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ItWhoSpeaks
United States362 Posts
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ItWhoSpeaks
United States362 Posts
Play testing will continue! | ||
ItWhoSpeaks
United States362 Posts
Bug Fixes in the works: Fixing a bug where the Colossus would not attack. Fixed a bug where Ion Aegis was 75 Energy instead of 50.\ Fixing a bug where Warhounds attacked at a different speed in melee. Fixed a bug where D-8 charge didn't activate. Protoss Tempest -Tempest is no longer massive. -Reduced size by 10 percent -Reduced Health to 200/100 -Reduced Cost to 250/150. -Reduced Base Range to 9 from 15. -Tempests no longer require a Fleet Beacon. -New Upgrade: Quantum Reactor (150/150/120 at Fleet Beacon) Increases Tempest range by 6. Voidray (Remade into a Reaver-Class Capital Ship) -Voidray is now Massive -Voidray size increased by 30%. -HP increased to 200 from 150 -Shield Increased to 150 from 100. -Armor increased to 2 from 1. -Cost increased to 300/200 from 250/150 -Cost increased to 6 from 4. -Voidrays now require a Fleet Beacon. -New Attack: Void Singularity: The Voidray locks on to a target and charges for ticks, before unloading a massive attack that does 100 damage in a 1 area radius. It takes 5 Seconds for the Void Ray to recharge. Terran Battlecruiser -Increased Warp Jump range to 15 from 9. -Increased attack delay by 50% -Increased attack damage by 50%. Bunker -Build time reduced by 0 seconds. Siege Tank -Removed Maelstrom Rounds upgrade. -Increased base Siege Range to 13 from 9. Viking -Reduced air attack base damage to 8 from 10 -Increased air attack bonus to light to 6 from 4. Warhound -Reduced build time to 35 seconds from 40 seconds. Zerg Infestor -Resonance Chiton removed. -Neural Parasite now can be cast while burrowed. -Fungal Growth: Slow no longer decays. -Fungal Growth: Fungal Growth's slow now spreads to all units within 1 area of the afflicted unit. Roach -Cost reduced to 100/25 from 150/75. -Supply cost reduced to 2 from 3. -HP decreased to 150 from 160. -Armor increased to 2 from 1. -Damage changed to 14+4 to Armored. -Organic Carapace increases Roach health by 10 instead of 20. (Burrow Move is still inherent.) Ultralisk -Removed Hive Awareness Upgrade, it is now inherent. -Renamed Hive Awareness to Monarch Plating. -Monarch Plating now grants 50% damage reduction to units under it. (This includes splash.) Venalisk -HP increased to 90 from 85. -Attack damage reduced to 6 from 8. -Speed increased to 3.2 from 3. | ||
Trozz
Canada3453 Posts
I'm a big fan of this mod! It beats standard play. | ||
Spaceboy
United Kingdom220 Posts
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TonberryBleu
United States21 Posts
On the same note, the Void Ray change is ridiculous. You just said yourself that having a reaver type unit in this game would be broken and that you would not bring that back in any incarnation. Seems to me you're willing to break your own stated philosophy for your main race, protoss. I plead you to look at your changes objectively. Compare the changes you've made to Terran and Zerg and compare those changes you've made to Protoss. You've reworked every single unit in the Protoss army except the Phoenix, granted new abilities to the Oracle and Sentry. Your changes to the warpgate mechanic, outside of the immortal, have been great, but compare what you've done with protoss to what you've done to the other races. Terran and Zerg have gotten mere face lifts compared to the tender, loving care and attention you've given Protoss. I honestly have no issue with people being race biased so long as they're honest about it. I hate it when people pretend to be objective when they're really not. | ||
MNdakota
United States512 Posts
![]() Seems like a good patch to me. | ||
TonberryBleu
United States21 Posts
Terran: marine marauder reaper widow mine (was originally nerfed, brought back to original form) tank (was originally nerfed, brought back to original form) raven Zerg: zergling baneling roach removed corruptor for a worse anti air unit brood lord Protoss: Never mind even the balance, look at the three races design wise. Terran and Zerg have gotten simple number tweaks compared to what you've done to Protoss. On a side note, Time Warp/Isolation Pulse + improved Psi Storm/Void Ray anyone? LOL | ||
ItWhoSpeaks
United States362 Posts
