• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:33
CET 06:33
KST 14:33
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview TL.net Map Contest #21: Winners
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ What happened to TvZ on Retro? SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Path of Exile Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Stormgate/Frost Giant Megathread 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
Things Aren’t Peaceful in Palestine US Politics Mega-thread About SC2SEA.COM Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2258 users

OneGoal: A better SC2 [Project Hub] - Page 69

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 67 68 69 70 71 78 Next
Knockmysocksoff
Profile Joined February 2013
12 Posts
August 06 2013 17:15 GMT
#1361
Have you guys ever considered streaming through youtube at all?
nerak
Profile Blog Joined September 2011
Brazil256 Posts
Last Edited: 2013-08-06 19:53:05
August 06 2013 18:31 GMT
#1362
About the VOD: wow. Aren't hydras powerful! I have a question: why the 10% bonus to attack rate on creep? I know it didn't make any difference in this game, but hydras seem powerful enough already, don't they?
EDIT: also, your Hydras cost as much as BW Hydras, but they deal 10 damage instead of 5(+5 against "armored") damage. Why so?

Immortals felt fun, I think they're on a nice spot.

Can't comment any further. before I watch some more.
"I am smiling" - Marauder Dynamite
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 06 2013 21:15 GMT
#1363
On August 07 2013 03:31 nerak wrote:
About the VOD: wow. Aren't hydras powerful! I have a question: why the 10% bonus to attack rate on creep? I know it didn't make any difference in this game, but hydras seem powerful enough already, don't they?
EDIT: also, your Hydras cost as much as BW Hydras, but they deal 10 damage instead of 5(+5 against "armored") damage. Why so?

Immortals felt fun, I think they're on a nice spot.

Can't comment any further. before I watch some more.

Just a guess on your answer.

Zealots in SC2 take bonus damage to their shield. Each hydra shot doing 5+5armored would deal 5 a shot to both hp and shield.

In BW zealots take full damage to shield but not to hp. Each hydra shot doing 5+5armored would deal 10 damage to shield but 5 to hp.

Considering hydras are very important tool vs Toss, but less so vs Terran (stim marines, widows, buffed tanks in sc2 engine aka hydras clump easier).
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
August 07 2013 05:06 GMT
#1364
December got it right on the first try. The creep attackspeed bonus was to push for a unit-based defenders advantage.
Reflection and Respect.
nerak
Profile Blog Joined September 2011
Brazil256 Posts
August 07 2013 13:57 GMT
#1365
Very clever.

I think I'll be dwelling too much into abstract theorycraft with my next questions, but here we go: hydras benefit from creep speed boost (even the standard .3 boost) more than other units, specially in OneGoal where they more microable. So do Locusts since their effectiveness is a direct result of how far they can go; and again, this is even enhance in OneGoal since they don't have the extra durability, but rather an extra "burst damage" upgrade.

So

1) Why is +10% attack speed necessary for Hydralisks? Isn't the speed boost enough, or if Hydras deserve a further advantage, isn't the extra boost for Hydras more interesting, design wise, than a flat attack bonus?

2) What is the role of the attack speed boost for Locusts? I understand it means they're 10% better to defend their mommies on creep. It makes sense defensively, but how it relates to aggressive creep spread?

3) Why does the attack boost affects specifically Hydras and Locusts? Why not other units, and why these units?


A casual-oriented question:
I love game design and it's really fun to read about your work. But what about casual games? People have been talking about "for fun" casual maps with unique features like lava or whatever to make things more interesting. What is your approach about casual/fun game modes like 3v3 and 4v4s, casual maps and other things? Do you think any of these things belong with OneGoal?

Keep up with the good work.
"I am smiling" - Marauder Dynamite
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
August 07 2013 16:54 GMT
#1366
1.+10% isn't necessary. It was there to provide an additional defenders advantage in a similar manner to the Roaches high HP. Some number based defenders advantage with that particular unit. We also wanted to really push aggressive creep spread. My understanding the next patch will have a tweaked passive. Designwise, because it is something clean and simple that changes how the unit works sublty. Hydras have been altered in OneGoal to allow for stutterstep, a faster attackspeed means that you can do really neat micro on creep, which the second game of Goswsr showed off a bit when he split against those Colossi. Hydras already have burrow for an active, Stalkers have blink, Marauders have stim. For it to be clean, anything we add to the hydras either has to be passive and yield new gameplay (like concshells), or be used rarely (like morph to Baneling or Swarm Host.) Hope that makes sense.

