivating different cruisers depending on enemy movement, and also target firing and potentially Yamato-ing more powerful/dangerous enemies.

Fantastic player- Engages zerg army with Bc's just barely on creep. He activates one in the front and two on the flanks. He yamato's a couple corrupter from the back, while also moving his other units in what ever direction he pleases. The enemy retreats and so he quickly deactivates two of them, leaving the front battle cruiser to cover his army, and then slides the remainder ones in between the enemies bases. Activating another one just outside of the 4th he then seiges his tanks underneath them, and mover forward with another couple to pick of the base. All the while cycling battle-cruisers that aren't being used and protecting those with low energy. ?

Again, I think pro's would have better ways to use it. Just an idea


Could work, but honestly I have a very difficult time judging this ability. I feel like this one is an ability that needs to be seen in practice before we can whether it will work or not.
Infested__Marine
Profile Joined December 2012
United States29 Posts
January 04 2013 23:48 GMT
#385
Meh, like I said. I have no idea what I am doing. Just thought I'd throw something powerful but restricting out on the table. Gives the unit new dynamics and allows it to function independent of a large support army, while restricting it's ability to be massed. I honestly don't care about it's mechanical difficulty. That is something you like to worry about. Me, I like the strategy that it opens up. But who knows! I bet there are better ideas and I know there are worse. lol. :D
"Quality is not an act, it is a habit" - Aristotle
Doominator10
Profile Joined August 2012
United States515 Posts
January 05 2013 06:20 GMT
#386
Just a fix I just noticed

***Critical***
Infested Terrans share 3:3 upgrades still. Either please get rid of, or let auto turrets share mech upgrades and give high templar a plasma cannon.

(When my 100+ supply army of immortal templar core gets nueraled, fungaled, and infested terran'd with my opponents 30+ infestors, I said to myself how dafawq is my zergy buddy building nothing but infestors and killing me? (No support, I killed all his roaches, smacked him down to 2base vs 2 base, not even spines.) Proceeds to burrow across the map, and spam the T key or whichever key he uses for infested terrans. My 5-10 HT did nothing)

***__***

I realize you want to focus on design first, then balance.... but plz fix this...
Your DOOM has arrived,,,, and is handing out cookies
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 05 2013 10:16 GMT
#387
Noted: That was on our to do list but we somehow forgot.
Reflection and Respect.
Nyvis
Profile Joined November 2012
France284 Posts
January 05 2013 10:41 GMT
#388
Infestors are weak to small scale engagements where fungal + infested terrans is overkill (like one banshee if you are terran. I know less about protoss, but spending one or two spread units poke them could do well), and they are total beasts when spending their energy becomes worthwhile (a lot of units clumped).
Storms are still good against infested terrans, and you should have guardian shields against fungals, plus the ability to annoy them with a tempest killing them from far away. Colossus are pretty good at dealing with them too, and the new voidray can help prevent infested terrans spam somewhere. I think you are expecting too much of a pure gateway ball.

I think removing upgrades from them is bad. Upgrades should be clear and affect every logical unit. Nerfing their base stats would be more interesting. Forcing the zerg player to spam them more spread because of aoe, maybe. Auto turret is a different case because it's treated as a building.
Evangelist
Profile Blog Joined June 2011
1246 Posts
January 05 2013 12:51 GMT
#389
If you want to look at the BC, might I recommend a few simple suggestions:

1. Give battlecruisers moving shot under normal circumstances. This is analogous to the buff they gave to carriers.
2. Remove Yamato cannon and energy entirely and battlecruisers a siege tank mode - Bombardment. Under this circumstance the Battlecruiser becomes immobile, increases its ground (not air) range to 9 and increases its firing rate for all weapons by 50%. This ability can be toggled with a 3s cooldown.

Why these suggestions?

The first suggestion is sourced from an acknowledgement that battlecruisers are immensely powerful units with huge drawbacks. Too many drawbacks, in fact. Giving them moving shot will allow terran air to be a little more mobile to counteract the longer range of Protoss air and allow them to be far more dangerous - more akin to floating fortresses. It also makes them a much harder counter to stray ground units than they currently are. Zerglings and ultras won't be able to give them the runaround for long. Their drawback is of course their range.

