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Well, first testing on the new corruptor is up. I am suprised to say that most of the team (even those of us who loved the venalisk) are pretty happy with how it turned out. Here is the down and dirty.
-Standard Corruptor stats (range, HP, armor movespeed are the same) -Morphs from Mutalisk (currently no tech requirement, though this may change.) -17 Second morph, 150/50 cost (expensive, we may make it cheaper.) -Attack is different. It has an external hanger like the Broodlord. It can store up to two Mini-Scourge. For its attack, it flings the mini-Scourge, at its target at range 5. After a brief delay of 5 seconds, the mini-scourge explode doing aoe damage. Each fling does 10 damage and each detonation does 20 damage with an aoe of .75. The mini-scourge are pretty slow (1.88) and can be kitted. -It also has a single Target plague on a 45 second cooldown. Does 200 damage to a building or unit over 30 seconds.
Initial testing shows that they completely wreck mutas, meaning that mutas have to play around the Corruptors. Of course, Hydralisks are pretty solid at taking out Corruptors. The one worry is that lategame will turn into Infestor Broodlord Corruptor stalemates. The inclusion of the Viper makes us hopeful however.
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My idea.
Corrupter Corruption ability redesigned: Corrupt target unit. The unit subsequently begin to takes 2 damage per second ignoring armor over 45 seconds. The cast range is 5. The duration is 45 seconds. The cooldown is 30 seconds.
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Ok, how do I find players to play this mod/map? I thinks OP lacks this kind of info.
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It looks like the info is actually not there -_-; Try to get that fixed later on.
Anyways, it's up on the Arcade, under OneGoal. For more maps, search OneGoal under "Custom Games".
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On June 09 2013 16:06 RedGD wrote: My idea.
Corrupter Corruption ability redesigned: Corrupt target unit. The unit subsequently begin to takes 2 damage per second ignoring armor over 45 seconds. The cast range is 5. The duration is 45 seconds. The cooldown is 30 seconds.
That is an almost strictly worse verson of what we have now for it. The current version is 120 total damage over 30 seconds and it is pretty underwhelming.
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On June 10 2013 02:44 saddaromma wrote: Ok, how do I find players to play this mod/map? I thinks OP lacks this kind of info.
Oops, I will get on it
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i love the mini scourge ability but the single target plague seems a little boring. what are your thoughts on implementing a sort of ensare and devourer attack from bw? a mixture of decreased movement and attack speed over a small aoe? fits into the corruption theme and isnt a boring nuke. though it might overlap with fungal a bit, but can be tweaked? Such as hitting air units only, make it a channeling ability, etc etc.
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What about using the cruption ability to crupt spell casters. Like for exaple if you cast it on a HT it can't use it's spells for a certain amount of time. It's only a suggestion. -thanks
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That may very well do it. I will talk with the team about it.
Also, the OP has been updated with the heads up. Patch notes coming soon!
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Don't want to kill your enthusiasm guys but... You want to completely redesign the game. Even minor changes can completely change the game and what you want to do is much more than that. The game is also not only about stats etc. but the actual gameplay, development etc. Like already mentioned, even minor changes will completely change the metagame and therefore the game itself. I don't know what is letting you think that a couple of guys could make a real good and balanced game out of this. It also won't help to let 5 master players play on those maps and even 2-3 pros wont be sufficient. Just like with WoL it would take probably years to figure it all out. And then what, getting to this point where you can talk about a decent balance, 50% of the game would have been changed again anyways. Well it might be another outcome than what we got with SC2 right now. Maybe better, maybe worse. The problem is though: You won't even come to such a point where everything is figured out, because it lacks hundreds of high master koreans or something similar who are willing to put so much time and effort in.. basically nothing. It sounds like a real fun hobby/thing to do, but please don't expect Blizzard to even think about implementing some of this and completely changing the game. Just my 2 cents. Have fun.
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On June 11 2013 20:10 GeOnoSis wrote: Don't want to kill your enthusiasm guys but... You want to completely redesign the game. Even minor changes can completely change the game and what you want to do is much more than that. The game is also not only about stats etc. but the actual gameplay, development etc. Like already mentioned, even minor changes will completely change the metagame and therefore the game itself. I don't know what is letting you think that a couple of guys could make a real good and balanced game out of this. It also won't help to let 5 master players play on those maps and even 2-3 pros wont be sufficient. Just like with WoL it would take probably years to figure it all out. And then what, getting to this point where you can talk about a decent balance, 50% of the game would have been changed again anyways. Well it might be another outcome than what we got with SC2 right now. Maybe better, maybe worse. The problem is though: You won't even come to such a point where everything is figured out, because it lacks hundreds of high master koreans or something similar who are willing to put so much time and effort in.. basically nothing. It sounds like a real fun hobby/thing to do, but please don't expect Blizzard to even think about implementing some of this and completely changing the game. Just my 2 cents. Have fun.
