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OneGoal: A better SC2 [Project Hub] - Page 23

Forum Index > SC2 Maps & Custom Games
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Doominator10
Profile Joined August 2012
United States515 Posts
January 09 2013 01:50 GMT
#441
For the widow mines,:... could we add a marauder shot and a seige tank explosion as a visual effect for it? Or any kinda of blast really. Just something I think would be nice to have as a *hotpatch* or something. =\
Your DOOM has arrived,,,, and is handing out cookies
topsecret221
Profile Joined September 2012
United States108 Posts
Last Edited: 2013-01-09 03:19:41
January 09 2013 03:19 GMT
#442
On January 09 2013 05:27 Doominator10 wrote:
HAPPY MOFO BIRTHDAY !@#% %@#$% $#@

Here is my birthday present: A blast from the past cast of MMA vs JulyZerg.
...
These are the kind of games I got corrosive nerd chills from watching.

+ Show Spoiler +
(Check out that.... unit... around the 20 minute mark. It is a survivor, even without the HotS buff :D)


...
Go youtube for HD :D

User was warned for this post



Thank you very much for the birthday post

Makes me feel a lot better
Razorspine
Profile Joined September 2012
New Zealand29 Posts
January 09 2013 04:26 GMT
#443
One Goal! One Goal! One Goal! :D

So much win in this mod, keep it up guys. When is your release date for LOTV?

ShadowWave =)
In this world we are all alone, only through the ultimate belief of friendship and trust can we even for a moment create the illusion that we are not alone.
topsecret221
Profile Joined September 2012
United States108 Posts
January 09 2013 05:35 GMT
#444
On January 09 2013 13:26 Razorspine wrote:
One Goal! One Goal! One Goal! :D

So much win in this mod, keep it up guys. When is your release date for LOTV?

ShadowWave =)


When does LotV launch? ;P
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 09 2013 08:26 GMT
#445
On January 09 2013 10:50 Doominator10 wrote:
For the widow mines,:... could we add a marauder shot and a seige tank explosion as a visual effect for it? Or any kinda of blast really. Just something I think would be nice to have as a *hotpatch* or something. =\


Good idea, our visibility on Widow Mines is pretty awful.
Reflection and Respect.
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
January 09 2013 11:34 GMT
#446
Why in your mod structures of protoss have attack command? I play in TheCore layout so i have some problems to adjust it for OneGoal.
Also I want to say that u do fantastic work, great ideas!
RedGD
Profile Joined January 2013
Germany22 Posts
Last Edited: 2013-01-09 12:58:46
January 09 2013 12:58 GMT
#447
We have reworked and remade units to slow down the pace at which units can kill other units across all the races.


Hi.
Which units are reworked in this context? Can you give me a list of this units and what was changed?
Damage from ... to ...
Attack speed from ... to ...

I write my own patche notes and try to built a SC 2 map with these changes. I think you have great ideas and I try to better understand your reasons for these changes to improve my own ideas. Sry for the bad english. ^^

Thanks!
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 09 2013 17:18 GMT
#448
Each race has a section in the main hub. Just click it and read it from there!
Reflection and Respect.
Doominator10
Profile Joined August 2012
United States515 Posts
January 09 2013 19:30 GMT
#449
@Vrum:
All the protoss structures have an attack command because of purify from the momma-ship-core. Screwed me up the first time too XD

<--- DarkGrid Ftw
Your DOOM has arrived,,,, and is handing out cookies
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 09 2013 20:58 GMT
#450
Hmmm, feel free to disable that attack command guys. Overcharge was an old spell that gave buildings that attack, it was removed as of last patch.
Reflection and Respect.
Doominator10
Profile Joined August 2012
United States515 Posts
January 09 2013 21:09 GMT
#451
yays
Your DOOM has arrived,,,, and is handing out cookies
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
Last Edited: 2013-01-09 22:40:11
January 09 2013 22:37 GMT
#452
My suggestion on the Collsus

Reduce Move Speed significantly, Reduce Attack Speed significantly. Raise Supply cost. This will help keep it out of the deathball, if the P player wishes to bring his collsi in, it will take a great amount of time to attack with the unit. Instead the P player will have to rely on using warp prisms to shuttle in these mighty war machines adding new depth to the unit, as it really needs to be escorted around to be used at its full potential.

New Active Ability Overcharge Ion Shot: The collsus emits an Ion Ball that deals aoe damage in a target area. The projectile will move slow enough so that a good player can try and micro away from the blast of the Ion shot. The damage should be enough to one shot a small squad of bio units. This would be a cool down abilty.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
January 10 2013 04:50 GMT
#453
On January 10 2013 05:58 ItWhoSpeaks wrote:
Hmmm, feel free to disable that attack command guys. Overcharge was an old spell that gave buildings that attack, it was removed as of last patch.

