See above.
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Doominator10
United States515 Posts
See above. | ||
Hider
Denmark9341 Posts
On January 12 2013 08:38 Doominator10 wrote: Oh snap, I hate when Im making a big post and ppl are posting smaller posts while im editing for grmmar and stufz T_T. See above. Its basically the same unit Nyvus "suggested". I think though (as I argued in my posts) that it will be much much better to make the line AOE an ability rather than its normal attack. Also you made a confusing statement; "If I am a good player I let my collosus do the work while I do other things". ? If you are a good player you should be able to control the collosus in a way a bad player can't do. Im not sure if you don't agree with the "easy to learn difficult to master" philosphy? | ||
topsecret221
United States108 Posts
On January 12 2013 08:32 Hider wrote: You are willing to change stuff that Blizzard will never do (the whole warpgate thing + switch around the stalker and the immortal). Correct... Warp Gate needed to be available as a later upgrade, for balance purposes, and so that we don't see nothing but Warp Gates all day every day. It got quite annoying, and didn't provide any kind of player choices or diversity between the Gateway and Warp Gate. Stalker and Immortal were messed with as, once again, it felt proper to bring them in line with their identities. The Immortal is a powerful, straightforward unit that can mow down enemy lines and shrug off high powered attacks, and is literally just an upgrade of the dragoon. Similarly, the stalker, being a Dark Templar unit, is more subversive, tricksy, and more oriented towards raiding and picking off small groups of enemies than fighting off armies... So we tried to get these units to play the same way that they feel they should. On January 12 2013 08:32 Hider wrote: You changed all of the aiblities of the oracles even though it actually worked okay'ish in hots. Okay-ish isn't quite enough for us... The oracle needed a more defined roll, and it's spells needed to have more of a deceptive nature (once again, being a DT unit). It felt more in line with the unit's aesthetic theme, as well as opening up more opportunities for exciting games and counterplay. Besides, HotS is still beta: the stuff is still being changed ![]() On January 12 2013 08:32 Hider wrote: You added a new unit (something Dustin Browder said they won't do) We added a reworked campaign unit because Terran needed a real way to bring anti-air to mech (the thor is poor for this reason as outlined by ItWhoSpeaks articles and the mega post below the OP), so we restored the Thor to it's original theme and identity and provided an alternate for mech players to experiment with, and should have a good potential for back and forth gameplay. On January 12 2013 08:32 Hider wrote: The viking has a new role as well (?) Because of the anti-air nature of the diamondback, we felt that the viking being the end all unit in air engagements wasn't the best idea. Besides, the carrier and cattlebruiser need as many reasons to get back into the fight as before (we're also tweaking the corruptor for this reason: anti-capital ships aren't fun to play against because they're so effective at it for their cost) On January 12 2013 08:32 Hider wrote: Siege tanks overkill (Blizzard won't do that as well). Has nothing to do with the unit's identity. In fact, it is a nerf to the unit to make up for all of the power buffs that it's receiving, as well as offering a more exciting opportunity for ground counterplay. On January 12 2013 08:32 Hider wrote: But you won't change the counter to the collosus? It seems very weird, and I can't see the consistency. The unit role of the collosus will remain the same if its anti air targetability is removed (it will still be good against the same kind of units as previously). But it just has a different counter (micro or well postioned tanks) which is just much more awesome. I would very much appreciate if you define these constraints a bit more detailed, because I don't think I am the only one who is a bit confused. You seem to be confusing unit role and unit identity. Though these are often linked, it isn't quite the same: the role of a unit is what particular purpose it suits on the battlefield, and what it excels at the most. For example, the role of a hellbat is to fight large numbers of zerglings or zealots. But the identity of the unit is that it is a transformation of the hellion and has better combat capabilities. It's role is complementary to it's role in this case. But what about something more convoluted: the Mothership. It is a powerful, T3 caster that can shut down large portions of an enemy army and keep the rest of the army invisible while it's present. It's identity is an ancient ship of immense power that can house hundreds of protoss, and can take small fleets on it's own. Obviously this can't be done in gameplay, but it feels powerful and fairly important (because of the limited number of them you can have). The colossus' height is crucial to it's identity: it is supposed to be a towering, bone-chilling enemy that wreaks havoc on lightly armored enemies. Being so massive, it is no surprise that it can be attacked by AA cannons, or step over 50 foot cliffs like it's nothing. It's also why we cannot alter the basic weakness of the unit. We can indirectly mitigate the severity of this weakness, but the weakness itself is there to stay. | ||
Doominator10
United States515 Posts
