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On February 07 2013 22:32 LaLuSh wrote: Played some games and here are my impressions:
* Hydras felt more fragile when they had lower hp. Being 1 supply I don't think they should be such a tankable unit (they're still weak, but 80hp might be too much with how massable they are).
* Protoss don't have an AoE answer that is cost efficient enough and/or doesn't get countered very easily. Colossus is there, yes. But with hydras being 1 supply, zerg ground armies are now very potent and at the same time leave enough supply room for a substantial amount of Corruptors to be made.
The difference from SC2 is that a maxed zerg army with corruptors now can challenge a maxed Protoss army with colossi. In SC2, if you had corruptors, you wanted to trade as soon as you hit 200 supply or you'd just get rolled in a 200 vs 200 supply battle.
* With the hydra being less supply heavy, zerg can pretty much build enough drones to have 4 mining bases in ZvP. This creates a new dynamic in the ZvP matchup that does not exist in SC2 (past a certain point in the game). The ZvP matchup in OneGoal becomes economically asymmetrical if hydras are used. Zerg caps at 4 mining bases, while protoss still must cap at 3 if they want to have a potent army.
If this new dynamic persists, you will have to make Protoss armies be more cost efficient than zerg armies. Maybe bring back the khaydarian upgrade but instead of making templars start with 75 energy -- make it 67.5 like in BW.
People like(d) storm. They don't like colossi much. ZvP being increasingly about countless storms vs massive zerg onslaughts again might increase the entertainment value of games, since it'd involve more micro and require more constant attentiveness than Colossi battles.
* As for the colossi. I wanted to see it horisontal but with a shorter cooldown, since I felt the aftershock damage was too delayed to cause much problems to competent players. But I understood the reasoning of the vertical lasers once I got them explained to me.
I too played a fair amount of Games with clanmates and friends and my expirience is similar to Lalush´s However i think instead of making Hydra more fragile again a teamplar tweak as suggested by lalush would be better.
I really love the new colosus because now you can (soft) counter it with good splitting etc.
The one unit that imo really dosn´t fit into the game is the diamondback. The idea of a strong and resonably fast anti ground AND anti air unit that microes itself for you dosn´t feel right to me. I´d strongly encourage you to remove the attack while moving.
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On February 07 2013 22:56 gCgCrypto wrote:
The one unit that imo really dosn´t fit into the game is the diamondback.
I feel like the HotS Thor does a great job of filling the Diamondback's role when switching modes. Although I understand the purpose of it. But I did like the original Thor over the OneGoal Thor as crazy as that may sound.
I personally do not like the feel of the Diamondback currently as I have been mainly playing Heart of the Swarm all this time but I could hop on later today possibly and play some more games of OneGoal. I am having a lot of fun with Heart of the Swarm right now so I'll probably stick with that for awhile.
Not sure. I'm kind of in a rush so maybe I could explain my reasoning later but I probably won't because I'm lazy. xD
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On February 07 2013 16:41 ItWhoSpeaks wrote:Show nested quote +On February 05 2013 21:33 nerak wrote: Wtf is Fortify? What is that Viking ability? What are Diamondback stats?
I don't know any of these things because they aren't in the OP. So if I just started following the project, I don't even know what the patch changes are... changing.
An extra question: the BNet forums have a place for balance/design Mods, doesn't it? Why isn't it being used? I know right now it's dead, but maybe using it could, eventually, make people who don't visit Reddit and TL to be aware of OneGoal (and other projects) too?
Congratulations for everything you've done so far! Hey sorry about that, the main post has been updated to be concurrent with patch 2.
No prob for me. It's your project that's not going to get the attention it deserves. If you don't inform people what you are patching, a patch note is useless (and absurd). Unless they knew how it was before...
You know, this isn't a Blizzard patch note. 100% of people who read a Blizzard patch note owns Starcraft II. 95% of people who see this thread in TL's sidebar never played your map, and most also doesn't know what it's about. If you want community involvement and feedback, help them help you.
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Anyone know if it's possible to change the hotkey for burrow for the swarmhost? There's no picture for it in the hotkey menu to change it and the default is R but I'm using TheCore so that's on the wrong side of the keyboard (for everything else I have it set as J). I also can't set a hotkey for the the swarmhost upgrade as there's no picture of the lurker den/swarmhost den in the hotkey bit either.. although I guess this isn't as big a deal as I can just click it :D
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You have to go into the open your hotkey list in a text editor and manually insert the hotkey there. Problem is, I don't know what the *precise* lettering is for the command D:
Can we get someone on that plz :D?
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Ok, i finally switch to full OneGoal (was playing HotS mostly) I have literally no faith in Blizzard anymore ... (regarding the most recent pratch, where they asked for opinions, got a OVERWHEALIMGLY bad response, and posted the patch anyway ...) Hope it gets a little easier to find games as a european =)
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When I get home, I may just jump into the EU channel  I'm pretty bad, but I'll be around
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On February 09 2013 03:26 topsecret221 wrote:When I get home, I may just jump into the EU channel  I'm pretty bad, but I'll be around i hope this will be alswell the case sunday, i´m working on a huge school assignment that i need to finish till monday so i have no time at all to play (eccept sunday if i get everythign done in time) sorry
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Is there a OneGoal chat channel?