2. It (along with the new upgrade) is to allow for defensive utility, allowing the Swarm Host to swing fights near choke points (you have to position them so locusts get a good concave instead of at the choke.) It also allows for more early/mid game timing attacks like Secretion Worm pushes.

3. Because it is there to show the evolutionary relationship between the two strains and helps them achive a zergy marine tank style where there is a strong positional anchor that secures mobile, aggressive gameplay.

Casual dynamics are neat but not our place. That said we should have some more 2v2 and 3v3 maps out in a while with any luck.
Reflection and Respect.
Tabashi
Profile Joined June 2011
Belgium129 Posts
August 09 2013 11:06 GMT
#1367
I don't know if this has been stated yet and it is really hard to search through the 70 pages of comments in this thread but... There is an obvious imbalance in ZvP in the current balance of this: How do you defend against a ling/bane all in if you don't have sentries coming out of gateways? Bane/ling all in comes before the robo is finished.

Other than that, it looks really cool.
"I'll be the hero you deserve." - HerO, aKa the Batman Protoss
Nyvis
Profile Joined November 2012
France284 Posts
August 09 2013 11:27 GMT
#1368
On August 09 2013 20:06 Tabashi wrote:
I don't know if this has been stated yet and it is really hard to search through the 70 pages of comments in this thread but... There is an obvious imbalance in ZvP in the current balance of this: How do you defend against a ling/bane all in if you don't have sentries coming out of gateways? Bane/ling all in comes before the robo is finished.

Other than that, it looks really cool.


Mothership core has fortify, I guess?
RiFT_
Profile Joined December 2012
United States15 Posts
Last Edited: 2013-08-10 17:06:03
August 09 2013 17:23 GMT
#1369
Immortals can tank Banelings pretty well.

Fortify giving hardened shields on buildings for most of your wall can either buy you time or waste all their Banelings if they choose to attack anyway.

Photon Overcharge is especially good at dealing with Banelings, since it now deals 30 damage per shot (1-shoting Banelings, but still 2-shoting Zerlgings. Gotta focus fire), although it only lasts half as long and costs more energy to use. There hasn't been a ton of testing into how viable it would be to do a Baneling timing before MSC has energy for overcharge (5:25-6:10).

Edit: Ummm, I was calling Photon Overcharge Fortify for a while there. Corrected it and added section about the actual Fortify.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
Last Edited: 2013-08-10 07:06:20
August 10 2013 07:06 GMT
#1370
Fortify grants Hardened Shields to structures in an aoe and costs 50 energy on the MSC. It is out in time for baneling all ins. From there it comes down to MSC vs Baneling micro.
Reflection and Respect.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2013-08-19 21:19:26
August 19 2013 21:19 GMT
#1371
Is there a OneGoal Wiki anywhere?

I just want to know what the current stats of the units are, but it's really hard to piece this info together by combing through the patch notes etc.

Am I doing it wrong?
As it turns out, marines don't actually cost any money -Jinro
Nyvis
Profile Joined November 2012
France284 Posts
August 19 2013 22:11 GMT
#1372
On August 20 2013 06:19 Jermstuddog wrote:
Is there a OneGoal Wiki anywhere?

I just want to know what the current stats of the units are, but it's really hard to piece this info together by combing through the patch notes etc.

Am I doing it wrong?


Yes, launch a game and look at the stats ingame :p
ftm
Profile Joined August 2013
Australia47 Posts
August 20 2013 00:59 GMT
#1373
You guys probably know this...how do you change the control group size limit in the editor? I'm trying to experiment with a limit of 24 per group, with a supply cap of 300.

I've done the 300 supply cap, but I can't figure out how to change the control group. I've gone through the blizz and other forums, but I'm not good with the editor, so I'm struggling to edit the data.
"Hell...ain't a man of 'em could catch you on a vulture Jimmy"
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
August 20 2013 01:48 GMT
#1374
On August 20 2013 09:59 ftm wrote:
You guys probably know this...how do you change the control group size limit in the editor? I'm trying to experiment with a limit of 24 per group, with a supply cap of 300.

I've done the 300 supply cap, but I can't figure out how to change the control group. I've gone through the blizz and other forums, but I'm not good with the editor, so I'm struggling to edit the data.

you can't, as far as i know. SC2BW does it by setting up a trigger to manually reduce the control group size down to 12 every time you try to make one higher than that.
aka ChillyGonzalo / GnozL
ftm
Profile Joined August 2013
Australia47 Posts
August 20 2013 01:57 GMT
#1375
i see...thankyou.
"Hell...ain't a man of 'em could catch you on a vulture Jimmy"
Dauntless
Profile Joined May 2010
Norway548 Posts
Last Edited: 2013-08-20 23:14:27
August 20 2013 23:02 GMT
#1376
Gonna report a couple of possible bugs.