The skill from using colossus I feel should be the skill of a positional unit as opposed to a spell caster or a core unit. The statement itself can seem underwhelming, but I will try to illustrate my point. + Show Spoiler + Marine / Marauder / Stalker / Immortal / Hydralisk: (ALL AROUND UNITS) Hellion (HYBRID) Siege Tanks / Swarm Hosts / BW Lurkers / BW Reavers / ***Colossus*** (POSITIONAL UNITS) Sentries (HYBRID) Ghosts / Winfestors / High Templar (SPELL CASTERS) Every type of unit has its own distinct micro skill set that needs to be appropriately mastered. The type of "easy to learn difficult to master" philosophy I believe you are infatuated with is the micro of spell casters and all around units. To be continued: All-around units tend to be good no matter in what position they are in, but become exponentially stronger when controlled IN a battle. This generally falls under the mechanics such as kiting, stutter step, splitting (not pre-made concaves, splitting in battle such as marine v baneling), and creates generally exciting WOW HOLY $#@! for spectators if done correctly. They are usually massable, expendable (compared to the rest of the army), and can chase down positional units and spell-casters when attacking. Positional units tend to have a "switch" moment when they are at there most effective. Seige Tanks plant themselves on the ground, and the area surrounding the tank becomes the Terran's "position" that the opposing player must break or circumnavigate. You cant really, "break" a position of all-around units, as they dont lock down a position with a huge burst of damage to any unit that comes near them. They do damage over time (short amount of time sadly in WoL), as opposed to tanks and lurkers and such, who will maybe get 1-3 volleys off before they disengage from battle. (They die, kill the enemy, or the enemy runs. No chasing.) Their micro comes not from "doing" a whole lot while engaging in a fight, but rather the skillful manipulation of the terrain relative to the opposing army, their bases, your reinforcement line, and your bases. It requires a different type of mindset to play where your doing all of your micro before the battle even begins. Focus firing is about as much "in-battle micro" you really only need from a positional unit. The battle is won before the forces actually meet. It is decided in an instant, but the foreplay between battles can last for minutes, building tension and creating excitment. Spell Casters do not / should not have an impact on the global strategy of a match. They are not/ SHOULD not be massable. They are far too volatile and reliant on many more factors than positional units and all-around units. Instead, they are tactical tide-turners, with what should be very specific methods of enhancing your army, or making life miserable for your opponent. Generally, I think spell casters generally have spells that align with buffing or debuffing the All-around units ( Usually AOE spells such as storm, fungal, EMP, guardian shield), buffing or debuffing the positional units (Spells that tend to affect a singular unit by manipulating terrain or your opponents forces in relation to terrain such as forcefield, recovery drone, nueral parasite, all combat spells from Viper. ), or neutralizing enemy spell casters (EMP, Snipe, Graviton Beam, Feedback, Yamato to name a few). Naturally, some spells overlap (Ex. Yamato I would consider an Anti-Position as well as an Anti-Caster, while Guardian shield and Dark swarm are Pro-Unit spells) All units have some properties in each. Think of stat points in an RPG. You have a limited number of stat points to spend in each trait (All-around, Position, or Spells). All-Around can more easily out-maneuver and overwhelm Position, but it is not (or at least SHOULD be not) easy to do so. Position can easily obliterate most All-Around, with the exception of all but the most cunning tactical minds. Casters TEND to be better against position (Nueral parasite, abduct, NUKES, and blinding cloud have the POTENTIAL to absolutely rape positional play), but still can be useless if not controlled correctly. Casters TEND to be worse against All-Around units (Bomber exposes the weaknesses of fungal from all-around play, check the Day9 daily where Bomber keeps throwing units at infestors until the energy is out. Then they are useless), but good control can still yield AMAZING results. The infestor had an issue because it was effective and easy to control vs all three types. Infested terrans destroyed protoss all around units and mech position, while fungal raped BOTH all-arounds and protoss position. (Protoss position I feel involves a lot of sentries, and, or Sky Toss). It was essentially a hybrid of Spell Caster, and All-around unit, which is the worst possible type of no-no. You do not have enough stat points to heavily invest in All-around, and Spell Caster, but blizzard F!@#$ed up and trying to make it happen anyways, leading to an lesser quality in design. (Screw balance for now. Tic Tac Toe is balanced, but BORING AS $#@!) --------------- Back to the colossus, I feel your issue is that you do not see the "easy to learn, difficult to master" aspect of positional units. I feel that positional play is actually a bit Harder (a bit) to learn, and Easier to master. (Its still pretty hard since it was hard to learn in the first place.) The beauty and micro of having positional units, is a purer test of tactics before the engagement. People who don't know starcraft as well would think that positional play is more boring than unit play, but the community who have been with starcraft a bit longer remember that it was the POSITIONAL play in broodwar that made it such a huge success and big spectator sport. (Also helped make it harder for new people to step in and actually play.) Starcraft gave such a huge boon to spell casters due to smart casting, that it innately became EASY to use spells, and the spells WERE ALREADY designed to mitigate positional play. As is, the WoL colossus is more of an all-around unit, since it has no spells (not even an ability) and it has little potential for positional play. The cliff-walking was the only endearing feature that fit into one of these categories. Making an all-around unit AS EXPENSIVE AS IT IS, goes against the fact that All-around units want to be massable. They can balance it all they want, but it won't help it's flawed design at all. Making the colossus a positional unit, lets it fit within one of these categories, and gives protoss some much needed autonomous positional unit. Protoss never had a ground purely positional unit in SC2. The sentry as a hybrid was just a band-aid for that fact. Positional units DO NOT REQUIRE MUCH ATTENTION DURING A BATTLE, which is why I say let it do its work while I spend my APM on other units. Siege tanks do not require much attention during a battle (outside of focus firing), but your APM is spent microing hellions to get a better angle or marines to run away from banelings. The were the heavy hitters in both cases, but they were protected by the hellions and used at meatshields by the marines (lol). Protoss would be using them as the heavy hitters, and they would be spending their APM on Forcefields, Blink micro, and or Immortal Dancing. OR, just like with hellions and tanks, they have the ability to not be microed at all, and still do a ton of damage, simply by being in the right spot at the right time. (Collosus and zealots in a choke = no micro required.) BUT, they have the POTENTIAL to have even more efficiency when they are microed, and that is the beauty of positional play. A bad player just sends in his colossus and watches the fireworks. A good player meticulously plans out every detail of when and where the collosus is, what unit it is shooting at, and the OTHER units protecting it during the battle. The big pieces are the position BEFORE the battle, and the OTHER units DURING the battle. HOLY!@# long post. Should have made my own thread... Edit: Sorry for the bad formatting T_T This even hurts me trying to read this. Cntrl MouseWheel up for Zoom | ||