The goal isn't to balance, but to change the FEEL. That's why it's doable with a small amount of people. Balance testing requires a ton more, you are right, but it's not what onegoal is going for.
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Pretty much what Nyvis said. Patch notes coming in 24 hours.
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Ok, so these are the patch notes that we will be testing soon unless we receive sufficient feedback to the contrary. Let me preface this with our goal outline. We want Protoss to be a little less a-move friendly and require more careful positioning and unit management. We want Terran mech to be more aggressive and less passive. We like hellbat and mine drops because it it is a form of agression. We want the Siege Tank to be used to siege bases more often. We want Zerg air to feel swarmy and offer more expression of skill, rather than amoving. Which the old Corruptor and Venalisk both did. We want air to interact with ground when possible because that introduces more unit interactions and hopefully, more meaningful compositions and playstyles.
Protoss Colossus
-Removed Latent Thermal Surge. -Reduced Range to 6 from 8. -Reintroduced Extended Thermal Lance. -Movespeed reduced to 2 from 2.25. -Increased damage to 36x2 from 15x2.
Why these changes? We wanted Collosus heavy armies to be strong in direct fights, but offer the same counterplay that other heavy aoe compositions offered: multitasking. At 2 speed, marines and marauders can disengage without stim or punish colosi that are out of position. Colossi have to be thoughtfully placed to defend areas, and with minimal support, can do that very well. Additionally, Colossi will take significantly longer to move from position to position, meaning the enemy has more time to react to them. We buffed the damage to allow Colossi to provide a stronger defender's advantage and ravage mineral lines with Warp Prisms. It may be too much, but only a small portion of the aoe is affected by both swipes.
Terran
Widow Mine -Burrow Time reduced to 2 seconds from 3. -HP reduced to 75 from 90. -Rearm time reduced to 30 seconds from 40 seconds. -Removed Arenae Manufacturing. -New Research: Aranae Delivery System: Increases Unstable Payload splash by +20
The OG Widow Mine is better defensively than offensively, We like the area control and stability afforded by shorter cooldown, but it was a pain to research and rarely felt worth it. This is why it takes 10 fewer seconds and lowered the burrow time and HP; it allows it to have a more permanent presence and allows it to be used more offensively. To ensure that swift hands can counter Widow Mines during the drop phase, we lowered its HP so they can be focused if the opponent reacts to them immediately. Hopefully, this will make the unit support a variety of compositions, rather than just Mech walls.
The new research, Aranae Delivery System adds more risk and reward to an already exciting unit.With this upgrde, 2 Mines can obliterate Hydralisk and Locusts in their area of effect, and makes them much more effective against units like Zealots and clusters of Stalkers and Immortals. The risk is that fewer mines can do more damage to your own stuff. Making it important to manage your troops and mines in battle.
Siege Tank -Reduced build time to 40 seconds from 45. -Reduced deploy/undeploy time to 3 seconds from 4 seconds. -Increased speed to 2.5 from 2.25.
One of the big issues with the Siege Tank is that they are better defensively than offensively. Currently in both HotS and OG, tanks are not made as often as mines. Not only are mines more relable as a source of splash damage (they often do their damage, unlike the tank), they do it at a fraction of the cost and build time, AND they can shoot air. We don't want to buff tank lines just yet for fear of making the game stale. But we want Siege Tanks to have a more consistent presence on the battlefield and would love them to, you know, siege things once in a while. To do this, we want to make the Siege Tank less vulnerable in the hands of skilled players. A faster siege time is important for this, by making them take as long as an old Widow Mine, they can more relably get off their damage. For a Siege Tank to out do the damage of a single widow mine, it needs to attack at least twice, given that a Widow Mine does 40 splash damage and a tank does 35+15 to armor. This should make them more reliable when the enemy decides to bum rush you. The speed buff lets them run away from Immortals, unstimmed bio, and other average speed threats. It also allows tanks to get into advantageous positions that much faster. The one worry we have is a-moving tanks into tank lines in TvT. We want to make sure that Siege Mode is respected.
Zerg
Venalisk -This unit has been removed.