Please, explain how to disable that attack i need that there was no attack command on protoss buildings.

Doominator10
Profile Joined August 2012
United States515 Posts
January 10 2013 11:25 GMT
#454
just delete the hotkey in the hotkey editor. Go in like your changing it, and there is an x in the top right corner of the button where you change it.
Your DOOM has arrived,,,, and is handing out cookies
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
January 10 2013 11:49 GMT
#455
On January 10 2013 20:25 Doominator10 wrote:
just delete the hotkey in the hotkey editor. Go in like your changing it, and there is an x in the top right corner of the button where you change it.


No it doen't work. Because u have attack on all units so u cant delete it. If u press that x u only set to none hotkey attack and it would be none for all units too. Thx for suggestion but i need answer from authors of mode. Also there is another problem there are no oracle in hotkey editor.
Jett 1.0
Profile Joined January 2013
United States4 Posts
January 10 2013 21:25 GMT
#456
Hello all, I actually just signed up for teamliquid after seeing this post and found it amazing. I love what onegoal is trying here and wish y'all the greatest success. What I wanted to right about is late game Terran reinforcing. Now I am a very casual player having never tried to get beyond bronze league so obviously take this idea with a grain of salt.

In late game would it be possible to have an upgrade for the command center that allowed for unit production out of it.

The idea I had was possibly being a further upgrade from orbital command with the possibility of requiring either fusion core or armory (though armory feels more right on this to me for some reason) or possibly both and call it maybe forward command. You would have to lock down a barracks, factory and starport and "tie" them to the forward command where the production facilities would not function. The forward command would the produce any unit in the terrain arsenal at double reactor speed (I.e. 2-bc's, 4-marines, 1-raven and 2-marauders, etc.). There could also be a reservist research (a better name is out there I'm sure) available at the armory that allows for 20 supply to be built and stored in the structure that are available to drop after supply opens. Also if the forward command gets killed either refund half the cost on units or you just lose it all.

The forward command could also build and drop units while moving aiding in a players ability to protect it and also look pretty cool I would think. This would help deal with mech play as well as massing bc's though obviously ther would need to be a restriction or two on this so it doesn't become over powered. Possibly allowing only one to be built or a max of 20-40 supply worth of units in reserve.

This is obviously a large change to strategy and race identity (immediate at battle replacement and a central unit production facility), but it does still feel Terran being achieved via tech pathing, using the drop mechanic, and late game at that. I am very curious for thoughts on this and to be used I am positive it would need much tweaking.

Just a thought...
The problem with opinions is that they leave from between your two ears and enter mine.
MNdakota
Profile Joined March 2012
United States512 Posts
January 10 2013 23:29 GMT
#457
I personally do not like that idea Jett.

I think something that significant wouldn't really fit in the OneGoal theme.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Jett 1.0
Profile Joined January 2013
United States4 Posts
January 11 2013 00:07 GMT
#458
I agree that this would be huge and quite possibly outside the onegoal scope. But it's hard to imagine something smaller being able to allow Terran mech an ability to remass after a large battle quickly or a BC focused army as well. But out of curiosity what about the idea is distasteful. To strong, nothing else like it in other races, to clunky of an idea or something all together different?
The problem with opinions is that they leave from between your two ears and enter mine.
MNdakota
Profile Joined March 2012
United States512 Posts
January 11 2013 00:12 GMT
#459
On January 11 2013 09:07 Jett 1.0 wrote:
I agree that this would be huge and quite possibly outside the onegoal scope. But it's hard to imagine something smaller being able to allow Terran mech an ability to remass after a large battle quickly or a BC focused army as well. But out of curiosity what about the idea is distasteful. To strong, nothing else like it in other races, to clunky of an idea or something all together different?


To remass quickly is something the Zerg race does. It does not fit the theme of Terran in my eyes.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Jett 1.0
Profile Joined January 2013
United States4 Posts
January 11 2013 01:44 GMT
#460
It wouldn't be fast after the initial drop off troops (which doesn't necessarily have to be there. But it does allow the ability to get troops where your army is. Terran mech needs some type of ability like this to function as a meaningful multiple engagement army and onegoal did state this as an aim under the Terran goals. And also as to speed of production yes you could get two tanks out at a time or 4 hellions, but it would also shut down a barracks, factory, and starprot. Your production would actually go down a by one unit, but the units would be with your army and from a structure. This structure can be destroyed also so there is risk with bringing it along. But I would like more critiques on the idea if you have them
The problem with opinions is that they leave from between your two ears and enter mine.
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