MNdakota
United States512 Posts
| ||
Hider
Denmark9341 Posts
On January 12 2013 10:48 topsecret221 wrote: Correct... Warp Gate needed to be available as a later upgrade, for balance purposes, and so that we don't see nothing but Warp Gates all day every day. It got quite annoying, and didn't provide any kind of player choices or diversity between the Gateway and Warp Gate. Stalker and Immortal were messed with as, once again, it felt proper to bring them in line with their identities. The Immortal is a powerful, straightforward unit that can mow down enemy lines and shrug off high powered attacks, and is literally just an upgrade of the dragoon. Similarly, the stalker, being a Dark Templar unit, is more subversive, tricksy, and more oriented towards raiding and picking off small groups of enemies than fighting off armies... So we tried to get these units to play the same way that they feel they should. Okay-ish isn't quite enough for us... The oracle needed a more defined roll, and it's spells needed to have more of a deceptive nature (once again, being a DT unit). It felt more in line with the unit's aesthetic theme, as well as opening up more opportunities for exciting games and counterplay. Besides, HotS is still beta: the stuff is still being changed ![]() We added a reworked campaign unit because Terran needed a real way to bring anti-air to mech (the thor is poor for this reason as outlined by ItWhoSpeaks articles and the mega post below the OP), so we restored the Thor to it's original theme and identity and provided an alternate for mech players to experiment with, and should have a good potential for back and forth gameplay. Because of the anti-air nature of the diamondback, we felt that the viking being the end all unit in air engagements wasn't the best idea. Besides, the carrier and cattlebruiser need as many reasons to get back into the fight as before (we're also tweaking the corruptor for this reason: anti-capital ships aren't fun to play against because they're so effective at it for their cost) Has nothing to do with the unit's identity. In fact, it is a nerf to the unit to make up for all of the power buffs that it's receiving, as well as offering a more exciting opportunity for ground counterplay. You seem to be confusing unit role and unit identity. Though these are often linked, it isn't quite the same: the role of a unit is what particular purpose it suits on the battlefield, and what it excels at the most. For example, the role of a hellbat is to fight large numbers of zerglings or zealots. But the identity of the unit is that it is a transformation of the hellion and has better combat capabilities. It's role is complementary to it's role in this case. But what about something more convoluted: the Mothership. It is a powerful, T3 caster that can shut down large portions of an enemy army and keep the rest of the army invisible while it's present. It's identity is an ancient ship of immense power that can house hundreds of protoss, and can take small fleets on it's own. Obviously this can't be done in gameplay, but it feels powerful and fairly important (because of the limited number of them you can have). The colossus' height is crucial to it's identity: it is supposed to be a towering, bone-chilling enemy that wreaks havoc on lightly armored enemies. Being so massive, it is no surprise that it can be attacked by AA cannons, or step over 50 foot cliffs like it's nothing. It's also why we cannot alter the basic weakness of the unit. We can indirectly mitigate the severity of this weakness, but the weakness itself is there to stay. Thanks for the clarification between role and identity. I still think its weird that you are willing to change role and not identity. What is the logic behind that? Will that make it easier to represent to blizzard even though the changes to warpgate and to the oracle are larger than the change to the "identity" of the collosus. But even given these aritifcial constraints, you could still circumvent it by defining the collosus identity as a towering enermy that wreaks havoc on lightly armored units but can't be attacked by air. The anti air vulneraability is purely artifical. The thor is large as well but can't be attacked by anti air units. The collosus is a bit taller which accordingly to some random rule makes it targetable. So I honestly disagree with this decision, and I think you should strive to create the most interesting mod with the least amount of changes rather than following random rules and artificial definitions. | ||
Hider
Denmark9341 Posts
On January 12 2013 10:58 Doominator10 wrote: @Hider The skill from using colossus I feel should be the skill of a positional unit as opposed to a spell caster or a core unit. The statement itself can seem underwhelming, but I will try to illustrate my point. + Show Spoiler + Marine / Marauder / Stalker / Immortal / Hydralisk: (ALL AROUND UNITS) Hellion (HYBRID) Siege Tanks / Swarm Hosts / BW Lurkers / BW Reavers / ***Colossus*** (POSITIONAL UNITS) Sentries (HYBRID) Ghosts / Winfestors / High Templar (SPELL CASTERS) Every type of unit has its own distinct micro skill set that needs to be appropriately mastered. The type of "easy to learn difficult to master" philosophy I believe you are infatuated with is the micro of spell casters and all around units. To be continued: All-around units tend to be good no matter in what position they are in, but become exponentially stronger when controlled IN a battle. This generally falls under the mechanics such as kiting, stutter step, splitting (not pre-made concaves, splitting in battle such as marine v baneling), and creates generally exciting WOW HOLY $#@! for spectators if done correctly. They are usually massable, expendable (compared to the rest of the army), and can chase