If Carriers have launched their interceptors and a MS uses Isolation Matrix on the Carrier, the Interceptors keeps attacking. You can even queue up attack orders with them. However, if you let them return, you won't be able to launch them until Isolation Matrix wears off. Interceptors hit by Isolation Matrix works are it should, they won't attack and can't take damage.

Additionally, I don't know if this is intended or not, but Ion Aegis works on any ground unit under the effect of Isolation Matrix. Personally I think it's fine. Ion Aegis stacks too, is this intended?

Dark Templars with the Uraj Amulet are slowed down by Time Warp.

Lastly, queue targeting with Void Rays doesn't work, as their attack is on cooldown. All attack orders are deleted from the queue after they shoot, however they can be queued up to either move or patrol and any other kind of movement order.

Btw, I love this project! Thanks for making the effort! And please do a worldwide publish, as I believe that is now possible in the map editor.

Edit: One more thing, MSC's Fortify seems to want to snap target units.
Second Edit: Ion Aegis works on units inside a Warp Prism, even though the Warp Prism is an air unit.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
August 21 2013 00:28 GMT
#1377
I only just discovered this project via a post on reddit. just want to say, GREAT JOB! haven't played the custom game yet. the patch notes are exciting enough on their own
Doominator10
Profile Joined August 2012
United States515 Posts
August 21 2013 00:53 GMT
#1378
-Guardian Shield now prevents targeted slows, mind-control, and pulls.

Does this imply that guardian shield nulls concussive (targeted) but not fungal (AoE)? Intentional?

An idea for warpgates: Instead of simply increasing the cooldown time on the WG itself, why not increase the warp-in time of the unit itself substantially (Like a 8-15 second warp). This way, there is still some semblance of being able to directly damage reinforcements.

Or, Increase the warp-in time AND the warp gate cool-down (keep it increased), in order to restore more defenders advantage. Gateways still produce faster with a buff after WG is researched.

Just throwing it out there.

@Dauntless: Did you find these just playing the game or dedicated bug testing? Nice work.
Your DOOM has arrived,,,, and is handing out cookies
larse
Profile Blog Joined March 2012
1611 Posts
August 21 2013 01:17 GMT
#1379
I still don't understand why in this project and in starbow, tank is still weak as in the current game. Isn't that one of most prominent factor for positional play, which both projects claim to be?
Dauntless
Profile Joined May 2010
Norway548 Posts
Last Edited: 2013-08-21 02:30:14
August 21 2013 02:28 GMT
#1380
On August 21 2013 09:53 Doominator10 wrote:
@Dauntless: Did you find these just playing the game or dedicated bug testing? Nice work.

Thanks! I just fiddled around a bit with some of the abilities after an ended game, just to see how they all work. Ambitiously designed abilities that hasn't gone through extensive QA often times gives some strange results in rare situations^^

On August 21 2013 10:17 larse wrote:
I still don't understand why in this project and in starbow, tank is still weak as in the current game. Isn't that one of most prominent factor for positional play, which both projects claim to be?

The Siege Tank does have a 13 range upgrade in OG, though..
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Prev 1 67 68 69 70 71 78 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
WardiTV Mondays #59
LiquipediaDiscussion
BSL 21
20:00
ProLeague - RO32 Group D
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 166
NeuroSwarm 133
StarCraft: Brood War
hero 1878
Shuttle 1128
Leta 400
Zeus 84
yabsab 72
Noble 68
Icarus 13
Dota 2
monkeys_forever540
League of Legends
JimRising 753
Super Smash Bros
C9.Mang0214
Other Games
summit1g19005
hungrybox403
WinterStarcraft396
ViBE85
Fuzer 49
Organizations
Other Games
gamesdonequick499
StarCraft: Brood War
UltimateBattle 90
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• practicex 55
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1449
• Scarra1427
• Lourlo898
• Stunt313
• HappyZerGling126
Upcoming Events
Wardi Open
6h 27m
Monday Night Weeklies
11h 27m
Replay Cast
17h 27m
WardiTV Korean Royale
1d 6h
BSL: GosuLeague
1d 15h
The PondCast
2 days
Replay Cast
2 days
RSL Revival
3 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
3 days
RSL Revival
4 days
[ Show More ]
WardiTV Korean Royale
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
IPSL
5 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
6 days
Wardi Open
6 days
IPSL
6 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
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

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.