The second ability is an acknowledgement that the difference between protoss air, terran air and zerg air is one of space control. Zerg air is about mobility, protoss about range and firepower and terran about space control. Terrans have the unique ability to control space in the air through the PDD just as they do on the ground through the tank. Making battlecruisers into a siege unit of sorts exploits that. It's a similar idea to what is suggested above but with a stronger effect, a stronger decision and a more visible drawback.

You could then use them to hold ground, cut off chokes/retreat paths and bombard buildings from range ala the colossus.
Doominator10
Profile Joined August 2012
United States515 Posts
January 05 2013 13:39 GMT
#390
@evan,
holy $#@! I actually really like the concept. (Numbers to be determined.)

Reminds me of the destroyer from the Star Battle Custom (Terran ship deplors into siege mode, and gets 9001 range but cant move really anywhere and has a long cooldown on swapping to and fro.)

I would say make it an AtA seige mode, just because terrans already have a anti ground siege-mode.
A much cleaner solution to that particular problem than any I've heard (or made) so far, that seems to meet most of the criteria. Only issue is that I'm not sure just how it helps with the anti-deathball notion we are trying for.

Maybe make it so BCs lose fire rate within a certain range of other BCs (The heavy electronic signature of each shot makes allied targeting solutions wonky...)


2Bcontinued, out of time for now.

Your DOOM has arrived,,,, and is handing out cookies
Katharsi5
Profile Joined November 2012
Norway4 Posts
January 05 2013 13:41 GMT
#391

Just had an idea regarding the colossus. What if the protoss had to "set up" the swipe similar to how you make a unit patrol (click on two points on the ground and the colossus would attack the line connecting the two points). This way both players micro would have an impact on the game as the opponent would have to move out of the line as fast as possible and the colossus player would have to change the attack command accordingly. If done correctly I believe this could lead to interesting gameplay:D

Im sorry if someone has posted a similar idea as I have only partly followed the thread.
We know that nations, both before and after the introduction of metals, may continue in very different stages of civilisation, even after commercial intercourse has been established between them, and where they are separated by a less distance than that w
Zain3
Profile Joined September 2012
Sweden45 Posts
January 05 2013 14:54 GMT
#392
Just asking again :D
would you guys need help with uploading and keeping this mod updated on EU too?
i would love to help in anyway i can..

Pm if interested..
This is stupid!
Evangelist
Profile Blog Joined June 2011
1246 Posts
January 05 2013 15:14 GMT
#393
On January 05 2013 22:39 Doominator10 wrote:
@evan,
holy $#@! I actually really like the concept. (Numbers to be determined.)

Reminds me of the destroyer from the Star Battle Custom (Terran ship deplors into siege mode, and gets 9001 range but cant move really anywhere and has a long cooldown on swapping to and fro.)

I would say make it an AtA seige mode, just because terrans already have a anti ground siege-mode.
A much cleaner solution to that particular problem than any I've heard (or made) so far, that seems to meet most of the criteria. Only issue is that I'm not sure just how it helps with the anti-deathball notion we are trying for.

Maybe make it so BCs lose fire rate within a certain range of other BCs (The heavy electronic signature of each shot makes allied targeting solutions wonky...)


2Bcontinued, out of time for now.



It's really hard to make a deathball out of battlecruisers. They are so hard to build and require a huge investment. The idea is that at the moment, a battlecruiser really is just a big dumb a move unit. By making them fulfil a specific role (in this case, anti-ground long range damage) you make 2-3 battlecruisers a space control unit meaning you can transition into them a lot easier than at the moment. They fulfil a role where they actually play like a battlecruiser should - they sit above the battlefield raining death onto any army that encroaches on their position. Their Air to Air weapons are mostly for their own defence.

I feel that by having them as an AtA siege range unit, they overlap way too much with vikings and actually add to the terran deathball rather than detract from it. Much better to just give them moving shot and let terrans micromanage their BCs in order to make them work ala phoenixes. I would even go so far as to make the increased fire rate effect only the air to ground shot.

Think about it in this way. Instead of worrying too much about a big dumb ball of death, prioritize an emphasis on positional play, micro and tech choices. The deathball will disperse itself as long as you make tech choices which can deal with certain big, dumb, powerful units. In TvT they are big snipable units which rely on Vikings to back them up but if you gain air control they absolutely dominate a ground war. In TvP they act as space control against the Protoss deathball and hard counter Templar, Chargelots, Colossi and act as long range high damage support for tanks (which in itself is a potential late game fix for mech because of how BCs rip apart Immortals). In TvZ they are an ultimate endgame unit which the zerg absolutely has to deal with, either through use of Vipers, mass Corruptors, Infestors or Hydras.