down positional units and spell-casters when attacking. Positional units tend to have a "switch" moment when they are at there most effective. Seige Tanks plant themselves on the ground, and the area surrounding the tank becomes the Terran's "position" that the opposing player must break or circumnavigate. You cant really, "break" a position of all-around units, as they dont lock down a position with a huge burst of damage to any unit that comes near them. They do damage over time (short amount of time sadly in WoL), as opposed to tanks and lurkers and such, who will maybe get 1-3 volleys off before they disengage from battle. (They die, kill the enemy, or the enemy runs. No chasing.) Their micro comes not from "doing" a whole lot while engaging in a fight, but rather the skillful manipulation of the terrain relative to the opposing army, their bases, your reinforcement line, and your bases. It requires a different type of mindset to play where your doing all of your micro before the battle even begins. Focus firing is about as much "in-battle micro" you really only need from a positional unit. The battle is won before the forces actually meet. It is decided in an instant, but the foreplay between battles can last for minutes, building tension and creating excitment. Spell Casters do not / should not have an impact on the global strategy of a match. They are not/ SHOULD not be massable. They are far too volatile and reliant on many more factors than positional units and all-around units. Instead, they are tactical tide-turners, with what should be very specific methods of enhancing your army, or making life miserable for your opponent. Generally, I think spell casters generally have spells that align with buffing or debuffing the All-around units ( Usually AOE spells such as storm, fungal, EMP, guardian shield), buffing or debuffing the positional units (Spells that tend to affect a singular unit by manipulating terrain or your opponents forces in relation to terrain such as forcefield, recovery drone, nueral parasite, all combat spells from Viper. ), or neutralizing enemy spell casters (EMP, Snipe, Graviton Beam, Feedback, Yamato to name a few). Naturally, some spells overlap (Ex. Yamato I would consider an Anti-Position as well as an Anti-Caster, while Guardian shield and Dark swarm are Pro-Unit spells) All units have some properties in each. Think of stat points in an RPG. You have a limited number of stat points to spend in each trait (All-around, Position, or Spells). All-Around can more easily out-maneuver and overwhelm Position, but it is not (or at least SHOULD be not) easy to do so. Position can easily obliterate most All-Around, with the exception of all but the most cunning tactical minds. Casters TEND to be better against position (Nueral parasite, abduct, NUKES, and blinding cloud have the POTENTIAL to absolutely rape positional play), but still can be useless if not controlled correctly. Casters TEND to be worse against All-Around units (Bomber exposes the weaknesses of fungal from all-around play, check the Day9 daily where Bomber keeps throwing units at infestors until the energy is out. Then they are useless), but good control can still yield AMAZING results. The infestor had an issue because it was effective and easy to control vs all three types. Infested terrans destroyed protoss all around units and mech position, while fungal raped BOTH all-arounds and protoss position. (Protoss position I feel involves a lot of sentries, and, or Sky Toss). It was essentially a hybrid of Spell Caster, and All-around unit, which is the worst possible type of no-no. You do not have enough stat points to heavily invest in All-around, and Spell Caster, but blizzard F!@#$ed up and trying to make it happen anyways, leading to an lesser quality in design. (Screw balance for now. Tic Tac Toe is balanced, but BORING AS $#@!) --------------- Back to the colossus, I feel your issue is that you do not see the "easy to learn, difficult to master" aspect of positional units. I feel that positional play is actually a bit Harder (a bit) to learn, and Easier to master. (Its still pretty hard since it was hard to learn in the first place.) The beauty and micro of having positional units, is a purer test of tactics before the engagement. People who don't know starcraft as well would think that positional play is more boring than unit play, but the community who have been with starcraft a bit longer remember that it was the POSITIONAL play in broodwar that made it such a huge success and big spectator sport. (Also helped make it harder for new people to step in and actually play.) Starcraft gave such a huge boon to spell casters due to smart casting, that it innately became EASY to use spells, and the spells WERE ALREADY designed to mitigate positional play. As is, the WoL colossus is more of an all-around unit, since it has no spells (not even an ability) and it has little potential for positional play. The cliff-walking was the only endearing feature that fit into one of these categories. Making an all-around unit AS EXPENSIVE AS IT IS, goes against the fact that All-around units want to be massable. They can balance it all they want, but it won't help it's flawed design at all. Making the colossus a positional unit, lets it fit within one of these categories, and gives protoss some much needed autonomous positional unit. Protoss never had a ground purely positional unit in SC2. The sentry as a hybrid was just a band-aid for that fact. Positional units DO NOT REQUIRE MUCH ATTENTION DURING A BATTLE, which is why I say let it do its work while I spend my APM on other units. Siege tanks do not require much attention during a battle (outside of focus firing), but your APM is spent microing hellions to get a better angle or marines to run away from banelings. The were the heavy hitters in both cases, but they were protected by the hellions and used at meatshields by the marines (lol). Protoss would be using them as the heavy hitters, and they would be spending their APM on Forcefields, Blink micro, and or Immortal Dancing. OR, just like with hellions and tanks, they have the ability to not be microed at all, and still do a ton of damage, simply by being in the right spot at the right time. (Collosus and zealots in a choke = no micro required.) BUT, they have the POTENTIAL to have even more efficiency when they are microed, and that is the beauty of positional play. A bad player just sends in his colossus and watches the fireworks. A good player meticulously plans out every detail of when and where the collosus is, what unit it is shooting at, and the OTHER units protecting it during the battle. The big pieces are the position BEFORE the battle, and the OTHER units DURING the battle. HOLY!@# long post. Should have made my own thread... Edit: Sorry for the bad formatting T_T This even hurts me trying to read this. Cntrl MouseWheel up for Zoom I don't understand how this straight line collosus requires positional play? Is the line AOE something you get from a siege mode? | ||
