• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:11
CET 19:11
KST 03:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1692 users

OneGoal: A better SC2 [Project Hub] - Page 51

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 49 50 51 52 53 78 Next
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
April 02 2013 00:44 GMT
#1001
On April 02 2013 09:33 TonberryBleu wrote:
Show nested quote +
On April 02 2013 09:22 Hider wrote:
On April 02 2013 09:14 TonberryBleu wrote:
On April 02 2013 08:49 Hider wrote:
On April 02 2013 08:47 ItWhoSpeaks wrote:
Which is why we are testing out a gas Queen. It reduces the energy pool early to mid game, increasing energy tension.


I don't think it will matter at midgame. Zerg will just choose to get their geysers earlier.


"Just choose to get their geysers earlier"?

The standard timing for a Zerg's SECOND gas geyser when not going for an all-in build like burrow roaches, baneling busts, etc. is 5:50-6 minutes. 50 gas is extremely significant, whether you want to believe it or not.

I still have yet to have anyone answer my question:

What warrants a 50 gas cost for Queens?

What added utility was given for this? You added 5 HP (lol) and slammed a very detrimental Armored tag. Compare this to what you did to the Mothership Core. Where is the fairness in this?


Why do you think I am talking about the second geyser timing? I am obiviously talking about when you take your geysers at your natural/3rd, or they will choose to get 11 mutas instead of 13 in the midgame etc. Basically this will have a relatively minor effect after the early game (in terms of effecting how many queens zerg will have).

What warranted the 50 gas cost of the queen? If you read itwhospeaks response you will get a hint of their thought proces (it will make creep spread a decision for instance as you have less of it).


Creep spread is done because it's a necessity for Zerg. Given that a majority of Zerg's units are short ranged, creep spread is needed to mitigate that by providing speed bonus to their units. Creep spread is already a decision and expression of skill in and of itself because you take away army supply by devoting Queens to spread creep around the map and it takes considerable multi-tasking ability to maintain creep. Compare the creep spread of an average diamond league player to that of a high masters. There's a very noticeable difference. Simply making it harder to creep spread by adding a 50 gas cost adds nothing positive to the game. I read their explanation for it. It's not logical. At least, not to anyone who has actual experience playing Zerg.


1) If creep spread is a neccesitty - lets rework how that works.
2) When you see zerg players have 10+ active creep tumours around the map almost all games it should be quite clear that it isn't an interesting decision at all. (there is no choice between which direction to go and there is no choice between how to spend your energy as you rather just build another queen than cutting into your larva injection. A +50 gas increase will help to make that more of an interesting choice.
3) This isn't about whether creep spread requires mechanics or not - Its about creating interesting decisions.


Doominator10
Profile Joined August 2012
United States515 Posts
April 02 2013 01:18 GMT
#1002
On April 02 2013 09:44 Hider wrote:

3) This isn't about whether creep spread requires mechanics or not - Its about creating interesting decisions.




Do I use my creep to defend / connect my bases, or do I extend my creep out into the map faster to get my army out and provide some extra vision. Just one example of how a limit on queen count can influence decision making involved with creep spread.

(Had some turkey, mac and cheese and greens :zeof: )
Your DOOM has arrived,,,, and is handing out cookies
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
April 02 2013 01:27 GMT
#1003
Not everything should be a decision. Sometimes things are always good. Like +1 upgrades or something. I'm fine with something that takes so much effort to be 100% advantageous.
aka ChillyGonzalo / GnozL
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-04-02 01:50:14
April 02 2013 01:35 GMT
#1004
On April 02 2013 10:27 Fishgle wrote:
Not everything should be a decision. Sometimes things are always good. Like +1 upgrades or something. I'm fine with something that takes so much effort to be 100% advantageous.


