OneGoal: A better SC2 [Project Hub] - Page 69
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Knockmysocksoff
12 Posts
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nerak
Brazil256 Posts
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. | ||
decemberscalm
United States1353 Posts
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
United States362 Posts
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nerak
Brazil256 Posts
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. | ||
ItWhoSpeaks
United States362 Posts
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. | ||
Tabashi
Belgium129 Posts
Other than that, it looks really cool. | ||
Nyvis
France284 Posts
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_
United States15 Posts
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
United States362 Posts
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Jermstuddog
United States2231 Posts
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? | ||
Nyvis
France284 Posts
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
Australia47 Posts
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. | ||
Fishgle
United States2174 Posts
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. | ||
ftm
Australia47 Posts
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Dauntless
Norway548 Posts
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. | ||
SHODAN
United Kingdom1060 Posts
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Doominator10
United States515 Posts
-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. | ||
larse
1611 Posts
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Dauntless
Norway548 Posts
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.. | ||
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