Doominator10
United States515 Posts
Positional play has very little to do with the way it does damage. (Although most positional units have splash damage in some form or another as a basic attack). It is more-so the fact that the unit creates a zone of control around the unit, where the opponent must be extremely careful about entering. What if the siege tank didnt do splash damage when sieged. (Costs adjusted appropriately). Would it still be a positional unit? YES. It's not just the attack type of the unit, but the fact tht the opponent must either choose to commit to entering its zone of control, or commit to getting around it. The low/ lack of movement speed in the unit, as well as the burst damage and danger it poses when in a good position is what makes it a positional unit. The tempest is another example of a positional unit. It doesn't have the same burst dmg as a tank, but its points were taken away from damage and given to mobility (its flying) and its range (about the range of a siege tank, and it hits air units. =__=) If the points were more balanced across all three, it would be more of an all-around unit, like the carrier and void ray. The linear attack is more so focused on the conceptual design as opposed to its implementation. (More focused on Identity rather than role) The minimum range is the I think offers the biggest, and subtlest change turning it into more of a positional unit. The linear AOE does affect it to a large degree as well, since the linear AOE isn't at its peak effectiveness vs concaves anymore. The old colossus essentially made protoss want to ball up, as the opposing force would start to arc in a concave, where the colossus would be most effective. We / I want concaves to help fight against colossus, not for them. Thus, pre splitting units becomes even more rewarding for the player utilizing All-Around units against them. Again, the focus for the linear attack change is not on its role, but on it's identity. But, by making the unit fit its identity better, we coincidentally make it fit its role better as well. Also, the Thor is not as tall as the colossus, Lore wise. THE FIRST OBJECTIVE OF THE MOD IS TO MAKE UNITS FEEL LIKE THEY BELONG WHERE THEY ARE. The colossus was originally concieved, and always has been, as a REALLY REALLY TALL WALKER OF DEATH. Naturally inspired by the War of the Worlds model. Its the reason why WoL PvP was called War of the Worlds, because it was always colossus vs colossus battles. The Thor is not a towering monstrosity whos head reaches the heavens, it is a big, bulky, chunk of metal that the Terrans managed to scrap together. It is big, not tall. The in-game models might not represent that very well, but really, like 6 marines are the width of a battlecruiser. It will not be perfect representation, and the only thing we can do it make it so that we feel as close to playing the real thing as possible while in the game, despite the graphical representation not doing it justice. A bit taller pfft. Think of an 8 ft tall basketball player vs a 4ft9 scrub. That 8ft guy is "a bit" taller than the scrub I would say =___= Yet if shown in a game you would only see it look a few pixels taller. Think about the unit itself, and how the person FEELS when they are controlling that unit. Not just generic balance stuff. What does a person EXPECT when they field this unit. How would someone WANT to control it. Just focusing on generic balance stuff before design has been what blizzard has been doing for the past 3-4 years (has it been that long now?) | ||
MNdakota
United States512 Posts
On January 12 2013 12:39 Doominator10 wrote: **Units do not NEED an activated or toggled spell, ability, or mode to solve design issues.** Exactly. Having a unit with just an attack is okay. | ||
Hider
Denmark9341 Posts
On January 12 2013 12:39 Doominator10 wrote: **Units do not NEED an activated or toggled spell, ability, or mode to solve design issues.** Positional play has very little to do with the way it does damage. (Although most positional units have splash damage in some form or another as a basic attack). It is more-so the fact that the unit creates a zone of control around the unit, where the opponent must be extremely careful about entering. What if the siege tank didnt do splash damage when sieged. (Costs adjusted appropriately). Would it still be a positional unit? YES. It's not just the attack type of the unit, but the fact tht the opponent must either choose to commit to entering its zone of control, or commit to getting around it. The low/ lack of movement speed in the unit, as well as the burst damage and danger it poses when in a good position is what makes it a positional unit. The tempest is another example of a positional unit. It doesn't have the same burst dmg as a tank, but its points were taken away from damage and given to mobility (its flying) and its range (about the range of a siege tank, and it hits air units. =__=) If the points were more balanced across all three, it would be more of an all-around unit, like the carrier and void ray. The linear attack is more so focused on the conceptual design as opposed to its implementation. (More focused on Identity rather than role) The minimum range is the I think offers the biggest, and subtlest change turning it into more of a positional unit. The linear AOE does affect it to a large degree as well, since the linear AOE isn't at its peak effectiveness vs concaves anymore. The old colossus essentially made protoss want to ball up, as the opposing force would start to arc in a concave, where the colossus would be most effective. We / I want concaves to help fight against colossus, not for them. Thus, pre splitting units becomes even more rewarding for the player utilizing All-Around units against them. Again, the focus for the linear attack change is not on its role, but on it's identity. But, by