On May 11 2013 23:25 TonberryBleu wrote: Whatever happened to tweaking the roach? You nerfed the unit into oblivion, anyone who knows anything about the game knows that and now you lie through your teeth about "looking at it this week." Also, you realize how bad zerg air is with the venalisk nerf? They only have two air units, compared to Terran's four and Protoss's five. Neither one has dps higher than 6, their range is pitiful (Vena-5, Muta-3), and they all have the survivability of a paper airplane. Like seriously, test out zerg air against Terran. Vikings destroy zerg air so bad it's not even funny. It's almost impossible to even engage Vikings with splash with venalisks or mutalisks because theyre both light and have no survivability in medium sized battles (the moment you ever focus fire with your venalisks, they all just die to like 4 vikings). Add the new Void Ray to the list of units that hard counter all zerg air. On the same note, the Void Ray change is ridiculous. You just said yourself that having a reaver type unit in this game would be broken and that you would not bring that back in any incarnation. Seems to me you're willing to break your own stated philosophy for your main race, protoss. I plead you to look at your changes objectively. Compare the changes you've made to Terran and Zerg and compare those changes you've made to Protoss. You've reworked every single unit in the Protoss army except the Phoenix, granted new abilities to the Oracle and Sentry. Your changes to the warpgate mechanic, outside of the immortal, have been great, but compare what you've done with protoss to what you've done to the other races. Terran and Zerg have gotten mere face lifts compared to the tender, loving care and attention you've given Protoss. I honestly have no issue with people being race biased so long as they're honest about it. I hate it when people pretend to be objective when they're really not. That is because we forgot to list the Roach changes...That is my personal fault, namely because I work a 40 hour job in addition to this mod, which mainly includes media, playtesting, and setting the groundwork for a tourney. If you think you can do a better job, I would be happy to have you on skype and we can discuss what is on your mind. Ok, I am going to say this. If you are going to be this negative and rude. (You just accused me of being a liar and arbitrary changing design for my main race. I don't know if you ever have worked in the design industry, but that is a big insult.) I will seek mod action. This is a place for constructive criticism, not name-calling. I hope you can understand the difference. As for Z air, you might be right, that is why we are doing testing today. VR is an experiment. We tried a flying Reaver at SG level, not Fleet Beacon. Currently there is a lot of role overlap in Stargate. If we can't make it work, we may just remove the VR like we did the Corruptor and Thor. As for Bias, Zerg has gotten several redesigns of the Roach, substantial alterations to the Swarm Host, Infestor, Ultralisk, and Hydra. Overall, it has been more number focused. This doesn't mention the remakes we tried with the Corruptor and Viper. We put in the time, not all of our ideas were as good as Blizzard. Ultimately, Z isn't as broken in its design. It is mostly just fat in supply. Most of their units are viable, it's just a matter of smoothing out supply. Terran's main issue is high tech stuff and awful pure mech. Again, a lot of that is either number tweaks, or a unit swap (Thor with Warhound.) If you want to propose your ideas instead of shitting on us anytime we make a change, I would love to hear them. | ||
Hider
Denmark9341 Posts
On May 12 2013 00:37 ItWhoSpeaks wrote: That is because we forgot to list the Roach changes... Ok, I am going to say this. If you are going to be this negative and rude. (You just accused me of being a liar and arbitrary changing design for my main race. I don't know if you ever have worked in the design industry, but that is a big insult.) I will seek mod action. This is a place for constructive criticism, not name-calling. I hope you can understand the difference. As for Z air, you might be right, that is why we are doing testing today. VR is an experiment. We tried a flying Reaver at SG level, not Fleet Beacon. Currently there is a lot of role overlap in Stargate. If we can't make it work, we may just remove the VR like we did the Corruptor and Thor. As for Bias, Zerg has gotten several redesigns of the Roach, substantial alterations to the Swarm Host, Infestor, Ultralisk, and Hydra. Overall, it has been more number focused. This doesn't mention the remakes we tried with the Corruptor and Viper. We put in the time, not all of our ideas were as good as Blizzard. Ultimately, Z isn't as broken in its design. It is mostly just fat in supply. Most of their units are viable, it's just a matter of smoothing out supply. Terran's main issue is high tech stuff and awful pure mech. Again, a lot of that is either number tweaks, or a unit swap (Thor with Warhound.) If you want to propose your ideas instead of shitting on us anytime we make a change, I would love to hear them. Just admit, you chose to invest 1,000+ hours into making a mod with the sole purpose of making protoss overpowered and zerg UP as revenge for the broodlord-infestor regime in WOL......... ![]() | ||
ItWhoSpeaks
United States362 Posts