Stuff that is 100% advantageous must be visually appealing to watch (IMO). If its not, then its rather pointless (for instance no MBS is pointless). Basically I believe that if spectators can't see when a player does something that is really really good, then the game will do worse as an esport (ceteris paribus). Since macro mechanics in general are very difficult to make visual appealing, we should IMO design them with a focus on promoting interesting decisions rather than mechanics.
Regarding +1 upgrades there are quite a few decisions involved, so that is not a good example I think.
TonberryBleu
Profile Joined April 2013
United States21 Posts
April 02 2013 02:42 GMT
#1005
On April 02 2013 09:44 Hider wrote:
Show nested quote +
On April 02 2013 09:33 TonberryBleu wrote:
On April 02 2013 09:22 Hider wrote:
On April 02 2013 09:14 TonberryBleu wrote:
On April 02 2013 08:49 Hider wrote:
On April 02 2013 08:47 ItWhoSpeaks wrote:
Which is why we are testing out a gas Queen. It reduces the energy pool early to mid game, increasing energy tension.


I don't think it will matter at midgame. Zerg will just choose to get their geysers earlier.


"Just choose to get their geysers earlier"?

The standard timing for a Zerg's SECOND gas geyser when not going for an all-in build like burrow roaches, baneling busts, etc. is 5:50-6 minutes. 50 gas is extremely significant, whether you want to believe it or not.

I still have yet to have anyone answer my question:

What warrants a 50 gas cost for Queens?

What added utility was given for this? You added 5 HP (lol) and slammed a very detrimental Armored tag. Compare this to what you did to the Mothership Core. Where is the fairness in this?


Why do you think I am talking about the second geyser timing? I am obiviously talking about when you take your geysers at your natural/3rd, or they will choose to get 11 mutas instead of 13 in the midgame etc. Basically this will have a relatively minor effect after the early game (in terms of effecting how many queens zerg will have).

What warranted the 50 gas cost of the queen? If you read itwhospeaks response you will get a hint of their thought proces (it will make creep spread a decision for instance as you have less of it).


Creep spread is done because it's a necessity for Zerg. Given that a majority of Zerg's units are short ranged, creep spread is needed to mitigate that by providing speed bonus to their units. Creep spread is already a decision and expression of skill in and of itself because you take away army supply by devoting Queens to spread creep around the map and it takes considerable multi-tasking ability to maintain creep. Compare the creep spread of an average diamond league player to that of a high masters. There's a very noticeable difference. Simply making it harder to creep spread by adding a 50 gas cost adds nothing positive to the game. I read their explanation for it. It's not logical. At least, not to anyone who has actual experience playing Zerg.


1) If creep spread is a neccesitty - lets rework how that works.
2) When you see zerg players have 10+ active creep tumours around the map almost all games it should be quite clear that it isn't an interesting decision at all. (there is no choice between which direction to go and there is no choice between how to spend your energy as you rather just build another queen than cutting into your larva injection. A +50 gas increase will help to make that more of an interesting choice.
3) This isn't about whether creep spread requires mechanics or not - Its about creating interesting decisions.




Adding a 50 gas cost to a Queen doesn't rework or make anything more interesting. It's a plain old nerf. If you gave Queens a new ability, then yes, there's reworking and decision making involved. But there isn't. You just added a 50 gas requirement. Using your logic, throwing a 50 gas requirement to upgrade Orbital Commands makes building an Orbital Command a more "interesting choice." Obviously it doesn't. That's just a nerf.

I already explained to you why creep tumors are so numerous. Did you ignore my entire post? Zerg has the most combat units with 4 range or less. Zerglings, Banelings, Roaches, Swarm Hosts, Mutalisks, Ultralisks...you get the picture. Until Zerg gets their entire army reworked, the necessity for creep spread is going to be there, and frankly, no one has any issue about it. There are always going to be things in the game that don't require split-second decision making, but rather, just strong mechanics. Creep spread is an example. Saying "it's not interesting to the viewer" is not a valid argument because not everything in the game has to be visually appealing.