making the unit fit its identity better, we coincidentally make it fit its role better as well. Also, the Thor is not as tall as the colossus, Lore wise. THE FIRST OBJECTIVE OF THE MOD IS TO MAKE UNITS FEEL LIKE THEY BELONG WHERE THEY ARE. The colossus was originally concieved, and always has been, as a REALLY REALLY TALL WALKER OF DEATH. Naturally inspired by the War of the Worlds model. Its the reason why WoL PvP was called War of the Worlds, because it was always colossus vs colossus battles. The Thor is not a towering monstrosity whos head reaches the heavens, it is a big, bulky, chunk of metal that the Terrans managed to scrap together. It is big, not tall. The in-game models might not represent that very well, but really, like 6 marines are the width of a battlecruiser. It will not be perfect representation, and the only thing we can do it make it so that we feel as close to playing the real thing as possible while in the game, despite the graphical representation not doing it justice. A bit taller pfft. Think of an 8 ft tall basketball player vs a 4ft9 scrub. That 8ft guy is "a bit" taller than the scrub I would say =___= Yet if shown in a game you would only see it look a few pixels taller. Think about the unit itself, and how the person FEELS when they are controlling that unit. Not just generic balance stuff. What does a person EXPECT when they field this unit. How would someone WANT to control it. Just focusing on generic balance stuff before design has been what blizzard has been doing for the past 3-4 years (has it been that long now?) This won't really be that much of an interesting positional unit. Im not sure (doesn't appar that way at least) that you read my posts where I analyzed the drawbacks of having an abilityt/not having an abililty. My conclusion was that giving it an ability will make it easier to learn and even more difficult to master and reward even more positional play. Yes the collosus is very tall, but that doesn't neccesarily imply that it should be targetable by anti air. That's just a rule developed by blizzard, and honestly following rules that leads to bad gameplay is just irrational in my opinion. On January 12 2013 12:48 MNdakota wrote: Exactly. Having a unit with just an attack is okay. Again, I advice you to read my posts analyzing all the design flaws of giving the unit a standard line attack. Honestly, im getting a little tired of repeating my self again and again. If you disagree, that's fine, but you could at leat take your time to read my posts and try to argue why my arguments aren't valid. | ||
MNdakota
United States512 Posts
On January 12 2013 14:00 Hider wrote: Again, I advice you to read my posts analyzing all the design flaws of giving the unit a standard line attack. Honestly, im getting a little tired of repeating my self again and again. If you disagree, that's fine, but you could at leat take your time to read my posts and try to argue why my arguments aren't valid. Yes. I read your post. I do not agree or disagree with it nor am I arguing about anything or trying to have a debate. I was just saying that his statement is quite underestimated is all. I honestly am not entitled to talk much about design. I am sorry if you misunderstood. | ||
Zrana
United Kingdom698 Posts
Currently it's boring because going air is (more or less) the *only* way to deal with it. From the start of WoL it was clear that blizzard wanted to emphasize air control and allow a player who had air superiority to be in an equal or even favourable position even over a player with ground superiority. This in itself is not a bad idea. It creates interesting balance and position relationships such as TvT's Tank>Marine>Viking>Tank (yeah vikings don't beat tanks without their own tanks but you get the idea) or PvT's Stalker>Viking>Collosus>MMM>Stalker. If air units just a-move into an army to clear the collosi or whatever then sure it's boring - but imagine OneGoal's shorter range vikings versus collosus that need to be positoned on the flanks of a major engagement. You would need to dart in and out with your vikings, taking care to dodge storms. Maybe try and juke a false blink then fly off and attack elsewhere. Imo sounds pretty cool. On a completely unrelated note, what do you think it would do to the game if workers cost no supply? | ||
Doominator10
United States515 Posts
On January 11 2013 21:45 Hider wrote: + Show Spoiler + On January 04 2013 22:53 gCgCrypto wrote: Well yeah but the explosion thing is only after an upgrade so if i dont want my oponent to be able to micro against it i dont get the upgrade, easy! Honestly i have thought about it myself but fixing the colosus is not easy. Best thing i came up with is making it deal damage in a vertical line not horizontal. (Say it attack starts anywhere between Range 0 and 8 and then it goes 1 towards the colosus or 1 away) Like that the colosus would be most effective on the edges of your army so you´d need to spread out to protect it. Also now split micro can soft counter the colosus, great! As additional bonus you can play around with different downsides to the colosus. I though about sth like it is exactly like the current one while moving but cant attack and it "lowers" its "head", looses its weakness to air, its movement speed (gets really really slow) and gets the attack i was talking about. (It was easier to explain that to myself ^^) MNdakota : This is the collosus idea I suggested as well. This vertical line abliity should be something that could be activated every 10th/20th second. Collosus's normal attack (from HOTS/WOL) should be kept but DPS reduced by 20% (or something like that) and anti air units shouldn't be able to hit collosus. This will incentivize warp prism play as you can pick up a colllosus in a warp prism and use it to flank the opposing army (if the opposing army has a great flank the ability will be very inefficient unless you flank with the collosus). The counter to collosus will now be micro rather than something silly like attackmoved corrupters/vikings. While the ability in it self will be difficult to use properly, the collosus is still somewhat okay'ish at lower levels as it still is pretty decent with its attack-move ability (should still soft counters marines and be acceptable against maurauders), and I think it is asily balanaceable across various skill levels as I belive it will take a somewhat similar amount of skills to use it optimally as to remicro against it. I