I think a minimalistic mod would have a much better chance of success.
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Antisocialmunky
United States5912 Posts
I think a minimalistic mod would have a much better chance of success. | ||
Fishgle
United States2174 Posts
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? starbow tanks do 55 damage (+15 vs armored), have 180 HP, and cost 100 vespene... | ||
Doominator10
United States515 Posts
On August 21 2013 11:36 Fishgle wrote: starbow tanks do 55 damage (+15 vs armored), have 180 HP, and cost 100 vespene... Trust me, they may not be BW OP tanks, but a Starbow or OG siege tank is a truer siege tank than the SCII siege tank. Much better. On another note: To solve some problems in PvT early game, give reapers an anti air atk. This can allow terrans to not only scout, but defend against early MSC + stalker / zealot. As it is in HotS, you can easily get punished for trying to scout with reapers since you have not enough AA to defend against a MSC or Oracle in your mineral line and a stalker / zealot at your front. It's not game breaking to any other matchup (reapers do less DPS than marines and take twice as long to build, so chasing down overlords with reapers = not useful.) It is a small change that could soften the blow of the myriad of protoss early pressure / tech builds in TvP. (I would rather see this in HotS tbh) Followup: Why does the mothership core need an attack in the first place? What does it do to the game? It can force away poking zerglings from the front, (-) adds some slight dps to the pvp early game (potentially useful), and opens a lot of what I call ""bullying" options against terran. (Bullying is simply abusing an inherent weakness in a way that detracts from my enjoyment. Abusing a mobility weakness vs mech as zerg with multipronged attacks is interesting. Abusing the fact that terrans only have 1 or 2 effective builds to use since they can't effectively scout and sending air units before there is sufficient AA 5 minutes into the game is not entertaining -___-). I advocate removing the attack from the MSC and make it a dedicated spell caster. (Imagine High Templars or Infestors with an auto attack... what role would it serve?) | ||
ItWhoSpeaks
United States362 Posts
MSC needs to have an attack to repel banelings. | ||
larse
1611 Posts
On August 21 2013 12:50 ItWhoSpeaks wrote: Siege Tanks cost 150/100 and cost 2 supply. They have siege mode off the bat like hots, they have a 3 second deploy and undeploy time and they have the maelstrom round upgrade (+30 vs primary target.) MSC needs to have an attack to repel banelings. It can see that tank is better, especially with the +30 vs primary target. But why doesn't you guys go with more toward the BW tank's damage? I mean that's the biggest reason why mech worked in BW. | ||
ItWhoSpeaks
United States362 Posts
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sleepyjuice
6 Posts
1. Are the custom Maps on the SEA server? I would love to share this with some of my Aussie friends over here. 2. What is the in-game chat channel or group? I'm sorry if these have been asked before. ![]() | ||
DoctorBoson
United States24 Posts
On August 21 2013 15:14 sleepyjuice wrote: I'm loving this, but 2 quick questions: 1. Are the custom Maps on the SEA server? I would love to share this with some of my Aussie friends over here. 2. What is the in-game chat channel or group? I'm sorry if these have been asked before. ![]() No problem. 1. Right now, we are only on the NA server, but we are working on getting a map or two onto the EU server. SEA will be next on the list, but we don't have a date for you yet. 2. The in-game chat channel is OneGoal. We also have a OneGoal group that you can join (though it is quite saturated and a lot of people don't participate in it anymore). In regards to the siege tank, the main difference between the SC2 siege tank and the BW siege tank isn't the tank itself, but the units that are closing on the tanks. Specifically, units close the distance too quickly, keeping them from shooting and shelling out enough damage from a distance, even though their range is even longer than back in the old days. We are working on a build in the back room to test out the game while movement speed is lowered across the board, to see if this brings the tank back in line with its original counterpart. | ||
Foxxan
Sweden3427 Posts
So my question is instead, any ideas to when? Any hint at all? 1month? 5months? weeks? days? anything at all is better than nothing | ||
DoctorBoson
United States24 Posts
On August 22 2013 02:47 Foxxan wrote: I was just gonna ask if there are any plans to release this on europe and thank god, you have plans. So my question is instead, any ideas to when? Any hint at all? 1month? 5months? weeks? days? anything at all is better than nothing I can't give numbers, because nothing is really certain yet, but I can say where we are in the process. So, back in the days where all accounts were region locked, I bought another version of the game for the sole purpose of accessing the EU server. This was months ago. Now, I do not remember the password of the account, or the answer to the associated security question. What I need to do is get Blizz to either give me the information somehow, so I hide the old map and shut down that account (so it doesn't need to be used any longer), or get them to do that for me. The reason I can't just delete the map is, apparently, when a map is deleted from b.net, it cannot be created again under the same name, ever. We're still looking into details, but we have to somehow keep the other version of the map from the public before uploading a version that will be properly kept up to date. | ||
