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OneGoal: A better SC2 [Project Hub] - Page 31

Forum Index > SC2 Maps & Custom Games
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Prev 1 29 30 31 32 33 78 Next
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 19 2013 02:54 GMT
#601
carrier has arrived
When they see MC Probe, all the ladies disrobe.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 19 2013 23:27 GMT
#602
Just a heads up guys, we will be doing the community playtesting tonight as usual, so grab your friends and get online. I will be there!

Also, we will have a blogcast up and ready to go early this week in preparation for Design Patch 2. This series specifically addresses questions and criticisms addressed to us and the project.
Reflection and Respect.
MNdakota
Profile Joined March 2012
United States512 Posts
January 20 2013 03:27 GMT
#603
www.twitch.tv/mndakota

Streaming some more OneGoal and stuff... yeah go watch it! :D
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.
ImmortalZero617
Profile Joined November 2010
United States26 Posts
January 20 2013 03:29 GMT
#604
If you are trying to balance this game don't give immortals the ability to attack air, or allow them to be built via gateway/warpgate. I played this a few times and its just broken in every way imaginable...
Only the strongest survive.
bole
Profile Joined January 2011
Serbia164 Posts
Last Edited: 2013-01-20 15:49:15
January 20 2013 15:47 GMT
#605
If you are trying to balance this game don't give immortals the ability to attack air, or allow them to be built via gateway/warpgate. I played this a few times and its just broken in every way imaginable...


I agree completely...

My suggestions for next patch or for the game ..(what changes would i like to be made)

Protoss :

Warpgate mechanics back but in Twilight council (normal build time as before) (warp prism game play is good dynamics and warp in with pylons is nice) protoss vs protoss is always a problem ...but with new Mather ship core MC s i think most of problem is solved...

Immortals remove atc vs air unites...

Terrans :

Siege tanks 3 pop 150min 125 gas .. (to widow mine be more important for space control) simply siege tanks are so good now with lower cost and sup.. that widow mines have use but not that much..

This new tank(unite instead of Goliath) i dont know how its called : 4 pop.. its simply to strong at 3 pop... similar to void ray in HOTs...

Zerg :

Infestors : remove infested terrans...

bring back Surge (flaying bungling)

that is it also i have suggestion for Colloss before ... i think this is best project that you ppl do keep good work i think this game will be the best... I hope this game become main E sport game ... Sc2 Dastin Browder and Blizz ppl forgot how to build epic games like SC BW WC3 tft .. and on ... To much Activision influence in this game...(SC2)
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 20 2013 21:14 GMT
#606
On January 20 2013 12:29 ImmortalZero617 wrote:
If you are trying to balance this game don't give immortals the ability to attack air, or allow them to be built via gateway/warpgate. I played this a few times and its just broken in every way imaginable...


How so? Immortals do 15 base damage and have 5 range. They also cost more than WoL Stalkers and are slower even after their speed upgrade. Give us replays and we will look at them. Just saying the Immortal is broken doesn't help anyone.
Reflection and Respect.
bole
Profile Joined January 2011
Serbia164 Posts
January 20 2013 22:57 GMT
#607
How so? Immortals do 15 base damage and have 5 range. They also cost more than WoL Stalkers and are slower even after their speed upgrade. Give us replays and we will look at them. Just saying the Immortal is broken doesn't help anyone.


My opinion i dont think they are broken i just think that immortals and stalkers do the same job... so they need to be different...

I think they should not coexist in this form... you need to change that.. like oricle step to much to do phoenix job (worker harassment) (now you change them great job) and they are good .. the same thing is with immortals and stalkers...

you can change immortals to be the same unite as in sc2 ... because you did great job with new sentry ... i always tough that force fealds need to slow not to block path....

this is all just theory what could be done but you know the best what you should do...
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 20 2013 23:04 GMT
#608
On January 21 2013 00:47 bole wrote:

My suggestions for next patch or for the game ..(what changes would i like to be made)

Protoss :

Warpgate mechanics back but in Twilight council (normal build time as before) (warp prism game play is good dynamics and warp in with pylons is nice) protoss vs protoss is always a problem ...but with new Mather ship core MC s i think most of problem is solved...

Immortals remove atc vs air unites...


This breaks PvP wide open. You have to 1 base forge to not lose to MSC harass. We tried no AA Immortal, it was awful. We even looked at an MSC with no AtG. But it made Baneling busts even more unstoppable. Also, while WG may be a bit to slow, having several macro styles for Toss is looking great, and making for better, more back and forth games. Nothing is stopping you from doing warp play in One Goal. Unless you have solid reasons why we should revert it, we are going to keep it as is.


Terrans :

Siege tanks 3 pop 150min 125 gas .. (to widow mine be more important for space control) simply siege tanks are so good now with lower cost and sup.. that widow mines have use but not that much..