believe this change could lead to a lot of creative uses for the collosus, and the ingame potential is endless. Think about how world class players could have 3-4 collosus's in various warp prism and micro them back and forth to get the optimally damage out of the ability. Also this will make collosus drops very great at harassing workers (almost similar to how hellion works). So: Here we go Your desires: + Show Spoiler + A) You want the colossus to have an activated ability every # of seconds, that changes its attack to vertical splash attack. B) You want an overall decrease in DPS C) You want micro to be the answer to colossus, not A-moved vikings / corruptors Your reasonings: + Show Spoiler + Your general reasoning seems to be that you think giving the colossus this particular type of activated ability will incentive more warp prism micro, and warp-prism colossus harass. In addition, you think that warp prism micro will lead to players setting up flank attacks with colossus to get the maximum damage. From a design standpoint: + Show Spoiler + The colossus is a khala unit. A war-machine for all intensive purposes. The khala do not play tricks with their enemy. They do not run (strategic retreat is another thing) away. They do not mess around and toy with their food before they eat it. Colossus are far too valuable in big, direct engagements to be wasted doing the work of the shady and tricky protoss, the Dark Templar. Colossus are tall. They are unique in that respect. It is an interesting mechanic to a unit that has not been done before in starcraft. Getting rid of the fact that they can be attacked by AtA fighters gets rid of one of the most interesting things about the colossus, and removes the type of identity we are going for with it. I agree that the only counter should not be A-moved vikings and corruptors. However, if you have been paying attention to the patches, you'll note that @least vikings are now only a soft counter to colossus. Vikings do their bonus to light now, and have an AOE upgrade. It means that Diamondbacks (A fairly fast ground unit) are now the optimal counter to colossus, and creates a better GAMEPLAY dynamic that the best response to colossus is dependant on being able to position your units correctly. Its not just 'you have this, so I build this to kill that herpderp.' However, removing its weakness to anti-air damages its DESIGN dynamic. Read above first: + Show Spoiler + Point Blank: The colossus being attacked by air is not going away. Anytime soon. It is an integral part to the overall theme of the colossus, and regardless of how we feel about how it influences the game, it would be un-natural to remove that weakness. From a player standpoint: + Show Spoiler + You want your colossus to be shooting AS MUCH AS POSSIBLE. It has the potential to do so much damage in a big fight, and is such a heavy investment, that you want to get as much out of it as possible. Colossus excel in direct fights, mainly due to their splash damage. Really, any unit can be used for drop-harass and worker killing. Have you ever dropped 2 tanks and siege them near a mineral line? If your opponent is not on top of his mini map, it can devastate the workers. However, you spent nearly 300/200 on tanks + the 100/100 on the medivac + the build time on the factories. Those tanks better kill every single worker on the line in order to make it break even by paying for itself, where as on the battlefield, those tanks will definitely get at least 1 or 2 good volleys off on the enemy army. Continuing: Colossus TAKE FOREVER TO BUILD. Taking time away from building them to build warp prisms (especially more than 1) SEVERELY eats up into colossus production. Here is an example blizzard just did: They wanted Hellbats to be used with medivacs, so they gave the medivacs a better caduceas reactor. Players were simply using it with MMM still, but now with a better last M. Blizzard was dissapointed, so they removed the upgrade. (Avilo facepalms upside down on camera). Why did people not use medivacs with Hellbats? Because Hellbats and medivacs did not synergise in people's minds from a DESIGN standpoint. People using Hellbats probably aren't going to want to use medivacs, since they take away from the already gas intensive mech production. What is the identity of medivacs associated with? Marines and Marauders. Why was blizzard (Rock) disappointing with the upgrade? Because they thought that people would not just use it for Marines and Marauders, WHEN THE WHOLE CONCEPT OF THE UNIT WAS BUILT AS MARINE MARAUDER [b]MEDIVAC[/ It is NOT a synergistic combination from neither a Design, nor a Player standpoint. People want, and expect their colossus to deal damage on its own, but they want to be able to influence the effectiveness of that damage. Hence, people want to be able to position the colossus to do its full potential. If it's full potential is realized by merely an activated ability (heaven forbid its auto cast), then it creates not only a more dull unit, but also lowers the skill which it could be used, IN ADDITION to having a conflict of identity. You say it would help spawn more micro intensity: you are incorrect. We want / need more units (especially for protoss) that have an effect based off of how it is positioned, not simply when its ability is activated. Those types of abilities are best left for all-around units, while spell casters should be based of HOW the spell is used. (Abilities affect nothing but the unit they are attached to. Spells affect something around the caster. Positional units have abilities or features that enhance its position. Protoss don't need abilities on their positional units, that's now how we the people view them. But protoss do have interesting features that stand out and make them positional units, (namely 2 of the longest ranged units in the game. Tank > Tempest > BroodLord > Colossus) EDIT: Wtf workers costing no supply :O That would completely screw with the importance of harassment, economy management, and then it would be a matter of who could build the most workers the fastest and then rush your opponent. Zerg would win every game just by having 15 drones to a Terran's 11 or a Protoss's 12-13. Pfft. Nice try =P | ||
PineapplePizza
United States749 Posts