On May 12 2013 00:10 TonberryBleu wrote: Here are the units you haven't changed/nerfed in each race: Terran: marine marauder reaper widow mine (was originally nerfed, brought back to original form) tank (was originally nerfed, brought back to original form) raven Zerg: zergling baneling roach removed corruptor for a worse anti air unit brood lord Protoss: Never mind even the balance, look at the three races design wise. Terran and Zerg have gotten simple number tweaks compared to what you've done to Protoss. On a side note, Time Warp/Isolation Pulse + improved Psi Storm/Void Ray anyone? LOL Marine: Why would any sane person want to change this unit? It is high micro, interesting, and a base unit. Marauder: We gave it several different altenratives to Conc Shell, some of which sucked, others made them unkillable with medivacs in TvZ. That got fixed. The Marauder is well enough designed. Reaper: They have Building attacks and can be made out of Reactors. Widow Mine: Nerf? 1 Supply rearming spider mines seem pretty good to me. They don't have burrowing claws as an upgrade they have a faster rearm time upgrade. So yeah, that is a substantial change to how the unit works. It makes them stronger defensively, and less strong when it comes to dropping them. Tank: What? They were one of the first changes we made...They cost 2 supply instead of 3 and cost 25 less gas. Raven: We tried out several different abilities instead of Turrets. They didn't yield better gameplay, so we buffed turrets to do more upfront damage and allowed them to displace units. That constitutes a change. Zergling: I guess you never researched Adrenal Glands. We buffed that upgrade up to BW stats. OG Cracklings will level a base with ease. Ask our map maker. (Do you read our main patch notes?) Baneling: Why would any sane person change this unit? It is perfect as is. It's a 2 AoE microable spidermine for .5 supply. Roach: The Roach has been changed a ton, and it never has been straight nerfed. Has it been nerfed on the whole during some patches? Sure. Is it our intent to make Z inferior to P? No, There are more Z's on the team than Ps or T's put together. Hell, the 3 Supply monster Roach was mostly developed by Zerg players. Venalisks are still being balanced, they are more interesting than the corrupter and scale better with micro. If they don't work, they will be changed or removed and replaced with something more interesting/functional. If you can't wait for that to happen, you are more than welcome to play HotS ladder. Broodlord: Again, why change this unit? What would you change about this unit? It feels super Zergy, it is powerful. I mean, increasing its speed and acceleration could be cool, to encourage more double Broodling volley play. But really, I am more curious about what you think we should do. What do you think is lacking? Or is this about something else? | ||
ItWhoSpeaks
United States362 Posts
On May 12 2013 00:44 Hider wrote: Just admit, you chose to invest 1,000+ hours into making a mod with the sole purpose of making protoss overpowered and zerg UP as revenge for the broodlord-infestor regime in WOL......... ![]() Guilty as charged. Long have I awaited the day till the Infestor could be a joke of a caster and Bronze Tosses could destroy the likes of Leenok. All Zergs are Patch Zergs and the only good Zerg is a dead Zerg...ect,ect,ect. On a side note, I think that our Roaches might be as stronger than the 2 Supply Beta Roaches of old. | ||
topsecret221
United States108 Posts
On May 11 2013 23:25 TonberryBleu wrote: Also, you realize how bad zerg air is with the venalisk nerf? Have you actually USED the venelisk or split it instead of A-moving and expecting for it to roll splash damage units? They only have two air units, compared to Terran's four and Protoss's five. Neither one has dps higher than 6, their range is pitiful (Vena-5, Muta-3), and they all have the survivability of a paper airplane. Like seriously, test out zerg air against Terran. Vikings destroy zerg air so bad it's not even funny. It's almost impossible to even engage Vikings with splash with venalisks or mutalisks because they're both light and have no survivability in medium sized battles (the moment you ever focus fire with your venalisks, they all just die to like 4 vikings). Add the new Void Ray to the list of units that hard counter all zerg air. 1/2 supply unit does almost the same DPS as the corruptor. Supply for supply, venelisks do 3 times the DPS as the corruptor. Venelisks are also medium, not light. Worst case scenario: we rework the Viking. On May 12 2013 00:10 TonberryBleu wrote: Here are the units you haven't changed/nerfed in each race: Terran: marine marauder Granted reaper Changed it to have a building-specific attack again. widow mine (was originally nerfed, brought back to original form) Damage bonus vs shields is removed, damage has been modified to have higher base damage and lower splash. tank (was originally nerfed, brought back to