The only thing potentially broken about the Queen is that it was given 5 range. You're approaching everything the wrong way. It's not Spawn Larva or Creep Tumors, it's the 5 range. Make it 4 range, and leave the rest alone. Nothing is being reworked here. It's a simple nerf to an aspect of the Queen that doesn't need nerfing.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-04-02 03:24:21
April 02 2013 03:23 GMT
#1006
On April 02 2013 11:42 TonberryBleu wrote:
Show nested quote +
On April 02 2013 09:44 Hider wrote:
On April 02 2013 09:33 TonberryBleu wrote:
On April 02 2013 09:22 Hider wrote:
On April 02 2013 09:14 TonberryBleu wrote:
On April 02 2013 08:49 Hider wrote:
On April 02 2013 08:47 ItWhoSpeaks wrote:
Which is why we are testing out a gas Queen. It reduces the energy pool early to mid game, increasing energy tension.


I don't think it will matter at midgame. Zerg will just choose to get their geysers earlier.


"Just choose to get their geysers earlier"?

The standard timing for a Zerg's SECOND gas geyser when not going for an all-in build like burrow roaches, baneling busts, etc. is 5:50-6 minutes. 50 gas is extremely significant, whether you want to believe it or not.

I still have yet to have anyone answer my question:

What warrants a 50 gas cost for Queens?

What added utility was given for this? You added 5 HP (lol) and slammed a very detrimental Armored tag. Compare this to what you did to the Mothership Core. Where is the fairness in this?


Why do you think I am talking about the second geyser timing? I am obiviously talking about when you take your geysers at your natural/3rd, or they will choose to get 11 mutas instead of 13 in the midgame etc. Basically this will have a relatively minor effect after the early game (in terms of effecting how many queens zerg will have).

What warranted the 50 gas cost of the queen? If you read itwhospeaks response you will get a hint of their thought proces (it will make creep spread a decision for instance as you have less of it).


Creep spread is done because it's a necessity for Zerg. Given that a majority of Zerg's units are short ranged, creep spread is needed to mitigate that by providing speed bonus to their units. Creep spread is already a decision and expression of skill in and of itself because you take away army supply by devoting Queens to spread creep around the map and it takes considerable multi-tasking ability to maintain creep. Compare the creep spread of an average diamond league player to that of a high masters. There's a very noticeable difference. Simply making it harder to creep spread by adding a 50 gas cost adds nothing positive to the game. I read their explanation for it. It's not logical. At least, not to anyone who has actual experience playing Zerg.


1) If creep spread is a neccesitty - lets rework how that works.
2) When you see zerg players have 10+ active creep tumours around the map almost all games it should be quite clear that it isn't an interesting decision at all. (there is no choice between which direction to go and there is no choice between how to spend your energy as you rather just build another queen than cutting into your larva injection. A +50 gas increase will help to make that more of an interesting choice.
3) This isn't about whether creep spread requires mechanics or not - Its about creating interesting decisions.




Adding a 50 gas cost to a Queen doesn't rework or make anything more interesting. It's a plain old nerf. If you gave Queens a new ability, then yes, there's reworking and decision making involved. But there isn't. You just added a 50 gas requirement. Using your logic, throwing a 50 gas requirement to upgrade Orbital Commands makes building an Orbital Command a more "interesting choice." Obviously it doesn't. That's just a nerf.

I already explained to you why creep tumors are so numerous. Did you ignore my entire post? Zerg has the most combat units with 4 range or less. Zerglings, Banelings, Roaches, Swarm Hosts, Mutalisks, Ultralisks...you get the picture. Until Zerg gets their entire army reworked, the necessity for creep spread is going to be there, and frankly, no one has any issue about it. There are always going to be things in the game that don't require split-second decision making, but rather, just strong mechanics. Creep spread is an example. Saying "it's not interesting to the viewer" is not a valid argument because not everything in the game has to be visually appealing.

The only thing potentially broken about the Queen is that it was given 5 range. You're approaching everything the wrong way. It's not Spawn Larva or Creep Tumors, it's the 5 range. Make it 4 range, and leave the rest alone. Nothing is being reworked here. It's a simple nerf to an aspect of the Queen that doesn't need nerfing.