The Venalisk was a cool, but ultimately unbalanacable idea. A cool .5 supply aa unit that was swarmy and tricky. Well, the issue is this: for Zerg Air to not instantly die to Splash heavy compositions, they need something with a fair bit of HP for cost. You know, like the Devourer, or Corruptor. The issue is that to make the Venalisk work, it had to have up to 90 HP to do remotely well vs air comps. However, if they were to do any sort of significant damage for cost/supply, an important part of most Zerg units, they would pretty much destory any composition without tons of splash. Why? Because unlike Zerglings or Hydras or Banelings, Venalisks don't have to worry about surrounds. Air units inherently ignore terrain, meaning regardless of the enemy position, you will always get your money's worth. The only counterplay to Venalisk swarms was making deathballs protecting air units. This isn't great gameplay. Ultimately, the Venalisk took more away than it gave.
Corruptor -Reintroduced as a Mutalisk Morph. -Morph cost is 100/50 (200/150) and takes 17 seconds. -Movespeed reduced to 2.5 from 2.95. -New attack: Scourling Impact: 10 damage. Attack Speed 2.2, Range 5. -New Passive: Swarm Seeds. In the same manner of the Broodlord. The Corruptor stores up to two Scourlings in an external hanger and throws them at a target. They are temporary units with a timed life. -New Active: Plague. Range 4 Cooldown 45 Seconds. Does 300 damage over time to a single target unit. It can't reduce the target's hp to less than 1. This cannot damage shields.
Scourling 30 HP, 0 Armor, Light 5 Second Lifespan. Movespeed: 1.4 Flying Attack/Passive vs Air: Volatile Burst: When this unit dies, it does 20 damage (+2 per Air Upgrade) to all air units in a .75 area.
Why this change? The Corruptor now feels like a proper Zerg unit. It produces a swarm when it ATTACKS, like the Broodlord. What is better, A-moving with or against these units isn't optimal. The DPS is only good when the Scourlings detonate, which won't happen for 5 seconds. Which means that the Scourlings have to hug their targets, most targets will be able to escape, unless they have been fungal-ed. this means that Scourlings have one of two purposes. One, they can be microed to Zone off air space until their parents have been destoryed. You can also get fast detonations by target firing the Scourlings. A-moving with units into Corruptors is a very poor idea because unlike broodlings, your air units will be taking damage when they KILL these units, greatly accelerating the rate Corruptors deal their damage. Target fire, and kitting are the keys to destroying Corruptors. If necessary we will slow their attackspeed to emphasize this counterplay. Plague is a bit of a stand in. We are still looking for a good means for Corruptors to support other compositions aside from being an AA unit. We don't want them to be able to directly kill units but be able to open up attack paths for other units in the swarm.
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neat neat. cant wait for this to go live
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Yeah its going to fun trying all these out, though I still haven't played terran or zerg for the past few patches so I'm pretty far behind with this game.
I can't wait to see what people do with the new colossus. I'm wondering if it will be impacted the way the hellbat/medivac combo was.
And a more offensive siege tank is pretty cool. The widow mine may not totally overshadow it. Hopefully the change would lead to some epic tank line matches like Flash v Innovation at MLG Dallas 2013.
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In Starbow warp gates are slower to produce from, but help with the ability to quickly defend outposts and let you warp in units behind enemy lines. Right now in Starcraft 2 there is no reson to have Gateways once youve got warpgate reaserched. In my opinion this is just stupid. Blizzard is only cheating itself by not fixing stuff like this.
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On June 11 2013 22:13 Nyvis wrote:Show nested quote +On June 11 2013 20:10 GeOnoSis wrote: Don't want to kill your enthusiasm guys but... You want to completely redesign the game. Even minor changes can completely change the game and what you want to do is much more than that. The game is also not only about stats etc. but the actual gameplay, development etc. Like already mentioned, even minor changes will completely change the metagame and therefore the game itself. I don't know what is letting you think that a couple of guys could make a real good and balanced game out of this. It also won't help to let 5 master players play on those maps and even 2-3 pros wont be sufficient. Just like with WoL it would take probably years to figure it all out. And then what, getting to this point where you can talk about a decent balance, 50% of the game would have been changed again anyways. Well it might be another outcome than what we got with SC2 right now. Maybe better, maybe worse. The problem is though: You won't even come to such a point where everything is figured out, because it lacks hundreds of high master koreans or something similar who are willing to put so much time and effort in.. basically nothing. It sounds like a real fun hobby/thing to do, but please don't expect Blizzard to even think about implementing some of this and completely changing the game. Just my 2 cents. Have fun. The goal isn't to balance, but to change the FEEL. That's why it's doable with a small amount of people. Balance testing requires a ton more, you are right, but it's not what onegoal is going for.
Well that is doable for sure Good luck!
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Very interesting work. Reasonably well grounded game design principles.
Some questions:
What is your opinion on making raven more common in small numbers? Something like adding an AoE non-stackable heal over 30 seconds for mechanical might achieve this.