This new tank(unite instead of Goliath) i dont know how its called : 4 pop.. its simply to strong at 3 pop... similar to void ray in HOTs...


If there is any single change to terran that OneGoal has succeeded in, it was the Tank change. You can hold areas with mech now and it is fantastic. Testers are finally starting to use Widow Mines to supplement or replace the Siege Tank. The data we have been given supports this change. Until proven otherwise, we are staying this course.

On the Diamondback. You are right about its power. It is a bit too strong and inflexible in its production right now. 4 Supply is the wrong way to go, that was the Thor's problem with so much supply and resources being dedicated to a single purpose. We will be reducing its damage, hp, cost, and supply in the next patch so you can have more control over how much AA they have in their compositions.


Zerg :

Infestors : remove infested terrans...

bring back Surge (flaying bungling)

that is it also i have suggestion for Colloss before ... i think this is best project that you ppl do keep good work i think this game will be the best... I hope this game become main E sport game ... Sc2 Dastin Browder and Blizz ppl forgot how to build epic games like SC BW WC3 tft .. and on ... To much Activision influence in this game...(SC2)


We are actually evaluating the Infested Terran because positioning them doesn't matter a whole lot. It's just APM=power. We think we might be able to get the Infestor something more fun and rewarding.

The Scourge will be returning soon, but not as a producible unit. There will be some prepatch notes on Monday or Tuesday that will show you what is up.
Reflection and Respect.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 20 2013 23:10 GMT
#609
On January 21 2013 07:57 bole wrote:
Show nested quote +
How so? Immortals do 15 base damage and have 5 range. They also cost more than WoL Stalkers and are slower even after their speed upgrade. Give us replays and we will look at them. Just saying the Immortal is broken doesn't help anyone.


My opinion i dont think they are broken i just think that immortals and stalkers do the same job... so they need to be different...

I think they should not coexist in this form... you need to change that.. like oricle step to much to do phoenix job (worker harassment) (now you change them great job) and they are good .. the same thing is with immortals and stalkers...

you can change immortals to be the same unite as in sc2 ... because you did great job with new sentry ... i always tough that force fealds need to slow not to block path....

this is all just theory what could be done but you know the best what you should do...


The Immortal needs AA, and the Stalker probably needs AA too. Otherwise Toss just dies to one airborn threat or another. The two units are both ranged generalists. One has 200 HP and 5 range and is fairly fast but bulky, and can shrug off morter rounds. The other has 120 HP 7 range and can teleport and can cut into workerlines or harry an enemy without getting hit. We don't have as much data on them as we do say tanks, but they do play differently. That said, we are always looking for simple easy ways that can further differentiate them without wrecking Toss AA.

Immortals don't do terribly well vs Mutas for example due to the mobility of the unit. Stalkers do fairly well, provided they are well positioned or have blink. This is because of the difference of range, speed, and blink.

Stalkers will pretty much just die to any beefy air unit like Carriers, Tempests, or Battlecruisers. They don't have the durability for it. If Immortals can close on those targets, they can kill them. and they have the durability and the damage to make it happen.
Reflection and Respect.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 20 2013 23:25 GMT
#610
im on if anyone's done for some games.
When they see MC Probe, all the ladies disrobe.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 20 2013 23:34 GMT
#611
Going on a run, then I will be ready
Reflection and Respect.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 21 2013 00:43 GMT
#612
On January 21 2013 08:34 ItWhoSpeaks wrote:
Going on a run, then I will be ready

kewl
When they see MC Probe, all the ladies disrobe.
bole
Profile Joined January 2011
Serbia164 Posts
Last Edited: 2013-01-21 00:51:52
January 21 2013 00:49 GMT
#613
The Immortal needs AA, and the Stalker probably needs AA too. Otherwise Toss just dies to one airborn threat or another.
The two units are both ranged generalists. One has 200 HP and 5 range and is fairly fast but bulky, and can shrug off morter rounds. The other has 120 HP 7 range and can teleport and can cut into workerlines or harry an enemy without getting hit. We don't have as much data on them as we do say tanks, but they do play differently. That said, we are always looking for simple easy ways that can further differentiate them without wrecking Toss AA.

Immortals don't do terribly well vs Mutas for example due to the mobility of the unit. Stalkers do fairly well, provided they are well positioned or have blink. This is because of the difference of range, speed, and blink.

Stalkers will pretty much just die to any beefy air unit like Carriers, Tempests, or Battlecruisers. They don't have the durability for it. If Immortals can close on those targets, they can kill them. and they have the durability and the damage to make it happen.


Thx for your answers they are great.. I my self played a lot of blizzard games... D2 SC BW ( a little) and mass WC3 and TFT...