Yes adding +50 gas cost to OC will make it a more interesting early game choice (not midgame - please note the difference).
No zerg doesn't need a sick creep spread in order to win. If they engage on creep they become like 5-10% more cost effective. That means that they still can engage off creep (its just not optimal). So everything else in the game doesn't need to be reworked, stats can just be slightly changed to take that change into account.

Saying "not everything in the game has to be visually appealing" is not an argument.
Actually its also a misunderstanding of my philosophy. Decision-oriented mechanics (as creep) doesn't have to be visually appealing, if they just add interesting choices into the game. Furthermore creep also isn't that bad in the visually appealing department as you indeed can notice the difference between a GM and a diamond player. But still, given how much APM zerg players spend on spreading creep the "visually appealling reward" isn't there for the spectators (IMO). But this is a completely different discussion.

5-range queen is the fundmenetal problem with the queen? I happen to disagree, though I wouldn't mind seeing a nerf in that regard.
The designphilosphy of Onegoal (as I interpret it after having read and watched everything) is based on promoting visually appealing stuff and making macrooriented mechanics more decisionbased. It seems to me that you completely disagree with that design philosophy and that is why I can't really understand why we are having this dicussion. I mean, either you stay out of the mod (as you believe the creaters will never be able to design a game you willl enjoy) or you try to convince them to change their design philosophy (which likely will be impossible).

On the other hand, my criticism of Onegoal is based on the implementation rather than the philosphy or endgame-goal, and I think (given I spend enough time) that I can convince them that some of their changes won't work in the intended way. But I think your criticism is directed at apples when it should be directed at oranges....

Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 02 2013 03:23 GMT
#1007
Big macro discusion with the design team tonight. We discussed the diference between hard and soft macro mechanics.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
TonberryBleu
Profile Joined April 2013
United States21 Posts
Last Edited: 2013-04-02 04:08:45
April 02 2013 04:05 GMT
#1008


Yes adding +50 gas cost to OC will make it a more interesting early game choice (not midgame - please note the difference).
No zerg doesn't need a sick creep spread in order to win. If they engage on creep they become like 5-10% more cost effective. That means that they still can engage off creep (its just not optimal). So everything else in the game doesn't need to be reworked, stats can just be slightly changed to take that change into account.

Saying "not everything in the game has to be visually appealing" is not an argument.
Actually its also a misunderstanding of my philosophy. Decision-oriented mechanics (as creep) doesn't have to be visually appealing, if they just add interesting choices into the game. Furthermore creep also isn't that bad in the visually appealing department as you indeed can notice the difference between a GM and a diamond player. But still, given how much APM zerg players spend on spreading creep the "visually appealling reward" isn't there for the spectators (IMO). But this is a completely different discussion.

5-range queen is the fundmenetal problem with the queen? I happen to disagree, though I wouldn't mind seeing a nerf in that regard.
The designphilosphy of Onegoal (as I interpret it after having read and watched everything) is based on promoting visually appealing stuff and making macrooriented mechanics more decisionbased. It seems to me that you completely disagree with that design philosophy and that is why I can't really understand why we are having this dicussion. I mean, either you stay out of the mod (as you believe the creaters will never be able to design a game you willl enjoy) or you try to convince them to change their design philosophy (which likely will be impossible).

On the other hand, my criticism of Onegoal is based on the implementation rather than the philosphy or endgame-goal, and I think (given I spend enough time) that I can convince them that some of their changes won't work in the intended way. But I think your criticism is directed at apples when it should be directed at oranges....



Wow. Do you even play the game? "Makes an interesting early game choice"? Just adding a 50 gas cost to anything in the game without increasing utility by increasing stats, creating new abilities, etc. is nothing but a nerf.

I can't believe I even need to explain that to you.

