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OneGoal: A better SC2 [Project Hub] - Page 27

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 25 26 27 28 29 78 Next
macncheezeplz
Profile Joined June 2011
United States93 Posts
January 14 2013 06:20 GMT
#521
I just want to add one thing as I have wanted to see this implemented into Starcraft 2 for a long time. I would like the mothership core (not the fully upgraded mothership) to have a minor recall ability. Instead of being able to warp all units back, Protoss can warp a small area of units (around the size of a storm area of effect). This would force them to choose which units are most valuable to them. Things like stalkers, which are big and bulky, wouldn't need this as they can just get away with blink. It would buff units like high templar and void ray as they are small or stackabe within the teleporting area of effect. It offers that small degree of power without giving Protoss too much before the late game.

Please let me know what you think.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 14 2013 08:23 GMT
#522
Thanks for the idea; it couldn't be 1.5 because of how large Immortals are (the core gateway unit). But perhaps 3-4 radius instead of 7. It would allow us to lower the energy cost a fair bit too.
Reflection and Respect.
badname
Profile Joined March 2012
Australia25 Posts
January 14 2013 10:13 GMT
#523
On January 13 2013 23:52 RiFT_ wrote:

Also, Figment on the Dark Templar is interesting but they were simply being used as a damage steroid as opposed to any sort of creative play. If you have suggestions for a Dark Templar that is NOT BLINK OR INVULNERABILITY we would love to hear it.


late game speed upgrade

space bending
cost 200 mineral 200 gas 180 seconds

increases DT speed from 2.81 to a massive 5

This would make them faster then basically any unit except speed lings on creep but as the cost and time to get the upgrade is so much it is forced in to being a later game upgrade that allows better use of supplementary DTs.

Of course it doesn't need to be as extreme as I have suggested even a increase from 2.81 to 3.38 would be good.
the best in the world are still terrible at this game they are simply less terrible than most
Emuking
Profile Joined June 2012
United States144 Posts
Last Edited: 2013-01-14 15:33:34
January 14 2013 13:50 GMT
#524
An idea i havent fully fleshed out is replacing forcefield with a charge up forcepush-like skillshot that fires a wall of energy that shoves units back (the longer you charge the farther your sentry will knock enemy units back.) The knockback may or may not do damage and it might be a cone shaped knockback or a line; im not sure yet.

If it were a line effect type of skillshot, tier 1 Terran armies can predict the direction of the skillshot and split to avoid the Knockback/Stun/slower attack speed? Zerglings can do the same split to avoid micro and roaches perhaps can burrow dodge.

The only problem might be that if the forcepush completely misses then the protoss army suffers too hard and if it hits the protoss army destroys the enemy so it might require some fine tuning so that maybe it is more defensive. I think it should be a cheap energy spell that u can use multiple times for short bursts or charge up and risk it all with 1 large burst.

Let me know what you think.
When you want to succeed as bad as you want to breath, then you'll be successful.
VERSATILE_ID
Profile Joined December 2012
Indonesia3 Posts
Last Edited: 2013-01-14 17:19:46
January 14 2013 17:16 GMT
#525
On January 13 2013 23:52 RiFT_ wrote:

Also, Figment on the Dark Templar is interesting but they were simply being used as a damage steroid as opposed to any sort of creative play. If you have suggestions for a Dark Templar that is NOT BLINK OR INVULNERABILITY we would love to hear it.


Shadow walk (upgrade 150 150)
- Dark Templar become invisible even to detector for 5 second last until he attack, colliding with enemy unit/structure will also cancel the effect (cooldown 20s)
- still vulnerable to splash damage
- movement speed increase

objective
- Dark Templar is vulnerable to ranged unit because they die before getting close and deal damage, with this ability they can engage ranged unit from close range
- Can survive and runaway when they are cornered

the abilty is not blink or INVULNERABILITY and need skill to use this as a tool to attack or retreat
Doominator10
Profile Joined August 2012
United States515 Posts
January 14 2013 19:36 GMT
#526
While I personally like the theme of the idea and how it aligns with the DT, I dont think it offers much (any) counter play for the opponent. Remember, the skill has to be fun for both players.

Will think on it.
Your DOOM has arrived,,,, and is handing out cookies
Infested__Marine
Profile Joined December 2012
United States29 Posts
January 14 2013 19:48 GMT
#527
What if the Dark Templar Could Blink, AND become invulnerable for like 5 seconds! That would be awesome..
But seriously, What if you just let Dt be Dt. Let them be a bit stronger shield wise, and give them a spell "diables enemy unit/units for 5 seconds -maelstorm(?)". Or something. Boom, you know have DT's that are worth building even after detection.
"Quality is not an act, it is a habit" - Aristotle
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
January 14 2013 20:07 GMT
#528
What about: Dark Rebirth

When a DT dies it reduces the cost of summoning additional dark templar by 2 minerals and gas. Cannot be reduced below 75/75.
Baozi
Profile Joined March 2011
United States1191 Posts
Last Edited: 2013-01-14 22:25:11
January 14 2013 20:18 GMT
#529
Shadow Dance [Passive researched ability]
The dark templar's speed is increased significantly when unseen by enemy players (they must be detected as well as within line of sight). Moderately increases speed even when seen.

- Encourages scouting and hit-and-run play.
- Stays in theme with dark templar play-style (no active abilities, shadow theme).
- Leaves room for counter-play with mobile detection.
- Late-game research to deter rushes.

Potential additional effect: there is a short delay on this skill deactivating when revealed (so you retain the speed for maybe half a second when revealed).