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On February 10 2013 04:26 PVJ wrote: Is there a OneGoal chat channel?
Correct. "OneGoal" on NA. Probably the same for EU too.
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Unfortunately, I have no idea how active the EU one is
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Hey all, I am just posting to let you know we are testing out a balance patch which has some buffs (and a few nerfs) for each race. As we collect more data, we will be making tentative balance changes. There are a few more units we want to revisit like the Immortal and the Stalker and making them feel very different. Stay tuned!
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o.O Stalker and Immortal change... Interesting..???????!!!!!!!!!!
Keen to see and play (This is ShadowWave) when can we expect to see OneGoal on the HOTS server. Will this be after the launch of the actual game March 12th?
Have now fully switched to HOTS, will come back to Wings for OneGoal but probably less because need to equate myself with HOTS stuffs.
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Understood Razorsphine, we will be publishing on HotS on 12th of March, and aim to have the Immortal Stalker relationship figured out by then.
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On February 07 2013 22:56 gCgCrypto wrote: I too played a fair amount of Games with clanmates and friends and my expirience is similar to Lalush´s However i think instead of making Hydra more fragile again a teamplar tweak as suggested by lalush would be better.
I really love the new colosus because now you can (soft) counter it with good splitting etc.
I agree with both Lalush and Crypto in that the new hydras are quite problematic for Protoss overall. Corruptor+Hydra with just a few support units seems to have an answer for pretty much everything protoss and either the damage or the HP is simply too high on the new Hydralisk. This is especially true from a defensive position on creep where the Hydra is just so mobile compared to protoss armies.
If you look at it from a cost to dps/health and supply to dps/health the latest rendition of hydralisks are one of the most supply and cost effective units in the game and their versatility as a unit only increases their overall effectiveness. Faster, more damage, and more health than blink stalkers for about the same cost and the only downside is that they can't hit air prior to an easily researchable upgrade.
I think part of this is how heavily the protoss rely on the retooled immortal for their early ground compositions and how the immortal isn't very effective against the hydra, really allowing them to stand out especially early on.
I think that with the right approach continuining to look at the immortal/stalker dynamic would really help as well here, and with diamonbacks and other changes to terran mech as well as the cooldown on hardened shield there is still room to boost the protoss gateway army without making them crush terran.
Also, any thoughts on current state of zealot overall? At this point it just doesn't feel effective against almost anything in larger supply. Zerglings in a choke, spread marines/marauders that don't kite, and that feels like about it. Way too easily countered by hydras and blink stalkers, and even more so by roaches and hell bats.
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Played a couple of games today, the early/early-mid game battles last a lot longer than regular sc2 and thoroughly reward good micro. Didn't really get into a late game because someone would just lose by not knowing the next transition or having a kinda crummy build before then (which would just be fixed with time)
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Balance Patch 1 is about to go live on the Test Map (Daybreak) Its primary intention is to make Protoss require more micro and differentiate the Immortal from the Stalker as well as making Twilight a little less heavy and make OneGoal a bit more in line with HotS.
Protoss
-Warp Gate no longer requires Twilight to research -Research time increased to 160 from 120. (Cost and effects remain unchanged.)
Immortal -Cost increased to 150/100 from 150/75. -Increased build time to 45 from 40. -Supply increased to 3 from 2. -Speed upgrade removed. -Base speed increased to 2.5 from 2.25 -Immortals can no longer shoot air. -Damage increased to 20+10 to Armored from 15+10 to Armored. -Immortals are now full sized again.
Sentry -Time Warp cost reduced to 75 from 125 -Time Warp AoE reduced to 2.5 from 3.
Stalker -Stalker no longer requires Twilight Council -HP increased 60/80 from 50/80. -Damage changed to 14 from 10+6 to light. -Range decreased to 6 from 7. -Shakuran Accelerator research added to cybercore (+1 range) 100/100/80.
Zealot -Increased shields to 60 from 50.
Mothership Core -Increased base move speed to 2 from 1.88
Tempest -Increased attack delay to 4.5 from 4. -Decreased Health to 150/250 from 300/150.
Zerg
Hydralisk -Removed damage bonus to armor.
Roach -Increased damage to 18 from 16.
Swam Host -Decreased Morph time to 17 seconds from 34 seconds.
Deep Warren -Decreased morph time to 30 seconds from 60 seconds.
Terran
Hellbat -Hellbats are no longer biological. -Decreased Health to 120 from 135.
Medivac -Afterburner cooldown increased to 30 seconds.
Raven -Reduced PDD energy cost to 75 from 100.
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neato. can't wait to jump on and try the new patch
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"ranged decreased to 7 from 6" fix that buddy
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