OneGoal: A better SC2 [Project Hub] - Page 65
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ItWhoSpeaks
United States362 Posts
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FoxyMayhem
624 Posts
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da_head
Canada3350 Posts
On June 16 2013 02:16 ItWhoSpeaks wrote: I would like to just make an announcement: Fnatic Harstem and Millenium Goswsr will be playing a series of OneGoal games on the 27th of June at 2 PM Eastern Standard Time. That's a Thursday so if any of you are around, feel free to hope on and watch the games live. There is limited seating in the game lobby, but there will be a stream available that day. Either Boisterous and/or Doncroft will be streaming it live. Vods will follow shortly after. sick! Will be sure to jump on ![]() | ||
ItWhoSpeaks
United States362 Posts
Colossus -AoE now matches hots. -Reduced damage to 20x2 from 36x2. -Movement speed remains unchanged (slow) Warp Prism -Speed increased to 2.95 (HotS changes) -Acceleration increased. We found that the AoE made the Colossus not only borderline unstoppable in chokes, but it also limited counterplay. While you had to aim it to be effective, the defending player simply couldn't engage colossus heavy armies by baiting out shots due to the aoe reaching back into the main army. These changes allow the Colossus to still get guaranteed kills on small units while allowing a bigger window for armies to engage without losing everything. Terran Banshee Cloak Research cost reduced to 100/100 from 200/200. Siege Tank New Research: Maelstrom Rounds Cost: 100/100/100 Tech Lab Effect: The Siege Tank's Siege attack does 30 additional damage to the primary target. Splash is still the same. We wanted to encourage aggression from factory play as well as barracks and Starport play. The big issue with the tank is that it isn't as reliable in its damage payoff as the widow mine. The Widow Mine needs to live for about 4 seconds to get its whole payload off. The Siege Tank currently needs to survive for 6 or so seconds to get the same pay off as ONE widow mine. There are two things that the Siege Tank has over the Widow Mine, reliable damage output assuming it stays alive, and the ability to attack any ground unit or structure from a much longer range. Maelstrom Rounds ensures that it when it hits, it will hurt. It means that if you want to drop a Stalker, Zealot, or Roach in 6 seconds, you will want a Siege Tank instead of a Widow Mine. With 60+15 to the primary target combined with better mobility and a faster set up time, the Siege Tank will excel at pressuring bases and sniping high profile ground targets. Making it a surgical artillery instrument complimented by the raw area control that the widow mine provides. Aggressive mech just may be a thing. Zerg: Overlords -Drop Research reduced to 150/150 from 200/200 -Drop capacity increased to 12 slots from 8. Swarm Host -Health decreased to 100 from 140. Nydus Warren -Secretion Worm cost increased to 100/50 from 100/0. In our efforts to encourage Zerg aggression, we have pushed early zerg power a bit much. The Secretion Worm was especially brutal with Hydralisk timing attacks. This change allows that strategy to occur, but with two fewer Hydralisks, enabling the defenders advantage to mitigate fatal damage with skilled play. This pressure will still demand quick and mechanically sound reactions to fend off and it will still do some damage, it just won't be as overwhelming as before. One thing we really wanted to encourage was Overlord dropping. It currently costs a lot of gas to get there, and losing overlords in the mid game can hurt due to the steep gas cost and supply providing investment. Additionally, Zerg units are effective in mass, meaning that that Medivac's boost and strong heal or the Warp Prism's ability to warp in an army anywhere just straight up outshines their drop methods. Overlords now can carry an Ultralisk and have room to spare, or have 12 lings, meaning that just 2 Overlords getting into your mineral line is going to be bad news. Lategame Viper escorts can and will enable Overlords to drop into heavily defended areas. We are excited to see Zerg aggression at all stages of the game. | ||
Knockmysocksoff
12 Posts
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Hider
Denmark9341 Posts
On June 25 2013 08:43 Knockmysocksoff wrote: Looks good. I really like the changes you made to the siege tank. I think it will now be able to stand up to other late game armies with out it getting completely destroyed or severely weakened. Yep, unfortunately mech + air turtlieterran will likely be way too strong now as the relativel mobility disadvantage isn't severe enough. | ||
Sorrowbane
Canada26 Posts
Some of the people in this thread are right when they say everything is a bit huge though. Have you considered "segmenting" your changes ? You're going to have to prioritize certain changes, isolate them, tack them onto the current "vanilla" HOTS on their own then insert a demo, complete with analysis and conclusive data taken from your "PTR". In other words, alot of your changes are going to have to be independent from each other and alot will need to be cut, so you can introduce each change to Blizzard in the smallest doses possible, within THEIR current metagame. If your goal still is to try to have an impact on the game, you may have to take several steps backward. In any event, best of luck. And for the sake of being practical, here's my own 5 cents on warpgates/gateways : -Warpgates don't need to have a longer unit production time than the Gateway. As much as I respect your desire to give the Gateway a functionality, the Warpgate is designed to be a necessary upgrade and Blizzard is likely to deem your idea(s) "counter-intuitive". If you want to do something about "defender's advantage" post-battle for P, take a close look at the vanilla Mothership Core instead. It's skillset is everything a Protoss needs, but perphaps an upgrade to improve it's energy regeneration would help. | ||