Explanation
I believe this skill can provide incredible map presence for protoss late-game, as dark templars can now quickly punish undefended positions and run circles around enemy troops. Considering that dark templars can also be warped-in, the player should be able to really harass the enemy to no end.
I personally found that the dark templar was in a good place in the original game and didn't need any gimmicky abilities (which I find Figment to be), though I agree with the problems the dark templar had in play. While this ability does not solve the dark templar's weaknesses, it greatly improves its strengths, which I feel is a better solution.

Inspired by Slark (from dota) and badname's suggestion.

[EDIT] Added explanation, a potential additional effect, and improved formatting.
"Universe is very spacey, we called him space man. He made a lot of space." - Arteezy
ledarsi
Profile Joined September 2010
United States475 Posts
January 14 2013 21:08 GMT
#530
Dark Archon?

Dark Archon might have Void Prison, allowing it to blind detectors or disable key enemy units. Possibly Silence, huge area of effect attack and ability suppression that affects friendlies as well as enemies. And Soul Slay- instantly and unconditionally destroy a single target, giving Protoss a counter to big ticket single targets, at a high energy cost.

As for the dark templar- I don't see why it needs to have a flashy ability of any kind. It's permanently invisible already- that not enough utility already?
"First decide who you would be, then do what you must do."
Doominator10
Profile Joined August 2012
United States515 Posts
Last Edited: 2013-01-14 23:06:30
January 14 2013 21:12 GMT
#531
Void Rift:

Dark Templar drags targeted ground unit with it into the void, channeling for twice the supply of the unit. If the channeling completes, the target is blinked out of this dimensional existence. The target unit is unable to move or attack during the channeling, and if the DT moves while channeling, it is revealed for 10 seconds.

Cooldown is double the supply of the unit. (Rift on a 1 supply unit will take 2 seconds to take affect, and another 2 for the cooldown. Rift on a 4 supply unit will take 8 seconds to channel, and another 8 seconds for cooldown.)

Thoughts?


Scratch: I like shadow dance better.

EDIT: Post number 100 :D
I feel like I should do a jig. Special occasion.
Your DOOM has arrived,,,, and is handing out cookies
Young Terran
Profile Joined April 2012
United Kingdom265 Posts
January 14 2013 23:00 GMT
#532
do you have a date you are working towards to show this to blizzard?
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 14 2013 23:25 GMT
#533
On January 15 2013 08:00 Young Terran wrote:
do you have a date you are working towards to show this to blizzard?


We need to build support within the community and ensure everyone agrees on a handful of really important things before we can consider takeing this to blizzard. We need data and we need voices to prove that we aren't just a bunch of kids who think they are hot stuff.
Reflection and Respect.
Doominator10
Profile Joined August 2012
United States515 Posts
January 14 2013 23:55 GMT
#534
On January 15 2013 08:25 ItWhoSpeaks wrote:
Show nested quote +
On January 15 2013 08:00 Young Terran wrote:
do you have a date you are working towards to show this to blizzard?


We need to build support within the community and ensure everyone agrees on a handful of really important things before we can consider takeing this to blizzard. We need data and we need voices to prove that we aren't just a bunch of kids who think they are hot stuff.


B-but we are hot and stuff. Aren't we? And I know I have at least moderate skill @ making several different voices...
Data will just come with time I feel...
Your DOOM has arrived,,,, and is handing out cookies
Nyvis
Profile Joined November 2012
France284 Posts
January 15 2013 02:13 GMT
#535
On January 15 2013 05:18 Baozi wrote:
Shadow Dance [Passive researched ability]
The dark templar's speed is increased significantly when unseen by enemy players (they must be detected as well as within line of sight). Moderately increases speed even when seen.

- Encourages scouting and hit-and-run play.
- Stays in theme with dark templar play-style (no active abilities, shadow theme).
- Leaves room for counter-play with mobile detection.
- Late-game research to deter rushes.

Potential additional effect: there is a short delay on this skill deactivating when revealed (so you retain the speed for maybe half a second when revealed).


I like the idea. Not sure if the additional effect is needed. Not sure if it will see much play, though, being another investment (and commitment to DTs) by being a new research...
Baozi
Profile Joined March 2011
United States1191 Posts
January 15 2013 04:00 GMT
#536
@Nyvis
Maybe making it a very cheap upgrade is reasonable? That way it simply makes it come later without much investment. I think making this ability inherent on DT's would just be a buff to DT rushes, which I personally think doesn't need to be encouraged.
"Universe is very spacey, we called him space man. He made a lot of space." - Arteezy
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
January 15 2013 04:18 GMT
#537
--- Nuked ---
ledarsi
Profile Joined September 2010
United States475 Posts
January 15 2013 05:02 GMT
#538
The same could be said of Starcraft II. OneGoal is trying to do it also, but better.
"First decide who you would be, then do what you must do."
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
January 15 2013 05:33 GMT
#539
--- Nuked ---
ledarsi
Profile Joined September 2010
United States475 Posts
January 15 2013 05:34 GMT
#540
On January 15 2013 14:33 Emzeeshady wrote:
Show nested quote +
On January 15 2013 14:02 ledarsi wrote:
The same could be said of Starcraft II. OneGoal is trying to do it also, but better.

Perhaps but SC2 was made by the same company as the first one. This version just seems like a bad rip off of a great game.


The same company perhaps, but none of the original people. The fact that there's some piece of paper that says Blizzard owns the Starcraft idea is sort of irrelevant.
"First decide who you would be, then do what you must do."
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