Your second paragraph is so full of empty rhetoric. 5-10%? Zerg units generally get around a 1.3x speed multiplier on creep. Obviously creep spread is not the only deciding factor in battles, but creep spread is absolutely essential when engaging with units like Roaches, Banelings, and Hydralisks. I never said they can't engage off-creep (straw man argument much?) but rather, because Zerg units have low range and generally lower survivability (like I've already mentioned 1000 times and you still refuse to acknowledge it), the speed boost that creep offers is a lot more important than that arbitrary 5-10% number you just pulled out of thin air.

You disagree that 5 range is the fundamental problem with Queens. Fair enough. Doesn't mean anything when you consider the fact that it was exactly after Patch 1.4.3 when Zerg winrates went up, and ZvT turned into a mess, and people QQ'ed all over the forums about being unable to harass Zergs (and rightfully so). 5 range is what messed up ZvT, not Spawn Larva, or Spawn Creep Tumor. You have to be pretty oblivious if you don't think that was what was at the heart of the whole "patchzerg" trend in 2012.

I'm not the only one here who thinks the changes OneGoal have suggested to Queens is not the right way to go. It has nothing to do with me not caring about this mod, but rather, my excessive care for it. If I didn't give a crap about this mod, why would I be sitting here spending a good chunk of my day discussing problems with the mod? No one is spoonfeeding me this, I come here on my own free will, and I want to see it become successful. The OneGoal dev team has generally done a great job in creating interesting gameplay, but as a tester, I have every right to express concerns.

It's just mind-boggling how you keep saying that the changes to Queens make early-game decisions more interesting when all it is is a nerf. They've replaced Spawn Larva with a more limiting macro mechanic (half the larva, twice the MP cost, can only build army...can't build SH either??), slapped on a 50 gas cost, and slapped on a debilitating Armored tag. The only positive? 5 measly HP. That's called a straight-up nerf, buddy.

It's not like Hatcheries were improved so that Queens aren't needed as much, where people choose between a Queen or an extra Hatchery. Since AL can only be made into army units, all this change does is segment the Zerg macro mechanic and hamper Zerg macro since they then now can't compete with MULEs or chrono'd Probes.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
Last Edited: 2013-04-02 04:14:59
April 02 2013 04:14 GMT
#1009
Can we not be rude to one another? Until further notice, we are reverting the Queen (save for the change to Transfuse.)
Reflection and Respect.
StandAloneComplex
Profile Joined September 2012
65 Posts
Last Edited: 2013-04-02 14:17:53
April 02 2013 06:28 GMT
#1010
On April 02 2013 10:27 Fishgle wrote:
Not everything should be a decision. Sometimes things are always good. Like +1 upgrades or something. I'm fine with something that takes so much effort to be 100% advantageous.



Plz stop reworking the whole game .Only fix things which are inherent broken! You really open pandora's box there.
And whats all this talk about every f-ing mechanic in this game has to be about decision making nowadays.
Cant just one mechanic only be fun to use and require some apm as a goal on its own.A good game is easy to learn and hard to master.And therefore it needs (it urges) for some simple gameplay mechanic for the beginners, which are just rewarding on its own, without 2 much decision making.On top of that/beside that you can add an complex layer of decision making mechanics, which can be utilized if the player gets better/a better understanding of the meta game.


Sc 2 is already complex on its own , its not a bad thing to make it more complex, but you need to keep an more simple core, with ability's like larva inject and cronoboost.

People need some things in the game, which have to be done every time the same way, so they can compare their quality of play to their last play. Its fundamental to have this guideposts.


In Sc 2 there are a ton of gameplay elements, which are non decision making related and only microintensiv on its own.
You are really running into a corner there (if you think the goal is, to change every single one of them) leaving a maze behind you, which you cant really get out balance-wise that easy.With every simple mechanic you change into something decision making related, you create new pathways into that maze. You can make that on top of simple non decision making mechanics, but not as an complete replacement for them.