They could act very much like Thors do with Mech at present and would easily fit into the end game composition of all three terran tech paths - which is what you want from an end game unit.
Doominator10
Profile Joined August 2012
United States515 Posts
January 05 2013 18:09 GMT
#394
@Evan,

You have obviously never watched avilo play TvZ...
Lategame is either Deathball Battlecruiser or nuclear armagedon.
Fun.

Anyways: I would propose lowering it's base AtA gun fire rate, since they would get a 50% increase to AtA while in bombard mode. Just throwing some numbers out there,

14 range AtG siege mode, with a minimum of 3 range. (Get underneath the BCs, or take them out from the sky.)
Siege mode does splash damage, no particular bonus vs anything. (So its decent vs all armor types)
50% buff to AtA fire rate (Base fire rate nerfed)

Remember now, vikings now do bonus to light units. Diamondbacks are now / will be the heavy anti-air for mech.
And on second thought, I do think that AtA siege would not be great for the ability, but not for the deathball issue.

Rather, the counter play offered to protoss are tempests, (and templar if it required energy which I am on the fence about), so having the counter to BattleCruisers be countered by CattleBruisers isn't great design I think.

BattleCruiser DiamondBack Widowmine vs Tempest VoidRay Immortal.
4 of those units have to set up to engage properly, and the constant deploy / undeploy from the Terran and VoidRays while the Tempests and Immortals maneuver for position around the diamonds and mines would be an amazing spectacle to watch if the players are any good.

(BattleCruisers are a better siege tank than tanks, so tanks get traded out late game for Battlecruisers, and Carriers would get shredded by diamonds since they have to get within their range AT LEAST once. Risky much? )

Getting excited...
Your DOOM has arrived,,,, and is handing out cookies
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
Last Edited: 2013-01-05 18:23:39
January 05 2013 18:23 GMT
#395
On January 05 2013 06:19 Hider wrote:

I disagree that we actually need siegebreakers. I think as long as the economy is redesigned it will force players to spread them selves over more bases which will make turtling much more difficult and this will fix the deathball/stalemale situations/problems.

So while my suggested yamato cannon is easier to use while defending (and more difficult to use while attacking - though not impossible) I don't think this is a serious concern - rather its probably a neccesity to compensate immobile armies assuming the economy system gets redesigned.

Also I don't understand why the game has to be "microless" just because player A has survived for a long time. Why does he need that kind of reward? Again, I don't see any drawbacks of increasing the skill cap as much as we possible can as long as it doesn't make the game too difficult/frustrating for new/bad players.
I do agree though that it is less important to have well designed tier 3 units than to have well designed core units as the tier 3 units will see much less action (those most people will be satifised with just watching the unit in action since they see it so seldomly). However, that doesn't imply that the game wouldn't be even more entertaining to watch/play by giving unit control options for every single unit in the game.

Regarding unit control options; It doesn't have to be a direct micro ability; One could argue that ultras are fine as they are because they are somewhat fast and can be dropped on a mech army or into a base etc.
Zergs also always keep telling me how difficult ultras are to control, becuase they get stuck etc; But here is my problem with that; As a terran player (and as a spectator) all I see is a zerg player attack moving. I have a difficult time noticing the difference between great control and mediocore control from a zerg player.
I think great design abillities/units should easily be noticed by the spectator - (this is also why I don't enjoy target firing that much - because it's very difficult to notice which players are "better" at target firing). But this is where my suggested yamato cannon shines - Everyone can see who is really really good at using the cannon and who is just mediocore.

But yeh, a potential solution to this "ultra" problem should of course have a very low priority as the ultras isn't badly designed (just "decent"), and it's just a tier 3 unit (where design flaws aren't as signifcant).


I think you misunderstand me when I talked about how "easy" BC were. I didn't mean you earned "microless" units if you reached that level of tech, I meant that mechanically, the high tech capital air units were much easier comparatively than most of the other units. High tech units are still hard to use, like what you mentioned about Ultralisks. But my argument was that it was okay that units like BC were "easy" mechanically because most of the mechanics came from defending them and keeping them alive.