- Swarm Hosts give no real warning as to when they're going to spawn, since you don't get to see the eggs popping out when the "Spawn Locusts" ability activates. Also, the x3 locust spawn with the upgrade (in place of +10 locust duration) makes them kind of strong. I'm not entirely sure how bad it is, though, I don't get to play many games with this mod. - The wandering-worker AI change + other eco changes need to be put in. If you're going to keep as many non-browder-kosher edits as you have right now, you might as well keep going. These also are really the only things that will make this more than just a series of ladder maps with funny changes. - I don't know when anybody gets on, and I don't think a lot of other people know when anybody gets on. Perhaps we could share the times when we are available? - Hydras do too much damage. I know the attack speed has been decreased (it doesn't need to be), but it still does too much. I don't understand why they have 75 hp instead of 80. I also don't understand why they need the range upgrade to attack air - The Thor, Immortal, and Roach are failed unit concepts, and really don't need to be in the game anymore. The roach is redundant as a ranged attacker (it's just a fat hydra with less range + no air attack) and redundant as a harassment unit (it's not mobile / damaging enough to really be threatening). Why build roaches to attack or pressure when you can make swarm hosts? Why build roaches to tunnel into an enemy base, when you could send in Infestors, instead? The WoL immortal is just a stupid unit; it kills roaches, kills ultralisks, and kills mech. It doesn't really add anything to the game, other than a lot of keyboard-destroying allins. The mod's immortal is really awkward and weird, and Hardened Shield for a cheaper immortal is just bad. With the goliath-clone, the Thor no longer serves a real purpose, other than as...yet another meat-shield. You have hellions that can do that, so you might as well spend the gas elsewhere. Don't try to save these units, just get rid of them. Nobody will miss them. | ||
topsecret221
United States108 Posts
Also, regarding the "small" height difference... + Show Spoiler + + Show Spoiler + + Show Spoiler + I think it's reasonable. Only things on the ground that are bigger are a small selection of buildings, including command buildings (safe to say that it would be completely broken if those could be taken down by enemy anti-aircraft weaponry) | ||
macncheezeplz
United States93 Posts
--(edit): I did think of another much simpler way to possibly solve the problem. Reduce the attack speed of colossus by 50% while doubling the length of the line damage dealt. This would greatly penalize Protoss players that do not attack lines of enemies while also penalizing opponents for stacking units up in a line. It would create a game of trying to bait out colossi attacks on non-bunched-up enemies. Since I liked Doominator10's post so much I would like to add one small idea. A colossus has a bulking body and long skinny legs. Why not make it so ground attacks actually deal more damage? (Or the effective equivalent like adding 2-3 armor to the upper body but not the legs.) This would allow for a nerf of anti-air attacks on colossus while still preserving ground-to-ground balance. | ||
Nyvis
France284 Posts
Again, I advice you to read my posts analyzing all the design flaws of giving the unit a standard line attack. Honestly, im getting a little tired of repeating my self again and again. If you disagree, that's fine, but you could at leat take your time to read my posts and try to argue why my arguments aren't valid. We are too. Adding more activated skills on non-caster units is just a way to confuse players more and add a lot of complexity, where with a well designed standard attack, the unit usage would be a lot clearer. Edit : I think the main problem with the current colossus attack is that it rewards you the most when the enemy is playing at it best (the "horizontal" line is at max efficiency when your enemy have a good arc). The good thing in making it a "vertical" line would be a good efficiency when you make the enemy arc bad, rewarding you for playing well instead of countering the good plays of your enemy. Of course, it should be a short vertical line with decent attack rate, to avoid it being totally useless against a skilled opponent. | ||
Doominator10
United States515 Posts
I agree that one of the most serious issues is the bonus damage vs concave. I think a decent vertical AOE that increases with the upgrade, as well as a slow firing rate would be better than a fast firing rate and low AoE. It doesn't have to be useless vs a skilled opponent, but a skilled opponent should be able to outposition colossus before a battle to minimize (substantial) losses. Remember the old zealot charge? Maruaders used to kite them to eternity, even with charge. Then blizzard guaranteed that charge will hit its target at least once. It made charge have a definite damage, but could be even stronger if the terran does not micro or gets forcefielded. The same can happen for a colossus with a powerful and big lazah, but a slow rate of fire. Ideas abound :D | ||
Deleted User 97295
1137 Posts
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Doominator10
United States515 Posts
On January 13 2013 06:19 Laertes wrote: Hey OneGoal, I am UloseTheGame or Laertes, the Starbow people will know who I am.+ Show Spoiler + Though I like Starbow a little bit better I enjoy these mods and admire anyone who is daring enough to make one. OneGoal will be excellent if you stick to your guns and keep doing what you do. I only have one or two things to say. First off, I want to bring to your attention the viewership of this mod, in addition to design. I do not think sc2 has enough good viewership, it is too polarized between all-ins and macro, it doesn't feel as fun to watch as BW, so I want you guys to think actively about how you are making it more fun to watch games of OneGoal. That said, I like the direction you're going in, and using abilities and concepts that are often very complex and interesting seems like a good direction. I feel this can be a very interesting mod, and very creative, and I like how you are trying to keep the spirit of SC2 in your game as one of your hallmarks. Any melee mod should have a unique direction it's pushing for, and you guys, alongside starbow, have given your direction some serious thought. Keep it up! ~Ulose :D Cya Ulose. Will be bumping back and forth between Sb and OG when games are available (doesn't seem to be as many on NA T__T) | ||
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