I admit that there are famous games out there, like chess, which have only decision making related moves . There you have to decide in every move where 2 put your figure on the field. But even if sc2 is compered so often to chess, its really not like chess, for many reasons (good and bad ones ) ,which would take 2 long to explain and should be handled in one post on its own.


Topicswitch

About the infiltrator, my unitidea.


+ Show Spoiler +
What zerg really needs is some guerrilla warfare unit which can sneak unseen behind enemy lines in the style of the changeling, some "super"-changeling which can actually do damage by spying, infecting buildings and blowing itself
up in the enemy army and distracting the enemy in his own area.It doesn't make so much physical damage but very much psychological damage , by distracting the enemy and bringing him out of his comfort zone.

Think about it, one thing which is totally underrepresented in the zerg gameplay of starcraft 2 is infesting the enemy base. Zerg is the perfect race implementing guerrilla warfare . As an genetic very adaptable race it really should have some parasite-gameplay beyond the infestors lame shenanigans.

The Zerg needs:

The infiltrator

-It should walk like a spider on the ground , and should be able to move under ground with the back of it showing out of the ground.The back can morph into some perfect imitation of an enemy turret,supply depot, cannon,pylon, spine, spore when you come near such an object by reaching the enemy base .And you can move with this imitation on your back burrowed under ground, but you should do it not in the middle of the enemy base , because a moving supply depot is a very obvious indicator for the enemy that something is not right.You can not be unveiled by scan or some detector like the changeling cant ether.

With perfect imitation i mean if you morph it into a spinecrawler, for example ,it can attack like a spinecrawler the enemy base with exact the same damage like a spine can do.Think about it, how funny would it be, when the enemy sees how one of "his own" spinecrawler turns against him and starts attacking him.Same for turret,cannon,spore. You can also give the enemy control over the fake object, that it stands still and he can control it like his own and in the right moment
you take away the control.

-But that's just one ability of the infiltrator and not its best . It can also blow it self up in the middle of the enemy army (the damage should not be too big but noticeable).

-And the best ability is, that it can infect other units and buildings. It crawls onto the enemy building/unit explodes on it and sets free an fungal, which is growing on the building/unit rapidly . And if the enemy doesn't target fire the fungal on the building/unit quick enough than it gets corrupted.

Corrupted units can be controlled permanently by the zerg enemy, perhaps they have lower health than the unit had before infection.

Corrupted buildings are growing slowly creep on the ground and if that creep reaches another building this building is getting also infected by the fungal and the enemy has also some time to kill the fungal on this one,....
If you manage to connect the creep from your homebase with the creep of the corrupted buildings than you can slowly stomach it and gain minerals/ gas from it at a slowly but steady pace.



It would be perfect to add another raid ability to the zerg. And the enemy had to pay more attention whats happening in its own base.This would really fit the zerg gameplay well and add another layer of gameplaypossibilitys.And no, it should not been reveald by turrets and scan and detectors, after it imitates one of the enemy buildings. The enemy has to spot it on its own.No it would not be too unvorgiven, you can stop each of its actions if you spot them . And even if you dont spot them in time, you can minimize your damage with proper decision making(there are those 2 words again).


P.S: I know you are busy patching the mod, but can you make a short video on your media-section , which showcases all the changes you did for patch 3 , that people form countys ,where patch 3 is not aviable rigth now, can get a better view of how things are shaping up ?
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-04-02 09:39:24
April 02 2013 09:35 GMT
#1011
Wow. Do you even play the game? "Makes an interesting early game choice"? Just adding a 50 gas cost to anything in the game without increasing utility by increasing stats, creating new abilities, etc. is nothing but a nerf.

I can't believe I even need to explain that to you.


Here is an interesting decision you need to take. You need to decide between whether you are here for a discussion or whether you are here to show off your E-Penis.
TonberryBleu
Profile Joined April 2013
United States21 Posts
April 02 2013 13:34 GMT
#1012
On April 02 2013 18:35 Hider wrote:
Show nested quote +
Wow. Do you even play the game? "Makes an interesting early game choice"? Just adding a 50 gas cost to anything in the game without increasing utility by increasing stats, creating new abilities, etc. is nothing but a nerf.