original form) The only thing we changed about the tank from its original 2 supply iteration was the maelstrom rounds upgrade. It is still a 2 supply, lower cost unit. Zerg: zergling Hive upgrade now increases crackling attack speed by 33% instead of 18%. roach Significantly changed. The move to T2 has been in since the beginning. removed corruptor for a worse anti air unit On the contrary, it has higher DPS and can be used in ambushes, not to mention you can have 4 times as many. brood lord Comes from the mutalisk. So what I've seen so far: We haven't changed the marine, the baneling, or the marauder. Cool. On a side note, Time Warp/Isolation Pulse + improved Psi Storm/Void Ray anyone? LOL I'd love to see it happen. It hasn't happened. Plus, units with isolation pulse can't be targeted and don't take damage. So, getting a time warp off and shit wrecking the units underneath would be awesome. | ||
Knockmysocksoff
12 Posts
This is my first time posting so if I mess up please forgive me. As we all know neosteel is a pointless upgrade. I'm not sure if you have changed it or something but what if you combined it with Terran durable materials. I believe it would make more people use and get the upgrade. When the two upgrades are spectate a good player will never go for neosteel In all my years a watching and playing starcraft I have rarly seen people get the upgrade. Thanks, | ||
MNdakota
United States512 Posts
On May 12 2013 03:57 Knockmysocksoff wrote: ItWhoSpeaks, This is my first time posting so if I mess up please forgive me. As we all know neosteel is a pointless upgrade. I'm not sure if you have changed it or something but what if you combined it with Terran durable materials. I believe it would make more people use and get the upgrade. When the two upgrades are spectate a good player will never go for neosteel In all my years a watching and playing starcraft I have rarly seen people get the upgrade. Thanks, I get the upgrade every single game. It's obviously the best upgrade in the game. :D It makes the bunker look pretty badass too. | ||
topsecret221
United States108 Posts
Failing that, I'm sure combining the upgrades is quite doable. I'll bring it up at the next dev meeting (possibly next week). Also, I would like to take a moment to say that the official stream will be coming up later on today (about 4 hours from this post). See you guys there :D | ||
ItWhoSpeaks
United States362 Posts
On May 12 2013 03:57 Knockmysocksoff wrote: ItWhoSpeaks, This is my first time posting so if I mess up please forgive me. As we all know neosteel is a pointless upgrade. I'm not sure if you have changed it or something but what if you combined it with Terran durable materials. I believe it would make more people use and get the upgrade. When the two upgrades are spectate a good player will never go for neosteel In all my years a watching and playing starcraft I have rarly seen people get the upgrade. Thanks, That's a cool idea, if we can't make it more prominent, we will happily test out that combination! | ||
StandAloneComplex
65 Posts
There has been many criticism in the past month from me and TonberryBleu regarding your approach of altering the zerg race gameplaywise.We don't dislike you as a person or don't appreciate the hard work you put in this,plz don't take it personal. We just dislike the way you change zerg.We two are not the only one who dislike it. If you don't believe me, make a post on the official zerg forum(not the main forum, speak directly to the zerg community) on us-battlenet: https://us.battle.net/sc2/en/forum/13435/ or the sc2 forum on team liquid,or reddit... Contact the zerg community, make a gameplay video, with all of the zerg changes and show them the patch notes with numbers, ask them what they think about your changes.Most zerg I have talked to, don't like them. Except of the ventralisk, most like the ventralisk, but that's sadly the only except. The reason why you hear only from us two zerg players critical comments is, that there are only a few people making active comments on your forumsite on a regular base. You developers: ItWhoSpeaks, topsecret221 and then the viewers: MNdakota,Hider,spaceboy,TonberryBleu and me in the early past....sorry if I have forgotten one. TonberryBleu and me are probably the only zerg players who make active comments on your forum, which doesn't mean that there aren't many who watch your site , they just chose to stay quiet, as you know for your self. I find it problematic, that non of you developers play zerg as their first race(correct me if im wrong). It has something very wrong that you make gameplaychanges for zerg, from a protoss perspective. If you can't sympathize enough with the zerg concept that you chose zerg as your main race,why should you make gameplaychanges for zerg. You tried to nerf the larva mechanic, you nerft the healing for queen , and you delayed roachproduktion on T2, forced