The whole point of tanky, high dps units is that the longer they are alive, the more damage that they do. This is different when you have an army of, say, marines where gradually your dps gets lower and lower as you lose more marines, which is unavoidable during a fight. Due to the tanky nature of the capital air ship, they can take a lot of damage but NOT lose the dps, so your goal is do as much damage as possible decreasing the dps of your opponent’s army, while keeping your dps as high as possible.

However, the reason the BC was given something like Yamato is that it is such a big and slow moving target that it's easy to pick them off, especially considering the range of the BC is subpar. Yamato was a way to "even the odds" and do large amounts of burst damage so that when the BC got it range it could have an edge in finishing off the opponent's army. This is different from the Carrier because the Carrier has much longer range than the BC, so it can keep the opponent at bay while still doing dps, so the developers made it so that the carrier was dependent on the interceptor not only to make it "look cool" but give the opponent an ability to neutralize the dps of the carrier if they couldn't neutralize the carrier. This is the reason I call these types of units "seigebreakers" is because that they give you a powerful tool in your arsenal to turn around any fight, and were especially useful in giving you an edge in a turtling or divided map scenario.

This is why I sort of dislike giving BC and other high tech units of the like such powerful and diverse abilities, because it sort of detracts from their original purpose: to get in a fight, survive and do a lot of damage. I'd rather favor more subtle ways to improve units like the BC, sort of like the famous carrier micro thread and the moving shot. Even the BC speed boost blizzard added is a better way to improve the BC (though I’m worried how much utility the BC has with a speed boost). From what I’ve seen from Dota 2, I don’t think there’s ever a way to make any tanky high dps unit look “mechanically interesting” (to the spectator at least) without totally going over the top with gimmicky abilities and overpowered spells. I mean, just look at blizzard did with the ultralisk in HOTS. In order to make ultras more interesting, they gave the ultras a “burrow strike” to close in on the opponent. If nobody really considers that broken I don’t know what else to say. The mechanics for units such as the BC should just come from army engagement, getting to and supporting BCs, that’s enough to separate the pros from everyone else.
Evangelist
Profile Blog Joined June 2011
1246 Posts
January 05 2013 19:26 GMT
#396
On January 06 2013 03:23 KamikazeDurrrp wrote:
Show nested quote +
On January 05 2013 06:19 Hider wrote:

I disagree that we actually need siegebreakers. I think as long as the economy is redesigned it will force players to spread them selves over more bases which will make turtling much more difficult and this will fix the deathball/stalemale situations/problems.

So while my suggested yamato cannon is easier to use while defending (and more difficult to use while attacking - though not impossible) I don't think this is a serious concern - rather its probably a neccesity to compensate immobile armies assuming the economy system gets redesigned.

Also I don't understand why the game has to be "microless" just because player A has survived for a long time. Why does he need that kind of reward? Again, I don't see any drawbacks of increasing the skill cap as much as we possible can as long as it doesn't make the game too difficult/frustrating for new/bad players.
I do agree though that it is less important to have well designed tier 3 units than to have well designed core units as the tier 3 units will see much less action (those most people will be satifised with just watching the unit in action since they see it so seldomly). However, that doesn't imply that the game wouldn't be even more entertaining to watch/play by giving unit control options for every single unit in the game.

Regarding unit control options; It doesn't have to be a direct micro ability; One could argue that ultras are fine as they are because they are somewhat fast and can be dropped on a mech army or into a base etc.
Zergs also always keep telling me how difficult ultras are to control, becuase they get stuck etc; But here is my problem with that; As a terran player (and as a spectator) all I see is a zerg player attack moving. I have a difficult time noticing the difference between great control and mediocore control from a zerg player.
I think great design abillities/units should easily be noticed by the spectator - (this is also why I don't enjoy target firing that much - because it's very difficult to notice which players are "better" at target firing). But this is where my suggested yamato cannon shines - Everyone can see who is really really good at using the cannon and who is just mediocore.

But yeh, a potential solution to this "ultra" problem should of course have a very low priority as the ultras isn't badly designed (just "decent"), and it's just a tier 3 unit (where design flaws aren't as signifcant).


I think you misunderstand me when I talked about how "easy" BC were. I didn't mean you earned "microless" units if you reached that level of tech, I meant that mechanically, the high tech capital air units were much easier comparatively than most of the other units. High tech units are still hard to use, like what you mentioned about Ultralisks. But my argument was that it was okay that units like BC were "easy" mechanically because most of the mechanics came from defending them and keeping them alive.