I can't believe I even need to explain that to you.


Here is an interesting decision you need to take. You need to decide between whether you are here for a discussion or whether you are here to show off your E-Penis.


...what?

I have already discussed all my views. I can't argue with someone who keeps insisting just adding a 50 gas cost to Orbital Commands without increasing its usefulness is not a nerf, but an "interesting decision." Or someone who just ignores the rest of someone's post because they can't actually refute it, and instead goes on a tangent about me trying to be an internet bully.
Doominator10
Profile Joined August 2012
United States515 Posts
April 02 2013 15:42 GMT
#1013
On April 02 2013 12:23 Archerofaiur wrote:
Big macro discusion with the design team tonight. We discussed the diference between hard and soft macro mechanics.


I wish you the best of luck in your decisions :D
(Note* Blizzard gets flack on every decision from hundreds -> thousands of ppl who think they know something. OG has about.... 10-20 ish? Welcome to multiplayer design )
Your DOOM has arrived,,,, and is handing out cookies
MNdakota
Profile Joined March 2012
United States512 Posts
April 02 2013 15:43 GMT
#1014
Let's get some games going tonight guys. The discussion is great but I haven't seen all that much playing in the OneGoal channel.
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.
Spaceboy
Profile Joined February 2011
United Kingdom220 Posts
Last Edited: 2013-04-02 16:04:41
April 02 2013 16:03 GMT
#1015
On April 03 2013 00:43 MNdakota wrote:
Let's get some games going tonight guys. The discussion is great but I haven't seen all that much playing in the OneGoal channel.


I kinda found myself disinclined to play with the zerg macro mechanics changed but all bugged out on the test build.. dunno if it's putting other people off too. If we're going back to Spawn Larva again though I'll probably start looking for games ... although how successful I'll be, given I'm in the EU (and hence constricted by timezone issues), I don't know.
I am terrible at this game!
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
April 02 2013 22:08 GMT
#1016
Ok. Just to clarify.

WE ARE NOT CHANGING SPAWN LARVA RIGHT NOW the only change is on Transfuse, which allows for a stronger early game (especially ZvZ) and limits the amount you can spam Transfuse in battle on units like Hosts, Ultras, and BLs. This has been updated on the main page.
Reflection and Respect.
MNdakota
Profile Joined March 2012
United States512 Posts
April 02 2013 22:13 GMT
#1017
Currently live streaming some OneGoal: http://www.twitch.tv/mndakota
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.
TonberryBleu
Profile Joined April 2013
United States21 Posts
April 03 2013 03:27 GMT
#1018
On a side note, why was the Diamondback removed? I loved the versatility and fun gameplay it brang to Terran mech.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2013-04-03 06:13:44
April 03 2013 06:05 GMT
#1019
Colossus
-Colossus now has a different attack that fires two vertical parallel lines away from it
-Damage is now 15x2
-Range is increased to 8
-Extended Thermal Lance upgrade removed
-Attack Speed [a.k.a ATTACK DELAY] reduced to 3 from 1.6
-New upgrade: Thermal Surge
-Cost is 200/200/100
-Colossi superheat the ground along its AoE, causing it to explode after 1.5 seconds and dealing 15x2 (+10x2 vs light) in the area


One of the main problems with a lot of the units in SC2 is their attack rate is too high making them more efficent when they are NOT microed. If I got that right (in the editor attack-speed actually refers to the delay between attacks) seems to exacerbate the problem by making them attack twice as fast.

SC2 would benefit immensely from lower attack speeds. Lowering the rate of fire for every unit would allow players to do other things while microing their units. For example, Mutalisk micro in BW is accompanied with making drones or tech structures while the Muta is moving away from the target and then going back to the mutas when the attack cooldown finishes and shooting again.