DoctorBoson
United States24 Posts
This will be going live very soon. In addition to a number of bug fixes (many of which was mentioned here on the thread), here's what you can be expecting in the near future: Protoss Phoenix - Damage reset from 10 to 5+5. The extra base damage really didn't add much except the faster killing of overlords. We've reverted the change to simply stay more in line with the base game. Sentry - Time Warp now affects time scale, slowing non-attack actions and regeneration in the radius. Being a physics major and obsessed with time, I thought adding more consistency would be nice, along with adding significant utility to the spell (lots of SCVs repairing that bunker? Now they go 50% slower). It really is a bubble of warped time. Except for the ultralisk. It assimilated the honey-badger strain and doesn't give a shit. Void Ray - The Void Ray has been removed. We worked with several iterations on the void ray, and nothing really fits with both the unit and the Nerazim identity behind it. Dark templar capital ships simply don't feel like dark templar units. It's original iteration in WoL and HotS placed it as an anti-armored hitter, but it was very a-move-y and didn't take a lot of control (except for the anti-armor micro button). Our initial solution was to give it a large damage field to primarily help protoss thirds (this was present in the protoss trailer), but it was clunky and was overshadowed by the more effective Fortify. So we changed it to be a high damage protoss capital ship with a hunter-seeker-esque attack. Unfortunately, it was too hard to get off shots, too little reward when you did, and was still very a-move-y. All roles that are necessary in a composition are already taken by other units in the stargate: anti-light phoenixes; anti-armored tempests; strong, steadily damaging carriers; harassing and manipulative oracle; and the powerful battlefield manipulating mothership. The Void Ray will be leaving the game until we can find it a proper role with an appropriate feel. Terran Widow Mine - Widow Mine health decreased from 75 to 60. To further distinguish the mine and the siege tank, mines are now incredibly vulnerable to splash: if you don't control them carefully, they will die very quickly. This simply makes more micro important with mine-heavy strategies, as well as making it more imperative to snipe off detectors should they encroach too heavily on your position. Viking - Ripwave Missiles removed. With the removal of the venelisk, and the change of viking from armored damage to light, this upgrade simply makes the viking broken against the two units it counters effectively without it: mutalisks and phoenixes. In the case of the mutalisk, there is plenty in the Terran arsenal between mines, ravens, marines, and vikings to deal with them if you position your defenses properly. Zerg Hydralisk - Accelerating biomass attack speed buff increased from 10% to 20%. - Hydralisk attack period increased from 1.05 to 1.2. In both internal testing and matches that we've observed, we've noticed that Hydralisk DPS is incredibly high. Combined with their high health, other races (protoss in particular) had trouble dealing with larger numbers of these units without splash (and even with splash, an army was likely to come out of a battle with severe losses). We've lowered their attack speed, taking their DPS from 9.5 to 8.3 (comparatively, marines have a DPS of 5.81 pre-stim). To compensate for this in the early game (defending) and late game (attacking), players with good creep spread will be able to take to the offensive and gaining a higher bonus attack speed on creep (bringing the total DPS to 10.4). This should be offset by the presence of splash by enemy races at this time. Swarm Host - Locust health decreased from 65 to 50. Swarm Hosts with two locusts are good... but with 3 locusts, they can be a serious problem. A lot of splash attacks simply couldn't deal with them before they got into range, and single-target units had trouble clearing even small numbers before dying. This should make locusts significantly easier to kill, giving protoss and terran players more time to move in and kill swarm hosts after a wave of locusts passes. Corruptor - Plague cast range increased from 4 to 6. While we're still looking into other alternatives for this spell, we've decided to increase its range to have a better chance of actually seeing it used in games. The spell is actually quite good against larger targets and buildings, and its drawbacks are the same as corrupt: without other units around to deal damage (or take it), it won't win large numbers of corruptors any fights. Roach - Roach damage increased from 14+4 to 16+4. As a T2 unit, Roaches simply weren't doing quite enough damage. As burrowed pack-hunter units, they should be able to pop out and kill one or two units before burrowing (or dying). This should make them more viable both as harassment options and as immediate combat units. Map Pool In addition, the map pool is going to be updated in this patch. The new maps are listed below: Derelict Watcher - This is also the map going up on the Arcade. + Show Spoiler + ![]() Bel'shir Vestige + Show Spoiler + ![]() Red City + Show Spoiler + Korhal Sky Island + Show Spoiler + ![]() Neo Planet S + Show Spoiler + ![]() | ||