The whole point of tanky, high dps units is that the longer they are alive, the more damage that they do. This is different when you have an army of, say, marines where gradually your dps gets lower and lower as you lose more marines, which is unavoidable during a fight. Due to the tanky nature of the capital air ship, they can take a lot of damage but NOT lose the dps, so your goal is do as much damage as possible decreasing the dps of your opponent’s army, while keeping your dps as high as possible.

However, the reason the BC was given something like Yamato is that it is such a big and slow moving target that it's easy to pick them off, especially considering the range of the BC is subpar. Yamato was a way to "even the odds" and do large amounts of burst damage so that when the BC got it range it could have an edge in finishing off the opponent's army. This is different from the Carrier because the Carrier has much longer range than the BC, so it can keep the opponent at bay while still doing dps, so the developers made it so that the carrier was dependent on the interceptor not only to make it "look cool" but give the opponent an ability to neutralize the dps of the carrier if they couldn't neutralize the carrier. This is the reason I call these types of units "seigebreakers" is because that they give you a powerful tool in your arsenal to turn around any fight, and were especially useful in giving you an edge in a turtling or divided map scenario.

This is why I sort of dislike giving BC and other high tech units of the like such powerful and diverse abilities, because it sort of detracts from their original purpose: to get in a fight, survive and do a lot of damage. I'd rather favor more subtle ways to improve units like the BC, sort of like the famous carrier micro thread and the moving shot. Even the BC speed boost blizzard added is a better way to improve the BC (though I’m worried how much utility the BC has with a speed boost). From what I’ve seen from Dota 2, I don’t think there’s ever a way to make any tanky high dps unit look “mechanically interesting” (to the spectator at least) without totally going over the top with gimmicky abilities and overpowered spells. I mean, just look at blizzard did with the ultralisk in HOTS. In order to make ultras more interesting, they gave the ultras a “burrow strike” to close in on the opponent. If nobody really considers that broken I don’t know what else to say. The mechanics for units such as the BC should just come from army engagement, getting to and supporting BCs, that’s enough to separate the pros from everyone else.


Which is exactly why any changes to the battlecruiser should focus on the idea that they sit in the sky and survive.
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
January 05 2013 19:30 GMT
#397
On January 06 2013 04:26 Evangelist wrote:
Show nested quote +
On January 06 2013 03:23 KamikazeDurrrp wrote:
On January 05 2013 06:19 Hider wrote:

I disagree that we actually need siegebreakers. I think as long as the economy is redesigned it will force players to spread them selves over more bases which will make turtling much more difficult and this will fix the deathball/stalemale situations/problems.

So while my suggested yamato cannon is easier to use while defending (and more difficult to use while attacking - though not impossible) I don't think this is a serious concern - rather its probably a neccesity to compensate immobile armies assuming the economy system gets redesigned.

Also I don't understand why the game has to be "microless" just because player A has survived for a long time. Why does he need that kind of reward? Again, I don't see any drawbacks of increasing the skill cap as much as we possible can as long as it doesn't make the game too difficult/frustrating for new/bad players.
I do agree though that it is less important to have well designed tier 3 units than to have well designed core units as the tier 3 units will see much less action (those most people will be satifised with just watching the unit in action since they see it so seldomly). However, that doesn't imply that the game wouldn't be even more entertaining to watch/play by giving unit control options for every single unit in the game.

Regarding unit control options; It doesn't have to be a direct micro ability; One could argue that ultras are fine as they are because they are somewhat fast and can be dropped on a mech army or into a base etc.
Zergs also always keep telling me how difficult ultras are to control, becuase they get stuck etc; But here is my problem with that; As a terran player (and as a spectator) all I see is a zerg player attack moving. I have a difficult time noticing the difference between great control and mediocore control from a zerg player.
I think great design abillities/units should easily be noticed by the spectator - (this is also why I don't enjoy target firing that much - because it's very difficult to notice which players are "better" at target firing). But this is where my suggested yamato cannon shines - Everyone can see who is really really good at using the cannon and who is just mediocore.

But yeh, a potential solution to this "ultra" problem should of course have a very low priority as the ultras isn't badly designed (just "decent"), and it's just a tier 3 unit (where design flaws aren't as signifcant).