us zerg players to chose the hydralisk as our main unit. We don't want to play the way you, as protoss , want us to play , just because you are annoyed of playing against roaches. We don't want to use the hydralisk as our main unit: -Its very weak against splash damage -Its very expensive for an T1 unit, especially gaswise. -It has no interesting ability. Marines have at least stimpack and medivec synergie, stalker have blink. We find the hydralisk ok as mobile antiair, we dont need it as earlygame AA because of queens,but that's it. Stop forcing it on us as our main unit, we don't want it to be.Give us back the roach as T1, you can make the quick underground movement as an lategame upgrade, for better scaling in the lategame. Sure we don't have to play your mod.... And the sad thing is that most zerg probably wont. And that you don't understand that. The bias discussion TonberryBleu said that you are bias and you called for modsupport on that.There is absolutely no reason. He did not insult you with inappropriate speech , he just said his opinion and his opinion is viable. Instead calling him out you should listen to his concern, he has a few very valid points. I think im not too rude if I say that he understands zerg metagame better than you do. And you understand protoss metagame probably better than he does. Everyone who has a favorite race and don't plays random all the time is bias in some way. I am,you are, TonberryBleu Is. On May 12 2013 00:37 ItWhoSpeaks wrote: If you want to propose your ideas instead of shitting on us anytime we make a change, I would love to hear them. As you know I have. I have introduced the wesp and the infiltrator , two completely new zerg units. If you don't like them, its ok. In my opinion gameplay would heavily favor from their introduction, in many ways and no they are not too dota like, because as I said, similar mechanics where successful implemented gameplaywise in c&c generals. The infiltrator: + 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. The wesp + Show Spoiler + The wesp: You have invented an antiair unit to keep up with the skytoss and targetfirering vikings, that's good. I still think the unit could be more versatile by making it into this: To produce the unit , you need a building which is called "wespnest". You can build this straight after the spawning pool.And you can upgrade it 2 times. The unit gains new support abilitys by upgrading the hatchery into lair and upgrading the lair into hive. The unit gains new attack abilitys by upgrading the wespnest itself (2-times possible). Its basically an zergling for the air ,with weak attack ,but producable in mass.And it has some interesting support abilitys.It also can morph into the scourge(airbaeling/lategame) In its weakest form the unit sits on the ground, while being idle and it can not be separated for longer than x-seconds from the creep or it will die/lose hp.In this form you can use it for scouting, if your creepspread is good.If you don't move it, it will land on the ground and sit their.If you move it it will fly. Support abilitys: Uprading hatchery to lair: -The unit can stay of creep as long as it wants. -The unit can collect minerals, but you can not auto-route it like drones. You have to klick each time on the mins and on lair. So good players which have the apm will gain some extra mins. Upgrading lair to hive: -The unit can burrow into the ground Attack abilitys: upgradeing the wespnest to level 2(needs lair): -the wesp gains a melee attack against air. It lands on the enemy airship and starts attacking it with its sharp arms/legs. If enough wesps land on one enemy airship,the airship can not move (similar to zergling surrounding enemy's) Upgrading the wespnest to level 3(needs hive): - The wesp is able to morph into the scourge. Its basically an air-baeling then and if it connects to an enemy airship it deals area-damage.The explosives in it can be used to boost it a short time, but if you use half of the explosives in it for x time boosting you will only make have the damage after connecting. This is a great unit for earlygame: scouting midgame: collecting more mins and guarding your base, swarmhosts lategame: unburrow and exploding into skytoss or mass vikings (air-mines) It needs apm to mine, so good player have something to do, improve. It can be upgraded 5 times with different ability. After each upgrade its visuals change like the change from zergling to speedling etc. I also have brought some unitideas for protoss onto team liquid forums during the development cycle of heart of the swarm. Many liked it. For example this one for the oracle and mscore. oracle http://www.teamliquid.net/forum/viewmessage.php?topic_id=374708¤tpage=4#62 mscore: + Show Spoiler + On October 18 2012 01:42 FancYCaT wrote: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I would like to hear you opinion on making equal times for warp cooldown (Warpgate) and build time (Gateway) while adding a 20% reduced cost in gas and minerals if a unit is build in a gateway. (I say 20% here cause it would feel like a very round number right now, might be too much (Stalker would be 100/40, Zealot 80, Senry 40/80) this would allow protoss to produce units the "standard" way and allow to trade these more cost efficent while you still have the possibility to keep some gates warpgates for defense or harrasment via warp prism or an all in. Please keep in mind that I just threw some numbers in here, so don't pay too much attention to them. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I think that warpgates are not the biggest issue of toss in WOL . But i admit that they are an issue . Their is no need to denial that. In my opinion the best solution for the warpgate would be to switch the building times of gateway and warpgate, like it was said in posts before.So that the warpgates take longer to warp in then the gateways to build an unit. I think the developer took the idea of warping in units a little bit too far,because the don't realized that warping in units on nearly every point on the map, is an powerful ability on its own and that adding also the benefit of shorter buildtimes than the gateway has causes balancing issues. Switching buildtimes between warpgate and gateway has the following benefits: 1. It would add an strategic reason for transforming an warpgate back into an gateway. This would lead to an deeper gameplaymechanic, where the players must figure out at which time is it good to have which amount of gateways and which amount of warpgates. And so the gateways would become useful in the lategame. 2.Early units could be made a bit stronger, because of the cooldown nerf and so toss would feel more powerful in the earlygame. The Downside would be, that their would be no more intense timing-pushes where you try to hold on against an pushing toss and even if you kill his units he is warping in again and again. So even better is the idea of giving warpgates energy instead of cooldown , in an way like the nexus has it for chronoboost or the commandcenter has it for mules.You could balance the energy which is needed for one warpin so, that the time between warpins would take longer then the gateway needs to build.This would have following additional benefits: In combination with an alter version of the mothershipcore´s abillity energize , could it be possible, in my opinion, to balance warping in bigger units like the colossus or immortal. This would work as follow: The gateway could save up a max of 200 energy. Zealot and stalker coast each 200 energy to warp in but , and this would be the important point, i would give the mothershipcore the ability to suck up 800 energy max with the reinvented ability energize, similar to the viper sucking up energy, only with the difference that the mothershipcore would not damage the building but rater transports the energy from the building to itself and from their, if the player wants, to another building or unit , which can save energy. So that the new energize works in both directions , suck up energy and save it on the mothershipcore and the other direction would be to give an unit/building energy form the mothersipcore. And if the mothershipcore sucks 4 warpgates dry and gets up to 800 energy it could generate an stationary field and warp in 2 Immortals or 2 Colossi for the warpin-coast of 400 for each warping in an unit out of the robotic facility. you can read the full discussion here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=375650¤tpage=4 P.S: Plz ask the zerg community what they think about your changes to zerg. If you go on like that most zerg will probably not play .You should really get clarification on that. I have no intention in being negative or rude im just afraid that there is no possibility to reach you. | ||
topsecret221
United States108 Posts
On May 12 2013 11:11 StandAloneComplex wrote: or the sc2 forum on team liquid,or reddit... http://www.reddit.com/r/allthingszerg/comments/1divtr/my_hopes_for_zerg/ http://www.teamliquid.net/forum/viewmessage.php?topic_id=374850 http://www.reddit.com/r/starcraft/comments/11c06v/zerg_supply_and_cost_vs_p_and_t/ Seems to me they like it. On May 12 2013 11:11 StandAloneComplex wrote: I find it problematic, that non of you developers play zerg as their first race(correct me if im wrong). We have more Zerg players on the team than the other two races combined. On May 12 2013 11:11 StandAloneComplex wrote: You tried to nerf the larva mechanic, you nerft the healing for queen , and you delayed roachproduktion on T2, forced us zerg players to chose the hydralisk as our main unit. We don't want to play the way you, as protoss , want us to play , just because you are annoyed of playing against roaches. We don't want to use the hydralisk as our main unit: -Its very weak against splash damage -Its very expensive for an T1 unit, especially gaswise. -It has no interesting ability. Marines have at least stimpack and medivec synergie, stalker have blink. We find the hydralisk ok as mobile antiair, we dont need it as earlygame AA because of queens,but that's it. Stop forcing it on us as our main unit, we don't want it to be.Give us back the roach as T1, you can make the quick underground movement as an lategame upgrade, for better scaling in the lategame. Sure we don't have to play your mod.... And the sad thing is that most zerg probably wont. And that you don't understand that. I'm curious to see the numbers behind this. Who have you talked to? Have they tried it for more than once before saying "I don't like it", and were the reasons relevant beyond "it's different"? On May 12 2013 11:11 StandAloneComplex wrote: The bias discussion TonberryBleu said that you are bias and you called for modsupport on that.There is absolutely no reason. He did not insult you with inappropriate speech , he just said his opinion and his opinion is viable. Instead calling him out you should listen to his concern, he has a few very valid points. I think im not too rude if I say that he understands zerg metagame better than you do. And you understand protoss metagame probably better than he does. Everyone who has a favorite race and don't plays random all the time is bias in some way. I am,you are, TonberryBleu Is. Tonberry straight up called our project lead a lying biased piece of crap. We aren't trying to balance the game, we're trying to make the races feel the way that their lore establishes that they should feel while keeping the game fun see from a spectator's point of view, and giving large amounts of opportunity to express skill on both sides. Racial identity is key. We keep changes and take balance into account ONLY if it fits the race as a whole. On this point, Terran's identity is almost perfect (mech is a little problematic and the raven is in a weird spot, but other than that it's pretty solid) and Zerg's only real problem is being very supply-fat (keeping them from achieving the idea of a SWARM race). PROTOSS, on the other hand, is a complete departure from everything that protoss is established to be (if you haven't read it: http://www.teamliquid.net/forum/viewmessage.php?topic_id=374623), and what we're left with is Night Elves that have Energy Swords. This isn't protoss. And from the get go, this is one of the core issues that we looked to fix (and, in doing so, hopefully fix other problems with the game, like enormous deathballs, gimmicky crutch spells, mechanics with little-to-no counterplay, and lack of defender's advantage). On May 12 2013 11:11 StandAloneComplex wrote: As you know I have. I have introduced the wesp and the infiltrator , two completely new zerg units. If you don't like them, its ok. In my opinion gameplay would heavily favor from their introduction, in many ways and no they are not too dota like, because as I said, similar mechanics where successful implemented gameplaywise in c&c generals. The infiltrator: + 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. As cool a concept that this is from a lore standpoint, the unit is far too complicated in terms of gameplay. With so many abilities and such a niche role, it feels more like a WarCraft 3 hero than an SC2 unit (and no unit for the Zerg should be limited to a specific number). Maybe as a minigame, or an arcade concept, or--hell-even a book, it would be great. But not so great in the fast-paced military strategy game. The mechanics revolve around establishing an economy, disrupting an opponent's economy, and whittling away their numbers until you topple them within 10-30 minutes. Something like this wouldn't work in a half-hour game. On May 12 2013 11:11 StandAloneComplex wrote: The wesp + Show Spoiler + The wesp: You have invented an antiair unit to keep up with the skytoss and targetfirering vikings, that's good. I still think the unit could be more versatile by making it into this: To produce the unit , you need a building which is called "wespnest". You can build this straight after the spawning pool.And you can upgrade it 2 times. The unit gains new support abilitys by upgrading the hatchery into lair and upgrading the lair into hive. The unit gains new attack abilitys by upgrading the wespnest itself (2-times possible). Its basically an zergling for the air ,with weak attack ,but producable in mass.And it has some interesting support abilitys.It also can morph into the scourge(airbaeling/lategame) In its weakest form the unit sits on the ground, while being idle and it can not be separated for longer than x-seconds from the creep or it will die/lose hp.In this form you can use it for scouting, if your creepspread is good.If you don't move it, it will land on the ground and sit their.If you move it it will fly. Support abilitys: Uprading hatchery to lair: -The unit can stay of creep as long as it wants. -The unit can collect minerals, but you can not auto-route it like drones. You have to klick each time on the mins and on lair. So good players which have the apm will gain some extra mins. Upgrading lair to hive: -The unit can burrow into the ground Attack abilitys: upgradeing the wespnest to level 2(needs lair): -the wesp gains a melee attack against air. It lands on the enemy airship and starts attacking it with its sharp arms/legs. If enough wesps land on one enemy airship,the airship can not move (similar to zergling surrounding enemy's) Upgrading the wespnest to level 3(needs hive): - The wesp is able to morph into the scourge. Its basically an air-baeling then and if it connects to an enemy airship it deals area-damage.The explosives in it can be used to boost it a short time, but if you use half of the explosives in it for x time boosting you will only make have the damage after connecting. This is a great unit for earlygame: scouting midgame: collecting more mins and guarding your base, swarmhosts lategame: unburrow and exploding into skytoss or mass vikings (air-mines) It needs apm to mine, so good player have something to do, improve. It can be upgraded 5 times with different ability. After each upgrade its visuals change like the change from zergling to speedling etc. Again, far too complicated a unit and breaks far too many rules established in StarCraft gameplay. Every unit needs distinctly defined roles with enough wiggle-room and non-specific gameplay mechanics to be used in a variety of different ways, not to mention ways to improve the functionality of the unit if microed well. This unit just doesn't do that. Again, it feels more appropriate as some kind of hero unit. On May 12 2013 11:11 StandAloneComplex wrote: P.S: Plz ask the zerg community what they think about your changes to zerg. If you go on like that most zerg will probably not play .You should really get clarification on that. I have no intention in being negative or rude im just afraid that there is no possibility to reach you. Most zergs we've heard either like it or don't give any feedback as to why something is bad (and thusly, problems cannot be corrected). If something is bad, we'll give it thought and take time to modify it if the issue is actually there (and not just the product of bad control or a couple of instances of misuse). If we just hear people screaming "NERFS", we can't do anything about it. As to your concerns over the hydralisk (+ Show Spoiler + -Its very weak against splash damage -Its very expensive for an T1 unit, especially gaswise. -It has no interesting ability. Marines have at least stimpack and medivec synergie, stalker have blink. a) Yes, hydralisks are bad against splash. Split the hydralisks, choose better engagement points, use zerglings to tank damage or, if it is appropriate, roaches and even ultralisks. Most games we've seen with hydralisks, either the player has bad engagements or wrecks the opposing army (with the occasional trade if the opponent is playing on an equal skill level). Worst case scenario, don't get hydras and last off of zerglings and banelings while you push towards higher tier units. b) It is. Try altering your builds. Go for faster second gas. Droning until the moment you need an army isn't a healthy dynamic, and keeping it from being viable with all compositions is not a problem. It's more expensive than the roach, but has higher dps in a 1 on 1 comparison, and you can have twice the numbers. Considering their range, well controlled hydralisks are very, very good. When they stop being good to mass, try mixing in other units, like swarm hosts. c) What do Zealots have? Stalkers don't get blink until midgame. Stim isn't the most interesting ability to use because of how insignificant the effect is in small numbers. What do Roaches have? High regeneration is all well and good, but not exactly stunning, and a 2 supply unit at hatch tech is not a swarm. Digression: + Show Spoiler + Zerg shouldn't consistently have the same number of units as Terran and Protoss; they should be 1.5:1 ratio against Terran and 2:1 against protoss (on average). Even in these numbers, a Zerg should barely pull through, because their advantage is ENORMOUS NUMBERS. That is the swarm. | ||
Zain3
Sweden45 Posts
a) Yes, hydralisks are bad against splash. Split the hydralisks, choose better engagement points, use zerglings to tank damage or, if it is appropriate, roaches and even ultralisks. Most games we've seen with hydralisks, either the player has bad engagements or wrecks the opposing army (with the occasional trade if the opponent is playing on an equal skill level). Worst case scenario, don't get hydras and last off of zerglings and banelings while you push towards higher tier units. uhm just gotta ask.. does banelings do friendly dmg? | ||
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