How do you feel about Zerg's current splash damage, especially against light units? Ultralisk splash is reduced vs light units, and they have no particularly good counters to massed units like marines right now. Would a further degree of specialization for banelings as a counter to dedicated light ground armies seem reasonable to you? Perhaps a research to increase their armor, movement speed, or some other aspect to help them counter such units.
Has mech or sky terran been tested significantly?
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On June 13 2013 17:13 Ketobor wrote: Very interesting work. Reasonably well grounded game design principles.
Some questions:
What is your opinion on making raven more common in small numbers? Something like adding an AoE non-stackable heal over 30 seconds for mechanical might achieve this.
How do you feel about Zerg's current splash damage, especially against light units? Ultralisk splash is reduced vs light units, and they have no particularly good counters to massed units like marines right now. Would a further degree of specialization for banelings as a counter to dedicated light ground armies seem reasonable to you? Perhaps a research to increase their armor, movement speed, or some other aspect to help them counter such units.
Has mech or sky terran been tested significantly?
We actually tried giving Ravens a powerful tool that would be useful in small engagements, it was called Retrieval Drone and it ultimately felt off. Healing for mech is meant to be done through SCVs, and if you have the energy to throw around, mules, any sort of mech healing cheapens the SCV repair mechanic as we found out. What we have done: We made sure its Auto Turrets are better in small numbers. It's not as exciting as our other changes, but ultimately, PDD does so much to protect your stuff in a cool way (its pretty much Dark Swarm) that anything else felt unnecessary.
Zerg currently has a very strong kit to ensure banelings connect, creep, baneling speed, Fungal Growth ect. What we have done is increased the viability of different Zerg units versus light units like Zealots and Marines. Hydralisks are much more massable and Roaches are very larva efficient, hyper regenerative beasts when microed correctly. Ultralisks may do less overall damage than HotS ultras, but they will consistently reach their targets due to being able to walk over Zerglings and the like. Swarm Hosts are curiously effective against bio now due to them only costing 2 supply and producing 3 locusts. That is a LOT of HP to chew through once you invest 10 supply. It is also important to note that Locusts and Hydras shoot faster on creep making Zerg controlled areas a perma stimmed zone. Zerg AoE on the ground is quite strong, Zerg air AoE is lacking in HotS (Fungal). Which is why we have introduced the Scourling-firing Corruptor as a means of breaking up air deathballs.
Mech and Sky Terran have been tested a fair bit and the results are exciting. Mech is very strong, but I am not sure how interesting it is to play. Tanks are strong defensively, but often the excitement comes from how the other person breaks it, rather than the action mech players "force." This is why we are looking at changing the Siege Tank (and other mech units) to be more agressive in how they assert their control on territory because while we love the Widow Mine, we would really love to see some actual sieges, like Zerg does with the new Swarm Host.
Sky Terran simply put is awesome, and is often the result of mid game mech builds. Banshees are expensive, but supply efficient (2 supply down from 3) and fast (Close to 3 instead of 2.5) meaning that a little bit of supply can do a ton of damage in the late game from a Sky Terran player. This is very important because for a composition to be effective and provide fun gameplay, it needs to have some form of squad based combat, ie, a small amount of supply (12 or less) be dangerous enough to force a rapid response from the defending player. This yields more multitasking and excitement in matches. Battle Cruisers and Ravens are much cooler overall due to changes from HotS or OG. BCs can now close on Tempests (which have a minimum range and do 50 damage instead of 80 damage to BCs.) with their jump ability, and attack slower but do more damage, meaning that BCs aren't trumped as hard by armor upgrades. Due to how slow Tempests attack (4 instead of 3), PDD is highly effective at keeping your fleet alive and well. Versus swarms of air units, Seeker Missle and Viking's splash can keep the skies clear. Currently there are several variations of Sky Terran and Sky Mech each that have their own strengths and weaknesses. The Raven and Mine are often lynch pins in these strats.
Viking, Banshee, Raven Viking, BC, Raven Viking, Mine, Raven Banshee, Mine, Raven Viking, BC, Mine. Viking, Tank, Mine, Banshee. Banshee, Hellbat, Viking BC, Hellbat, Tank, Mine BC, Hellbat, Tank, Viking
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On June 14 2013 01:50 ItWhoSpeaks wrote: BCs can now close on Tempests (which have a minimum range and do 50 damage instead of 80 damage to BCs.) with their jump ability, and attack slower but do more damage, meaning that BCs aren't trumped as hard by armor upgrades.
Only just realised this was in (mainly because its not in the OP) Needs to make more Battlecruisers...
Also, as an added bonus a reduction in fire rate that is cancelled out by an increase in damage also buffs the DPS because the effects of the ridiculous random delay on the attack rate is reduced (its no longer up to an 83% decrease on the attack rate from the random delay)
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