I think you misunderstand me when I talked about how "easy" BC were. I didn't mean you earned "microless" units if you reached that level of tech, I meant that mechanically, the high tech capital air units were much easier comparatively than most of the other units. High tech units are still hard to use, like what you mentioned about Ultralisks. But my argument was that it was okay that units like BC were "easy" mechanically because most of the mechanics came from defending them and keeping them alive.

The whole point of tanky, high dps units is that the longer they are alive, the more damage that they do. This is different when you have an army of, say, marines where gradually your dps gets lower and lower as you lose more marines, which is unavoidable during a fight. Due to the tanky nature of the capital air ship, they can take a lot of damage but NOT lose the dps, so your goal is do as much damage as possible decreasing the dps of your opponent’s army, while keeping your dps as high as possible.

However, the reason the BC was given something like Yamato is that it is such a big and slow moving target that it's easy to pick them off, especially considering the range of the BC is subpar. Yamato was a way to "even the odds" and do large amounts of burst damage so that when the BC got it range it could have an edge in finishing off the opponent's army. This is different from the Carrier because the Carrier has much longer range than the BC, so it can keep the opponent at bay while still doing dps, so the developers made it so that the carrier was dependent on the interceptor not only to make it "look cool" but give the opponent an ability to neutralize the dps of the carrier if they couldn't neutralize the carrier. This is the reason I call these types of units "seigebreakers" is because that they give you a powerful tool in your arsenal to turn around any fight, and were especially useful in giving you an edge in a turtling or divided map scenario.

This is why I sort of dislike giving BC and other high tech units of the like such powerful and diverse abilities, because it sort of detracts from their original purpose: to get in a fight, survive and do a lot of damage. I'd rather favor more subtle ways to improve units like the BC, sort of like the famous carrier micro thread and the moving shot. Even the BC speed boost blizzard added is a better way to improve the BC (though I’m worried how much utility the BC has with a speed boost). From what I’ve seen from Dota 2, I don’t think there’s ever a way to make any tanky high dps unit look “mechanically interesting” (to the spectator at least) without totally going over the top with gimmicky abilities and overpowered spells. I mean, just look at blizzard did with the ultralisk in HOTS. In order to make ultras more interesting, they gave the ultras a “burrow strike” to close in on the opponent. If nobody really considers that broken I don’t know what else to say. The mechanics for units such as the BC should just come from army engagement, getting to and supporting BCs, that’s enough to separate the pros from everyone else.


Which is exactly why any changes to the battlecruiser should focus on the idea that they sit in the sky and survive.


Which is why I favor more things like defensive matrix or better support units that are hard to use than just a buff to the BC or a steroid that you propose .
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
January 05 2013 20:09 GMT
#398
I fully support this.
But Im not going to follow it.
And am just gona think that if its "presented" to blizzard they will simply ignore it and the whole thing will flop.

As much as I would like to see otherwise. There are a lot of people out there that would design the game better than blizzard for all of us.
4th August 2012...Never forget.....
Young Terran
Profile Joined April 2012
United Kingdom265 Posts
January 05 2013 20:27 GMT
#399
On January 06 2013 05:09 CrtBalorda wrote:
I fully support this.
But Im not going to follow it.
And am just gona think that if its "presented" to blizzard they will simply ignore it and the whole thing will flop.

As much as I would like to see otherwise. There are a lot of people out there that would design the game better than blizzard for all of us.

pretty much agree with all of htis
Evangelist
Profile Blog Joined June 2011
1246 Posts
January 05 2013 20:32 GMT
#400
On January 06 2013 04:30 KamikazeDurrrp wrote:
Show nested quote +
On January 06 2013 04:26 Evangelist wrote:
On January 06 2013 03:23 KamikazeDurrrp wrote:
On January 05 2013 06:19 Hider wrote:

I disagree that we actually need siegebreakers. I think as long as the economy is redesigned it will force players to spread them selves over more bases which will make turtling much more difficult and this will fix the deathball/stalemale situations/problems.

So while my suggested yamato cannon is easier to use while defending (and more difficult to use while attacking - though not impossible) I don't think this is a serious concern - rather its probably a neccesity to compensate immobile armies assuming the economy system gets redesigned.