Visage814
United States109 Posts
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excomotive
United States3 Posts
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DoctorBoson
United States24 Posts
On August 25 2013 12:02 Visage814 wrote: It's very likely I'm just terrible at looking, but is there a list of (or place where people post) vods of games? I tried looking on youtube, but I usually can only find rather outdated ones. This is the most recent. Unfortunately, there haven't been many streams or casts in a while as I've been moving into my college apartment. On August 26 2013 00:29 excomotive wrote: Patch 5 already? I thought the last balance patch you released was 3. Also, when are you going to do more streams/videos? I've been looking forward to seeing some games with decent players. Patch 4 introduced the Secretion Worm (keep in mind that the balance patches and design patches are being numbered separately. On a different note, I may be relocating my streaming days to Tuesday nights for now. Saturdays are very busy at the moment. Yes, starting this Tuesday. We're back :D | ||
Bareleon
371 Posts
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DoctorBoson
United States24 Posts
On August 26 2013 01:48 Bareleon wrote: How do you get a new upgrade in a building and how do you make a unit use it after you upgrade it? In regards to the editor? Can you give an example? | ||
Bareleon
371 Posts
On August 26 2013 03:23 DoctorBoson wrote: In regards to the editor? Can you give an example? Yes. And like, giving a zealot stim or making a unit have a cloaking field. But like, after i research stim, how do I have to do it so the zlot can use it. | ||
Fishgle
United States2174 Posts
On August 26 2013 03:31 Bareleon wrote: Yes. And like, giving a zealot stim or making a unit have a cloaking field. But like, after i research stim, how do I have to do it so the zlot can use it. You'll need to make the following things in the editor: The ability, the ability's effect, the upgrade requirements and validators, the upgrade, the ability that grants the upgrade, the button for the upgrade, the requirements for the ability (ie: have upgrade), the button for the ability on the unit, and then you'll need to place the buttons on their respective units and buildings. Your best bet is to open the editor and mess around with it for a couple hours. Look at the stuff already in the game and try to emulate it. | ||
Phoobie
Canada120 Posts
I decided to switch over to protoss in HOTS and there are things here that I wish were made in HOTS: the stalker is now a dedicated, mobile, map-control/harass unit that provides the main army with anti-air and no longer the low DPS/Fragile backbone of the army,. that job is now the immortals which I think is the perfect change. I also really like putting the Sentry at robo tech and removing forcefields, as "skillful" as forcefields are it was entirely dependent on the actions of the user, and the opponent could do nothing but hope that you lsip up. this move allows gateway units to be more powerfull all on their own. No not only does robo tech unlock the colossus, warp prism and observer,. it also unlocks the sentry who's new role is simply to empower the army which i think is cool and thematic (numbers are few and so sentries gives the few left standing the strength of many). My only doubt at the time is how you guys are dealing with warp gate. Thematically I feel as though Warp ins have become a core piece of the protoss identity. terran assembles their army piece by piece on an assembly line like a factory. Zerg spawns swarms of units from Larva, and protoss warps units to the battle field startegically and efficiently. At the same time I do feel as though warp gate can be detremental to design because of the ability to remove defender's advantage if you can sneak a pylon near their base whcih makes for a lot of all-in play and gimmiks which are fun for neigghther player. if I had a proposal for Warp Gates it would be to create two fields: A Power field provided by pylons for teh warp-in of structures and a psionic matrix generated by non-pylon structers and the warp prism wherein units may be wapred in. what are your thoughts on this? | ||
sjh
Canada136 Posts
On August 27 2013 04:57 Phoobie wrote: if I had a proposal for Warp Gates it would be to create two fields: A Power field provided by pylons for teh warp-in of structures and a psionic matrix generated by non-pylon structers and the warp prism wherein units may be wapred in. what are your thoughts on this? I like this idea, but I think maybe the "Psionic Matrix" (PM) should be only available in 3 places, in a decent range around the nexus, maybe comparable to Photon Overcharge range, the warp prism, but with a fairly limited range, and an upgraded pylon, with the upgrade being researched at TC, once again with a limited range, and no longer able to power buildings. As a side note, I think it would also be cool if the upgraded pylon had something like a really weak shield battery. | ||
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