ItWhoSpeaks
United States362 Posts
On June 25 2013 09:05 Hider wrote: Yep, unfortunately mech + air turtlieterran will likely be way too strong now as the relativel mobility disadvantage isn't severe enough. In what match up? Air Toss will completely thrash hard mech unless you commit hard to warhounds, in which case you can just transition into Immortal Zealot. TvZ seems to be the match up to go since Vipers don't come out till hive. | ||
Nyvis
France284 Posts
On June 25 2013 12:07 Sorrowbane wrote:-Warpgates don't need to have a longer unit production time than the Gateway. As much as I respect your desire to give the Gateway a functionality, the Warpgate is designed to be a necessary upgrade and Blizzard is likely to deem your idea(s) "counter-intuitive". If you want to do something about "defender's advantage" post-battle for P, take a close look at the vanilla Mothership Core instead. It's skillset is everything a Protoss needs, but perphaps an upgrade to improve it's energy regeneration would help. If you want to solve the counterintuitive part of the warpgate, you could instead make it a mandatory update, but index the cooldown of the warpgate in fonction of the range you are warping units to. The result would be nearly the same: quicker to produce units at home than at range, with the production time close to the warpgate being around current gateway speed, and the time at range (cap it, not linear, once you crossed more than half the map, make it constant) would be close to current warpgate production speed. I don't know if it's easy to do, though, could need to fiddle a lot with the editor, but it would make the upgrade a lot more intuitive: you don't loose anything any more since you can produce at gateway speed in your base, and on the map at warpgate speed. The only thing lost game wise is simcity. The changes to warpgate/gateway makes simcity needed for protosses too, and it feels quite right. But the upgrade being counter intuitive could be a problem, yes. Blizzard likes simple and clear design instead of complicated ones, and I really agree with them Easy to pick up and hard to master, that's the motto, and we should stick to it. Another way to do it would be to unlock two states for the gateways with the upgrade, one producing locally and one warping, with the local one producing quicker than the base gateway. This would still allow the choice, without having the counter intuitive feel that warpgate can be seen as a loss. | ||
Hider
Denmark9341 Posts
On June 25 2013 15:44 ItWhoSpeaks wrote: In what match up? Air Toss will completely thrash hard mech unless you commit hard to warhounds, in which case you can just transition into Immortal Zealot. TvZ seems to be the match up to go since Vipers don't come out till hive. The point is that as long as the mule is in the game, the opportunity cost of getting too much of type of unit is very small. Just get lots of warhounds, tanks, ravens, bc's (maybe ghosts) and never attack (this way you will have a deathball army that can deal with eveyrthing insanely cost efficiently). That's why the tank had to be bad in Sc2, because otherwise people would just play a 30 minute no attack style every single game (assuming they would want to optimize their winning chances). The same concept doesn't apply to bio as bio scales worse than mech. | ||
DarkwindHK
Hong Kong343 Posts
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RedGD
Germany22 Posts
When Roaches directly burrowed, they move a short time faster than if they are already buried. | ||
Zoar
United States39 Posts
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CYFAWS
Sweden275 Posts
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ItWhoSpeaks
United States362 Posts
I have come to believe that SC2's economy doesn't need to be completely rewired to have a reasonably healthy game. HotS has a lot of roundabout solutions to problems and it is far more playable and watchable than WoL was. Things like Maelstrom Rounds and faster move and deploy/undeploy are much more effective on the offense than defense. | ||
Nyvis
France284 Posts
On June 27 2013 01:24 ItWhoSpeaks wrote: @Hider. I wasn't aware the Mule harvested gas. Mech in HotS, on the rare occasions when it shows up, pushes out to deny a third or forth, usually a third. If we can encourage that base to be a natural or a nascent third, then mech can be really exciting. I have come to believe that SC2's economy doesn't need to be completely rewired to have a reasonably healthy game. HotS has a lot of roundabout solutions to problems and it is far more playable and watchable than WoL was. Things like Maelstrom Rounds and faster move and deploy/undeploy are much more effective on the offense than defense. What he means is that with SCVs only on gas, and mass mules on minerals, you can have a 180 pop supply mech. Since mech is also extremely cost efficient in term of supply, it sounds a bit extreme. SC2's economy might not need to be rewired (I believe it has to, but it's personal and comes from comparisons with other games. But the mule needs to be addressed, I think. | ||
topsecret221
United States108 Posts
Guys, the showmatch between Goswser and Harnstead is starting soon! | ||
ItWhoSpeaks
United States362 Posts
After OneGoal makes formal contact with Blizzard, we will start exploring broader changes. That is happening soon (tm) | ||
CrazyBread92
United States53 Posts
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ItWhoSpeaks
United States362 Posts
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