Also I don't understand why the game has to be "microless" just because player A has survived for a long time. Why does he need that kind of reward? Again, I don't see any drawbacks of increasing the skill cap as much as we possible can as long as it doesn't make the game too difficult/frustrating for new/bad players.
I do agree though that it is less important to have well designed tier 3 units than to have well designed core units as the tier 3 units will see much less action (those most people will be satifised with just watching the unit in action since they see it so seldomly). However, that doesn't imply that the game wouldn't be even more entertaining to watch/play by giving unit control options for every single unit in the game.

Regarding unit control options; It doesn't have to be a direct micro ability; One could argue that ultras are fine as they are because they are somewhat fast and can be dropped on a mech army or into a base etc.
Zergs also always keep telling me how difficult ultras are to control, becuase they get stuck etc; But here is my problem with that; As a terran player (and as a spectator) all I see is a zerg player attack moving. I have a difficult time noticing the difference between great control and mediocore control from a zerg player.
I think great design abillities/units should easily be noticed by the spectator - (this is also why I don't enjoy target firing that much - because it's very difficult to notice which players are "better" at target firing). But this is where my suggested yamato cannon shines - Everyone can see who is really really good at using the cannon and who is just mediocore.

But yeh, a potential solution to this "ultra" problem should of course have a very low priority as the ultras isn't badly designed (just "decent"), and it's just a tier 3 unit (where design flaws aren't as signifcant).


I think you misunderstand me when I talked about how "easy" BC were. I didn't mean you earned "microless" units if you reached that level of tech, I meant that mechanically, the high tech capital air units were much easier comparatively than most of the other units. High tech units are still hard to use, like what you mentioned about Ultralisks. But my argument was that it was okay that units like BC were "easy" mechanically because most of the mechanics came from defending them and keeping them alive.

The whole point of tanky, high dps units is that the longer they are alive, the more damage that they do. This is different when you have an army of, say, marines where gradually your dps gets lower and lower as you lose more marines, which is unavoidable during a fight. Due to the tanky nature of the capital air ship, they can take a lot of damage but NOT lose the dps, so your goal is do as much damage as possible decreasing the dps of your opponent’s army, while keeping your dps as high as possible.

However, the reason the BC was given something like Yamato is that it is such a big and slow moving target that it's easy to pick them off, especially considering the range of the BC is subpar. Yamato was a way to "even the odds" and do large amounts of burst damage so that when the BC got it range it could have an edge in finishing off the opponent's army. This is different from the Carrier because the Carrier has much longer range than the BC, so it can keep the opponent at bay while still doing dps, so the developers made it so that the carrier was dependent on the interceptor not only to make it "look cool" but give the opponent an ability to neutralize the dps of the carrier if they couldn't neutralize the carrier. This is the reason I call these types of units "seigebreakers" is because that they give you a powerful tool in your arsenal to turn around any fight, and were especially useful in giving you an edge in a turtling or divided map scenario.

This is why I sort of dislike giving BC and other high tech units of the like such powerful and diverse abilities, because it sort of detracts from their original purpose: to get in a fight, survive and do a lot of damage. I'd rather favor more subtle ways to improve units like the BC, sort of like the famous carrier micro thread and the moving shot. Even the BC speed boost blizzard added is a better way to improve the BC (though I’m worried how much utility the BC has with a speed boost). From what I’ve seen from Dota 2, I don’t think there’s ever a way to make any tanky high dps unit look “mechanically interesting” (to the spectator at least) without totally going over the top with gimmicky abilities and overpowered spells. I mean, just look at blizzard did with the ultralisk in HOTS. In order to make ultras more interesting, they gave the ultras a “burrow strike” to close in on the opponent. If nobody really considers that broken I don’t know what else to say. The mechanics for units such as the BC should just come from army engagement, getting to and supporting BCs, that’s enough to separate the pros from everyone else.


Which is exactly why any changes to the battlecruiser should focus on the idea that they sit in the sky and survive.


Which is why I favor more things like defensive matrix or better support units that are hard to use than just a buff to the BC or a steroid that you propose .


A buff to the BC is what is required. There's no point in not buffing it because every single comparable unit is getting buffed and more direct counters are being added to the game.

Don't look at this from the perspective of the metagame produced by this thread. Blizzard are never going to iterate as many things as this in one patch, not even for an expansion. Battlecruisers need a role and they lack one right now. Their special ability overlaps with Ravens. They are greatly outranged by Protoss air and extraordinarily expensive so can be overrun by zerg.

Battlecruisers need a big, big buff to make them work as viable T3 units. As it is, they don't.
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