Mutas/Vultures/Reavers had very long cooldowns and high burst damage, which is why they are often used as opening units because they can be microed on their own against a large army (1 vulture vs infinite zerglings, 11 mutalisk vs 3 control groups of bio, 1 Reaver vs 3 hatch hydralisk allin), while being able to macro at 100% efficiency. Mutalisks in SC2 are microed a lot less because of their very much increased attack speed.

At a certain attack speed this becomes impossible, and you have to baby sit the units while sacrificing tech/economy, making micro-ing the unit not worthwhile at all (no its not a cost/contention situation, you will always see less micro in favor of macro, allowing players to do both at maximum efficiency allows units to be used at their maximal capacity all the time).

Probably should keep that in mind for all your units.

Really the colossus is an atrocious unit that needs to be removed. No amount of tweaking will fix its horrible design, even if you had a reaver with a colossus model it would still be terrible because it looks like a piece of crap. The way to fix the Colossus, is to just get rid of it.

Bring back the Reaver, I don't care if people say this isn't BW, getting rid of the reaver was like getting rid of the siege tank for Terran. If tanks were removed from SC2, I don't even know what the state of TvZ would be like.

You can pretty much blame the horrible state of every PvX matchup due to the removal of the Reaver.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
StandAloneComplex
Profile Joined September 2012
65 Posts
Last Edited: 2013-04-03 06:58:23
April 03 2013 06:15 GMT
#1020
On April 03 2013 12:27 TonberryBleu wrote:
On a side note, why was the Diamondback removed? I loved the versatility and fun gameplay it brang to Terran mech.



I would also prefer the diamondback over the goliath/warhound .
Diamondback was such a unique unit, it really stood out, in a good way.
Corect me if im wrong but it could shoot while moving, or?
It had something hit and run like, without being overpowerd.
It reminds me of phonix chaseing down mutas, but in
a good non overpowering way.

Personally i thougth it was the best unit you created with your dev team so far.
The visuals of his laser and the gameplay where very refreshing.

Plz bring it back.

Poll: Which unit would you prefer?

The diamondback (6)
 
67%

The goliath (3)
 
33%

9 total votes

Your vote: Which unit would you prefer?

(Vote): The diamondback
(Vote): The goliath



P.S: I also would love 2 see a revival of the reaver.
Perhaps with an mechanic that the protoss must decide to ether upgrate into colossus or reaver, but cant do both
in one game. So you can keep both units, the colossus and the reaver in the game.It would be a good mid til lategame
decision making mechanic. That would protoss gameplay so much more fun to watch.All that drop microdynamic with the reaver.
Prev 1 49 50 51 52 53 78 Next
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 1
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
ComeBackTV 738
UrsaTVCanada109
CranKy Ducklings51
IndyStarCraft 0
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 607
Livibee 146
BRAT_OK 83
UpATreeSC 63
MindelVK 28
JuggernautJason13
IndyStarCraft 0
StarCraft: Brood War
GuemChi 1038
Jaedong 995
Mini 267
Leta 110
Rush 75
Backho 40
scan(afreeca) 32
soO 20
sas.Sziky 18
HiyA 11
[ Show more ]
Bale 10
Dota 2
qojqva3536
420jenkins287
Counter-Strike
ScreaM1349
oskar121
Other Games
Beastyqt583
Lowko238
B2W.Neo215
KnowMe164
Liquid`VortiX139
QueenE59
Trikslyr46
Organizations
Counter-Strike
PGL166
Other Games
BasetradeTV96
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• intothetv
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3921
• lizZardDota233
League of Legends
• Nemesis4535
• TFBlade876
• imaqtpie246
Other Games
• WagamamaTV322
• Shiphtur266
• tFFMrPink 13
Upcoming Events
Korean StarCraft League
8h 49m
CranKy Ducklings
15h 49m
IPSL
23h 49m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
23h 49m
BSL 21
1d 1h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 4h
Sparkling Tuna Cup
1d 15h
WardiTV Korean Royale
1d 17h
IPSL
1d 23h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 23h
[ Show More ]
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.