When i heard there will be SC2 i could not believe it it was great... Micro macro I think blizzard game it will be epic...But i was wrong ...

Simply (as toss player) toss dont feel as toss anymore ...strong race with high cost unites and good ability's ..

Also funny almost no micro game compare to WC3 TFT or SC BW... Micro made games more fun to play... Also 200 200 battles ...its joke...

you sit on 2 or 3 base and then push out...its joke... boring to watch and to play...compare that to wc3 ? haha funny..

I have one proposition maybe .. made Stalkers good vs light .. and immortals vs armored ? i think that would be ca-ind of difference be twine those two unites...

I study economy ... but i do art as well ... i do some Dark templar .. so i will link you to see i hope you like it.. ;D

http://imageshack.us/photo/my-images/826/boskobanovicdraktemplar.jpg/
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 21 2013 01:02 GMT
#614
Stalkers do have a damage bonus vs Light and Immortals have a damage bonus versus armor!

Also, your art is really cool! Always a pleasure to look at what folks work on!
Reflection and Respect.
bole
Profile Joined January 2011
Serbia164 Posts
Last Edited: 2013-01-21 02:37:57
January 21 2013 02:36 GMT
#615
Stalkers do have a damage bonus vs Light and Immortals have a damage bonus versus armor!

Also, your art is really cool! Always a pleasure to look at what folks work on!


Haha Thx .. that art was before sc2 come.. so i didnt know how dt would look... you need to zoom in to see all details...

like that blue staff is for invisibility and green crystals are for DPS attacking ..

i didnt play game yet because i am in town that i study .. but i will when i go home.. but i watch streams and games ..

its great then... but i have maybe one more suggestions for stalkers to be more unique vs light .. Also it would help with marines balls and MMM ...

Make stalkers have upgrade (like Hunters from WC3 night elfs ) so when they atc one unite their atc spread to others ...(Hunters surikens) (simular to mutalisc)... that would help vs marine balls and mutalisc and buff gateway unites...

IT would be great buff vs light for toss... simply right now every race have something good vs light on lower tair.. except toss who need to go T3 to fight mass light unites...

one thing i forgot it would be cool to have stream all day because i am bored of watching hots games.. thx.

keep for great work ... thx for reading and answering :D ..
MNdakota
Profile Joined March 2012
United States512 Posts
January 21 2013 02:50 GMT
#616
On January 21 2013 11:36 bole wrote:
one thing i forgot it would be cool to have stream all day because i am bored of watching hots games.. thx.


I stream when I can at http://www.twitch.tv/mndakota -- I am actually streaming right now.
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.
gCgCrypto
Profile Joined December 2010
Germany297 Posts
January 21 2013 11:12 GMT
#617
On January 21 2013 08:04 ItWhoSpeaks wrote:
The Scourge will be returning soon, but not as a producible unit. There will be some prepatch notes on Monday or Tuesday that will show you what is up.


Swarm host spawning them?
that would be cool ^^
eagerly awaiting your patchnotes, more then Blizzards patchnotes because with your i might actually not get disapointed and even more frustrated about how SC2 is.

Please look at the economy system (FRB etc) aswell, i feel like its really important.
Also i think the colosus needs some serious redesign to be a more fun unit and not counter everything it attacks.

Last but not least i really hope you get the whole mod done rather quickly so Blizzard might actually have time to concider and maby adapt some stuff from the mod.
I doubt they will just take over OneGoal if they are close to being dne with their hots.
(if they adapt anything at all, there have been so many good ideas by the community in past times that did go unnoticed, even huge projects like Starbow)


L E E J A E D O N G ! <3
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 21 2013 21:02 GMT
#618
patch today o.O ?
When they see MC Probe, all the ladies disrobe.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
January 21 2013 21:14 GMT
#619
@gCgCrypto: Nope, its part of the Corruptor redesign. And worry not, FRB will get looked at, but not before we do some GM level testing. Which will be happening a lot sooner than initially anticipated! Design Patch 3 will be looking at Macro Mechanics, and after that the economy. Unless we get some serious mathematical help, we will have to take care, lest we break everything. If you know anyone, let us know!

I don't think so? o.O Yesterday we were finalizing the Thor changes and getting them into the editor. Today I will put up our finalized patch notes for y'all.
Reflection and Respect.
RiFT_
Profile Joined December 2012
United States15 Posts
January 21 2013 21:20 GMT
#620
No patch today, but we are hard at work on Patch 2 for later this week. Changes coming for the Thor, Diamondback, Corruptor, Tempest, Immortal, and Battlecruiser.

Patch 2 is seeking to make sure all units are interesting and useful and Patch 3 will be seeking to address macro mechanics, economy, and defender's advantage.
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